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	<title>Terra Invicta Official Wiki - User contributions [en]</title>
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		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=2814</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=2814"/>
		<updated>2023-06-06T14:40:10Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Atrocity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Factions.png|thumb|400px|Goals and starting relations of all factions]]&lt;br /&gt;
With the nations of Earth unable to reach consensus on how to approach the alien arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.&lt;br /&gt;
&lt;br /&gt;
The inner leadership circle of each faction is its council. Councilors will go on missions to help you gain power over Earth&#039;s nations and discover the aliens&#039; goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build habitats and fleets in space.&lt;br /&gt;
&lt;br /&gt;
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and organizational structures removed, but ideas can&#039;t fully die. What matters is how much power the people holding those ideologies possess.&lt;br /&gt;
&lt;br /&gt;
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our Solar System. Objectives can also unlock special research projects and orgs for a faction.&lt;br /&gt;
&lt;br /&gt;
By using the Contact mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.&lt;br /&gt;
&lt;br /&gt;
== Trade Negotiations ==&lt;br /&gt;
Factions can begin trade negotiations with each other by using the Contact mission. They may trade resources, orgs, control points or council engineering projects. They can also form non-aggression pacts, which prevents two factions from using hostile missions or the declare war policy against each other&#039;s councilors and nations.&lt;br /&gt;
&lt;br /&gt;
Nations that are in conflict or at war with each other will reject trade negotiations.&lt;br /&gt;
&lt;br /&gt;
== Atrocity ==&lt;br /&gt;
Atrocities are actions that will permanently lower Public Opinion in every nation for a certain faction, as well as the loyalty of councilors with the Ethical and Pacifist traits. The following actions will create atrocities:&lt;br /&gt;
* Completing a Nuclear Weapons priority for the first time in a nation&lt;br /&gt;
* Using a Strategic Nuclear Barrage&lt;br /&gt;
* Razing a region with an army or fleet&lt;br /&gt;
* Bombarding a mission control facility or launch facility&lt;br /&gt;
* Destroying a hab with civilian modules&lt;br /&gt;
* Critically failing Assassinate missions&lt;br /&gt;
* Critically failing Increase Unrest missions&lt;br /&gt;
* Various random events&lt;br /&gt;
&lt;br /&gt;
== Human Factions ==&lt;br /&gt;
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation&#039;s population having different beliefs. Factions with ideology supportive to the aliens will eventually be able to transfer territory to the alien nation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! rowspan=2 | Leader !! rowspan=2 | Agenda !! colspan=2 | Ideology !! rowspan=2 | Default names !! rowspan=2 | Ship color&lt;br /&gt;
|-&lt;br /&gt;
! Humanity !! Aliens&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|80px]] [[The Resistance]]&lt;br /&gt;
| [[File:F AFR 04 icon.png|80px]] [[Commander Fiona Ayouade]]&lt;br /&gt;
| Protect humanity by resisting the alien invasion&lt;br /&gt;
| Realist&lt;br /&gt;
| Somewhat hostile&lt;br /&gt;
| Small ships after heroes&amp;lt;br&amp;gt;Medium ships after qualities&amp;lt;br&amp;gt;Large ships after battles&amp;lt;br&amp;gt;Habs after commanders&lt;br /&gt;
| White&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|80px]] [[The Servants]]&lt;br /&gt;
| [[File:F EUR 06 icon.png|80px]] [[Superior Judith Howell]]&lt;br /&gt;
| Support the aliens by any means necessary&lt;br /&gt;
| Idealist&lt;br /&gt;
| Very supportive&lt;br /&gt;
| Small ships after mythical beasts&amp;lt;br&amp;gt;Medium ships after phenomena&amp;lt;br&amp;gt;Large ships after mythologies&amp;lt;br&amp;gt;Habs after monuments&lt;br /&gt;
| Black&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|80px]] [[The Initiative]]&lt;br /&gt;
| [[File:M EUR 06 icon.png|80px]] [[Chairman Soren Van Wyk]]&lt;br /&gt;
| Exploit the alien arrival to gain power&lt;br /&gt;
| Cynical&lt;br /&gt;
| Neutral&lt;br /&gt;
| Small ships after fish&amp;lt;br&amp;gt;Medium ships after rivers&amp;lt;br&amp;gt;Large ships after water bodies&amp;lt;br&amp;gt;Habs after explorers&lt;br /&gt;
| Orange&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|80px]] [[Project Exodus]]&lt;br /&gt;
| [[File:M ASI 11 icon.png|80px]] [[Director Khalid Al-Ashgar]]&lt;br /&gt;
| Escape the aliens by sending humans to other stars&lt;br /&gt;
| Idealist&lt;br /&gt;
| Hostile&lt;br /&gt;
| Small ships after birds&amp;lt;br&amp;gt;Medium ships after astronomy objects&amp;lt;br&amp;gt;Large ships after famous ships&amp;lt;br&amp;gt;Habs after astronauts&lt;br /&gt;
| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|80px]] [[The Academy]]&lt;br /&gt;
| [[File:F EAS 06 icon.png|80px]] [[Chancellor Li Qingzhao]]&lt;br /&gt;
| Convince the aliens that we are equal&lt;br /&gt;
| Idealist&lt;br /&gt;
| Somewhat supportive&lt;br /&gt;
| Small ships after land animals&amp;lt;br&amp;gt;Medium ships after scientists&amp;lt;br&amp;gt;Large ships after explorations&amp;lt;br&amp;gt;Habs after exemplars&lt;br /&gt;
| Olive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|80px]] [[Humanity First]]&lt;br /&gt;
| [[File:M HIS 03 icon.png|80px]] [[Colonel Hanse Castillo]]&lt;br /&gt;
| Eradicate the aliens and all who support them&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Very hostile&lt;br /&gt;
| Small ships after weapons&amp;lt;br&amp;gt;Medium ships after warriors&amp;lt;br&amp;gt;Large ships after scary things&amp;lt;br&amp;gt;Habs after mountains&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|80px]] [[The Protectorate]]&lt;br /&gt;
| [[File:M ASI 12 icon.png|80px]] [[Commissioner Kiran Banerjee]]&lt;br /&gt;
| Protect humanity by appeasing the aliens&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Supportive&lt;br /&gt;
| Small ships after cities&amp;lt;br&amp;gt;Medium ships after regions&amp;lt;br&amp;gt;Large ships after landmasses&amp;lt;br&amp;gt;Habs after leaders&lt;br /&gt;
| Blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Campaign Objectives ==&lt;br /&gt;
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! No !! colspan=2 | Objective&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Investigate Alien Crash || width=70% | Have a councilor conduct the Investigate Alien Activity mission at the crash site.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Signatures || When it becomes available, reseach the Alien Signatures project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Investigate Alien Abductions || Conduct Surveil Location missions in regions near any alien crash sites. If abductions are detected, send a councilor on an Investigate Alien Activity mission to that location.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Alien Origin || Research the Skywatch and Deep System Skywatch global technologies, and then the Alien Origin project when it becomes available.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Salvage Alien Technology || Successfully engage one of the following alien assets: facility, landed UFO, habitat, warship, or army.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 4 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Methods || When it becomes available, reseach the Alien Methods project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Alien Technology || When it becomes available, reseach the Alien Technology project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 5 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Investigate Returned Abductees || Conduct Surveil Location missions in areas with a suspected alien presence. If evidence of alien influence on the populate or leaders is detected, send a councilor on an Investigate Alien Activity mission to that location.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Begin The Search || Research the Advanced Neural Networks and Directed Space Research global technologies, and then the Deep Space Telescope project when it becomes available. Construct a Deep Space Telescope module at one of your habs.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Operations || When it becomes available, reseach the Alien Operations project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 7 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Movements || When it becomes available, reseach the Alien Movements project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Set Our Goal || Research the faction&#039;s unique org project. For The Initiative additional objectives must be completed before the project appears.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Salvage Alien Warship || Engage and defeat an alien warship, then research the Salvage Alien Warship project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 8 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Acquire An Alien Corpus || Detect an alien operative on Earth and conduct an Assassinate mission against it. It may also be possible to locate an Alien Facility in an Earth region and conduct an Assault Alien Asset mission against it or detect and capture an alien hab out in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Exotics || When it becomes available, reseach the Exotic Materials project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Contact The Aliens || Detect an alien operative on Earth and conduct a Contact mission against it.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 9 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Hydra Biology || When it becomes available, reseach the Hydra Biology project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Exotic Hybrids || Research the Quantum Computing global technology, and then the Exotic Hybrid Systems project when it becomes available.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Learn Their Language || When it becomes available, reseach the Hydra Language project. For The Academy additional objectives must be completed before the project appears.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 10 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Hydra Pherocytes || When it becomes available, reseach the Pherocytes project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Conduct Diplomacy With The Aliens || When it becomes available, reseach the Hydra Diplomacy project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 11 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Hydra Containment || When it becomes available, reseach the Alien Containment project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Learn Their Demands || When it becomes available, reseach the Their Demands project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|25px]] Prepare the Alien Nation || When it becomes available, reseach the The Alien Nation project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 12 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Capture A Live Hydra || Detect an alien operative on Earth and conduct a Detain mission against it. It may also be possible to locate an Alien Facility in an Earth region and conduct an Assault Alien Asset mission against it or detect and capture an alien hab out in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|25px]] Research The One True Path || When it becomes available, reseach the The One True Path project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|25px]] Develop Coexistence Pact || When it becomes available, reseach the Coexistence Pact project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 13 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Communicate With Captured Hydra || When it becomes available, reseach the Hydra Language project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|25px]] Build The Sentinels || Construct 10 Sentinel Complex modules on stations in Low Earth Orbit.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Interrogate The Captive Hydra || When it becomes available, reseach the Hydra Interrogation project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 15 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Wormholes || When it becomes available, reseach the Wormholes project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]] Learn Their Weakness || When it becomes available, reseach the Their Weakness project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]] Research Pherocyte Resistance || When it becomes available, reseach the Pherocyte Resistance project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Determine Their Purpose || When it becomes available, reseach the Their Purpose project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] A New Home || When it becomes available, reseach the A New Home project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 16 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research The Choke Point || When it becomes available, reseach the The Choke Point project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]] Research Hydra Biowarfare || When it becomes available, reseach the Hydra Biowarfare project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|25px]] Research Pherocyte Mastery || When it becomes available, reseach the Pherocyte Mastery project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Plot The Great Journey || When it becomes available, reseach the The Great Journey project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 17 || [[File:FAC DestroyCouncil 128.png|25px]] Prepare To Kill The Hive || When it becomes available, reseach the Kill the Hive project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Construct The Bifrost || Construct an Interstellar Launch Facility module at one of your habs.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]] Research A Permanent Peace || When it becomes available, reseach the A Permanent Peace project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|25px]] Prepare The Final Assault || When it becomes available, reseach the The Final Assault project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|25px]] Prepare To Enslave The Masters || When it becomes available, reseach the Enslave the Masters project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Victory Objectives ===&lt;br /&gt;
Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Objective !! Org !! Mission !! width=55% | Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] Assert Alien Hegemony&lt;br /&gt;
| [[File:Org submit win.png|40px]] The Sword of the Devoted&lt;br /&gt;
| [[File:ICO mission submit on.png|40px]] Herald Our Masters&lt;br /&gt;
| &lt;br /&gt;
* New York region&lt;br /&gt;
* Aliens control regions containing at least 65% of Earth&#039;s population.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be at least 80% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] Close The Gate&lt;br /&gt;
| [[File:Org resist win.png|40px]] Janus Section&lt;br /&gt;
| [[File:ICO mission resist on.png|40px]] Close the Gate&lt;br /&gt;
| &lt;br /&gt;
* Aliens control 0% of Earth&#039;s regions.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be no more than 25% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Earth Is Not Enough&lt;br /&gt;
| [[File:Org exploit win.png|40px]] The Pherocyte Masters&lt;br /&gt;
| [[File:ICO mission exploit on.png|40px]] Tame the Enemy&lt;br /&gt;
| &lt;br /&gt;
* Faction controls regions with 50% of Earth&#039;s population.&lt;br /&gt;
* Faction controls 65% of all control point values on Earth.&lt;br /&gt;
* The combined fleet power of all enemy factions must be no more than 25% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Kill Them All&lt;br /&gt;
| [[File:Org destroy win.png|40px]] The Omega Solution&lt;br /&gt;
| [[File:ICO mission destroy on.png|40px]] Trigger the Weapon&lt;br /&gt;
| &lt;br /&gt;
* The aliens must control no more than 0% of Earth&#039;s regions.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be no more than 20% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
* Aliens and pro-aliens must control no more than 20% of Earth&#039;s regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Launch&lt;br /&gt;
| [[File:Org escape win.png|40px]] Bifrost Command Staff&lt;br /&gt;
| [[File:ICO mission escape on.png|40px]] Launch the Bifrost&lt;br /&gt;
| &lt;br /&gt;
* Interstellar Launch Facility module&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Pacify The Earth&lt;br /&gt;
| [[File:Org appease win.png|40px]] The Protectorate Authority&lt;br /&gt;
| [[File:ICO mission appease on.png|40px]] Claim Hegemony&lt;br /&gt;
| &lt;br /&gt;
* 10 Sentinel Complex modules&lt;br /&gt;
* Faction controls regions with 50% of Earth&#039;s population.&lt;br /&gt;
* Faction controls 65% of all control point values on Earth.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be at least 70% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] Send Out Envoys Through The Wormhole&lt;br /&gt;
| [[File:Org cooperate win.png|40px]] Mission to the Hydra&lt;br /&gt;
| [[File:ICO mission cooperate on.png|40px]] Forge an Alliance&lt;br /&gt;
| &lt;br /&gt;
* Faction controls regions with 75% of the Earth&#039;s population.&lt;br /&gt;
* Faction controls 75% of all control point values on Earth.&lt;br /&gt;
* The combined fleet power of all enemy factions must be no more than 25% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Most Threatening Faction ==&lt;br /&gt;
All factions will slowly begin to target the most threatening faction in the game. The most threatening faction is the one that has the highest threat score, calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
control points + (sum of all armies&#039; Miltech * 0.5) + active hab modules + objectives completed&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Console.png&amp;diff=2791</id>
		<title>File:Console.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Console.png&amp;diff=2791"/>
		<updated>2023-03-13T21:21:13Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terra_Invicta_Official_Wiki:Work_needed&amp;diff=2790</id>
		<title>Terra Invicta Official Wiki:Work needed</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terra_Invicta_Official_Wiki:Work_needed&amp;diff=2790"/>
		<updated>2023-03-12T17:20:22Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to [[Terra Invicta|Terra Invicta&#039;s]] to-do list! If you want to help but unsure of where to start, here are some pages that could use some love:&lt;br /&gt;
&lt;br /&gt;
=Wiki Functions=&lt;br /&gt;
* [[Template:Spoiler|Spoiler tag templates]]&lt;br /&gt;
* Suitable [[Template:Infobox|infoboxes]]&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terra_Invicta_Official_Wiki:Work_needed&amp;diff=2789</id>
		<title>Terra Invicta Official Wiki:Work needed</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terra_Invicta_Official_Wiki:Work_needed&amp;diff=2789"/>
		<updated>2023-03-12T17:16:23Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WE CAN&#039;T HELP YOU WITH THIS WIKI UNTIL YOU ALLOW USERS TO CREATE THE PAGES THAT ARE MISSING! LACKING THE ABILITY TO CREATE PAGES, THERE&#039;s not much that can be done...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to [[Terra Invicta|Terra Invicta&#039;s]] to-do list! If you want to help but unsure of where to start, here are some pages that could use some love:&lt;br /&gt;
&lt;br /&gt;
=Wiki Functions=&lt;br /&gt;
* [[Template:Spoiler|Spoiler tag templates]]&lt;br /&gt;
* Suitable [[Template:Infobox|infoboxes]]&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=The_Official_Terra_Invicta_Wiki&amp;diff=2788</id>
		<title>The Official Terra Invicta Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=The_Official_Terra_Invicta_Wiki&amp;diff=2788"/>
		<updated>2023-03-07T18:55:34Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainTemplate&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[Terra Invicta]]&#039;&#039;&#039;&#039;&#039; is a grand strategy 4X game developed by [[Pavonis Interactive]] and published by [[Hooded Horse]]. This wiki&#039;s goal is to become the community&#039;s repository of knowledge regarding {{GameTitle}}, free and editable by all and useful for newcomers, experienced players, and modders alike.&lt;br /&gt;
&lt;br /&gt;
If you want to help, [https://hoodedhorse.com/wiki/Terra_Invicta/index.php?title=Special:UserLogin create an account here] and [https://discord.com/invite/KJKN939Zae find our chat room on Discord]!&lt;br /&gt;
&lt;br /&gt;
* [https://discord.com/invite/KJKN939Zae Wiki-specific Discord chat room]&lt;br /&gt;
* [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta Steam Page]&lt;br /&gt;
* [https://discord.gg/HscsDuy Pavonis Interactive Discord]&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important Pages&lt;br /&gt;
| sections_content = {{Mainbox&lt;br /&gt;
|title=Getting Started&lt;br /&gt;
|content=&lt;br /&gt;
[[File:Beginner Guide.png|30px|link=]] [[Beginner&#039;s Guide]] • [[File:BUT play hover.png|30px|link=]] [[Tutorial Video]] • [[File:ICO education.png|30px|link=]] [[UI &amp;amp; Controls]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=Factions&lt;br /&gt;
|content=&lt;br /&gt;
[[File:FAC ResistCouncil 128.png|30px|link=]] [[Factions]] • [[File:ICO currency.png|30px|link=]] [[Resources]] • [[File:ICO science.png|30px|link=]] [[Technology]] • [[File:FAC AlienCouncil 128.png|30px|link=]] [[Aliens]] • [[File:ICO contact on.png|30px|link=]] [[Diplomacy]] • [[File:ICO persuasion.png|30px|link=]] [[Events]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=Councilors&lt;br /&gt;
|content=&lt;br /&gt;
[[File:ICO espionage.png|30px|link=]] [[Councilors]] • [[File:ICO assassinate on.png|30px|link=]] [[Missions]] • [[File:Org CIA.png|30px|link=]] [[Orgs]] • [[File:Dice.png|30px|link=]] [[Roll|RNG]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=Earth&lt;br /&gt;
|content=&lt;br /&gt;
[[File:Flag United States.png|30px|link=]] [[Nations]] • [[File:ICO army HQ.png|30px|link=]] [[Regions]] • [[File:ICO army level.png|30px|link=]] [[Terrestrial Warfare]] • [[File:ICO eco immune.png|30px|link=]] [[Climate Change]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=Space&lt;br /&gt;
|content=&lt;br /&gt;
[[File:Org NGIA.png|30px|link=]] [[Solar System|The Solar System]] • [[File:ICO Saturn.png|30px|link=]] [[Celestial Bodies]] • [[File:Station T3 RingCore.png|30px|link=]] [[Habs]] • [[File:ICO construction shipyard.png|30px|link=]] [[Spaceships]] • [[File:ICO MergeFleetOperation on.png|30px|link=]] [[Fleets]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=Modding&lt;br /&gt;
|content=&lt;br /&gt;
[[File:ICO gain influence on.png|30px|link=]] [[Modding]] • [[File:ICO assumecontrol on.png|30px|link=]] [[Console Commands]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=Meta&lt;br /&gt;
|content=&lt;br /&gt;
* [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta Steam Page]&lt;br /&gt;
* [https://discord.gg/b5ddSHK Hooded Horse Discord]&lt;br /&gt;
** [https://discord.gg/KJKN939Zae Wiki-specific Discord chat room]&lt;br /&gt;
* [https://discord.gg/HscsDuy Pavonis Interactive Discord]&lt;br /&gt;
* [[About the Developer]]&lt;br /&gt;
* [[About the Publisher]]&lt;br /&gt;
* [[Achievements]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| featured_title= Want to help improve the wiki?&lt;br /&gt;
| featured_content= Anyone can contribute to the wiki. If you want to become a contributor please register and check out the &#039;&#039;&#039;[[Project:Work needed|work needed page]]&#039;&#039;&#039;. If you spot anything in need of improvement, don&#039;t hesitate to make an edit. If you plan on making any major changes it is recommended you read the &#039;&#039;&#039;[[Project:Style|style guidelines]]&#039;&#039;&#039; first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content = {{MainNews}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;seo metadescription=&amp;quot;The official wiki for Terra Invicta, developed by Pavonis Interactive and published by Hooded Horse&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=The_Official_Terra_Invicta_Wiki&amp;diff=2787</id>
		<title>The Official Terra Invicta Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=The_Official_Terra_Invicta_Wiki&amp;diff=2787"/>
		<updated>2023-03-07T18:45:54Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainTemplate&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[Terra Invicta]]&#039;&#039;&#039;&#039;&#039; is a grand strategy 4X game developed by [[Pavonis Interactive]] and published by [[Hooded Horse]]. This wiki&#039;s goal is to become the community&#039;s repository of knowledge regarding {{GameTitle}}, free and editable by all and useful for newcomers, experienced players, and modders alike.&lt;br /&gt;
&lt;br /&gt;
If you want to help, [https://hoodedhorse.com/wiki/Terra_Invicta/index.php?title=Special:UserLogin create an account here] and [https://discord.com/invite/KJKN939Zae find our chat room on Discord]!&lt;br /&gt;
&lt;br /&gt;
* [https://discord.com/invite/KJKN939Zae Wiki-specific Discord chat room]&lt;br /&gt;
* [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta Steam Page]&lt;br /&gt;
* [https://discord.gg/HscsDuy Pavonis Interactive Discord]&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important Pages&lt;br /&gt;
| sections_content = {{Mainbox&lt;br /&gt;
|title=Getting Started&lt;br /&gt;
|content=&lt;br /&gt;
[[File:Beginner Guide.png|30px|link=]] [[Beginner&#039;s Guide]] • [[File:BUT play hover.png|30px|link=]] [[Tutorial Video]] • [[File:ICO education.png|30px|link=]] [[UI &amp;amp; Controls]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=Factions&lt;br /&gt;
|content=&lt;br /&gt;
[[File:FAC ResistCouncil 128.png|30px|link=]] [[Factions]] • [[File:ICO currency.png|30px|link=]] [[Resources]] • [[File:ICO science.png|30px|link=]] [[Technology]] • [[File:FAC AlienCouncil 128.png|30px|link=]] [[Aliens]] • [[File:ICO contact on.png|30px|link=]] [[Diplomacy]] • [[File:ICO persuasion.png|30px|link=]] [[Events]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=Councilors&lt;br /&gt;
|content=&lt;br /&gt;
[[File:ICO espionage.png|30px|link=]] [[Councilors]] • [[File:ICO assassinate on.png|30px|link=]] [[Missions]] • [[File:Org CIA.png|30px|link=]] [[Orgs]] • [[File:Dice.png|30px|link=]] [[Roll|RNG]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=Earth&lt;br /&gt;
|content=&lt;br /&gt;
[[File:Flag United States.png|30px|link=]] [[Nations]] • [[File:ICO army HQ.png|30px|link=]] [[Regions]] • [[File:ICO army level.png|30px|link=]] [[Terrestrial Warfare]] • [[File:ICO eco immune.png|30px|link=]] [[Climate Change]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=Space&lt;br /&gt;
|content=&lt;br /&gt;
[[File:Org NGIA.png|30px|link=]] [[Solar System|The Solar System]] • [[File:ICO Saturn.png|30px|link=]] [[Celestial Bodies]] • [[File:Station T3 RingCore.png|30px|link=]] [[Habs]] • [[File:ICO construction shipyard.png|30px|link=]] [[Spaceships]] • [[File:ICO MergeFleetOperation on.png|30px|link=]] [[Fleets]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=Modding&lt;br /&gt;
|content=&lt;br /&gt;
[[Modding]] • [[Console Commands]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=Meta&lt;br /&gt;
|content=&lt;br /&gt;
* [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta Steam Page]&lt;br /&gt;
* [https://discord.gg/b5ddSHK Hooded Horse Discord]&lt;br /&gt;
** [https://discord.gg/KJKN939Zae Wiki-specific Discord chat room]&lt;br /&gt;
* [https://discord.gg/HscsDuy Pavonis Interactive Discord]&lt;br /&gt;
* [[About the Developer]]&lt;br /&gt;
* [[About the Publisher]]&lt;br /&gt;
* [[Achievements]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| featured_title= Want to help improve the wiki?&lt;br /&gt;
| featured_content= Anyone can contribute to the wiki. If you want to become a contributor please register and check out the &#039;&#039;&#039;[[Project:Work needed|work needed page]]&#039;&#039;&#039;. If you spot anything in need of improvement, don&#039;t hesitate to make an edit. If you plan on making any major changes it is recommended you read the &#039;&#039;&#039;[[Project:Style|style guidelines]]&#039;&#039;&#039; first.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest news&lt;br /&gt;
| news_content = {{MainNews}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;seo metadescription=&amp;quot;The official wiki for Terra Invicta, developed by Pavonis Interactive and published by Hooded Horse&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Modding&amp;diff=2786</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Modding&amp;diff=2786"/>
		<updated>2023-03-07T18:45:35Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: Kami-sama moved page Mod tools to Modding without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For viewing and extracting game files: https://github.com/Perfare/AssetStudio&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Councilors&amp;diff=2785</id>
		<title>Councilors</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Councilors&amp;diff=2785"/>
		<updated>2023-03-07T13:20:40Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Council.png|thumb|400px|Council view]]&lt;br /&gt;
Councilors are a faction&#039;s primary proxies on Earth and may also go to space to advance its interests there. Factions may initially have four councilors but certain projects allow them to expand the size of their council to six. Their primary role is to perform Missions on behalf of their faction.&lt;br /&gt;
&lt;br /&gt;
Periodically, the game will enter the assignment phase, during which all factions will assign their councilors to missions. These missions will be resolved in a random sequence over the next few weeks. While some missions are automatically successful, most require a success roll. Missions can target nations, control points, habitats, and other councilors.&lt;br /&gt;
&lt;br /&gt;
Factions can recruit councilors by spending Influence. Each month there is a new group of potetial recruits to choose from. You can also turn councilors from other factions to work for you.&lt;br /&gt;
&lt;br /&gt;
The name and appearance of recruired councilors can be changed at any time.&lt;br /&gt;
&lt;br /&gt;
== Profession ==&lt;br /&gt;
Each councilor has a profession, which determines the range of their initial stats, available missions and possible traits. The Alien profession is only available to alien councilors.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2 | Profession !! colspan=8 | Base stats !! rowspan=2 | Available missions !! rowspan=2 | Description&lt;br /&gt;
|-&lt;br /&gt;
! [[File:ICO persuasion.png|25px]] !! [[File:ICO investigation.png|25px]] !! [[File:ICO espionage.png|25px]] !! [[File:ICO command.png|25px]] !! [[File:ICO administration.png|25px]] !! [[File:ICO science.png|25px]] !! [[File:ICO security.png|25px]] !! [[File:ICO loyalty.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Activist&#039;&#039;&#039; || 4-8 || 3-5 || 1-5 || 0-1 || 0-1 || 0-1 || 0-1 || 0-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;An Activist seeks social change through persuasion rather than violence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Astronaut&#039;&#039;&#039; || 1-5 || 2-4 || 0-2 || 5-7 || 0-6 || 4-6 || 2-6 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module || &#039;&#039;Astronauts are among the lucky few who have been to space and often merge military and scientific backgrounds.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Celebrity&#039;&#039;&#039; || 6-8 || 0-3 || 0-1 || 0-1 || 2-6 || 0-1 || 2-4 || 0-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;An influential entertainer, artist, athlete or scion with a substantial public following.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commando&#039;&#039;&#039; || 1 || 0-5 || 2-6 || 4-6 || 1 || 0-1 || 6 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Commandos are experts in small-scale combat operations and protecting others from attacks.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Diplomat&#039;&#039;&#039; || 3-7 || 1-5 || 2-6 || 1-3 || 2-6 || 0-1 || 3-5 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Diplomats are influential communicators who promote peaceful and profitable relations between nations and their peoples.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evangelist&#039;&#039;&#039; || 6-8 || 0-2 || 0-1 || 2-4 || 1-5 || 0 || 0-4 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Evangelists are public figures whose influence is built around promoting an ideology to a sometimes fanatical cadre of followers.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Executive&#039;&#039;&#039; || 1-7 || 0-4 || 0-2 || 3-5 || 4-6 || 0-3 || 2-4 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge || &#039;&#039;Executives are senior leaders in government and business who may not have a high public profile but are good at getting things done.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fixer&#039;&#039;&#039; || 2-4 || 2-6 || 4-6 || 0-1 || 0-1 || 0-1 || 0-4 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Fixers are troubleshooters and generalists who can solve an array of problems ... quietly.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hacker&#039;&#039;&#039; || 0-4 || 4-6 || 4-6 || 0-1 || 0-3 || 0-3 || 1-3 || 0-16 || [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Hackers are experts in extracting information from computer networks and promoting agendas at important nodes.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inspector&#039;&#039;&#039; || 2-4 || 4-6 || 0-4 || 3-5 || 3-5 || 0-2 || 3-5 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;An Inspector is a senior police official charged with protecting the public.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Investigator&#039;&#039;&#039; || 1-3 || 7 || 3-5 || 0-1 || 0-3 || 0-2 || 2-4 || 0-17 || [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Investigators gather scattered bits of information and piece together the truth, usually for a private audience.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Journalist&#039;&#039;&#039; || 4-8 || 6 || 1-5 || 0 || 0-2 || 0-3 || 0-1 || 0-17 || [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Journalists uncover hidden information and deliver it to the public, sometimes challenging powerful interests.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Judge&#039;&#039;&#039; || 3-7 || 4-6 || 0-3 || 0-2 || 1-5 || 0-1 || 2-4 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation || &#039;&#039;A judge is a government official with the power to interpret law and order the arrest of powerful people.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kingpin&#039;&#039;&#039; || 3-5 || 0-4 || 3-5 || 3-5 || 4-6 || 0 || 2-6 || 0-17 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;A mastermind of executing operations of questionable legality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Officer&#039;&#039;&#039; || 2-6 || 0-3 || 2-4 || 6-8 || 2-6 || 0-2 || 4-6 || 0-18 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Officers are senior commanders and experts in military affairs.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Operative&#039;&#039;&#039; || 1-3 || 2-4 || 6 || 3-5 || 0-1 || 0-1 || 3-5 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Operatives are trained experts in both espionage and small-scale violent action.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Politician&#039;&#039;&#039; || 4-8 || 1-5 || 0-4 || 0-3 || 2-6 || 0-1 || 2-4 || 0-14 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge || &#039;&#039;A politician is a senior government official who ostensibly represents the public interest.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Professor&#039;&#039;&#039; || 1-7 || 4-6 || 0-4 || 0-4 || 2-4 || 4-6 || 0-1 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;An academic who has developed expertise in important matters and conveys it to an audience.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rebel&#039;&#039;&#039; || 2-6 || 0-4 || 3-7 || 5-7 || 0-2 || 0 || 2-6 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;A Rebel is willing and able to take violent action against the powers that be. &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scientist&#039;&#039;&#039; || 2-4 || 2-6 || 0-2 || 0 || 1-5 || 7 || 1-3 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project || &#039;&#039;Scientists organize and lead research efforts to uncover some new understanding of how the world works.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spy&#039;&#039;&#039; || 2-6 || 4-6 || 6 || 1-3 || 0-2 || 0-1 || 3-5 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Spies are trained to gather information by a variety of covert means.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tech Mongul&#039;&#039;&#039; || 2-6 || 0-4 || 0-3 || 0-2 || 2-6 || 4-6 || 2-4 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Tech Moguls are entrepreneurial visionaries who have turned inventions into a successful business.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tycoon&#039;&#039;&#039; || 0-5 || 0-3 || 0-3 || 1-5 || 7 || 0-4 || 1-5 || 0-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge || &#039;&#039;Tycoons are owners of older industries or come from inherited wealth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alien&#039;&#039;&#039; || 2-12 || 0-5 || 5-15 || 0-10 || 0-8 || 0-8 || 7-13 || 25 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor&amp;lt;br&amp;gt;[[File:ICO abductions on.png|24px]] Abductions&amp;lt;br&amp;gt;[[File:ICO buildfacility on.png|24px]] Build Facility&amp;lt;br&amp;gt;[[File:ICO enthrallelites on.png|24px]] Enthrall Elites&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Enthrall Org&amp;lt;br&amp;gt;[[File:ICO enthrallpublic on.png|24px]] Enthrall Public&amp;lt;br&amp;gt;[[File:ICO enthrallelites on.png|24px]] Enthrall Unaligned Elites&amp;lt;br&amp;gt;[[File:ICO passtechnology on.png|24px]] Pass Technology&amp;lt;br&amp;gt;[[File:ICO Xenoform on.png|24px]] Xenoform || &#039;&#039;The mysterious Hydra operatives reveal little about their capabilities or purpose.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
A councilor has eight attributes. They determine success chances on missions or offer bonuses to incomes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute !! Effects !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO persuasion.png]] Persuasion&lt;br /&gt;
| &lt;br /&gt;
* +1% Influence Generation per Persuasion point&lt;br /&gt;
* +1 Control point maximum per Persuasion point&lt;br /&gt;
* Increases the success chance of Control Nation missions&lt;br /&gt;
* Increases the success chance of Control Space Asset missions&lt;br /&gt;
* Increases the success chance of Inspire missions&lt;br /&gt;
* Increases the success chance of Public Campaign missions&lt;br /&gt;
* Increases the success chance of Turn Councilor missions&lt;br /&gt;
| &#039;&#039;Persuasion is the ability to shape the opinions of others to your own.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO investigation.png]] Investigation&lt;br /&gt;
| &lt;br /&gt;
* Increases the chance to spot other factions&#039; councilors&lt;br /&gt;
* Increases the success chance of Crackdown missions&lt;br /&gt;
* Increases the success chance of Detain Councilor missions&lt;br /&gt;
* Increases the success chance of Investigate Councilor missions&lt;br /&gt;
| &#039;&#039;Investigation is the councilor&#039;s ability to discover information someone would prefer to keep hidden.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO espionage.png]] Espionage&lt;br /&gt;
| &lt;br /&gt;
* Increases the chance to avoid being spotted by other factions&lt;br /&gt;
* Increases the success chance of Assassinate missions&lt;br /&gt;
* Increases the success chance of Purge missions&lt;br /&gt;
* Increases the success chance of Sabotage Facilities missions&lt;br /&gt;
* Increases the success chance of Sabotage Hab Module missions&lt;br /&gt;
* Increases the success chance of Sabotage Project missions&lt;br /&gt;
* Increases the success chance of Steal Project missions&lt;br /&gt;
* Decreases the success chance of enemy Investigate Councilor missions&lt;br /&gt;
| &#039;&#039;Espionage is the ability to move in secret and conduct covert operations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO command.png]] Command&lt;br /&gt;
| &lt;br /&gt;
* +1% Ops Generation per Command point&lt;br /&gt;
* +1 Control point maximum per Command point&lt;br /&gt;
* Increases the success chance of Assault Alien Asset missions&lt;br /&gt;
* Increases the success chance of Assault Enemy Space Asset missions&lt;br /&gt;
* Increases the success chance of Coup d&#039;Etat missions&lt;br /&gt;
* Increases the success chance of Extract Councilor missions&lt;br /&gt;
* Increases the success chance of Increase Unrest missions&lt;br /&gt;
* Increases the success chance of Stabilize Nation missions&lt;br /&gt;
* Decreases the success chance of enemy Assault Enemy Space Asset missions&lt;br /&gt;
* Decreases the success chance of enemy Coup d&#039;Etat missions&lt;br /&gt;
* Decreases the success chance of enemy Increase Unrest missions&lt;br /&gt;
| &#039;&#039;Command represents this councilor&#039;s ability to organize and lead combat operations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO administration.png]] Administration&lt;br /&gt;
| &lt;br /&gt;
* +1 Control point maximum per Administration point&lt;br /&gt;
* +1 Councilor Org Capacity per Administration point&lt;br /&gt;
* +1% Money Generation per Administration point&lt;br /&gt;
* Increases the success chance of Hostile Takeover missions&lt;br /&gt;
* Decreases the success chance of enemy Crackdown missions&lt;br /&gt;
* Decreases the success chance of enemy Hostile Takeover missions&lt;br /&gt;
* Decreases the success chance of enemy Purge missions&lt;br /&gt;
| &#039;&#039;Administration is the ability to manage large organizations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO science.png]] Science&lt;br /&gt;
| &lt;br /&gt;
* +1% Research Generation per Science point&lt;br /&gt;
| &#039;&#039;Science is the ability to investigate and analyze phenomena to derive new understandings of the universe and those who inhabit it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO security.png]] Security&lt;br /&gt;
| &lt;br /&gt;
* Decreases the success chance of enemy Assassinate missions&lt;br /&gt;
* Decreases the success chance of enemy Control Space Asset missions&lt;br /&gt;
* Decreases the success chance of enemy Detain Councilor missions&lt;br /&gt;
* Decreases the success chance of enemy Extract Councilor missions&lt;br /&gt;
* Decreases the success chance of enemy Investigate Councilor missions&lt;br /&gt;
* Decreases the success chance of enemy Sabotage Facilities missions&lt;br /&gt;
* Decreases the success chance of enemy Sabotage Hab Module missions&lt;br /&gt;
* Decreases the success chance of enemy Sabotage Project missions&lt;br /&gt;
* Decreases the success chance of enemy Steal Project missions&lt;br /&gt;
* Decreases the success chance of enemy Turn Councilor missions&lt;br /&gt;
| &#039;&#039;Security is this councilor&#039;s ability to survive violence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO loyalty.png]] Loyalty&lt;br /&gt;
| &lt;br /&gt;
* Decreases the success chance of enemy Control Space Asset missions&lt;br /&gt;
* Decreases the success chance of enemy Turn Councilor missions&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Requires Investigate Councilor missions to know if the value changes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The Loyalty attribute determines how likely councilors are to betray their faction to another.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detection ==&lt;br /&gt;
[[File:councilor_detected.png|thumb|200px|A councilor being detected and aware of that. For her, this scenario is quite likely as she has high Investigation attribute and low Espionage attribute, and she is a megastar so she cannot go to ground.]]&lt;br /&gt;
After every completed mission (whether successful or failed, but not aborted) each councilor has a chance of being detected based on the detection risk of the mission. The chance is reduced by the councilor&#039;s Espionage attribute and increased by [[#Noise|noise]]. The chance is increased by the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
4 * % control of nation where mission took place (e.g. if faction controls 4 out of 5 CPs in nation then this is 3.2)&lt;br /&gt;
+12 if the region or an adjacent region has been surveyed during the same missions phase and the councilor risking detection is human&lt;br /&gt;
&lt;br /&gt;
+ Sum of (Investigation attribute of each faction&#039;s councilor * region proximity multiplier)&lt;br /&gt;
    Investigation to include also bonus +inv when detecting from traits&lt;br /&gt;
    Region proximity multiplayer:&lt;br /&gt;
        if in same region = 1&lt;br /&gt;
        else if in same nation = 0.5&lt;br /&gt;
        else if in adjacent region = 0.25&lt;br /&gt;
        else = 0&lt;br /&gt;
&lt;br /&gt;
Sum of all above / count of faction&#039;s advisors (this effectively means the more councilors faction has the weaker effect of e.g. xenoscience modules is)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When detecting alien councilors the following bonuses and penalties also apply:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; from Global Listening Network council engineering project&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Xenology Lab hab module (max xenoscience bonus is &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Xenoscience Research Center hab module (max xenoscience bonus is &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Xenoscience Institute hab module (max xenoscience bonus is &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; per 10% xenoforming in the region&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; if an Alien Facility is built in the region&lt;br /&gt;
* If the region or an adjacent region has been surveyed during the same missions phase there is a &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; bonus. It increases by &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; for each investigated alien councilor above 4, capping at &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+12&#039;&#039;&#039;&amp;lt;/span&amp;gt; after 12 alien councilors have been investigated.&lt;br /&gt;
[[File:ICO geoscape councilor unknown generic.png|thumb|60px|Councilor detected]]&lt;br /&gt;
[[File:ICO geoscape councilor exploit generic.png|thumb|60px|Councilor identified (The Initiative)]]&lt;br /&gt;
A detection success will reveal the location but not the faction of the councilor, marking councilor with a gray icon. This will allow the Investigate Councilor mission to target them. A detection critical success will reveal the faction of the councilor and allow all missions to target the councilor, marking councilor with a faction-colored icon.&lt;br /&gt;
&lt;br /&gt;
=== Detection awareness ===&lt;br /&gt;
When a councilor is detected there is a chance to gain knowledge about the detection. The roll is done separately for each faction that detected the councilor. The chance of discovering the detection is determined by the Investigation attribute of the detected councilor against the Espionage attribute of all councilors from the detecting nation divided by 6. If the player faction discovers a councilor has been detected they&#039;ll see the pawn notification icon on left edge on screen in color of their faction.&lt;br /&gt;
&lt;br /&gt;
All councilors keep track of all factions they are aware spotted them. Player has this information about turned councilors as well. It is visible on councilor&#039;s face image - as highlighted on the picture here. This information however does not tell you when was the last time the councilor noticed that he was spotted by those factions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Go To Ground&#039;&#039; mission will erase this information. Even though it&#039;s not 100% sure other factions will lose all intel on the councilor. (But it is likely that espionage 1 or more is enough to ensure that). However - it is still possible to be spotted on the &#039;&#039;Go To Ground&#039;&#039; mission - it&#039;s just unlikely with noise caused being negative 8.&lt;br /&gt;
&lt;br /&gt;
=== Intel on target ===&lt;br /&gt;
&lt;br /&gt;
Councilors have 5 levels of intelligence given to each faction aware of their existence. Each level reveals more information about this councilor:&lt;br /&gt;
&lt;br /&gt;
# Councilor is detected&lt;br /&gt;
# Their affiliation, identity and class is revealed&lt;br /&gt;
# Their stats, orgs and available missions are revealed&lt;br /&gt;
# The faction sees their actions during mission phase&lt;br /&gt;
# The faction knows their loyalty and can turn them&lt;br /&gt;
&lt;br /&gt;
Intel on target is also added to some mission against this councilor, for example, Assassinate and Hostile Takeover.&lt;br /&gt;
&lt;br /&gt;
Intel may increase with consecutive passive detection, or more actively with Investigate mission.&lt;br /&gt;
&lt;br /&gt;
=== Turn councilor ===&lt;br /&gt;
&lt;br /&gt;
[[File:Turned.png|200px|thumb|Turned councilor]]&lt;br /&gt;
Councilors with 5 intel on them can become this faction&#039;s spies via &#039;&#039;[[Missions#turn_councilor|Turn councilor]]&#039;&#039; action. Each faction can have no more than 2 spies in other factions.&lt;br /&gt;
&lt;br /&gt;
Spies provide full vision of their faction, 3 intel on other councilors, and can be forced to increase failure chance on their missions. Other factions are programmed to track councilors suspected to be spies and deal with them (their suspicion about advisers is stored in &amp;lt;code&amp;gt;internalCouncilorSuspicion&amp;lt;/code&amp;gt; variable).&lt;br /&gt;
&lt;br /&gt;
Hydra councilors can never be turned.&lt;br /&gt;
&lt;br /&gt;
==== Dealing with spies ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Investigate councilor&#039;&#039; may reveal whether investigated adviser is turned or not.&lt;br /&gt;
* &#039;&#039;Inspire&#039;&#039; will make target councilor cut their contacts with faction that turned them. This will not reveal whether this councilor was a spy or not.&lt;br /&gt;
* Firing suspected councilor or sending them on suicide mission is also a valid option.&lt;br /&gt;
&lt;br /&gt;
==== Stealing councilors ====&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to steal turned councilors from other factions. To do that, open their profile in council interface and press &#039;&#039;resign&#039;&#039;. This will add them to unemployed councilors pool, from where they will be available to hire.&lt;br /&gt;
&lt;br /&gt;
=== Noise ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Noise generated by [[missions]]&lt;br /&gt;
|-&lt;br /&gt;
! Mission	&lt;br /&gt;
! style=&amp;quot;text-align: right&amp;quot; | Critical Fail	&lt;br /&gt;
! Fail	&lt;br /&gt;
! Success	&lt;br /&gt;
! Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Abductions	&lt;br /&gt;
| 8	&lt;br /&gt;
| 4	&lt;br /&gt;
| 2	&lt;br /&gt;
| -4&lt;br /&gt;
|- &lt;br /&gt;
| Advise&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |			0&lt;br /&gt;
|-&lt;br /&gt;
| Assasinate&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Asset&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Grant Alien Control&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Build Facility&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Contact&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Control Space Asset&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Coup d&#039;Etat&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Crackdown&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Defend Interests&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Detain Councilor&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Surveil Location&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| Dominate Nation&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Elites&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Org&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Public&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Unaligned Elites&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Extract Councilor&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Control Nation&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Go To Ground&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| Hostile Takeover&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Inspire Councilor&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
| -4&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Investigate Alien Activity&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Investigate Councilor&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Orbit&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Pass Technology&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Public Campaign&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Protect Councilor&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Purge&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Facilities&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -6&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Hab Module&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -6&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Project&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Seize Space Asset&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Set National Policy&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
| Stabilize Nation&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Steal Project&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
| Terrorize Region&lt;br /&gt;
| 16&lt;br /&gt;
| 16&lt;br /&gt;
| 30&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| Transfer&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Turn Councilor&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Increase Unrest&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Xenoform&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| -4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Traits are innate characteristics of a councilor. They may grant permanent or conditioned stat bonuses or maluses, incomes, or access to certain orgs. Some traits may be purchased, upgraded or removed by spending XP.&lt;br /&gt;
&lt;br /&gt;
=== Positive Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Trait !! Effects !! XP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Can purchase Government Orgs&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;A member of a recognized government with official status.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transparent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Loyalty is visible&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Always means exactly what he or she says.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apocalyptic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion if any nation used a strategic nuclear barrage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Believes the end of humanity is nigh and wishes others to do so.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aware&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when detecting other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Particularly skilled at detecting other councilors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hard Target&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Enemy critical failures on Assassinate and Detain Councilor missions against this councilor will result in the attacker&#039;s death if not protected&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Will strike back if attacked.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Streetwise&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Skilled at navigating dark corners in his or her home nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Veteran&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;A former member of his or her home nation&#039;s armed forces.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vengeful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Assassinate&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;It&#039;s payback time.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Learner&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Picks up new skills faster than most.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Striver&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Dedicated to self-improvement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Survivor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;Very hard to kill during episodes of mass violence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crew&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Ops Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Has a small team of loyal followers who serve as bodyguards and can conduct operations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Counselor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where cohesion is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Appeals to what we have in common.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unifier&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Counselor)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where cohesion is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Advise&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Lower Unrest&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;Influential in nations with a sense of common purpose.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Affluent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;Makes a good living.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prosperous&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Affluent)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Well-off and able to contribute meaningful funds to the cause.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wealthy&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Prosperous)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;Has access to a hefty bank account.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Astronomer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Space Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Space Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chemist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Materials Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Materials.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doctor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Life Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Life Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Physicist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Energy Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Energy.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Computer Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Information Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Information Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Military Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Social Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Social Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Astronomer&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Astronomer)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Space Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Space Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Chemist&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Chemist)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Materials Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Materials.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Doctor&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Doctor)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Life Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Life Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Physicist&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Physicist)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Energy Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Energy.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Computer Scientist&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Computer Scientist)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Information Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Information Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Military Scientist&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Military Scientist)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Military Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Social Scientist&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Social Scientist)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Social Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Astronomer&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Senior Astronomer)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Space Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Space Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Chemist&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Senior Chemist)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Materials Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Materials.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Doctor&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Senior Doctor)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Life Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Life Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Physicist&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Senior Physicist)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Energy Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Energy.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Computer Scientist&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Senior Computer Scientist)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Space Information Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Information Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Military Scientist&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Senior Military Scientist)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Military Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Social Scientist&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Senior Social Scientist)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Social Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Connected&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Able to use back channels to exert a measure of influence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Puppet Master&#039;&#039;&#039;&lt;br /&gt;
| (Replaces Connected)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Control Nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;Able to pull strings in many places without notice.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Skilled at evading detaction.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Undercover&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Orbit mission can target other factions&#039; tier 1 habitats&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;This person&#039;s public persona conceals someone who is able to infiltrate enemy space installations without fear of identification.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Agitator&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where cohesion is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Excels at gaining the support of those unhappy with their nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Second Wave&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Aliens only&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;This alien appears to be part of a second wave of infiltrators and more skilled at evading detection than its predecessors.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Implant Traits ====&lt;br /&gt;
Implant traits can only be added or upgraded following certain projects.&lt;br /&gt;
* Tier 1 traits cost 500 Money and require the Cybernetic Implants project.&lt;br /&gt;
* Tier 2 traits cost 1000 Money and require the Neural Engineering project.&lt;br /&gt;
* Tier 3 traits cost 2000 Money and require the Cyborging project.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier 1 Trait !! Tier 2 Trait !! Tier 3 Trait&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Datajack&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Neural Interlink&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Embedded Sensors&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Enhanced Senses&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Argus Implant&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Force Tracker&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Battle Computer&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Strategic AI&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligent Assistant&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Management AI&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Executive AI&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protection Unit&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;P-Defense System&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Guardian Angel&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scrambler&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Countermeasures&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Stealth Field&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loyalty Monitor&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Loyalty is visible&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Cannot be upgraded&lt;br /&gt;
| Cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pherocyte Emitter&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Initiative only&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Pherocyte Mass Emitter&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Initiative only&#039;&#039;&#039;&lt;br /&gt;
| Cannot be upgraded&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mixed Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait !! Effects !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Firebrand&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where cohesion is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where education is at least 9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Appeals to the anger and fear of an uncritical audience.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Demagogue&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion in nations where cohesion is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion in nations where education is at least 9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;An influential rabble-rouser who plays to the basest instincts of the public.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rich&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where Inequality is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Has vast sums to call on, but disliked in egalitarian nations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Billionaire&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion in nations where Inequality is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Access to truly obscene amounts of money, to the point of unpopularity in nations that prize equality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eminent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Influential among elites, but well-known enough to sometimes attract unwanted attention.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Famous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Broadly known among elites and the public.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Megastar&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+12 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-8 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Go To Ground&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;A person of global renown, whose very movements make the news worldwide.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Opinion Leader&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where Government is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;A respected commentator on public affairs, whose words reach many in free nations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Media Darling&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+7 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion in nations where Government is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;A popular speaker on media channels in free nations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elder Statesman&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Persuasion in nations where Government is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;A widely respected and influential member of the political elite.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Averse&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in nations with unrest of 6 or higher&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Flouts elite conventions, gaining influence among the masses at some personal risk.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paranoid&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in nations with unrest of 6 or higher&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Sees enemies everywhere. Only right some of the time.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ethical&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where Inequality is 3.5 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per atrocity by faction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Assassinate&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;A person of principle who believes not all means are justified by their end.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pacifist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where Education is at least 9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per atrocity by faction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Assassinate&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Assault Alien Asset&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Assault Enemy Space Asset&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Increase Unrest&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Sabotage Facilities&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Personally refuses to take part in any violent action.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Academic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Affiliated with a research university.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Awkward Genius&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Public Campaign&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Poor at recognizing social cues and working with others but able to conduct scientific investigations with unparalleled focus.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brazen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where Education is 7 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Flouts elite conventions, gaining influence among the masses at some personal risk.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conspiracy Theorist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Investigate Alien Activity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Sees connections between events that others will not. Occasionally right about them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corrupt&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Influential, but will steal from us.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cynic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Difficult to fool, but expresses little hope for humanity&#039;s future.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Expert&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;An oft-quoted speaker on topics in a certain realm of expertise.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Does not work well with others, but skilled at secretive activity.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Oligarch&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where Inequality is above 4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where Inequality is below 4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Has gained riches via political power; influential in nations with high inequality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;National Hero&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Persuasion when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Well known and influential in his or her home nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Suspicious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation when detecting other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Naturally inclined to distrust others.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Technocrat&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where education is 8 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Believes that social relations are simply an engineering problem.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Criminal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Can purchase Criminal Orgs&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security in nations where unrest is 1 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Involved in illegal activities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sociopath&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Can purchase Sociopath Orgs&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Someone skilled at managing others in sole pursuit of his or her own satisfaction.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Furtive&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;2 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;A secretive and often negative personality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inscrutable&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;12 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Never seems to express a strong opinion.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pollyanna&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;25 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Always expresses a sunny outlook on events, regardless of their reality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extremist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where education is at least 8&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Utterly devoted to the cause and holds those who aren&#039;t in low regard.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fanatic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;An absolute true believer who lacks an understanding of certain subtleties of dealing with the world.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait !! Effects !! Remove Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inflexible&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40 XP&lt;br /&gt;
| &#039;&#039;Slow to learn new things.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declining&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+100% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Permanent&lt;br /&gt;
| &#039;&#039;Age is taking its toll.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Careless&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Security in nations where unrest is at least 4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Someone who doesn&#039;t take personal security terribly seriously.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Delinuent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 300K Money&lt;br /&gt;
| &#039;&#039;Refuses to honour outstanding debts, gaining them a reputation for untrustworthiness and causing their movements to be more closely tracked.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Addict&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Security if Money is 0&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40 XP&lt;br /&gt;
| &#039;&#039;Addicted to an illicit substance and willing to go to any length to acquire it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earthbound&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Orbit&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;This person refuses to travel to space.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extorted&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 300K Money&lt;br /&gt;
| &#039;&#039;Feels that they have been taken advantage of financially by our faction, making them reluctant to trust us.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Indebted&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 150K Money&lt;br /&gt;
| &#039;&#039;Owes a very large sum of money to creditors, reducing their credibility.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Indulgent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Loyalty if Money is 0&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Spends lots of money on personal gratification.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pariah&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Security when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Permanent&lt;br /&gt;
| &#039;&#039;Strongly disliked in his or her home nation, this person fares better in foreign lands.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enemy of the State&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in his or her home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&amp;lt;br&amp;gt;20 Influence&lt;br /&gt;
| &#039;&#039;Faces imprisonment or execution in his or her home nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Non Grata&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in rivals of his or her home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;20 Influence&lt;br /&gt;
| &#039;&#039;Faces imprisonment or execution in rivals of his or her home nation.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2784</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2784"/>
		<updated>2023-03-07T13:18:08Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Civilian Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Module Sites !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 600&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.&lt;br /&gt;
&lt;br /&gt;
Note that antimatter stats in an orbit are given in micrograms per year, whereas the units of production for most other production facilities are given in units of dekatons per month. That means that each point of antimatter in an orbit is 1/120,000,000,000,000 units per month, or 8.3 femto-units, even with the 100% efficient Antimatter Farm doing the harvesting. Since the largest antimatter value in the solar system is Mimas, at 880, this means that the best possible production from an antimatter capture facility is is 7.3 pico-units per month.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 25%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 50%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 800&lt;br /&gt;
| 480&lt;br /&gt;
| 100%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 800&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 635&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 5077&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+40 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x1.5 speed)&amp;lt;br&amp;gt;+120 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x2 speed)&amp;lt;br&amp;gt;+400 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|120px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|120px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|120px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|120px]]&lt;br /&gt;
| -1.5 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|120px]]&lt;br /&gt;
| -8.8 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|120px]]&lt;br /&gt;
| -87.5 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|120px]]&lt;br /&gt;
| +200 Crew&amp;lt;br&amp;gt;+80 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|120px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|120px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet&#039;s shadow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (Mercury 67, Venus 19, Earth 10, Mars 3)&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4) (Mercury 280, Venus 80, Earth 42, Mars 14)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12) (Mercury 834, Venus 239, Earth 125, Mars 40)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
&lt;br /&gt;
Defense modules houses weapons to defend habs against enemy assault.&lt;br /&gt;
&lt;br /&gt;
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser).  Small, large, or huge cannons are used according to module tier.  They upgrade automatically when the new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built in space, they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma).  In addition, they also house 1 point defense turret (laser / arc laser / phaser).  Light, regular/medium, or heavy batteries are used according to module tier.  Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+15 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+75 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|120px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|120px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2783</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2783"/>
		<updated>2023-03-07T13:09:52Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Utility Modules */&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 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 transfering 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 | Base Mass&amp;lt;br&amp;gt;(tons) !! rowspan=2 | Base Crew !! 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; || 212 || 3 || 227.0 || 68 || 58 || 34 || 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; || 366 || 4 || 131.5 || 68 || 58 || 34 || 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; || 382 || 8 || 96.9 || 68 || 58 || 34 || 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; || 680 || 20 || 35.4 || 91 || 78 || 45 || 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; || 1040 || 35 || 18.5 || 137 || 91 || 64 || 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; || 1060 || 40 || 18.2 || 154 || 103 || 72 || 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; || 1440 || 60 || 9.5 || 205 || 137 || 96 || 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; || 1480 || 70 || 9.3 || 308 || 205 || 137 || 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; || 1820 || 80 || 6.6 || 342 || 228 || 152 || 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; || 2400 || 100 || 4.0 || 410 || 274 || 182 || 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; || 2980 || 120 || 2.9 || 410 || 274 || 182 || 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; || 3480 || 120 || 2.3 || 462 || 308 || 205 || 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;
== 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 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell III || Fuel Cell || 72.0% || 120 || 1&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 || 75.0% || 34 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor III || Solid Core Fission || 75.0% || 28 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor IV || Solid Core Fission || 75.0% || 12 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor V || Solid Core Fission || 75.0% || 8 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor I || Solid Core Fission || 80.0% || 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 || 80.0% || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor IV || Solid Core Fission || 80.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor V || Solid Core Fission || 85.0% || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor I || Liquid Core Fission || 85.0% || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor II || Liquid Core Fission || 88.0% || 3 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor III || Liquid Core Fission || 90.0% || 2.5 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor I || Gas Core Fission || 90.0% || 13 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor II || Gas Core Fission || 92.0% || 8 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor III || Gas Core Fission || 92.0% || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor I || Gas Core Fission || 90.0% || 15 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor II || Gas Core Fission || 91.0% || 10 || 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;
| Salt Water Core Reactor I || Nuclear Salt Water Core || 99.5% || 0.45 || 32000&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water Core Reactor II || Nuclear Salt Water Core || 99.5% || 0.080 || 230000&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor I || Electrostatic Confinement Fusion || 95.0% || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor II || Electrostatic Confinement Fusion || 95.0% || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor III || Electrostatic Confinement Fusion || 95.0% || 0.25 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor I || Z-Pinch Fusion || 96.0% || 13 || 110&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor II || Z-Pinch Fusion || 98.5% || 5 || 220&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor III || Z-Pinch Fusion || 99.0% || 2 || 3500&lt;br /&gt;
|-&lt;br /&gt;
| Flow-Stabilized Z-Pinch Fusion Reactor || Z-Pinch Fusion || 99.5% || 0.0068 || 300000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor I || Hybrid Confinement Fusion || 97.0% || 4 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor II || Hybrid Confinement Fusion || 98.0% || 2 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor III || Hybrid Confinement Fusion || 99.0% || 1 || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak I || Toroid Magnetic Confinement Fusion || 85.0% || 28 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak II || Toroid Magnetic Confinement Fusion || 88.0% || 14 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak III || Toroid Magnetic Confinement Fusion || 92.0% || 10 || 212&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak IV || Toroid Magnetic Confinement Fusion || 93.5% || 4 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak V || Toroid Magnetic Confinement Fusion || 98.5% || 1 || 4800&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor I || Mirrored Magnetic Confinement Fusion || 93.0% || 13.4 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor II || Mirrored Magnetic Confinement Fusion || 95.0% || 6.5 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor III || Mirrored Magnetic Confinement Fusion || 98.0% || 1.2 || 1400&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor I || Inertial Confinement Fusion || 85.0% || 17.6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor II || Inertial Confinement Fusion || 87.0% || 12 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor III || Inertial Confinement Fusion || 89.0% || 10 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Inertial Confinement Fusion Reactor || Inertial Confinement Fusion || 97.5% || 20 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor I || Inertial Confinement Fusion || 95.0% || 1 || 10000&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor II || Inertial Confinement Fusion || 99.0% || 0.068 || 22000&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor III || Inertial Confinement Fusion || 99.9% || 0.002 || 3000000&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.45 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.05 || 7300&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.005 || 42000&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;
=== Drive ===&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;
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;
! 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy ||Amplitron Drive || N/A || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 8.5 || 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 || 10.3 || 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 || 11.9 || 7.3 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Orion Drive || N/A || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 11.4 || 12.1 || Water (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 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 Vuln (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 || 0 || 12.5 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| Alien Exotic Spike || Low || 83.3 || 0.42 || 0.42 || 7.4 || 0.083 &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) !! 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 || || 0.6 || 2.4 || || &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Sulfur || 35 || 21 || 56 || || 1.4 || 2.1 || 0.035 ||&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89 || || 1.6 || 6.4 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33 || 1.6 || 0.4 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32 || || 9 || 2.4 || 0.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27 || || 4 || 2.4 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9 || || 0.1 || 0.06 || 0.04 ||&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10 || || 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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| ECM || 10 || 20% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% Missile Immunity&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 || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Drive || +35% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +50% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +10% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +25% 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&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;
| 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&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor in a 20-degree cone&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Salvo !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 60 || 350.9 || Explosive || 2.5 || 3.3 || 10 ||  || 31 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 40 || 249.2 || Explosive || 5 || 3.7 || 16 ||  || 29.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 50 || 396.1 || Explosive || 3.5 || 4.1 || 12 ||  || 29.2 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 40 || 294.1 || Fragmentation || 7.5 || 3.4 || 24 ||  || 33.8 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 50 || 756.6 || Fragmentation || 5.3 || 3.9 || 18 ||  || 33.8 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 40 || 434.7 || Penetrator || 5 || 4.2 || 16 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 50 || 1,003.5 || Penetrator || 3.5 || 4.5 || 12 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 50 || 613.2 || Explosive || 3.5 || 5.8 || 10 ||  || 39 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 50 || 897 || Fragmentation || 5.3 || 6 || 12 ||  || 33.8 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 60 || 3,003 || Penetrator || 3.5 || 5.5 || 10 ||  || 34 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 40 || 1,042.9 || Explosive || 2 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 40 || 7,095.9 || Penetrator || 2 || 5.8 || 6 ||  || 33.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 40 || 2,145.8 || Explosive || 2.5 || 7.7 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 40 || 14,346.3 || Penetrator || 2.5 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 40 || 5,469.7 || Explosive || 3 || 11.1 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 40 || 37,067.8 || Penetrator || 3 || 7.9 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 1,129,950,000 || Nuclear || 1.5 || 2.6 || 5 ||  || 52 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 2,448,225,000 || Nuclear || 2 || 3.6 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 4,519,800,000 || Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 3,766,500,000 || Shaped Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 2.5 || 5.4 || 5 ||  || 77 ||  || 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 || 2 || 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 can do severe damage to a ship&#039;s internal components if they penetrate a ship&#039;s armor.  The point defense particle beam is also an effective point defense weapon.  They unlock early in the tech tree, but they are quickly outclassed by lasers.&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) !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost &lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Particle Beam || 1 || || 3 || Defense || 4 || 30 || 200 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk1 || || 2 || 100 || Focus Fire, Attack || 60 || 90 || 250 || 0.9 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk2 || || 2 || 100 || Focus Fire, Attack || 50 || 120 || 350 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk3 || || 2 || 100 || Focus Fire, Attack || 40 || 180 || 450 || 0.9 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk1 || || 3 || 500 || Focus Fire, Attack || 72 || 120 || 325 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk2 || || 3 || 500 || Focus Fire, Attack || 60 || 180 || 425 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk3 || || 3 || 500 || Focus Fire, Attack || 48 || 240 || 525 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk1 || || 4 || 1000 || Focus Fire, Attack || 90 || 180 || 400 || 1.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk2 || || 4 || 1000 || Focus Fire, Attack || 75 || 240 || 500 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk3 || || 4 || 1000 || Focus Fire, Attack || 60 || 360 || 600 || 1.8 ||&lt;br /&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 || 183.8 || 500 ||  || 800 || 320 || 0.61 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 2 || 2 ||  || Focus Fire, Attack || 25 || 183.8 || 500 ||  || 800 || 280 || 0.46 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 3 || 2 ||  || Focus Fire, Attack || 20 || 183.8 || 500 ||  || 800 || 240 || 0.37 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 1 || 4 ||  || Focus Fire, Attack || 36 || 306.3 || 600 ||  || 1000 || 640 || 1.5 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 2 || 4 ||  || Focus Fire, Attack || 30 || 306.3 || 600 ||  || 1000 || 560 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 3 || 4 ||  || Focus Fire, Attack || 24 || 306.3 || 600 ||  || 1000 || 480 || 0.77 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 1 ||  || 3 || Focus Fire, Attack || 48 || 459.4 || 300 ||  || 800 || 540 || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 2 ||  || 3 || Focus Fire, Attack || 40 || 459.4 || 300 ||  || 800 || 480 || 1.3 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 3 ||  || 3 || Focus Fire, Attack || 32 || 459.4 || 300 ||  || 800 || 420 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 1 ||  || 4 || Focus Fire, Attack || 60 || 612.5 || 300 ||  || 1000 || 720 || 3.1 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 2 ||  || 4 || Focus Fire, Attack || 50 || 612.5 || 300 ||  || 1000 || 640 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 3 ||  || 4 || Focus Fire, Attack || 40 || 612.5 || 300 ||  || 1000 || 560 || 1.5 || &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>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2777</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2777"/>
		<updated>2023-02-19T22:11:12Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Hull */&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 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 transfering 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 | Base Mass&amp;lt;br&amp;gt;(tons) !! rowspan=2 | Base Crew !! 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; || 212 || 3 || 227.0 || 68 || 58 || 34 || 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; || 366 || 4 || 131.5 || 68 || 58 || 34 || 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; || 382 || 8 || 96.9 || 68 || 58 || 34 || 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; || 680 || 20 || 35.4 || 91 || 78 || 45 || 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; || 1040 || 35 || 18.5 || 137 || 91 || 64 || 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; || 1060 || 40 || 18.2 || 154 || 103 || 72 || 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; || 1440 || 60 || 9.5 || 205 || 137 || 96 || 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; || 1480 || 70 || 9.3 || 308 || 205 || 137 || 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; || 1820 || 80 || 6.6 || 342 || 228 || 152 || 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; || 2400 || 100 || 4.0 || 410 || 274 || 182 || 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; || 2980 || 120 || 2.9 || 410 || 274 || 182 || 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; || 3480 || 120 || 2.3 || 462 || 308 || 205 || 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;
== 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 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell III || Fuel Cell || 72.0% || 120 || 1&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 || 75.0% || 34 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor III || Solid Core Fission || 75.0% || 28 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor IV || Solid Core Fission || 75.0% || 12 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor V || Solid Core Fission || 75.0% || 8 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor I || Solid Core Fission || 80.0% || 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 || 80.0% || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor IV || Solid Core Fission || 80.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor V || Solid Core Fission || 85.0% || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor I || Liquid Core Fission || 85.0% || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor II || Liquid Core Fission || 88.0% || 3 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor III || Liquid Core Fission || 90.0% || 2.5 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor I || Gas Core Fission || 90.0% || 13 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor II || Gas Core Fission || 92.0% || 8 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor III || Gas Core Fission || 92.0% || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor I || Gas Core Fission || 90.0% || 15 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor II || Gas Core Fission || 91.0% || 10 || 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;
| Salt Water Core Reactor I || Nuclear Salt Water Core || 99.5% || 0.45 || 32000&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water Core Reactor II || Nuclear Salt Water Core || 99.5% || 0.080 || 230000&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor I || Electrostatic Confinement Fusion || 95.0% || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor II || Electrostatic Confinement Fusion || 95.0% || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor III || Electrostatic Confinement Fusion || 95.0% || 0.25 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor I || Z-Pinch Fusion || 96.0% || 13 || 110&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor II || Z-Pinch Fusion || 98.5% || 5 || 220&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor III || Z-Pinch Fusion || 99.0% || 2 || 3500&lt;br /&gt;
|-&lt;br /&gt;
| Flow-Stabilized Z-Pinch Fusion Reactor || Z-Pinch Fusion || 99.5% || 0.0068 || 300000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor I || Hybrid Confinement Fusion || 97.0% || 4 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor II || Hybrid Confinement Fusion || 98.0% || 2 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor III || Hybrid Confinement Fusion || 99.0% || 1 || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak I || Toroid Magnetic Confinement Fusion || 85.0% || 28 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak II || Toroid Magnetic Confinement Fusion || 88.0% || 14 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak III || Toroid Magnetic Confinement Fusion || 92.0% || 10 || 212&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak IV || Toroid Magnetic Confinement Fusion || 93.5% || 4 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak V || Toroid Magnetic Confinement Fusion || 98.5% || 1 || 4800&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor I || Mirrored Magnetic Confinement Fusion || 93.0% || 13.4 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor II || Mirrored Magnetic Confinement Fusion || 95.0% || 6.5 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor III || Mirrored Magnetic Confinement Fusion || 98.0% || 1.2 || 1400&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor I || Inertial Confinement Fusion || 85.0% || 17.6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor II || Inertial Confinement Fusion || 87.0% || 12 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor III || Inertial Confinement Fusion || 89.0% || 10 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Inertial Confinement Fusion Reactor || Inertial Confinement Fusion || 97.5% || 20 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor I || Inertial Confinement Fusion || 95.0% || 1 || 10000&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor II || Inertial Confinement Fusion || 99.0% || 0.068 || 22000&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor III || Inertial Confinement Fusion || 99.9% || 0.002 || 3000000&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.45 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.05 || 7300&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.005 || 42000&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;
=== Drive ===&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;
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;
! 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy ||Amplitron Drive || N/A || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 8.5 || 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 || 10.3 || 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 || 11.9 || 7.3 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Orion Drive || N/A || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 11.4 || 12.1 || Water (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 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 Vuln (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 || 0 || 12.5 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| Alien Exotic Spike || Low || 83.3 || 0.42 || 0.42 || 7.4 || 0.083 &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) !! 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 || || 0.6 || 2.4 || || &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Sulfur || 35 || 21 || 56 || || 1.4 || 2.1 || 0.035 ||&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89 || || 1.6 || 6.4 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33 || 1.6 || 0.4 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32 || || 9 || 2.4 || 0.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27 || || 4 || 2.4 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9 || || 0.1 || 0.06 || 0.04 ||&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10 || || 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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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 1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 3)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 5)&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;
| ECM || 10 || 20% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% Missile Immunity&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 || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Drive || +35% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +50% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +10% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +25% 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&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;
| 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&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor in a 20-degree cone&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Salvo !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 60 || 350.9 || Explosive || 2.5 || 3.3 || 10 ||  || 31 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 40 || 249.2 || Explosive || 5 || 3.7 || 16 ||  || 29.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 50 || 396.1 || Explosive || 3.5 || 4.1 || 12 ||  || 29.2 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 40 || 294.1 || Fragmentation || 7.5 || 3.4 || 24 ||  || 33.8 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 50 || 756.6 || Fragmentation || 5.3 || 3.9 || 18 ||  || 33.8 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 40 || 434.7 || Penetrator || 5 || 4.2 || 16 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 50 || 1,003.5 || Penetrator || 3.5 || 4.5 || 12 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 50 || 613.2 || Explosive || 3.5 || 5.8 || 10 ||  || 39 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 50 || 897 || Fragmentation || 5.3 || 6 || 12 ||  || 33.8 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 60 || 3,003 || Penetrator || 3.5 || 5.5 || 10 ||  || 34 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 40 || 1,042.9 || Explosive || 2 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 40 || 7,095.9 || Penetrator || 2 || 5.8 || 6 ||  || 33.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 40 || 2,145.8 || Explosive || 2.5 || 7.7 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 40 || 14,346.3 || Penetrator || 2.5 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 40 || 5,469.7 || Explosive || 3 || 11.1 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 40 || 37,067.8 || Penetrator || 3 || 7.9 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 1,129,950,000 || Nuclear || 1.5 || 2.6 || 5 ||  || 52 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 2,448,225,000 || Nuclear || 2 || 3.6 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 4,519,800,000 || Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 3,766,500,000 || Shaped Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 2.5 || 5.4 || 5 ||  || 77 ||  || 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 || 2 || 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 can do severe damage to a ship&#039;s internal components if they penetrate a ship&#039;s armor.  The point defense particle beam is also an effective point defense weapon.  They unlock early in the tech tree, but they are quickly outclassed by lasers.&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) !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost &lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Particle Beam || 1 || || 3 || Defense || 4 || 30 || 200 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk1 || || 2 || 100 || Focus Fire, Attack || 60 || 90 || 250 || 0.9 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk2 || || 2 || 100 || Focus Fire, Attack || 50 || 120 || 350 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk3 || || 2 || 100 || Focus Fire, Attack || 40 || 180 || 450 || 0.9 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk1 || || 3 || 500 || Focus Fire, Attack || 72 || 120 || 325 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk2 || || 3 || 500 || Focus Fire, Attack || 60 || 180 || 425 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk3 || || 3 || 500 || Focus Fire, Attack || 48 || 240 || 525 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk1 || || 4 || 1000 || Focus Fire, Attack || 90 || 180 || 400 || 1.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk2 || || 4 || 1000 || Focus Fire, Attack || 75 || 240 || 500 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk3 || || 4 || 1000 || Focus Fire, Attack || 60 || 360 || 600 || 1.8 ||&lt;br /&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 || 183.8 || 500 ||  || 800 || 320 || 0.61 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 2 || 2 ||  || Focus Fire, Attack || 25 || 183.8 || 500 ||  || 800 || 280 || 0.46 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 3 || 2 ||  || Focus Fire, Attack || 20 || 183.8 || 500 ||  || 800 || 240 || 0.37 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 1 || 4 ||  || Focus Fire, Attack || 36 || 306.3 || 600 ||  || 1000 || 640 || 1.5 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 2 || 4 ||  || Focus Fire, Attack || 30 || 306.3 || 600 ||  || 1000 || 560 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 3 || 4 ||  || Focus Fire, Attack || 24 || 306.3 || 600 ||  || 1000 || 480 || 0.77 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 1 ||  || 3 || Focus Fire, Attack || 48 || 459.4 || 300 ||  || 800 || 540 || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 2 ||  || 3 || Focus Fire, Attack || 40 || 459.4 || 300 ||  || 800 || 480 || 1.3 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 3 ||  || 3 || Focus Fire, Attack || 32 || 459.4 || 300 ||  || 800 || 420 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 1 ||  || 4 || Focus Fire, Attack || 60 || 612.5 || 300 ||  || 1000 || 720 || 3.1 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 2 ||  || 4 || Focus Fire, Attack || 50 || 612.5 || 300 ||  || 1000 || 640 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 3 ||  || 4 || Focus Fire, Attack || 40 || 612.5 || 300 ||  || 1000 || 560 || 1.5 || &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>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Orgs&amp;diff=2775</id>
		<title>Orgs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Orgs&amp;diff=2775"/>
		<updated>2023-02-14T14:49:14Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Council Engineering Orgs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Orgs, or organizations, are government agencies, private companies, and criminal syndicates, that a [[Councilors|councilor]] may control. Orgs may provide incomes, stat bonuses, new missions, and bonuses to the faction&#039;s investment priorities in nations. Orgs are rated from tier 1 to tier 3 (represented by the number of stars attached to the org icon), and councilors may manage one org per point in the administration stat.&lt;br /&gt;
&lt;br /&gt;
Most orgs become available on a faction&#039;s exclusive market, and will rotate to be available to another faction after a period of time. Orgs are purchased using money, influence and rarely ops or boost. They may also be acquired via the Hostile Takeover missions or during trades with other factions. Factions may also gain special orgs for completing objectives or during events.&lt;br /&gt;
&lt;br /&gt;
Orgs can be transferred between councilors and sometimes stolen by other factions via the Hostile Takeover mission.&lt;br /&gt;
&lt;br /&gt;
Orgs with a monetary value may be sold value back to the market. Factions have a pool of unassiged orgs that can be used to transfer orgs between councilors.&lt;br /&gt;
&lt;br /&gt;
Orgs in the faction pool do not confer any benefits to the faction, but those with negative incomes continue to cost resources to maintain. A faction may only keep 10 non-faction-specific orgs in its faction pool; the rest must be sold or transferred to direct control of a councilor.&lt;br /&gt;
&lt;br /&gt;
Newly acquired orgs for a councilor do not provide bonuses until during the next mission phase, with the exception of administration for the purposes of calculating a councilor&#039;s org capacity. If a councilor is detained, all orgs are made inactive.&lt;br /&gt;
&lt;br /&gt;
There are several common arhetypes of orgs: &lt;br /&gt;
* National Orgs are organizations that operate in a certain region. Purchasing them requires either a control point in the nation controlling its region or the councilor to be present in the said nation.&lt;br /&gt;
* Government Orgs can be purchased by councilors with the Government trait. Most government orgs are also national orgs.&lt;br /&gt;
* Criminal Orgs are only available to advisers with &#039;&#039;Criminal&#039;&#039; trait.&lt;br /&gt;
&lt;br /&gt;
== Org list ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Orgs&lt;br /&gt;
|-&lt;br /&gt;
! Organization&lt;br /&gt;
! tier&lt;br /&gt;
! Monthly income&lt;br /&gt;
! Councilor attributes&lt;br /&gt;
! Missions gained&lt;br /&gt;
! Cost&lt;br /&gt;
! Required region&lt;br /&gt;
! Government?&lt;br /&gt;
! Criminal?&lt;br /&gt;
! Sociopath?&lt;br /&gt;
! Banned&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CIA.png|50px]] Central Intelligence Agency&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -400 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 4 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 3 ESP&lt;br /&gt;
* 5 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* Coup&lt;br /&gt;
* Purge&lt;br /&gt;
|&lt;br /&gt;
* 300 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FBI.png|50px]] Federal Bureau of Investigation&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -250 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 4 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 280 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org USSS.png|50px]] Secret Service&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -62 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 4 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* Protect&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DGSE.png|50px]] Directorate General for External Security&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -22 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| France&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MI5.png|50px]] Security Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -50 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 3 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MI6.png|50px]] Secret Intelligence Service&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -50 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org UKSAS.png|50px]] Special Air Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GCHQ.png|50px]] Government Communications Headquarters&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -20 money&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Bundesnachrichtendienst.png|50px]] Bundesnachrichtendienst&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -36 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Germany&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GSG9.png|50px]] GSG 9 der Bundespolizei&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* Protect&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Germany&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org NSA.png|50px]] National Security Agency&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -250 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 5.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 3 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* SabotageProject&lt;br /&gt;
|&lt;br /&gt;
* 300 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FSS.png|50px]] Federal Security Service&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -250 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.02 unity&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 6 ADM&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| Moskva&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FIS.png|50px]] Foreign Intelligence Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -30 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 4 ADM&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| Moskva&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MID.png|50px]] Main Intelligence Directorate&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -50 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 4 ops&lt;br /&gt;
* 0.01 military&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 3 ESP&lt;br /&gt;
* 4 ADM&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* Coup&lt;br /&gt;
* Purge&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| Moskva&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FPS.png|50px]] Federal Protective Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* Protect&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| Moskva&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org NRO.png|50px]] National Reconnaissance Office&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -200 money&lt;br /&gt;
* 0.3 boost&lt;br /&gt;
* 2 mc&lt;br /&gt;
* 2.0% SpaceScience&lt;br /&gt;
|&lt;br /&gt;
* 3 INV&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org NGIA.png|50px]] National Geospatial Intelligence Agency&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -140 money&lt;br /&gt;
* 3 mc&lt;br /&gt;
* 10 research&lt;br /&gt;
* 0.03 welfare&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 3 INV&lt;br /&gt;
* 3 CMD&lt;br /&gt;
* 2 SCI&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MinistryofStateSecurity.png|50px]] Ministry of State Security&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -220 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 4 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 3 ESP&lt;br /&gt;
* 6 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* Detain&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 300 influence&lt;br /&gt;
| Beijing&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org lanl.png|50px]] Los Alamos National Laboratory&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -81 money&lt;br /&gt;
* 35 research&lt;br /&gt;
* 0.02 military&lt;br /&gt;
* 10.0% Energy&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| RockyMountains&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org LLNL.png|50px]] Lawrence Livermore National Laboratory&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -41 money&lt;br /&gt;
* 35 research&lt;br /&gt;
* 0.02 military&lt;br /&gt;
* 10.0% Energy&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| California&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SandiaNationalLaboratories.png|50px]] Sandia National Laboratories&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -100 money&lt;br /&gt;
* 35 research&lt;br /&gt;
* 0.02 military&lt;br /&gt;
* 10.0% Energy&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| RockyMountains&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org BrookhavenNationalLaboratory.png|50px]] Brookhaven National Laboratory&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -14 money&lt;br /&gt;
* 20 research&lt;br /&gt;
* 5.0% Energy&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| NewYork&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CERN.png|50px]] CERN&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -28 money&lt;br /&gt;
* 40 research&lt;br /&gt;
* 10.0% Energy&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AirForceResearchLaboratory.png|50px]] Air Force Research Laboratory&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -65 money&lt;br /&gt;
* 25 research&lt;br /&gt;
* 0.2 military&lt;br /&gt;
* 0.02 mc_priority&lt;br /&gt;
* 0.02 space_program&lt;br /&gt;
* 8.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| RockyMountains&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AFSOC.png|50px]] Air Force Special Operations Command&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Dixie&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org VOA.png|50px]] Voice of America&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -6 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 0.01 knowledge&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org USIA.png|50px]] United States Information Agency&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -14 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 60 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 1SFG.png|50px]] 1st U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Cascadia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 3SFG.png|50px]] 3rd U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 5SFG.png|50px]] 5th U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| RustBelt&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 7SFG.png|50px]] 7th U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Dixie&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 10SFG.png|50px]] 10th U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| RockyMountains&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DeltaForce.png|50px]] Delta Force&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -3 money&lt;br /&gt;
* 4 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SealTeam6.png|50px]] SEAL Team Six&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -3 money&lt;br /&gt;
* 4 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Mossad.png|50px]] Mossad&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -75 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 3 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* Coup&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 300 influence&lt;br /&gt;
| Israel&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org IndianResearchAnalysisWing.png|50px]] Research and Analysis Wing&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -25 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| NewDelhi&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Koanchosacho.png|50px]] Koanchosacho&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -25 money&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Honshu&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org PakistanInter-ServicesIntelligence.png|50px]] Inter-Services Intelligence&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -20 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Punjab&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org ASIS.png|50px]] Australian Secret Intelligence Service&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Sydney&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AustralianSAS.png|50px]] Australian Special Air Service&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 75 influence&lt;br /&gt;
| Westralia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SaudiIntelligence.png|50px]] Al Mukhabarat Al Aamah&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Najd&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org EgyptianIntelligence.png|50px]] Gihaz El Mukhabarat El Amma&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Egypt&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org TurkishIntelligence.png|50px]] Milli Istihbarat Teskilati&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Unrest&lt;br /&gt;
|&lt;br /&gt;
* 60 influence&lt;br /&gt;
| Anatolia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CSIS.png|50px]] Canadian Security Intelligence Service&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -18 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 70 influence&lt;br /&gt;
| Ontario&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org NationalIntelligenceService.png|50px]] National Intelligence Service&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -12 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 70 influence&lt;br /&gt;
| SouthKorea&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org ROCNSB.png|50px]] National Security Bureau&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -12 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 50 influence&lt;br /&gt;
| Taiwan&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Interpol.png|50px]] Interpol&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -4 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Carabinieri.png|50px]] Arma dei Carabinieri &lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 75 influence&lt;br /&gt;
| Italy&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org alQaida.png|50px]] Al-Qaida&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
|&lt;br /&gt;
* 25 money&lt;br /&gt;
* 100 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Peshawar&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
|&lt;br /&gt;
* Resistance&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org JemaahIslamiyah.png|50px]] Jemaah Islamiyah&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| MoluccasandSulawesi&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
|&lt;br /&gt;
* Resistance&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org isil.png|50px]] Islamic State of Iraq and the Levant&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
|&lt;br /&gt;
* 125 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Baghdad&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
|&lt;br /&gt;
* Resistance&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Hezbollah.png|50px]] Hezbollah&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| Syria&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org QudsForce.png|50px]] Quds Force&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 2 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Tehran&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CosaNostra.png|50px]] La Cosa Nostra&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 45 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.04 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 80 money&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Naples&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Nedrangheta.png|50px]] Nedrangheta&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 60 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.05 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 100 money&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Naples&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Camorra.png|50px]] Camorra&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 40 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
|&lt;br /&gt;
* 120 money&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Naples&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AmericanMafia.png|50px]] American Mafia&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 120 money&lt;br /&gt;
* 120 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| NewYork&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GulfCartel.png|50px]] Gulf Cartel&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 40 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.04 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 50 influence&lt;br /&gt;
* 20 ops&lt;br /&gt;
| Monterrey&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SinaloaCartel.png|50px]] Sinaloa Cartel&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 80 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.05 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 80 money&lt;br /&gt;
* 100 influence&lt;br /&gt;
* 20 ops&lt;br /&gt;
| Monterrey&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org LosZetas.png|50px]] Los Zetas&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 40 influence&lt;br /&gt;
* 20 ops&lt;br /&gt;
| Monterrey&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org ComandoVermhelho.png|50px]] Comando Vermelho&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 35 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 30 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| SaoPaolo&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SumiyoshiKai.png|50px]] Sumiyoshi-kai&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 50 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Honshu&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Yamagachi-gumi.png|50px]] Yamagachi-gumi&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 90 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0-0.02 economy&lt;br /&gt;
* 0-0.02 welfare&lt;br /&gt;
* 0.04 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 150 money&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| KyushuandShikoku&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org InagawaKai.png|50px]] Inagawa-kai&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 40 money&lt;br /&gt;
* 50 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Honshu&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Aizukotetsu-kai.png|50px]] Aizukotetsu-kai&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 10 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 20 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Honshu&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org HongKongTriad.png|50px]] Hong Kong Triad&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 45 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.04 spoils&lt;br /&gt;
|&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 100 money&lt;br /&gt;
* 120 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Guangzhou&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GoldenTriangleCartel.png|50px]] Golden Triangle Cartel&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 60 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 0.06 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 100 money&lt;br /&gt;
* 100 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Myanmar&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GoldenCrescentCartel.png|50px]] Golden Crescent Cartel&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 45 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 0.05 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 90 money&lt;br /&gt;
* 120 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Afghanistan&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SolntsevskayaBratva.png|50px]] Solntsevskaya Bratva&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 90 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.08 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
|&lt;br /&gt;
* 200 money&lt;br /&gt;
* 200 influence&lt;br /&gt;
* 20 ops&lt;br /&gt;
| Moskva&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org BratskiKrug.png|50px]] Bratski Krug&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.05 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
|&lt;br /&gt;
* 150 money&lt;br /&gt;
* 50 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Moskva&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AzeriMafia.png|50px]] Azeri Mafia&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 20 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 20 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Moskva&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SerbianMafia.png|50px]] Serbian Mafia&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 20 money&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 20 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| WesternBalkans&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Office39.png|50px]] Office 39&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 100 money&lt;br /&gt;
* 100 influence&lt;br /&gt;
| NorthKorea&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org JPL.png|50px]] Jet Propulsion Laboratory&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -45 money&lt;br /&gt;
* 1 mc&lt;br /&gt;
* 40 research&lt;br /&gt;
* 0.01 knowledge&lt;br /&gt;
* 0.02 mc_priority&lt;br /&gt;
* 0.03 space_program&lt;br /&gt;
* 15.0% SpaceScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| California&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DARPA.png|50px]] Defense Advanced Research Projects Agency&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -95 money&lt;br /&gt;
* 40 research&lt;br /&gt;
* 0.08 military&lt;br /&gt;
* 15.0% MilitaryScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SiberianTigers.png|50px]] Siberian Tigers&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 70 influence&lt;br /&gt;
| Chongqing&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SouthernSword.png|50px]] Southern Sword&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Guangzhou&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SeaDragon.png|50px]] Sea Dragon&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Protect&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Beijing&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SnowLeopardCommandoGroup.png|50px]] Snow Leopard Commando Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Stabilize&lt;br /&gt;
* Protect&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Beijing&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FuerzadeGuerraNavalEspecial.png|50px]] Fuerza de Guerra Naval Especial&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Spain&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SayeretMatkal.png|50px]] Sayeret Matkal&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Israel&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Shayetet13.png|50px]] Shayetet 13&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Protect&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Israel&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GIGN.png|50px]] National Gendarmerie Intervention Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| France&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org PakistanSSG.png|50px]] Special Services Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Stabilize&lt;br /&gt;
* Unrest&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Punjab&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GROM.png|50px]] GROM&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Poland&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org UKSpecialBoatService.png|50px]] Special Boat Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org WHO.png|50px]] World Health Organization&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -235 money&lt;br /&gt;
* 20 research&lt;br /&gt;
* 0.1 welfare&lt;br /&gt;
* 15.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org IMF.png|50px]] International Monetary Fund&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 0.06 economy&lt;br /&gt;
* 0.04 welfare&lt;br /&gt;
* 0.02 knowledge&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 8 ADM&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org UNESCO.png|50px]] UNESCO&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -15 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 0.03 knowledge&lt;br /&gt;
* 5.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
|&lt;br /&gt;
* Inspire&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DEA.png|50px]] Drug Enforcement Agency&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -85 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
|&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org UNOOSA.png|50px]] U.N. Office for Outer Space Affairs&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 8 research&lt;br /&gt;
* 0.03 mc_priority&lt;br /&gt;
* 0.02 space_program&lt;br /&gt;
* 5.0% SpaceScience&lt;br /&gt;
* 2.0% mining&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CSEC.png|50px]] Communications Security Establishment&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -5 money&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Ontario&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CanadaJTF2.png|50px]] Joint Task Force 2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Ontario&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DGSI.png|50px]] Directorate General for Internal Security&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 3 INV&lt;br /&gt;
|&lt;br /&gt;
* InvestigateAlienActivity&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| France&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org ASIO.png|50px]] Australian Security Intelligence Organization&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -4 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateAlienActivity&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Sydney&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AusSD.png|50px]] Australian Signals Directorate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -4 money&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Sydney&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AgaziCommandos.png|50px]] Agazi Commandos&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Ethiopia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 601CommandoCompany.png|50px]] Compañía de Comandos 601&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Pampas&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Jagdkommando.png|50px]] Jagdkommando &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Vienna&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org BrazilianPathfinders.png|50px]] Pathfinders&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| SaoPaolo&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org JaegerCorps.png|50px]] Jaeger Corps&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Denmark&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Sa&#039;ka_Forces.png|50px]] Sa&#039;ka Forces&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Egypt&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 9PARA.png|50px]] 9 Para&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| Hyderabad&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org KopassusIndonesia.png|50px]] Kopassus&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Java&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DenjakaIndonesia.png|50px]] Denjaka&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Java&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org JapanSpecialForcesGroup.png|50px]] Japan Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| Honshu&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SerbianCobras.png|50px]] Serbian Cobras&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| WesternBalkans&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SpecialOperationsTaskGroup.png|50px]] Särskilda Operationsgruppen&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Sweden&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org LifeRegimentHussars.png|50px]] Life Regiment Hussars&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| Sweden&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AirborneSpecialServiceCompany.png|50px]] Airborne Special Service Company&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Taiwan&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org KingsGuard.png|50px]] King&#039;s Guard&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Thailand&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SpecialForcesCommand_MaroonBerets.png|50px]] Special Forces Command&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Anatolia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Lightstar_Orbital.png|50px]] Lightstar Orbital&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0.6-0.8 boost&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 0-0.02 mc_priority&lt;br /&gt;
* 0-0.02 space_program&lt;br /&gt;
* 2.0% SpaceScience&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Madisonian_Society.png|50px]] The Madisonian Society&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 0-0.02 unity&lt;br /&gt;
* 0-0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 0-1 SEC&lt;br /&gt;
|&lt;br /&gt;
* DefendInterests&lt;br /&gt;
* GainInfluence&lt;br /&gt;
* SetNationalPolicy&lt;br /&gt;
|&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Kaiser_Securities.png|50px]] Kaiser Securities&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 0-0.02 spoils&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 1-2 ESP&lt;br /&gt;
* 0-3 ADM&lt;br /&gt;
* 1-2 SCI&lt;br /&gt;
* 0-1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Fondation_Hyde_Et_Hildr.png|50px]] Fondation Hyde et Hildr&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 3-6 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* Stabilize&lt;br /&gt;
* GainInfluence&lt;br /&gt;
|&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Initiative&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Anarchy_Inc.png|50px]] Anarchy Inc.&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 0-2 ops&lt;br /&gt;
* 3.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 2 ESP&lt;br /&gt;
|&lt;br /&gt;
* SabotageProject&lt;br /&gt;
* SabotageHabModule&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
* StealProject&lt;br /&gt;
|&lt;br /&gt;
* 250-750 money&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Crossing_Rivers_For_Humanity.png|50px]] Crossing Rivers For Humanity&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Oliver_Project.png|50px]] The OLIVER Project&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
* 2 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 0-3 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* StealProject&lt;br /&gt;
* InvestigateAlienActivity&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Resistance&lt;br /&gt;
* HF&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Templin_Institute.png|50px]] The Templin Institute&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 5.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 3-4 INV&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SGI.png|50px]] SGI&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 3-4 ops&lt;br /&gt;
* 0-1 mc&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 3.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 2 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MMS.png|50px]] Mechanised Motor Supplies&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 15-35 money&lt;br /&gt;
* 1-2 influence&lt;br /&gt;
* 0-2 ops&lt;br /&gt;
* 3.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 CMD&lt;br /&gt;
* 4-5 ADM&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 1000-1500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Wolfhound_Forge_Corp.png|50px]] Wolfhound Forge Corp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 5-15 money&lt;br /&gt;
* 0-2 ops&lt;br /&gt;
* 1.0% MilitaryScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 50-100 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Schinhofen_Books.png|50px]] Schinhofen Books&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 25-50 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CE_Heavy_Industries.png|50px]] CE Heavy Industries Inc.&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-15 money&lt;br /&gt;
* 3.0% Energy&lt;br /&gt;
* 2 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 0-2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Intrepid_Consulting.png|50px]] Intrepid Consulting&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 1.0% Materials&lt;br /&gt;
|&lt;br /&gt;
* 5 ADM&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 750-1250 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Truculent_Logistics.png|50px]] Truculent Logistics&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-10 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 2.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Free_Federation_Of_Industrial_Workers.png|50px]] Free Federation of Industrial Workers&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Filfla_Aeronautics.png|50px]] Filfla Aeronautics&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-1.5 boost&lt;br /&gt;
* 1 mc&lt;br /&gt;
* 0-10 research&lt;br /&gt;
* 2.0% SpaceScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
* ControlSpaceAsset&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 350-700 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Pelican_Nanomedecine.png|50px]] Pelican Nanomedicine&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-15 money&lt;br /&gt;
* 0-2 influence&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 10.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org HPP.png|50px]] Hexahedron Processing &amp;amp; Production&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25-50 money&lt;br /&gt;
|&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
|&lt;br /&gt;
* Inspire&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org East_Garden_Genetics.png|50px]] East Garden Genetics&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 5-25 money&lt;br /&gt;
* 0-10 research&lt;br /&gt;
* 1.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 50-100 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Steak4all.png|50px]] steak4all&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25-50 money&lt;br /&gt;
* 0-3 influence&lt;br /&gt;
* 0-10 research&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
* 0-1 SCI&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org HM.png|50px]] Hyjink&#039;s Minions&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-5 money&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 0-3 ADM&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Espero.png|50px]] Espero&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-15 money&lt;br /&gt;
* 0.75-1.5 boost&lt;br /&gt;
|&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| Texas&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Pax_Robotica.png|50px]] Pax Robotica&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
|&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Coup&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Sex_Change_Company.png|50px]] The Sex Change Company&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 0-5 money&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 5.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 50-100 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org EPU.png|50px]] Environmental Preservation Union&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 0-15 money&lt;br /&gt;
* 2-5 influence&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 3.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 200-300 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Formosa_Industries.png|50px]] Formosa Industries&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 3.0% Materials&lt;br /&gt;
* 2 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 4-5 ADM&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* SabotageProject&lt;br /&gt;
|&lt;br /&gt;
* 1000-1500 money&lt;br /&gt;
| Taiwan&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Fifth_Column.png|50px]] Fifth Column&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-5 money&lt;br /&gt;
* 3-6 influence&lt;br /&gt;
* 1-2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Ughxalt.png|50px]] Ughxalt&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-5 money&lt;br /&gt;
* 0-3 influence&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
* 0-5 research&lt;br /&gt;
* 2.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 0-1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Coup&lt;br /&gt;
* Unrest&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
* 5-10 ops&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Solaris_Automated_Industries.png|50px]] Solaris Automated Industries&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 0-10 money&lt;br /&gt;
* 1.25-1.75 boost&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 1000-2000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SpaceTech.png|50px]] SpaceTech&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 1.25-1.75 boost&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 3.0% Energy&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 1500-2500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DeSeer_Foundation.png|50px]] The DeSeer Foundation&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 0-5 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 1.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 25-50 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Aegis_Defense_Division.png|50px]] Aegis Defense Division&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-2 influence&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1-2 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 1000-1500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Whitefang_Industries.png|50px]] Whitefang Industries&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 1.25-1.75 boost&lt;br /&gt;
* 3.0% SpaceScience&lt;br /&gt;
|&lt;br /&gt;
* 4-5 ADM&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 2000-3000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Apiary_Development_Science.png|50px]] Apiary Development Science&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 2.0% LifeScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
* 0-1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Babylon_Tower.png|50px]] Babylon&#039;s Tower&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
* 5-10 research&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
* 100-200 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org HAAL.png|50px]] Harper Analytics and Logistics&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* Stabilize&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Second_Chance.png|50px]] Second Chance&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
* 2.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Coup&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Wynford_Media_Group.png|50px]] Wynford Media Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 5-10 money&lt;br /&gt;
* 6-12 influence&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Libertatem_Terrae.png|50px]] Libertatem Terrae&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0.5-1.25 boost&lt;br /&gt;
* 2 mc&lt;br /&gt;
* 2.0% Energy&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| Sweden&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Reddington_Agency.png|50px]] Reddington Agency&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-4 influence&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
* 0-5 research&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Iron_Rose_Media.png|50px]] Iron Rose Media&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 3-7 influence&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Laguna_Foundation.png|50px]] Laguna Foundation&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-10 money&lt;br /&gt;
* 3-6 influence&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 2.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
|&lt;br /&gt;
* GainInfluence&lt;br /&gt;
* Stabilize&lt;br /&gt;
* Propaganda&lt;br /&gt;
* Turn&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Kinetic_Pressure_Control_Limited.png|50px]] Kinetic Pressure Control Limited&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2.0% Materials&lt;br /&gt;
* 2 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Ryan_Co.png|50px]] Ryan &amp;amp; Company&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 1-3 influence&lt;br /&gt;
* 2.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 6 ADM&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 1250-1750 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Perun.png|50px]] Perun&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 1 mc&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 0.01-0.02 military&lt;br /&gt;
* 5.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org OrbitalResourceExtractionInc.png|50px]] Orbital Resource Extraction Inc.&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 10-15 money&lt;br /&gt;
* 1.25-1.5 boost&lt;br /&gt;
* 2.0% Energy&lt;br /&gt;
* 7.0% mining&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* SeizeSpaceAsset&lt;br /&gt;
|&lt;br /&gt;
* 750-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org KazKo_Industries.png|50px]] KazKo Industries&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 7-14 money&lt;br /&gt;
* 2 mc&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Coup&lt;br /&gt;
|&lt;br /&gt;
* 500-750 money&lt;br /&gt;
| Almaty&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Croslea_Biotech.png|50px]] Croslea Biotech&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 0-0.04 welfare&lt;br /&gt;
* 0-0.02 knowledge&lt;br /&gt;
* 5.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 3 ADM&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Jolt_Games.png|50px]] Bolt Games&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 50-100 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Alien&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Door_Inc.png|50px]] Door Inc.&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 0-0.02 knowledge&lt;br /&gt;
* 4.0% SocialScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 3 ADM&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 350-700 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Mogul_Intelligence_Broker.png|50px]] Mogul Intelligence Broker&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-2 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
|&lt;br /&gt;
* StealProject&lt;br /&gt;
|&lt;br /&gt;
* 350-700 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Arcturus_Heavy_Industries.png|50px]] Arcturus Heavy Industries&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0.05-0.1 boost&lt;br /&gt;
* 0-5 research&lt;br /&gt;
* 0.02-0.03 space_program&lt;br /&gt;
* 1.0% SpaceScience&lt;br /&gt;
* 5.0% mining&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 750-1250 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Energy Independence Initiative .png|50px]] Energy Independence Initiative&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 10-15 research&lt;br /&gt;
* 0.02-0.04 welfare&lt;br /&gt;
* 0-0.01 knowledge&lt;br /&gt;
* 2.0% SocialScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AdAstraGames.png|50px]] Ad Astra Games&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 1-3 money&lt;br /&gt;
* 1-2 research&lt;br /&gt;
* 1.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 2 CMD&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 50-60 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Randomised Orgs ==&lt;br /&gt;
&lt;br /&gt;
The game may generate random orgs. As of 0.3.35, they are generated from 95 archetypes. Some notable examples include:&lt;br /&gt;
&lt;br /&gt;
* Random Investigation: can have investigation, espionage and security.&lt;br /&gt;
* Random Business: provides administration.&lt;br /&gt;
* Random Criminal: various combination of Ops, funds, administration, persuasion, espionage and security. Criminal orgs can generate with up to 9 administration.&lt;br /&gt;
* Space Mining: bonuses to space mining&lt;br /&gt;
* Random cult: cheap Servant-exclusive orgs with persuasion, espionage and varying resources income.&lt;br /&gt;
&lt;br /&gt;
== Faction Orgs ==&lt;br /&gt;
Faction Orgs are only available to certain factions.&lt;br /&gt;
&lt;br /&gt;
=== Space Orgs ===&lt;br /&gt;
Space Orgs are tier 2 organizations that are unlocked via an event for each faction that meets the following conditions:&lt;br /&gt;
* Finished the Alien Operations council engineering project&lt;br /&gt;
* Faction does not have Control Points in any nation with 5&lt;br /&gt;
* Boost income is 0 or 0.01.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Organization !! Monthly Income !! Missions Gained !! Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org appease space org.png|70px]] Asterion Stellar Systems&lt;br /&gt;
| +1.5 Boost&amp;lt;br&amp;gt;+8 Mission Control&amp;lt;br&amp;gt;+5% Spaceflight Program&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org cooperate space org.png|70px]] Gannet Exploration&lt;br /&gt;
| +1.5 Boost&amp;lt;br&amp;gt;+8 Mission Control&amp;lt;br&amp;gt;+5% Spaceflight Program&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] The Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org submit space org.png|70px]] New Epoch&lt;br /&gt;
| +1.5 Boost&amp;lt;br&amp;gt;+8 Mission Control&amp;lt;br&amp;gt;+5% Spaceflight Program&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] The Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org exploit space org.png|70px]] Orbital Ventures&lt;br /&gt;
| +1.5 Boost&amp;lt;br&amp;gt;+8 Mission Control&amp;lt;br&amp;gt;+5% Spaceflight Program&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] The Initiative&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org destroy space org.png|70px]] Shiva Rocketry&lt;br /&gt;
| +1.5 Boost&amp;lt;br&amp;gt;+8 Mission Control&amp;lt;br&amp;gt;+5% Spaceflight Program&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Humanity First&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org escape space org.png|70px]] Sahar Launch Systems&lt;br /&gt;
| +1.5 Boost&amp;lt;br&amp;gt;+8 Mission Control&amp;lt;br&amp;gt;+5% Spaceflight Program&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org resist space org.png|70px]] Spaceguard Section&lt;br /&gt;
| +1.5 Boost&amp;lt;br&amp;gt;+8 Mission Control&amp;lt;br&amp;gt;+5% Spaceflight Program&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] The Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Council Engineering Orgs ===&lt;br /&gt;
Council Engineering Orgs are tier 3 organizations that are unlocked for a faction after researching the required council engineering project.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Organization !! Monthly Income !! Councilor Attribures !! Missions Gained !! Council Engineering Project&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org cooperate mid.png|70px]] Academy Envoys&lt;br /&gt;
| +8 Influence&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Xenology Research&lt;br /&gt;
| +3 Persuasion&amp;lt;br&amp;gt;+6 Administration&amp;lt;br&amp;gt;+2 Science&lt;br /&gt;
| [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] A Cooperative Resolution&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org exploit mid.png|70px]] Pherocyte Deployment Team&lt;br /&gt;
| +15 Influence&amp;lt;br&amp;gt;+2 Ops&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+20% Unity&amp;lt;br&amp;gt;+10% Spoils&amp;lt;br&amp;gt;+10% Social Science Research&lt;br /&gt;
| +15 Persuasion&amp;lt;br&amp;gt;+5 Espionage&amp;lt;br&amp;gt;+5 Investigation&amp;lt;br&amp;gt;+5 Administration&lt;br /&gt;
| [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Means to an End&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org escape mid.png|70px]] Project Exodus Engineers&lt;br /&gt;
| +9 Boost&amp;lt;br&amp;gt;+4 Mission Control&amp;lt;br&amp;gt;40 Research&amp;lt;br&amp;gt;+5% Knowledge&amp;lt;br&amp;gt;+10% Spaceflight Program&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;Unlocks or improves the Org Council Engineering Projects slot&lt;br /&gt;
| +3 Administration&amp;lt;br&amp;gt;+5 Science&lt;br /&gt;
| [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Leave the Cradle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org appease mid.png|70px]] Reeducation Team&lt;br /&gt;
| +15 Influence&amp;lt;br&amp;gt;+2 Ops&amp;lt;br&amp;gt;+5% Unity&amp;lt;br&amp;gt;+10% Social Science Research&lt;br /&gt;
| +5 Persuasion&amp;lt;br&amp;gt;+3 Investigation&amp;lt;br&amp;gt;+6 Administration&lt;br /&gt;
| [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Appease the Invaders&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org resist mid.png|70px]] Special Activities Section&lt;br /&gt;
| +5 Influence&amp;lt;br&amp;gt;+4 Ops&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+5% Military&amp;lt;br&amp;gt;+10% Xenology Research&lt;br /&gt;
| +5 Espionage&amp;lt;br&amp;gt;+10 Command&amp;lt;br&amp;gt;+5 Investigation&amp;lt;br&amp;gt;+3 Administration&amp;lt;br&amp;gt;+3 Science&amp;lt;br&amp;gt;+3 Security&lt;br /&gt;
| [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] Defend the Earth&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org destroy mid.png|70px]] The Executioners&lt;br /&gt;
| +6 Ops&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+10% Military&amp;lt;br&amp;gt;+10% Military Science Research&lt;br /&gt;
| +5 Espionage&amp;lt;br&amp;gt;+10 Command&amp;lt;br&amp;gt;+3 Administration&amp;lt;br&amp;gt;+10 Security&lt;br /&gt;
| [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Purify the Earth&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org submit mid.png|70px]] The Shield of the Devoted&lt;br /&gt;
| +5 Influence&amp;lt;br&amp;gt;+4 Ops&amp;lt;br&amp;gt;+10% Unity&amp;lt;br&amp;gt;+10% Xenology Research&lt;br /&gt;
| +3 Persuasion&amp;lt;br&amp;gt;+5 Command&amp;lt;br&amp;gt;+6 Administration&amp;lt;br&amp;gt;+10 Security&lt;br /&gt;
| [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] Path to Paradise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Victory Orgs ====&lt;br /&gt;
Victory Orgs enable the final mission for their respective faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Organization !! Monthly Income !! Councilor Attribures !! Missions Gained !! Engineering Project&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org escape win.png|70px]] Bifrost Command Staff&lt;br /&gt;
| &lt;br /&gt;
| +3 Administration&lt;br /&gt;
| [[File:ICO mission escape on.png|24px]] Launch the Bifrost&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] The Great Journey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org resist win.png|70px]] Janus Section&lt;br /&gt;
| &lt;br /&gt;
| +3 Administration&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO mission resist on.png|24px]] Close the Gate&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] The Final Assault&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org cooperate win.png|70px]] Mission to the Hydra&lt;br /&gt;
| &lt;br /&gt;
| +3 Administration&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO mission cooperate on.png|24px]] Forge an Alliance&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] A Permanent Peace&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org destroy win.png|70px]] The Omega Solution&lt;br /&gt;
| &lt;br /&gt;
| +3 Administration&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO mission destroy on.png|24px]] Trigger the Weapon&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Kill the Hive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org exploit win.png|70px]] The Pherocyte Masters&lt;br /&gt;
| +30 Influence&amp;lt;br&amp;gt;+20% Unity&lt;br /&gt;
| +15 Persuasion&amp;lt;br&amp;gt;+10 Espionage&amp;lt;br&amp;gt;+5 Command&amp;lt;br&amp;gt;+5 Investigation&amp;lt;br&amp;gt;+3 Administration&lt;br /&gt;
| [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO mission exploit on.png|24px]] Tame the Enemy&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Enslave the Masters&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org appease win.png|70px]] The Protectorate Authority&lt;br /&gt;
| &lt;br /&gt;
| +3 Administration&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO sentinel on.png|24px]] Dominate Nation&amp;lt;br&amp;gt;[[File:ICO mission appease on.png|24px]] Claim Hegemony&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Coexistence Pact&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org submit win.png|70px]] The Sword of the Devoted&lt;br /&gt;
| &lt;br /&gt;
| +3 Administration&lt;br /&gt;
| [[File:ICO abductions on.png|24px]] Adbuctions&amp;lt;br&amp;gt;[[File:ICO mission submit on.png|24px]] Herald Our Masters&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] The One True Path&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:Mechanics_Navbox&amp;diff=2774</id>
		<title>Template:Mechanics Navbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:Mechanics_Navbox&amp;diff=2774"/>
		<updated>2023-02-14T10:03:52Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: integrated into factions page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;navbox mw-collapsible wikitable&amp;quot; style=&amp;quot;border: 1px solid #000; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;  | &#039;&#039;&#039;Terra Invicta mechanics&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!| Factions&lt;br /&gt;
|| [[File:FAC ResistCouncil 128.png|30px|link=]] [[Factions]] • [[File:ICO currency.png|30px|link=]] [[Resources]] • [[File:ICO science.png|30px|link=]] [[Technology]] • [[File:FAC AlienCouncil 128.png|30px|link=]] [[Aliens]] • [[File:ICO contact on.png|30px|link=]] [[Diplomacy]] • [[File:ICO persuasion.png|30px|link=]] [[Events]]&lt;br /&gt;
|- &lt;br /&gt;
!| Council&lt;br /&gt;
|| [[File:ICO espionage.png|30px|link=]] [[Councilors]] • [[File:ICO assassinate on.png|30px|link=]] [[Missions]] • [[File:Org CIA.png|30px|link=]] [[Orgs]] • [[File:Dice.png|30px|link=]] [[Roll|RNG]]&lt;br /&gt;
|- &lt;br /&gt;
!| Earth&lt;br /&gt;
|| [[File:Flag United States.png|30px|link=]] [[Nations]] • [[File:ICO army HQ.png|30px|link=]] [[Regions]] • [[File:ICO army level.png|30px|link=]] [[Terrestrial Warfare]] • [[File:ICO eco immune.png|30px|link=]] [[Climate Change]]&lt;br /&gt;
|- &lt;br /&gt;
!| Space&lt;br /&gt;
|| [[File:Org NGIA.png|30px|link=]] [[Solar System|The Solar System]] • [[File:ICO Saturn.png|30px|link=]] [[Celestial Bodies]] • [[File:Station T3 RingCore.png|30px|link=]] [[Habs]] • [[File:ICO construction shipyard.png|30px|link=]] [[Spaceships]] • [[File:ICO MergeFleetOperation on.png|30px|link=]] [[Fleets]]&lt;br /&gt;
|- &lt;br /&gt;
!| [[Modding]]&lt;br /&gt;
|| [[Mod tools]] • [[Console Commands]]&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: Mechanics]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Navbox]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Console_Commands&amp;diff=2773</id>
		<title>Console Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Console_Commands&amp;diff=2773"/>
		<updated>2023-02-13T22:00:45Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* List of commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game&#039;s console can be enabled by editing the following file in the game&#039;s folder with a text editor: &amp;lt;code&amp;gt;TerraInvicta_Data\StreamingAssets\Templates\TIGlobalConfig.json&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the second half there is the following line: &amp;quot;debug_ConsoleActive&amp;quot;: false,. Set it to true and save the file. Note that certain game updates might overwrite the file, requiring another edit.&lt;br /&gt;
&lt;br /&gt;
The console can be opened with the ~ key.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== List of commands ==&lt;br /&gt;
Commands are not case-sensitive but the parameters are.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Effect&lt;br /&gt;
! Parameters&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| help&lt;br /&gt;
| Lists all commands&lt;br /&gt;
| &lt;br /&gt;
| help&lt;br /&gt;
|-&lt;br /&gt;
| addscouncilresources&lt;br /&gt;
| Adds all faction resources to the player faction&lt;br /&gt;
| amount&lt;br /&gt;
| addcouncilresources 100&lt;br /&gt;
|-&lt;br /&gt;
| addspaceresources&lt;br /&gt;
| Adds all space resources to the player faction&lt;br /&gt;
| amount&lt;br /&gt;
| addspaceresources 100&lt;br /&gt;
|-&lt;br /&gt;
| addresource&lt;br /&gt;
| Adds a certain resource to a faction&lt;br /&gt;
| resource,amount,faction internal name&lt;br /&gt;
| addresource Money,100,SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| absorb&lt;br /&gt;
| The first nation annexes the second nation&lt;br /&gt;
| nation internal name,nation internal name&lt;br /&gt;
| absorb USA,CAN&lt;br /&gt;
|-&lt;br /&gt;
| giveresource&lt;br /&gt;
| Adds a certain resource to a faction&lt;br /&gt;
| resource,amount,faction internal name&lt;br /&gt;
| giveresource Money,100,SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| addtrait&lt;br /&gt;
| Adds a trait to the selected councilor&lt;br /&gt;
| trait internal name&lt;br /&gt;
| addtrait ConspiracyTheorist&lt;br /&gt;
|-&lt;br /&gt;
| aerosols&lt;br /&gt;
| Adds excess stratospheric aerosols to Earth&lt;br /&gt;
| amount&lt;br /&gt;
| aerosols 0.1&lt;br /&gt;
|-&lt;br /&gt;
| completemodule&lt;br /&gt;
| Completes the construction of the selected hab module&lt;br /&gt;
| &lt;br /&gt;
| completemodule&lt;br /&gt;
|-&lt;br /&gt;
| completeobjective&lt;br /&gt;
| Completes the written objective for the player faction&lt;br /&gt;
| objective internal name&lt;br /&gt;
| completeobjective ResearchExotics&lt;br /&gt;
|-&lt;br /&gt;
| completeproject&lt;br /&gt;
| Completes the current council engineering project for a faction&lt;br /&gt;
| faction internal name&lt;br /&gt;
| completeproject EscapeCouncil&lt;br /&gt;
|-&lt;br /&gt;
| damageship&lt;br /&gt;
| Damages one ship in the selected fleet, will not fully destroy ships&lt;br /&gt;
| amount&lt;br /&gt;
| damageship 100&lt;br /&gt;
|-&lt;br /&gt;
| destroymodule&lt;br /&gt;
| Destroys the selected hab module&lt;br /&gt;
| &lt;br /&gt;
| destroymodule&lt;br /&gt;
|-&lt;br /&gt;
| dumpfleetgoal&lt;br /&gt;
| Writes the mission of the selected fleet&lt;br /&gt;
| &lt;br /&gt;
| dumpfleetgoal&lt;br /&gt;
|-&lt;br /&gt;
| givealltechs&lt;br /&gt;
| Completes all global research and gives the faction all council engineering projects&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; campaign will require using the &#039;&#039;completeobjective&#039;&#039; command to proceed unless already at final objective&lt;br /&gt;
| faction internal name&lt;br /&gt;
| givealltechs ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| givecp&lt;br /&gt;
| Gives an unonwned control point in the chosen nation to a faction&lt;br /&gt;
| nation name,faction internal name&lt;br /&gt;
| givecp Afghanistan,ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| giveorg&lt;br /&gt;
| Gives a faction a certain org&lt;br /&gt;
| faction internal name,org internal name&lt;br /&gt;
| giveorg ResistCouncil,CentralIntelligenceAgency&lt;br /&gt;
|-&lt;br /&gt;
| giveproject&lt;br /&gt;
| Give finished project to council.&lt;br /&gt;
| giveproject dataName, factionName (optional)&lt;br /&gt;
| giveproject Project_CommercialResearch, ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| killstate&lt;br /&gt;
| Kills the selected army, councilor, fleet or habitat&lt;br /&gt;
| &lt;br /&gt;
| killstate&lt;br /&gt;
|-&lt;br /&gt;
| modifygdp&lt;br /&gt;
| Adds or removes GDP billions to a certain nation&lt;br /&gt;
| nation name,amount&lt;br /&gt;
| modifygdp Afghanistan,300&lt;br /&gt;
|-&lt;br /&gt;
| nosecrets&lt;br /&gt;
| Reveals all factions&#039; councilors, objectives and council engineering projects&lt;br /&gt;
| &lt;br /&gt;
| nosecrets&lt;br /&gt;
|-&lt;br /&gt;
| nuke&lt;br /&gt;
| Launches a strategic nuclear barrage in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| nuke&lt;br /&gt;
|-&lt;br /&gt;
| propaganda&lt;br /&gt;
| Completes a Public Opinion mission on every nation for a faction&lt;br /&gt;
| faction internal name,strength (optional)&lt;br /&gt;
| propaganda ResistCouncil,10&lt;br /&gt;
|-&lt;br /&gt;
| prospect&lt;br /&gt;
| Prospscts a celestial body&lt;br /&gt;
| celestial body&lt;br /&gt;
| prospect Ganymede&lt;br /&gt;
|-&lt;br /&gt;
| revealsites&lt;br /&gt;
| Prospects all celestial bodies&lt;br /&gt;
| &lt;br /&gt;
| revealsites&lt;br /&gt;
|-&lt;br /&gt;
| revolution&lt;br /&gt;
| Triggers a revolution in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| revolution&lt;br /&gt;
|-&lt;br /&gt;
| regimechange&lt;br /&gt;
| Triggers a regime change for the player faction in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| regimechange&lt;br /&gt;
|-&lt;br /&gt;
| setfation&lt;br /&gt;
| Changes factions, requires a save and reload for full effect and will not work if done during mission assignment phase&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; can switch to the alien faction but certain actions will crash the game&lt;br /&gt;
| faction internal name&lt;br /&gt;
| setfation ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| sight&lt;br /&gt;
| Reveals all current alien phenomena sites&lt;br /&gt;
| &lt;br /&gt;
| sight&lt;br /&gt;
|-&lt;br /&gt;
| startcoup&lt;br /&gt;
| Triggers a coup in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| startcoup&lt;br /&gt;
|-&lt;br /&gt;
| triggerevent&lt;br /&gt;
| Triggers an event&lt;br /&gt;
| event internal name&lt;br /&gt;
| triggerevent event_OneHumanity&lt;br /&gt;
|-&lt;br /&gt;
| unify     	&lt;br /&gt;
| Unifies two nations&lt;br /&gt;
| nation internal name,nation internal name&lt;br /&gt;
| unify USA,CAN&lt;br /&gt;
|-&lt;br /&gt;
| unlockallshipparts&lt;br /&gt;
| Unlocks all human and alien ship components for ship design&lt;br /&gt;
| &lt;br /&gt;
| unlockallshipparts&lt;br /&gt;
|-&lt;br /&gt;
| watchfactions&lt;br /&gt;
| Reveals all factions&#039; objectives and council engineering projects&lt;br /&gt;
| &lt;br /&gt;
| watchfactions&lt;br /&gt;
|-&lt;br /&gt;
| alieninfo&lt;br /&gt;
| Writes all resources and the next purchase of the aliens&lt;br /&gt;
| &lt;br /&gt;
| alieninfo&lt;br /&gt;
|-&lt;br /&gt;
| autopilot&lt;br /&gt;
| Plays game automatically&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; requires restarting the game to disable&lt;br /&gt;
| &lt;br /&gt;
| autopilot&lt;br /&gt;
|-&lt;br /&gt;
| musicinfo&lt;br /&gt;
| Writes music info&lt;br /&gt;
| &lt;br /&gt;
| musicinfo&lt;br /&gt;
|-&lt;br /&gt;
| setmusicvolume&lt;br /&gt;
| Sets the music volume&lt;br /&gt;
| amount&lt;br /&gt;
| setmusicvolume 2&lt;br /&gt;
|-&lt;br /&gt;
| setmusicintensity&lt;br /&gt;
| Sets the music intensity&lt;br /&gt;
| amount&lt;br /&gt;
| setmusicintensity 2&lt;br /&gt;
|-&lt;br /&gt;
| killship&lt;br /&gt;
| Destroys the selected player ship&lt;br /&gt;
| &lt;br /&gt;
| killship&lt;br /&gt;
|-&lt;br /&gt;
| killasset&lt;br /&gt;
| Kill the current UI Selected Asset (army, councilor, fleet, hab)&lt;br /&gt;
| &lt;br /&gt;
| killasset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are a couple of other console commands but they currently either do not work or crash the game (version 0.3.23):&lt;br /&gt;
* forcemissions&lt;br /&gt;
* detainme&lt;br /&gt;
* giveips&lt;br /&gt;
* setmiltech&lt;br /&gt;
&lt;br /&gt;
== Faction internal names ==&lt;br /&gt;
Factions have the following internal names:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Faction&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Humanity First&lt;br /&gt;
| DestroyCouncil&lt;br /&gt;
|-&lt;br /&gt;
| Project Exodus&lt;br /&gt;
| EscapeCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Academy&lt;br /&gt;
| CooperateCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Initiative&lt;br /&gt;
| ExploitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Protectorate&lt;br /&gt;
| AppeaseCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Resistance&lt;br /&gt;
| ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Servants&lt;br /&gt;
| SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| Aliens&lt;br /&gt;
| AlienCouncil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nation internal names ==&lt;br /&gt;
Nations have the following internal names:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Afghanistan || AFG&lt;br /&gt;
|-&lt;br /&gt;
| Algeria || DZA&lt;br /&gt;
|-&lt;br /&gt;
| Alpine States || ALP&lt;br /&gt;
|-&lt;br /&gt;
| Angola || AGO&lt;br /&gt;
|-&lt;br /&gt;
| Argentina || ARG&lt;br /&gt;
|-&lt;br /&gt;
| Armenia || ARM&lt;br /&gt;
|-&lt;br /&gt;
| Australia || AUS&lt;br /&gt;
|-&lt;br /&gt;
| Azerbaijan || AZE&lt;br /&gt;
|-&lt;br /&gt;
| Baltic States || BAS&lt;br /&gt;
|-&lt;br /&gt;
| Bangladesh || BGD&lt;br /&gt;
|-&lt;br /&gt;
| Belarus || BLR&lt;br /&gt;
|-&lt;br /&gt;
| Belize || BEL&lt;br /&gt;
|-&lt;br /&gt;
| Benelux || NET&lt;br /&gt;
|-&lt;br /&gt;
| Bolivia || BOL&lt;br /&gt;
|-&lt;br /&gt;
| Botswana || BWA&lt;br /&gt;
|-&lt;br /&gt;
| Brazil || BRA&lt;br /&gt;
|-&lt;br /&gt;
| Bulgaria || BUL&lt;br /&gt;
|-&lt;br /&gt;
| Burkina Faso || BKF&lt;br /&gt;
|-&lt;br /&gt;
| Cambodia || KHM&lt;br /&gt;
|-&lt;br /&gt;
| Cameroon || CMR&lt;br /&gt;
|-&lt;br /&gt;
| Canada || CAN&lt;br /&gt;
|-&lt;br /&gt;
| Caribbean States || CAB&lt;br /&gt;
|-&lt;br /&gt;
| Central African Republic || CAF&lt;br /&gt;
|-&lt;br /&gt;
| Chad || TCD&lt;br /&gt;
|-&lt;br /&gt;
| Chile || CHL&lt;br /&gt;
|-&lt;br /&gt;
| China || CHN&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Colombia || COL&lt;br /&gt;
|-&lt;br /&gt;
| Congo || COD&lt;br /&gt;
|-&lt;br /&gt;
| Costa Rica || COS&lt;br /&gt;
|-&lt;br /&gt;
| Cuba || CUB&lt;br /&gt;
|-&lt;br /&gt;
| Czech Republic || CZE&lt;br /&gt;
|-&lt;br /&gt;
| Denmark || DEN&lt;br /&gt;
|-&lt;br /&gt;
| Ecuador || ECU&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || EGY&lt;br /&gt;
|-&lt;br /&gt;
| El Salvador || ELS&lt;br /&gt;
|-&lt;br /&gt;
| Eritrea || ERI&lt;br /&gt;
|-&lt;br /&gt;
| Ethiopia || ETH&lt;br /&gt;
|-&lt;br /&gt;
| Finland || FIN&lt;br /&gt;
|-&lt;br /&gt;
| France || EUA&lt;br /&gt;
|-&lt;br /&gt;
| Georgia || GEO&lt;br /&gt;
|-&lt;br /&gt;
| Germany || DEU&lt;br /&gt;
|-&lt;br /&gt;
| Great Lakes States || UGA&lt;br /&gt;
|-&lt;br /&gt;
| Greece || GRE&lt;br /&gt;
|-&lt;br /&gt;
| Guatemala || GTM&lt;br /&gt;
|-&lt;br /&gt;
| Gulf States || GUS&lt;br /&gt;
|-&lt;br /&gt;
| Guyana || GUY&lt;br /&gt;
|-&lt;br /&gt;
| Himalayan States || HYS&lt;br /&gt;
|-&lt;br /&gt;
| Honduras || HON&lt;br /&gt;
|-&lt;br /&gt;
| Hungary || HUN&lt;br /&gt;
|-&lt;br /&gt;
| Iceland || ISL&lt;br /&gt;
|-&lt;br /&gt;
| India || IND&lt;br /&gt;
|-&lt;br /&gt;
| Indonesia || IDN&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Iran || IRN&lt;br /&gt;
|-&lt;br /&gt;
| Iraq || IRQ&lt;br /&gt;
|-&lt;br /&gt;
| Ireland || IRL&lt;br /&gt;
|-&lt;br /&gt;
| Israel || ISR&lt;br /&gt;
|-&lt;br /&gt;
| Italy || ITA&lt;br /&gt;
|-&lt;br /&gt;
| Ivory Coast || IVO&lt;br /&gt;
|-&lt;br /&gt;
| Japan || JPN&lt;br /&gt;
|-&lt;br /&gt;
| Jordan || JOR&lt;br /&gt;
|-&lt;br /&gt;
| Kazakhstan || KAZ&lt;br /&gt;
|-&lt;br /&gt;
| Kenya || KEN&lt;br /&gt;
|-&lt;br /&gt;
| Kyrgyzstan || KGZ&lt;br /&gt;
|-&lt;br /&gt;
| Laos || LAO&lt;br /&gt;
|-&lt;br /&gt;
| Libya || LBY&lt;br /&gt;
|-&lt;br /&gt;
| Lower Guinea || LWG&lt;br /&gt;
|-&lt;br /&gt;
| Madagascar || MDG&lt;br /&gt;
|-&lt;br /&gt;
| Malaysia || MYS&lt;br /&gt;
|-&lt;br /&gt;
| Mali || MLI&lt;br /&gt;
|-&lt;br /&gt;
| Mauritania || MRT&lt;br /&gt;
|-&lt;br /&gt;
| Mexico || MEX&lt;br /&gt;
|-&lt;br /&gt;
| Middle Guinea || MLG&lt;br /&gt;
|-&lt;br /&gt;
| Mongolia || MNG&lt;br /&gt;
|-&lt;br /&gt;
| Morocco || MAR&lt;br /&gt;
|-&lt;br /&gt;
| Mozambique || MOZ&lt;br /&gt;
|-&lt;br /&gt;
| Myanmar || MMR&lt;br /&gt;
|-&lt;br /&gt;
| Namibia || SWA&lt;br /&gt;
|-&lt;br /&gt;
| New Zealand || NZL&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Nicaragua || NIC&lt;br /&gt;
|-&lt;br /&gt;
| Niger || NER&lt;br /&gt;
|-&lt;br /&gt;
| Nigeria || NGA&lt;br /&gt;
|-&lt;br /&gt;
| North Korea || PRK&lt;br /&gt;
|-&lt;br /&gt;
| Northern Balkan States || NBK&lt;br /&gt;
|-&lt;br /&gt;
| Norway || NOR&lt;br /&gt;
|-&lt;br /&gt;
| Oman || OMN&lt;br /&gt;
|-&lt;br /&gt;
| Pacific States || PCS&lt;br /&gt;
|-&lt;br /&gt;
| Pakistan || PAK&lt;br /&gt;
|-&lt;br /&gt;
| Panama || PAN&lt;br /&gt;
|-&lt;br /&gt;
| Paraguay || PRY&lt;br /&gt;
|-&lt;br /&gt;
| Peru || PER&lt;br /&gt;
|-&lt;br /&gt;
| Philippines || PHL&lt;br /&gt;
|-&lt;br /&gt;
| Poland || POL&lt;br /&gt;
|-&lt;br /&gt;
| Portugal || PRT&lt;br /&gt;
|-&lt;br /&gt;
| Ratnakaran States || RTK&lt;br /&gt;
|-&lt;br /&gt;
| Romania || ROM&lt;br /&gt;
|-&lt;br /&gt;
| Russia || RUS&lt;br /&gt;
|-&lt;br /&gt;
| Saudi Arabia || SEN&lt;br /&gt;
|-&lt;br /&gt;
| Senegamnia || SEG&lt;br /&gt;
|-&lt;br /&gt;
| Singapore || SGP&lt;br /&gt;
|-&lt;br /&gt;
| Slovakia || SLO&lt;br /&gt;
|-&lt;br /&gt;
| Somalia || SOM&lt;br /&gt;
|-&lt;br /&gt;
| South Africa || ZAF&lt;br /&gt;
|-&lt;br /&gt;
| South Korea || KOR&lt;br /&gt;
|-&lt;br /&gt;
| South Sudan || SSD&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Southern Balkan States || SBK&lt;br /&gt;
|-&lt;br /&gt;
| Spain || ESP&lt;br /&gt;
|-&lt;br /&gt;
| Sri Lanka || LKA&lt;br /&gt;
|-&lt;br /&gt;
| Sudan || SDN&lt;br /&gt;
|-&lt;br /&gt;
| Suriname || SUR&lt;br /&gt;
|-&lt;br /&gt;
| Sweden || SCA&lt;br /&gt;
|-&lt;br /&gt;
| Syria || SYR&lt;br /&gt;
|-&lt;br /&gt;
| Taiwan || TWN&lt;br /&gt;
|-&lt;br /&gt;
| Tajikistan || TJK&lt;br /&gt;
|-&lt;br /&gt;
| Tanzania || TZA&lt;br /&gt;
|-&lt;br /&gt;
| Thailand || THA&lt;br /&gt;
|-&lt;br /&gt;
| Tunisia || TUN&lt;br /&gt;
|-&lt;br /&gt;
| Turkey || TUR&lt;br /&gt;
|-&lt;br /&gt;
| Turkmenistan || TKM&lt;br /&gt;
|-&lt;br /&gt;
| Ukraine || UKR&lt;br /&gt;
|-&lt;br /&gt;
| United Kingdom|| GBR&lt;br /&gt;
|-&lt;br /&gt;
| United States of America || USA&lt;br /&gt;
|-&lt;br /&gt;
| Upper Guinea || UPG&lt;br /&gt;
|-&lt;br /&gt;
| Uruguay || URY&lt;br /&gt;
|-&lt;br /&gt;
| Uzbekistan || UZB&lt;br /&gt;
|-&lt;br /&gt;
| Venezuela || VEN&lt;br /&gt;
|-&lt;br /&gt;
| Vietnam || VNM&lt;br /&gt;
|-&lt;br /&gt;
| Yemen || YEM&lt;br /&gt;
|-&lt;br /&gt;
| Zambia-Malawi || ZMB&lt;br /&gt;
|-&lt;br /&gt;
| Zimbabwe || ZWE&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=2772</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=2772"/>
		<updated>2023-02-13T21:28:25Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfil their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues between within these generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
A nation&#039;s Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.&lt;br /&gt;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Points in the Knowledge priority. It changes by -0.001 per 2 Investment Points in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. A low Government score increases the Cohesion resting point, a middle score lowers the Cohesion resting point, while a high score draws the Cohesion resting point towards a central value of 5, and simultaneously increases research production. A higher Government score also lowers the Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. A lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least two regions or are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Therefore, Norway is not a developed nation, but France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min(((10-education)^2)/10, ((10-democracy)^2)/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month, and even +1 per month if cohesion=0) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
==== Coups and revolutions ====&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of unrest; the Alien Administration cannot experience a coup but it can experience a revolution. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions will always occur if &amp;lt;code&amp;gt;unrest &amp;gt; 9.9&amp;lt;/code&amp;gt; when checked. A naturally occurring coup will never happen if &amp;lt;code&amp;gt;democracy &amp;gt;= 8&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;unrest &amp;lt; 8&amp;lt;/code&amp;gt;; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is &amp;lt;code&amp;gt;((unrest * 2 - cohesion - democracy) / 10 + elite unhappiness) / 6000&amp;lt;/code&amp;gt;. The elites&#039; unhappiness is zero if the spoils priority weight percentage matches or exceeds the nation&#039;s [[#Corruption|corruption]] or if one faction owns all the nation&#039;s control points and that faction&#039;s &amp;lt;code&amp;gt;popularity &amp;gt;= 65%&amp;lt;/code&amp;gt;; otherwise it is &amp;lt;code&amp;gt;corruption - spoils&amp;lt;/code&amp;gt; as value from 0.0 to 1.0.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering unrest and increasing cohesion, democracy and spoils (up to the corruption level). The spoils priority may often be ignored if the level of unrest in a country is sufficiently low and the democracy/cohesion sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
Base unrest is calculated as &amp;lt;code&amp;gt;10.5 - cohesion - (gdp per capita / 10000)&amp;lt;/code&amp;gt; and then reduced by armies.&lt;br /&gt;
For each allied army present within the nation, if that army&#039;s owning nation&#039;s base investment points are positive, the base unrest is modified by that army&#039;s base unrest modification value.&lt;br /&gt;
&lt;br /&gt;
An army&#039;s base unrest modification value is &amp;lt;code&amp;gt;-1 * that army&#039;s strength (i.e. its health percentage from 0.0 to 1.0) / 10 * (10 - democracy)&amp;lt;/code&amp;gt;. So it scales from 100% to 0% applied as democracy goes from 0 to 10. It can then further be altered by that army&#039;s owning faction&#039;s &amp;lt;code&amp;gt;ArmyUnrestReductionImpact&amp;lt;/code&amp;gt; value, as may be applied from various effects (defined in TIEffectTemplate.json); however there don&#039;t appear to be any defined with an &amp;lt;code&amp;gt;ArmyUnrestReductionImpact&amp;lt;/code&amp;gt; context at the time of writing.&lt;br /&gt;
&lt;br /&gt;
For the Alien Administration, the base unrest is then further reduced by &amp;lt;code&amp;gt;the average of the the nation&#039;s regions&#039; xenoforming level (from 0 to 100) / 20&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-81 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 81-625 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 625-2401 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2401-6561 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6561-14641 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 14641+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs. Climate change has a negative effect on GDP based on the following states.&lt;br /&gt;
&lt;br /&gt;
-4.032% for every degree C below pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
-1.344% for every degree C above pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
Every completed iteration of the Economy investment priority with raise GDP by 2.5 base, +1 per resource region, +1 per economic core region, +0.2 per democracy, +0.2 per education, +2.5 for cohesion = 5, tapering off to 0 for cohesion = 0 and 10.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want more resource regions, more democracy, more education, and middling cohesion, as well as as many economic regions as possible.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not met.&lt;br /&gt;
&lt;br /&gt;
Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends regions with colonies have 50% the people who actually live there, and that resource and core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core economic and resource states than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. This has a great effect on population growth as described in the first section, as the GDP per capita calculation in that section is per region.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.33&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest above 2, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in their home regions decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another region decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
The overall formula is &amp;lt;code&amp;gt;(GDP in billions)^0.33 * (1 - max(unrest-2, 0)/10) - 0.5*(# navies) - 0.5*(# armies at home) - 1*(# armies abroad)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Funding ====&lt;br /&gt;
These mean all potiential money income the nation can provide to the controller. They will be separated equally to every control point of this nation. &lt;br /&gt;
&lt;br /&gt;
Funding can be increased by funding priority, for every investment point in the Funding priority:&lt;br /&gt;
* The base value is 5 money per year(in version 0.56 or later, 4 before 0.56).&lt;br /&gt;
* The additional value is equal to &amp;lt;code&amp;gt;Max((GDP in billions)^0.25)/2,1)&amp;lt;/code&amp;gt; money per year.&lt;br /&gt;
The overall formula is &amp;lt;code&amp;gt;5+Max((GDP in billions)^0.25)/2,1)&amp;lt;/code&amp;gt; money per year.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Miltech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! [[File:ICO army level.png|25px]] Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:&lt;br /&gt;
* [[File:Tech info icon.png|24px]] Cybernetics&lt;br /&gt;
* [[File:Tech info icon.png|24px]] Applied Artificial Intelligence&lt;br /&gt;
* [[File:Tech material icon.png|24px]] Next-Generation Aerospace&lt;br /&gt;
* [[File:Tech material icon.png|24px]] Diamondoids&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Terrestrial Military Science&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Networked Global Defense&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Coilguns&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Trans-Interface Warfare&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Future Tech: Military Science&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned regions with enemy forces present. Note that advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Education is one of the largest factors influences national research output aside from population.&lt;br /&gt;
&lt;br /&gt;
A) Base of 7.5 + Education Score&lt;br /&gt;
&lt;br /&gt;
B) Scales polynomially with population in millions: 0.0018 x Population&amp;lt;sup&amp;gt;1.1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C) Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.): GDP per capita / 15000, min: 1, max: 3.25&lt;br /&gt;
&lt;br /&gt;
D) Scales by education squared (country with education level of 10 produces 100x as much as one with a level of 1): Education&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
E) Scales by the fifth root of Democracy, with a floor of Democracy = 0.1: Democracy&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;, (min value 0.63, max value 1.58)&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 Cohesion, scales linearly to 125% at 5 Cohesion.&lt;br /&gt;
&lt;br /&gt;
G) 20% efficient at 10 unrest, 100% efficient at &amp;lt;2 unrest. Linear relationship. Same as IP efficiency.&lt;br /&gt;
&lt;br /&gt;
H) n% increase from science advisor bonus: 1% per science of first advisor, 0.5% per science of second advisor. 0.25% from 3rd etc&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E) × F × G × H&lt;br /&gt;
&lt;br /&gt;
This is, I think, the only value in the country interaction screen that scales directly with the population of a country. And boy does it scale.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Low Per Capita GDP&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Wars (max 5)&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most (max 5)&lt;br /&gt;
&lt;br /&gt;
==== Base Cohesion ====&lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)&amp;lt;sup&amp;gt;0.15&amp;lt;/sup&amp;gt;. 10 billion people would be a reduction of 4, 100 million would be -2, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 0.5 for every peer rival (More, equal or 1 fewer control points) up to a maximum of 5 Base Cohesion.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, Democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If Democracy &amp;lt;= 3.5:&lt;br /&gt;
&lt;br /&gt;
Base Cohesion is increased by 3.5&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;, and lowered by Democracy&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;, for a net gain of 0 at Democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Base Cohesion approaches 5 by 0.5 per level of Democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 3.5 and &amp;lt;= 6.5:&lt;br /&gt;
&lt;br /&gt;
Lower Base Cohesion by 3 at a Democracy score of 5, scaling linearly to 0 Base Cohesion at 3.5 and 6.5 Democracy: 2 × |5-Democracy| - 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 20.25 &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:ICO inequality.png|25px]] Inequality&lt;br /&gt;
| ≤ 4.5&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3.25 × [[File:ICO inequality.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.5&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3.25 × [[File:ICO inequality.png|25px]] + ([[File:ICO inequality.png|25px]] - 4.5)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Per-Capita GDP&lt;br /&gt;
| ≤ $6000&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1 × ($6000 - Per-Capita GDP) ÷ $1000&lt;br /&gt;
|-&lt;br /&gt;
| Population&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Population&amp;lt;sup&amp;gt;0.15&amp;lt;/sup&amp;gt; (in Mn)&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions&lt;br /&gt;
| &amp;gt; 1&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.25 × (Regions - 1)&lt;br /&gt;
|-&lt;br /&gt;
| Peer Rivals&lt;br /&gt;
| Max 10&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rival (at minimum 1 less Control Point)&lt;br /&gt;
|-&lt;br /&gt;
| Wars&lt;br /&gt;
| Max 5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 1 × War the Nation is involved in&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 🏛 Democracy&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 3.5&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt; - 🏛&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; 🏛 ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - 🏛)&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; 🏛 ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (🏛 - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × (🏛 - 6.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Public opinion is also tied to effective ideology of a nation]]&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied. &lt;br /&gt;
&lt;br /&gt;
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%&lt;br /&gt;
&lt;br /&gt;
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely.&lt;br /&gt;
&lt;br /&gt;
A nation united in the fight against the aliens will also see a reduced demand for spoils by the elites. Very high cohesion (&amp;gt;7) will lower the demand for spoils (as calculated depending on education and democracy) by up to 60% at maximum cohesion (10).&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investment Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation&#039;s total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Mission Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points, or 3 Control Points and 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &#039;&#039;The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical resources, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The &amp;quot;cost against cap&amp;quot; to hold each control point is equal to the monthly investment points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
* &#039;&#039;&#039;Warlords:&#039;&#039;&#039; Large bonus to &amp;quot;Increase Unrest&amp;quot; missions in the same nation.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Policy !! width=55% | Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove up to 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Creates a Federation with the targeted nation, or join theirs if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. For each priority category, half of the joining nation&#039;s progress is added to all of the receiving nation&#039;s progress. Education, Per Capita GDP and Inequality are averaged depending on population. Miltech is averaged based on the number of armies. If the joining nation has a space program, the absorbing nation gains it. If the absorbed country has a nuclear program and the joining nation does not, all nukes are lost. All breakaway nations of the joining nation become independent. May cause regions of the joining nation to secede if Cohesion is below 5. Government remains unchanged but if the joining nation has more Government score than the absorbing nation, Unrest increases by half of the difference.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France (leader), Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece, Denmark&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia (leader), Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unification===&lt;br /&gt;
If the capital region of an absorbed country (Kazakhstan inside Russia, Tigray inside Ethiopia, etc) is not claimed by the absorbing nation (e.g. EU with extra claims absorbing Russia), there&#039;s a chance the country becomes a breakaway, like Taiwan is at game start. The chance is 75% if the absorbed nation has 0 cohesion, scaling to 0% if the absorbed nation has 5 cohesion. This chance applies per region that happens to be a capital, and creates a breakaway state that takes all claimed regions with it.&lt;br /&gt;
&lt;br /&gt;
For instance, if the EU absorbed a Russia that had absorbed central asia, there are five regions they do not have claims on that happen to be capital regions; kyrgyzstan, tajikistan, uzbekistan, turkenistan, and nur-sultan. If Russia has a cohesion of 3, that means every one of these regions have a 30% chance of creating a breakaway. Kazakhstan would Almaty along for the ride. If the EU had a democracy score lower than 7, any armies stationed in breakaways would be destroyed. A democracy score higher than 7 means there is no breakaway state; the country just becomes independent.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects will increase the number of claims. The following claims exist at the start:&lt;br /&gt;
* [[File:Flag France.png|30px]] France has a claim on every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia has a claim on every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] The Czech Republic has a claim on [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] The United Kingdom has a claim on [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States have a claim on [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China has a claim on [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India has a claim on [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia has a claim on [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia has a claim on [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia has a claim on [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea has a claim on [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia has a claim on [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala has a claim on [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan has a claim on [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela has a claim on [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secede from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=2771</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=2771"/>
		<updated>2023-02-13T21:27:53Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Unrest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfil their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues between within these generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
A nation&#039;s Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.&lt;br /&gt;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Points in the Knowledge priority. It changes by -0.001 per 2 Investment Points in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. A low Government score increases the Cohesion resting point, a middle score lowers the Cohesion resting point, while a high score draws the Cohesion resting point towards a central value of 5, and simultaneously increases research production. A higher Government score also lowers the Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. A lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least two regions or are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Therefore, Norway is not a developed nation, but France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min(((10-education)^2)/10, ((10-democracy)^2)/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month, and even +1 per month if cohesion=0) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
==== Coups and revolutions ====&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of unrest; the Alien Nation cannot experience a coup but it can experience a revolution. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions will always occur if &amp;lt;code&amp;gt;unrest &amp;gt; 9.9&amp;lt;/code&amp;gt; when checked. A naturally occurring coup will never happen if &amp;lt;code&amp;gt;democracy &amp;gt;= 8&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;unrest &amp;lt; 8&amp;lt;/code&amp;gt;; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is &amp;lt;code&amp;gt;((unrest * 2 - cohesion - democracy) / 10 + elite unhappiness) / 6000&amp;lt;/code&amp;gt;. The elites&#039; unhappiness is zero if the spoils priority weight percentage matches or exceeds the nation&#039;s [[#Corruption|corruption]] or if one faction owns all the nation&#039;s control points and that faction&#039;s &amp;lt;code&amp;gt;popularity &amp;gt;= 65%&amp;lt;/code&amp;gt;; otherwise it is &amp;lt;code&amp;gt;corruption - spoils&amp;lt;/code&amp;gt; as value from 0.0 to 1.0.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering unrest and increasing cohesion, democracy and spoils (up to the corruption level). The spoils priority may often be ignored if the level of unrest in a country is sufficiently low and the democracy/cohesion sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
Base unrest is calculated as &amp;lt;code&amp;gt;10.5 - cohesion - (gdp per capita / 10000)&amp;lt;/code&amp;gt; and then reduced by armies.&lt;br /&gt;
For each allied army present within the nation, if that army&#039;s owning nation&#039;s base investment points are positive, the base unrest is modified by that army&#039;s base unrest modification value.&lt;br /&gt;
&lt;br /&gt;
An army&#039;s base unrest modification value is &amp;lt;code&amp;gt;-1 * that army&#039;s strength (i.e. its health percentage from 0.0 to 1.0) / 10 * (10 - democracy)&amp;lt;/code&amp;gt;. So it scales from 100% to 0% applied as democracy goes from 0 to 10. It can then further be altered by that army&#039;s owning faction&#039;s &amp;lt;code&amp;gt;ArmyUnrestReductionImpact&amp;lt;/code&amp;gt; value, as may be applied from various effects (defined in TIEffectTemplate.json); however there don&#039;t appear to be any defined with an &amp;lt;code&amp;gt;ArmyUnrestReductionImpact&amp;lt;/code&amp;gt; context at the time of writing.&lt;br /&gt;
&lt;br /&gt;
For the Alien Nation, the base unrest is then further reduced by &amp;lt;code&amp;gt;the average of the the nation&#039;s regions&#039; xenoforming level (from 0 to 100) / 20&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-81 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 81-625 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 625-2401 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2401-6561 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6561-14641 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 14641+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs. Climate change has a negative effect on GDP based on the following states.&lt;br /&gt;
&lt;br /&gt;
-4.032% for every degree C below pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
-1.344% for every degree C above pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
Every completed iteration of the Economy investment priority with raise GDP by 2.5 base, +1 per resource region, +1 per economic core region, +0.2 per democracy, +0.2 per education, +2.5 for cohesion = 5, tapering off to 0 for cohesion = 0 and 10.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want more resource regions, more democracy, more education, and middling cohesion, as well as as many economic regions as possible.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not met.&lt;br /&gt;
&lt;br /&gt;
Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends regions with colonies have 50% the people who actually live there, and that resource and core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core economic and resource states than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. This has a great effect on population growth as described in the first section, as the GDP per capita calculation in that section is per region.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.33&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest above 2, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in their home regions decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another region decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
The overall formula is &amp;lt;code&amp;gt;(GDP in billions)^0.33 * (1 - max(unrest-2, 0)/10) - 0.5*(# navies) - 0.5*(# armies at home) - 1*(# armies abroad)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Funding ====&lt;br /&gt;
These mean all potiential money income the nation can provide to the controller. They will be separated equally to every control point of this nation. &lt;br /&gt;
&lt;br /&gt;
Funding can be increased by funding priority, for every investment point in the Funding priority:&lt;br /&gt;
* The base value is 5 money per year(in version 0.56 or later, 4 before 0.56).&lt;br /&gt;
* The additional value is equal to &amp;lt;code&amp;gt;Max((GDP in billions)^0.25)/2,1)&amp;lt;/code&amp;gt; money per year.&lt;br /&gt;
The overall formula is &amp;lt;code&amp;gt;5+Max((GDP in billions)^0.25)/2,1)&amp;lt;/code&amp;gt; money per year.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Miltech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! [[File:ICO army level.png|25px]] Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:&lt;br /&gt;
* [[File:Tech info icon.png|24px]] Cybernetics&lt;br /&gt;
* [[File:Tech info icon.png|24px]] Applied Artificial Intelligence&lt;br /&gt;
* [[File:Tech material icon.png|24px]] Next-Generation Aerospace&lt;br /&gt;
* [[File:Tech material icon.png|24px]] Diamondoids&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Terrestrial Military Science&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Networked Global Defense&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Coilguns&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Trans-Interface Warfare&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Future Tech: Military Science&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned regions with enemy forces present. Note that advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Education is one of the largest factors influences national research output aside from population.&lt;br /&gt;
&lt;br /&gt;
A) Base of 7.5 + Education Score&lt;br /&gt;
&lt;br /&gt;
B) Scales polynomially with population in millions: 0.0018 x Population&amp;lt;sup&amp;gt;1.1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C) Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.): GDP per capita / 15000, min: 1, max: 3.25&lt;br /&gt;
&lt;br /&gt;
D) Scales by education squared (country with education level of 10 produces 100x as much as one with a level of 1): Education&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
E) Scales by the fifth root of Democracy, with a floor of Democracy = 0.1: Democracy&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;, (min value 0.63, max value 1.58)&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 Cohesion, scales linearly to 125% at 5 Cohesion.&lt;br /&gt;
&lt;br /&gt;
G) 20% efficient at 10 unrest, 100% efficient at &amp;lt;2 unrest. Linear relationship. Same as IP efficiency.&lt;br /&gt;
&lt;br /&gt;
H) n% increase from science advisor bonus: 1% per science of first advisor, 0.5% per science of second advisor. 0.25% from 3rd etc&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E) × F × G × H&lt;br /&gt;
&lt;br /&gt;
This is, I think, the only value in the country interaction screen that scales directly with the population of a country. And boy does it scale.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Low Per Capita GDP&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Wars (max 5)&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most (max 5)&lt;br /&gt;
&lt;br /&gt;
==== Base Cohesion ====&lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)&amp;lt;sup&amp;gt;0.15&amp;lt;/sup&amp;gt;. 10 billion people would be a reduction of 4, 100 million would be -2, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 0.5 for every peer rival (More, equal or 1 fewer control points) up to a maximum of 5 Base Cohesion.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, Democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If Democracy &amp;lt;= 3.5:&lt;br /&gt;
&lt;br /&gt;
Base Cohesion is increased by 3.5&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;, and lowered by Democracy&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;, for a net gain of 0 at Democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Base Cohesion approaches 5 by 0.5 per level of Democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 3.5 and &amp;lt;= 6.5:&lt;br /&gt;
&lt;br /&gt;
Lower Base Cohesion by 3 at a Democracy score of 5, scaling linearly to 0 Base Cohesion at 3.5 and 6.5 Democracy: 2 × |5-Democracy| - 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 20.25 &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:ICO inequality.png|25px]] Inequality&lt;br /&gt;
| ≤ 4.5&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3.25 × [[File:ICO inequality.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.5&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3.25 × [[File:ICO inequality.png|25px]] + ([[File:ICO inequality.png|25px]] - 4.5)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Per-Capita GDP&lt;br /&gt;
| ≤ $6000&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1 × ($6000 - Per-Capita GDP) ÷ $1000&lt;br /&gt;
|-&lt;br /&gt;
| Population&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Population&amp;lt;sup&amp;gt;0.15&amp;lt;/sup&amp;gt; (in Mn)&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions&lt;br /&gt;
| &amp;gt; 1&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.25 × (Regions - 1)&lt;br /&gt;
|-&lt;br /&gt;
| Peer Rivals&lt;br /&gt;
| Max 10&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rival (at minimum 1 less Control Point)&lt;br /&gt;
|-&lt;br /&gt;
| Wars&lt;br /&gt;
| Max 5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 1 × War the Nation is involved in&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 🏛 Democracy&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 3.5&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt; - 🏛&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; 🏛 ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - 🏛)&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; 🏛 ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (🏛 - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × (🏛 - 6.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Public opinion is also tied to effective ideology of a nation]]&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied. &lt;br /&gt;
&lt;br /&gt;
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%&lt;br /&gt;
&lt;br /&gt;
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely.&lt;br /&gt;
&lt;br /&gt;
A nation united in the fight against the aliens will also see a reduced demand for spoils by the elites. Very high cohesion (&amp;gt;7) will lower the demand for spoils (as calculated depending on education and democracy) by up to 60% at maximum cohesion (10).&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investment Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation&#039;s total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Mission Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points, or 3 Control Points and 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &#039;&#039;The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical resources, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The &amp;quot;cost against cap&amp;quot; to hold each control point is equal to the monthly investment points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
* &#039;&#039;&#039;Warlords:&#039;&#039;&#039; Large bonus to &amp;quot;Increase Unrest&amp;quot; missions in the same nation.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Policy !! width=55% | Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove up to 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Creates a Federation with the targeted nation, or join theirs if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. For each priority category, half of the joining nation&#039;s progress is added to all of the receiving nation&#039;s progress. Education, Per Capita GDP and Inequality are averaged depending on population. Miltech is averaged based on the number of armies. If the joining nation has a space program, the absorbing nation gains it. If the absorbed country has a nuclear program and the joining nation does not, all nukes are lost. All breakaway nations of the joining nation become independent. May cause regions of the joining nation to secede if Cohesion is below 5. Government remains unchanged but if the joining nation has more Government score than the absorbing nation, Unrest increases by half of the difference.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France (leader), Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece, Denmark&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia (leader), Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unification===&lt;br /&gt;
If the capital region of an absorbed country (Kazakhstan inside Russia, Tigray inside Ethiopia, etc) is not claimed by the absorbing nation (e.g. EU with extra claims absorbing Russia), there&#039;s a chance the country becomes a breakaway, like Taiwan is at game start. The chance is 75% if the absorbed nation has 0 cohesion, scaling to 0% if the absorbed nation has 5 cohesion. This chance applies per region that happens to be a capital, and creates a breakaway state that takes all claimed regions with it.&lt;br /&gt;
&lt;br /&gt;
For instance, if the EU absorbed a Russia that had absorbed central asia, there are five regions they do not have claims on that happen to be capital regions; kyrgyzstan, tajikistan, uzbekistan, turkenistan, and nur-sultan. If Russia has a cohesion of 3, that means every one of these regions have a 30% chance of creating a breakaway. Kazakhstan would Almaty along for the ride. If the EU had a democracy score lower than 7, any armies stationed in breakaways would be destroyed. A democracy score higher than 7 means there is no breakaway state; the country just becomes independent.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects will increase the number of claims. The following claims exist at the start:&lt;br /&gt;
* [[File:Flag France.png|30px]] France has a claim on every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia has a claim on every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] The Czech Republic has a claim on [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] The United Kingdom has a claim on [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States have a claim on [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China has a claim on [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India has a claim on [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia has a claim on [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia has a claim on [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia has a claim on [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea has a claim on [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia has a claim on [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala has a claim on [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan has a claim on [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela has a claim on [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secede from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2768</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2768"/>
		<updated>2023-02-10T14:05:30Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Hull */&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 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 transfering 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 | Base Mass&amp;lt;br&amp;gt;(tons) !! rowspan=2 | Base Crew !! 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]] !! [[File:Select Hull Hard Point.png|25px]] !! [[File:Select Utility.png|25px]] !! [[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; || 212 || 3 || 227.0 || 68 || 58 || 34 || 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; || 366 || 4 || 131.5 || 68 || 58 || 34 || 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; || 382 || 8 || 96.9 || 68 || 58 || 34 || 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; || 680 || 20 || 35.4 || 91 || 78 || 45 || 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; || 1040 || 35 || 18.5 || 137 || 91 || 64 || 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; || 1060 || 40 || 18.2 || 154 || 103 || 72 || 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; || 1440 || 60 || 9.5 || 205 || 137 || 96 || 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; || 1480 || 70 || 9.3 || 308 || 205 || 137 || 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; || 1820 || 80 || 6.6 || 342 || 228 || 152 || 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; || 2400 || 100 || 4.0 || 410 || 274 || 182 || 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; || 2980 || 120 || 2.9 || 410 || 274 || 182 || 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; || 3480 || 120 || 2.3 || 462 || 308 || 205 || 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;
== 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 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell III || Fuel Cell || 72.0% || 120 || 1&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 || 75.0% || 34 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor III || Solid Core Fission || 75.0% || 28 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor IV || Solid Core Fission || 75.0% || 12 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor V || Solid Core Fission || 75.0% || 8 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor I || Solid Core Fission || 80.0% || 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 || 80.0% || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor IV || Solid Core Fission || 80.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor V || Solid Core Fission || 85.0% || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor I || Liquid Core Fission || 85.0% || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor II || Liquid Core Fission || 88.0% || 3 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor III || Liquid Core Fission || 90.0% || 2.5 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor I || Gas Core Fission || 90.0% || 13 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor II || Gas Core Fission || 92.0% || 8 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor III || Gas Core Fission || 92.0% || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor I || Gas Core Fission || 90.0% || 15 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor II || Gas Core Fission || 91.0% || 10 || 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;
| Salt Water Core Reactor I || Nuclear Salt Water Core || 99.5% || 0.45 || 32000&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water Core Reactor II || Nuclear Salt Water Core || 99.5% || 0.080 || 230000&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor I || Electrostatic Confinement Fusion || 95.0% || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor II || Electrostatic Confinement Fusion || 95.0% || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor III || Electrostatic Confinement Fusion || 95.0% || 0.25 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor I || Z-Pinch Fusion || 96.0% || 13 || 110&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor II || Z-Pinch Fusion || 98.5% || 5 || 220&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor III || Z-Pinch Fusion || 99.0% || 2 || 3500&lt;br /&gt;
|-&lt;br /&gt;
| Flow-Stabilized Z-Pinch Fusion Reactor || Z-Pinch Fusion || 99.5% || 0.0068 || 300000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor I || Hybrid Confinement Fusion || 97.0% || 4 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor II || Hybrid Confinement Fusion || 98.0% || 2 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor III || Hybrid Confinement Fusion || 99.0% || 1 || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak I || Toroid Magnetic Confinement Fusion || 85.0% || 28 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak II || Toroid Magnetic Confinement Fusion || 88.0% || 14 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak III || Toroid Magnetic Confinement Fusion || 92.0% || 10 || 212&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak IV || Toroid Magnetic Confinement Fusion || 93.5% || 4 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak V || Toroid Magnetic Confinement Fusion || 98.5% || 1 || 4800&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor I || Mirrored Magnetic Confinement Fusion || 93.0% || 13.4 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor II || Mirrored Magnetic Confinement Fusion || 95.0% || 6.5 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor III || Mirrored Magnetic Confinement Fusion || 98.0% || 1.2 || 1400&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor I || Inertial Confinement Fusion || 85.0% || 17.6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor II || Inertial Confinement Fusion || 87.0% || 12 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor III || Inertial Confinement Fusion || 89.0% || 10 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Inertial Confinement Fusion Reactor || Inertial Confinement Fusion || 97.5% || 20 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor I || Inertial Confinement Fusion || 95.0% || 1 || 10000&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor II || Inertial Confinement Fusion || 99.0% || 0.068 || 22000&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor III || Inertial Confinement Fusion || 99.9% || 0.002 || 3000000&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.45 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.05 || 7300&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.005 || 42000&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;
=== Drive ===&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;
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;
! 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy ||Amplitron Drive || N/A || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 8.5 || 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 || 10.3 || 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 || 11.9 || 7.3 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Orion Drive || N/A || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 11.4 || 12.1 || Water (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 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 Vuln (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 || 0 || 12.5 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| Alien Exotic Spike || Low || 83.3 || 0.42 || 0.42 || 7.4 || 0.083 &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) !! 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 || || 0.6 || 2.4 || || &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Sulfur || 35 || 21 || 56 || || 1.4 || 2.1 || 0.035 ||&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89 || || 1.6 || 6.4 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33 || 1.6 || 0.4 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32 || || 9 || 2.4 || 0.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27 || || 4 || 2.4 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9 || || 0.1 || 0.06 || 0.04 ||&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10 || || 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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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 1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 3)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 5)&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;
| ECM || 10 || 20% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% Missile Immunity&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 || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Drive || +35% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +50% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +10% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +25% 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&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;
| 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&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor in a 20-degree cone&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Salvo !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 60 || 350.9 || Explosive || 2.5 || 3.3 || 10 ||  || 31 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 40 || 249.2 || Explosive || 5 || 3.7 || 16 ||  || 29.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 50 || 396.1 || Explosive || 3.5 || 4.1 || 12 ||  || 29.2 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 40 || 294.1 || Fragmentation || 7.5 || 3.4 || 24 ||  || 33.8 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 50 || 756.6 || Fragmentation || 5.3 || 3.9 || 18 ||  || 33.8 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 40 || 434.7 || Penetrator || 5 || 4.2 || 16 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 50 || 1,003.5 || Penetrator || 3.5 || 4.5 || 12 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 50 || 613.2 || Explosive || 3.5 || 5.8 || 10 ||  || 39 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 50 || 897 || Fragmentation || 5.3 || 6 || 12 ||  || 33.8 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 60 || 3,003 || Penetrator || 3.5 || 5.5 || 10 ||  || 34 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 40 || 1,042.9 || Explosive || 2 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 40 || 7,095.9 || Penetrator || 2 || 5.8 || 6 ||  || 33.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 40 || 2,145.8 || Explosive || 2.5 || 7.7 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 40 || 14,346.3 || Penetrator || 2.5 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 40 || 5,469.7 || Explosive || 3 || 11.1 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 40 || 37,067.8 || Penetrator || 3 || 7.9 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 1,129,950,000 || Nuclear || 1.5 || 2.6 || 5 ||  || 52 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 2,448,225,000 || Nuclear || 2 || 3.6 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 4,519,800,000 || Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 3,766,500,000 || Shaped Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 2.5 || 5.4 || 5 ||  || 77 ||  || 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 || 2 || 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 can do severe damage to a ship&#039;s internal components if they penetrate a ship&#039;s armor.  The point defense particle beam is also an effective point defense weapon.  They unlock early in the tech tree, but they are quickly outclassed by lasers.&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) !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost &lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Particle Beam || 1 || || 3 || Defense || 4 || 30 || 200 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk1 || || 2 || 100 || Focus Fire, Attack || 60 || 90 || 250 || 0.9 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk2 || || 2 || 100 || Focus Fire, Attack || 50 || 120 || 350 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk3 || || 2 || 100 || Focus Fire, Attack || 40 || 180 || 450 || 0.9 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk1 || || 3 || 500 || Focus Fire, Attack || 72 || 120 || 325 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk2 || || 3 || 500 || Focus Fire, Attack || 60 || 180 || 425 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk3 || || 3 || 500 || Focus Fire, Attack || 48 || 240 || 525 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk1 || || 4 || 1000 || Focus Fire, Attack || 90 || 180 || 400 || 1.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk2 || || 4 || 1000 || Focus Fire, Attack || 75 || 240 || 500 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk3 || || 4 || 1000 || Focus Fire, Attack || 60 || 360 || 600 || 1.8 ||&lt;br /&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 || 183.8 || 500 ||  || 800 || 320 || 0.61 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 2 || 2 ||  || Focus Fire, Attack || 25 || 183.8 || 500 ||  || 800 || 280 || 0.46 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 3 || 2 ||  || Focus Fire, Attack || 20 || 183.8 || 500 ||  || 800 || 240 || 0.37 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 1 || 4 ||  || Focus Fire, Attack || 36 || 306.3 || 600 ||  || 1000 || 640 || 1.5 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 2 || 4 ||  || Focus Fire, Attack || 30 || 306.3 || 600 ||  || 1000 || 560 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 3 || 4 ||  || Focus Fire, Attack || 24 || 306.3 || 600 ||  || 1000 || 480 || 0.77 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 1 ||  || 3 || Focus Fire, Attack || 48 || 459.4 || 300 ||  || 800 || 540 || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 2 ||  || 3 || Focus Fire, Attack || 40 || 459.4 || 300 ||  || 800 || 480 || 1.3 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 3 ||  || 3 || Focus Fire, Attack || 32 || 459.4 || 300 ||  || 800 || 420 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 1 ||  || 4 || Focus Fire, Attack || 60 || 612.5 || 300 ||  || 1000 || 720 || 3.1 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 2 ||  || 4 || Focus Fire, Attack || 50 || 612.5 || 300 ||  || 1000 || 640 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 3 ||  || 4 || Focus Fire, Attack || 40 || 612.5 || 300 ||  || 1000 || 560 || 1.5 || &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>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Missions&amp;diff=2767</id>
		<title>Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Missions&amp;diff=2767"/>
		<updated>2023-02-10T14:01:21Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Uncontested Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors.&lt;br /&gt;
&lt;br /&gt;
Between mission phases, missions resolve in a partially predetermined order, denoted by the number of small clock symbols visible in the mission description. Uncontested and defensive missions trigger earlier than contested ones. When two councilors are attempting the same mission, the one with the higher primary attribute used in calculating the mission success chance goes first.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Contested missions ==&lt;br /&gt;
For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution.&lt;br /&gt;
&lt;br /&gt;
When a contested mission resolves, a random number between 0 and 100 is generated; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences.&lt;br /&gt;
&lt;br /&gt;
Contested missions have a variable cost.&lt;br /&gt;
&lt;br /&gt;
The Dominate Nation mission is only available to [[File:FAC AppeaseCouncil 128.png|25px]] The Protectorate if it controls a Sentinel Complex module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=15% | Success effect !! width=15% | Critical success bonus effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO assassinate on.png|70px]] Assassinate&lt;br /&gt;
| Ops&lt;br /&gt;
| 3&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;10 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
* Detained Target&lt;br /&gt;
* Intel on Target&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Our Loyalty Monitor Implant&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Kills the targeted councilor.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO assaultfacility on.png|70px]] Assault Alien Asset&lt;br /&gt;
| Ops&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 0 if critical success&amp;lt;br&amp;gt;4 if sucess&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Alien Defenses&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Lead a combat unit against the targeted alien asset.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|70px]] Assault Enemy Space Asset&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 4 if critical success&amp;lt;br&amp;gt;2 if sucess&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Attacking Force Strength&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Command&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Decommissioning Hab&lt;br /&gt;
* Defending Force Strength&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Attempt to capture the targeted hab. Requires Marines at the councilor&#039;s location. Fleets must dock with enemy habs to launch an assault. Station may drop troops to the surface, and bases may assault nearby hab sites. Requires spare Mission Control.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO gain influence on.png|70px]] Control Nation&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;4 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Bureaucracy Control Point&lt;br /&gt;
| &lt;br /&gt;
* Size of National Economy&lt;br /&gt;
* Control Points in Rivals&lt;br /&gt;
| Gain an unowned control point in the targeted nation.&lt;br /&gt;
| Public Opinion in the targeted nation is increased towards the councilor&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|70px]] Control Space Asset&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;30 if failure&amp;lt;br&amp;gt;30 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Target has Negative Influence&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
| &lt;br /&gt;
* Council Loyalty&lt;br /&gt;
* Crew Size&lt;br /&gt;
* Hab Size&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Decommissioning Hab&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Defending Force Strength&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Defend Interests&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Targeted hab or ship joins the councilor&#039;s faction.&lt;br /&gt;
| Habitat gains the effects of a Protect Target mission.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO coup on.png|70px]] Coup d&#039;Etat&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 0 if critical success&amp;lt;br&amp;gt;2 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* National Unrest&lt;br /&gt;
* Elite Dissatisfaction&lt;br /&gt;
* Oligarchs Control Point&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Command&lt;br /&gt;
* National Cohesion&lt;br /&gt;
* Elite Satisfaction&lt;br /&gt;
* Size of National Economy&lt;br /&gt;
* Defended Control Point&lt;br /&gt;
* Oligarchs Control Point&lt;br /&gt;
* Democracy&lt;br /&gt;
* Pherocyte Resistance&lt;br /&gt;
| Targeted nation&#039;s control points become unowned.&lt;br /&gt;
| Gain a control point in the targeted nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO crackdown on.png|70px]] Crackdown&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;6 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Investigation&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
| &lt;br /&gt;
* Council Administration&lt;br /&gt;
* Size of National Economy&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Defend Interests&lt;br /&gt;
| Temporarily disables the benefits of the targeted control point, removes Defend Interests mission protection and increases the Purge mission success chance.&lt;br /&gt;
| Control point remains disabled for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO detain on.png|70px]] Detain Councilor&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Investigation&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
* Detained Target&lt;br /&gt;
* Intel on Target&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Targeted councilor is detained for interrogation and their mission is canceled.&lt;br /&gt;
| Gain intel on the target&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO extract on.png|70px]] Extract Councilor&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;10 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nearby Councilors&#039; Security&lt;br /&gt;
* Detaining Faction Joing Security&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
| Targeted detained councilor becomes free.&lt;br /&gt;
| Gain intel on the target&#039;s captor faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO hostiletakeover on.png|70px]] Hostile Takeover&lt;br /&gt;
| Money&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Administration&lt;br /&gt;
* Money Spent&lt;br /&gt;
* National Industries Control Point&lt;br /&gt;
* Intel on Target&lt;br /&gt;
* Target has Negative Funds&lt;br /&gt;
| &lt;br /&gt;
* Administration&lt;br /&gt;
* National Industries Control Point&lt;br /&gt;
| Seize an org from the targeted faction.&lt;br /&gt;
| Gain some money.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO unrest on.png|70px]] Increase Unrest&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Identity Blocks Control Point&lt;br /&gt;
* Warlords Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
* National Cohesion&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Increases unrest in the targeted region. Success in a region with an independence movement may trigger a secession.&lt;br /&gt;
| Public Opinion in the targeted nation is increased towards the councilor&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO inspire on.png|70px]] Inspire&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;-4 if sucess&amp;lt;br&amp;gt;-4 if failure&amp;lt;br&amp;gt;-2 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
| &lt;br /&gt;
* None&lt;br /&gt;
| Improve the loylty of another councilor. May also bring back a turned councilor.&lt;br /&gt;
| Loyalty is improved more.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO investigatecouncilor on.png|70px]] Investigate Councilor&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;-2 if sucess&amp;lt;br&amp;gt;0 if failure&amp;lt;br&amp;gt;2 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Investigation&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Detained Target&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| If used on a councilor from a different faction enables targeting them with other councilor missions and discovers more about their faction. If used on a councilor from the same faction it discovers their real Loyalty.&lt;br /&gt;
| Gain more information.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO propaganda on.png|70px]] Public Campaign&lt;br /&gt;
| Money&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Money Spent&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Mass Media Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
* Censorship&lt;br /&gt;
| Increase Public Opinion in the targeted nation towards the councilor&#039;s faction.&lt;br /&gt;
| Public Opinion increases more.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO purge on.png|70px]] Purge&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Legislature Control Point&lt;br /&gt;
* Party Control Point&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
| &lt;br /&gt;
* Council Administration&lt;br /&gt;
* Size on National Economy&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Crackdown&lt;br /&gt;
* Defend Interests&lt;br /&gt;
* Legislature Control Point&lt;br /&gt;
* Party Control Point&lt;br /&gt;
* Control Points in Rivals&lt;br /&gt;
| Gain an owned control point in the targeted nation.&lt;br /&gt;
| Public Opinion in the targeted nation is increased towards the councilor&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sabotagefacilities on.png|70px]] Sabotage Facilities&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -6 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* National Unrest&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Security&lt;br /&gt;
* Military in Region&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Sabotage the targeted space facility.&lt;br /&gt;
| Target&#039;s faction does not discover who did the sabotage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sabotagefacilities on.png|70px]] Sabotage Hab Module&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| -6 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Security&lt;br /&gt;
* Defend Interests&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Sabotage the targeted non-core hab module in the current hab.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sabotageproject on.png|70px]] Sabotage Project&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| -2 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;0 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Target a councilor or hab with an engineering module to remove progress on a project.&lt;br /&gt;
| Gain some research.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO stabilize on.png|70px]] Stabilize Nation&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;3 if failure&amp;lt;br&amp;gt;6 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* National Cohesion&lt;br /&gt;
* Regional Authorities Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
* Control Points in Rivals&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Reduces unrest in the targeted nation.&lt;br /&gt;
| Unrest is reduced more.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO stealproject on.png|70px]] Steal Project&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| -8 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Detained Target&lt;br /&gt;
* Intel on Target&lt;br /&gt;
* Target has Negative Funds&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Steal an engineering project you have prerequisites for from a faction by targeting one of their councilors or habs with an engineering module. May also acquire research if the enemy faction is ahead in its research income.&lt;br /&gt;
| Can choose which project to steal.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO turn on.png|70px]] &amp;lt;span id=&amp;quot;turn_councilor&amp;quot;&amp;gt;Turn Councilor&amp;lt;/span&amp;gt;&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Detained Target&lt;br /&gt;
* Intel on Target&lt;br /&gt;
| &lt;br /&gt;
* Loyalty&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Pherocyte Resistance&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Turns the selected councilor.&lt;br /&gt;
| Gain some research.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sentinel on.png|70px]] Dominate Nation&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 30 if critical success&amp;lt;br&amp;gt;30 if sucess&amp;lt;br&amp;gt;30 if failure&amp;lt;br&amp;gt;30 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Legislature Control Point&lt;br /&gt;
* Mass Media Control Point&lt;br /&gt;
* Party Control Point&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
| &lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
| Gain an owned control point in the targeted nation.&lt;br /&gt;
| Public Opinion in the targeted nation is increased towards the councilor&#039;s faction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
Alien missions are only available to alien councilors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=15% | Success effect !! width=15% | Critical success bonus effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO abductions on.png|70px]] Abductions&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;2 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Xenoforming&lt;br /&gt;
| &lt;br /&gt;
* National Unrest&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Abducts humans.&lt;br /&gt;
| Leaves no abduction site.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO Xenoform on.png|70px]] Xenoform&lt;br /&gt;
| Ops&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;2 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Abductions&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Military in Region&lt;br /&gt;
* Region Population Density&lt;br /&gt;
| Creates an Alien Life Forms asset.&lt;br /&gt;
| Alien Life Forms asset evolves faster.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO enthrallelites on.png|70px]] Enthrall Elites&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 18&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;2 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Xenoforming in Nation&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Council Science&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Crackdown&lt;br /&gt;
* Nation Size&lt;br /&gt;
| Gain an owned control point in the targeted nation.&lt;br /&gt;
| Public Opinion in the targeted nation is increased towards the alien faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO enthrallpublic on.png|70px]] Enthrall Public&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Xenoforming in Nation&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
| Increase Public Opinion in the targeted nation towards the councilor&#039;s faction.&lt;br /&gt;
| Public Opinion increases more.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO enthrallelites on.png|70px]] Enthrall Unaligned Elites&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 16&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Nation Size&lt;br /&gt;
| Gain an unowned control point in the targeted nation.&lt;br /&gt;
| Public Opinion in the targeted nation is increased towards the alien faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO hostiletakeover on.png|70px]] Enthrall Org&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 16&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;4 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Xenoforming in Nation&lt;br /&gt;
| &lt;br /&gt;
* Science&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Seize an org from the targeted faction.&lt;br /&gt;
| Gain some money.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildfacility on.png|70px]] Build Facility&lt;br /&gt;
| Money&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| Constructs an alien facility asset in a region with at least 15 abductions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO assumecontrol on.png|70px]] Grant Alien Control&lt;br /&gt;
| Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| Takes control of a nation that has an alien facility asset.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO passtechnology on.png|70px]] Pass Technology&lt;br /&gt;
| Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| Gives some technology to human allies.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO terrorizeregion on.png|70px]] Terrorize Region&lt;br /&gt;
| Ops&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 16 if critical success&amp;lt;br&amp;gt;30 if sucess&amp;lt;br&amp;gt;16 if failure&amp;lt;br&amp;gt;16 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Military in Region&lt;br /&gt;
* Nation Population&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Give an unowned control point in the targeted nation to The Protectorate or The Servants.&lt;br /&gt;
| Public Opinion remains unchanged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Uncontested Missions ==&lt;br /&gt;
Uncontested missions are always successful.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Cost !! Success XP !! Detection risk !! width=65% | Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO advisenation on.png|70px]] Advise&lt;br /&gt;
| 10 Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Provide expertise to a nation or hab. The councilor&#039;s Science, Command and Administration attributes will improve the target&#039;s research output, combat capabilities, and financial performance. Additional advising councilors provide diminishing benefits.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO contact on.png|70px]] Contact&lt;br /&gt;
| 10 Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Contact an identified councilor from another faction to initiate a diplomatic exchange.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO defendinterest on.png|70px]] Defend Interests&lt;br /&gt;
| 20 Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Fortify our control points in this nation against enemy Crackdowns, Purges and Coups. Duration decreases with the number of control points we are protecting.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO gotoground on.png|70px]] Go To Ground&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| -8&lt;br /&gt;
| Go into hiding in an Earth region to escape enemy detection and attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO investigatealienactivity on.png|70px]] Investigate Alien Activity&lt;br /&gt;
| 5 Ops&lt;br /&gt;
| 2&lt;br /&gt;
| -2&lt;br /&gt;
| Target a site of suspected alien activity to learn more about the aliens&#039; methods and motives.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO protect on.png|70px]] Protect Target&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Apply my Security or Command attribute to protect a targeted councilor, region, or hab against physical attacks or other operations. Will also prevent councilor from dying in failed assault missions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO callpolicyvote on.png|70px]] Set National Policy&lt;br /&gt;
| 10 influence&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| Set a major policy for the targeted nation, such as initiating a war. You will select the policy when the mission resolves. Requires executive control.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO detectcouncilactivity on.png|70px]] Surveil Location&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| -4&lt;br /&gt;
| Significantly increase the likelihood enemy councilors and aliens will be detected in the councilor&#039;s region and adjacent regions, or in a hab or fleet. May also detect hidden alien assets in nearby Earth regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO orbit on.png|70px]] Orbit&lt;br /&gt;
| 0.1 Boost&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Move from the surface of Earth to any orbit in the Earth-Luna system, or from the surface of any space body to a station or ship in an interface orbit. Undercover trait required to travel to enemy outposts, platforms and ships.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO deorbit on.png|70px]] Deorbit&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Move from a hab or ship in an interface orbit to the surface of a space body, or from any location in the Earth-Luna system to Earth&#039;s surface.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO transfer on.png|70px]] Transfer&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Relocate from one hab or fleet to another anywhere in space in the Earth-Luna system. Away from Earth, move to any hab or fleet in same orbit, or on the same space body. Undercover trait required to travel to enemy outposts, platforms and ships.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ending Missions ===&lt;br /&gt;
Ending missions will result in the victory of the councilor&#039;s faction. They will only appear once a faction unlocks its final unique org.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Required Org !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission appease on.png|70px]] Claim Hegemony&lt;br /&gt;
| [[File:Org appease win.png|40px]] The Protectorate Authority&lt;br /&gt;
| &#039;&#039;Activate our network of Sentinel stations to establish our dominance of world affairs, placating the aliens. All human nations will surrender to us. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission resist on.png|70px]] Close the Gate&lt;br /&gt;
| [[File:Org resist win.png|40px]] Janus Section&lt;br /&gt;
| &#039;&#039;Activate the device to shut down the alien wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission cooperate on.png|70px]] Forge an Alliance&lt;br /&gt;
| [[File:Org cooperate win.png|40px]] Mission to the Hydra&lt;br /&gt;
| &#039;&#039;Send our pherocyte-resistant diplomats through the wormhole to establish relations and end this conflict. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission submit on.png|70px]] Herald Our Masters&lt;br /&gt;
| [[File:Org submit win.png|40px]] The Sword of the Devoted&lt;br /&gt;
| &#039;&#039;Assert the aliens&#039; dominance on Earth. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission escape on.png|70px]] Launch the Bifrost&lt;br /&gt;
| [[File:Org escape win.png|40px]] Bifrost Command Staff&lt;br /&gt;
| &#039;&#039;Issue the launch order to begin our interstellar journey.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission exploit on.png|70px]] Tame the Enemy&lt;br /&gt;
| [[File:Org exploit win.png|40px]] The Pherocyte Masters&lt;br /&gt;
| &#039;&#039;Send the neopherocyte package through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission destroy on.png|70px]] Trigger the Weapon&lt;br /&gt;
| [[File:Org destroy win.png|40px]] The Omega Solution&lt;br /&gt;
| &#039;&#039;Send our biological weapon through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Missions&amp;diff=2766</id>
		<title>Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Missions&amp;diff=2766"/>
		<updated>2023-02-10T13:58:05Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors.&lt;br /&gt;
&lt;br /&gt;
Between mission phases, missions resolve in a partially predetermined order, denoted by the number of small clock symbols visible in the mission description. Uncontested and defensive missions trigger earlier than contested ones. When two councilors are attempting the same mission, the one with the higher primary attribute used in calculating the mission success chance goes first.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Contested missions ==&lt;br /&gt;
For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution.&lt;br /&gt;
&lt;br /&gt;
When a contested mission resolves, a random number between 0 and 100 is generated; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences.&lt;br /&gt;
&lt;br /&gt;
Contested missions have a variable cost.&lt;br /&gt;
&lt;br /&gt;
The Dominate Nation mission is only available to [[File:FAC AppeaseCouncil 128.png|25px]] The Protectorate if it controls a Sentinel Complex module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=15% | Success effect !! width=15% | Critical success bonus effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO assassinate on.png|70px]] Assassinate&lt;br /&gt;
| Ops&lt;br /&gt;
| 3&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;10 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
* Detained Target&lt;br /&gt;
* Intel on Target&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Our Loyalty Monitor Implant&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Kills the targeted councilor.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO assaultfacility on.png|70px]] Assault Alien Asset&lt;br /&gt;
| Ops&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 0 if critical success&amp;lt;br&amp;gt;4 if sucess&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Alien Defenses&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Lead a combat unit against the targeted alien asset.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|70px]] Assault Enemy Space Asset&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 4 if critical success&amp;lt;br&amp;gt;2 if sucess&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Attacking Force Strength&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Command&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Decommissioning Hab&lt;br /&gt;
* Defending Force Strength&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Attempt to capture the targeted hab. Requires Marines at the councilor&#039;s location. Fleets must dock with enemy habs to launch an assault. Station may drop troops to the surface, and bases may assault nearby hab sites. Requires spare Mission Control.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO gain influence on.png|70px]] Control Nation&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;4 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Bureaucracy Control Point&lt;br /&gt;
| &lt;br /&gt;
* Size of National Economy&lt;br /&gt;
* Control Points in Rivals&lt;br /&gt;
| Gain an unowned control point in the targeted nation.&lt;br /&gt;
| Public Opinion in the targeted nation is increased towards the councilor&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|70px]] Control Space Asset&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;30 if failure&amp;lt;br&amp;gt;30 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Target has Negative Influence&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
| &lt;br /&gt;
* Council Loyalty&lt;br /&gt;
* Crew Size&lt;br /&gt;
* Hab Size&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Decommissioning Hab&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Defending Force Strength&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Defend Interests&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Targeted hab or ship joins the councilor&#039;s faction.&lt;br /&gt;
| Habitat gains the effects of a Protect Target mission.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO coup on.png|70px]] Coup d&#039;Etat&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 0 if critical success&amp;lt;br&amp;gt;2 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* National Unrest&lt;br /&gt;
* Elite Dissatisfaction&lt;br /&gt;
* Oligarchs Control Point&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Command&lt;br /&gt;
* National Cohesion&lt;br /&gt;
* Elite Satisfaction&lt;br /&gt;
* Size of National Economy&lt;br /&gt;
* Defended Control Point&lt;br /&gt;
* Oligarchs Control Point&lt;br /&gt;
* Democracy&lt;br /&gt;
* Pherocyte Resistance&lt;br /&gt;
| Targeted nation&#039;s control points become unowned.&lt;br /&gt;
| Gain a control point in the targeted nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO crackdown on.png|70px]] Crackdown&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;6 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Investigation&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
| &lt;br /&gt;
* Council Administration&lt;br /&gt;
* Size of National Economy&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Defend Interests&lt;br /&gt;
| Temporarily disables the benefits of the targeted control point, removes Defend Interests mission protection and increases the Purge mission success chance.&lt;br /&gt;
| Control point remains disabled for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO detain on.png|70px]] Detain Councilor&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Investigation&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
* Detained Target&lt;br /&gt;
* Intel on Target&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Targeted councilor is detained for interrogation and their mission is canceled.&lt;br /&gt;
| Gain intel on the target&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO extract on.png|70px]] Extract Councilor&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;10 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nearby Councilors&#039; Security&lt;br /&gt;
* Detaining Faction Joing Security&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
| Targeted detained councilor becomes free.&lt;br /&gt;
| Gain intel on the target&#039;s captor faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO hostiletakeover on.png|70px]] Hostile Takeover&lt;br /&gt;
| Money&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Administration&lt;br /&gt;
* Money Spent&lt;br /&gt;
* National Industries Control Point&lt;br /&gt;
* Intel on Target&lt;br /&gt;
* Target has Negative Funds&lt;br /&gt;
| &lt;br /&gt;
* Administration&lt;br /&gt;
* National Industries Control Point&lt;br /&gt;
| Seize an org from the targeted faction.&lt;br /&gt;
| Gain some money.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO unrest on.png|70px]] Increase Unrest&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Identity Blocks Control Point&lt;br /&gt;
* Warlords Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
* National Cohesion&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Increases unrest in the targeted region. Success in a region with an independence movement may trigger a secession.&lt;br /&gt;
| Public Opinion in the targeted nation is increased towards the councilor&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO inspire on.png|70px]] Inspire&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;-4 if sucess&amp;lt;br&amp;gt;-4 if failure&amp;lt;br&amp;gt;-2 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
| &lt;br /&gt;
* None&lt;br /&gt;
| Improve the loylty of another councilor. May also bring back a turned councilor.&lt;br /&gt;
| Loyalty is improved more.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO investigatecouncilor on.png|70px]] Investigate Councilor&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;-2 if sucess&amp;lt;br&amp;gt;0 if failure&amp;lt;br&amp;gt;2 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Investigation&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Detained Target&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| If used on a councilor from a different faction enables targeting them with other councilor missions and discovers more about their faction. If used on a councilor from the same faction it discovers their real Loyalty.&lt;br /&gt;
| Gain more information.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO propaganda on.png|70px]] Public Campaign&lt;br /&gt;
| Money&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Money Spent&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Mass Media Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
* Censorship&lt;br /&gt;
| Increase Public Opinion in the targeted nation towards the councilor&#039;s faction.&lt;br /&gt;
| Public Opinion increases more.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO purge on.png|70px]] Purge&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Legislature Control Point&lt;br /&gt;
* Party Control Point&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
| &lt;br /&gt;
* Council Administration&lt;br /&gt;
* Size on National Economy&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Crackdown&lt;br /&gt;
* Defend Interests&lt;br /&gt;
* Legislature Control Point&lt;br /&gt;
* Party Control Point&lt;br /&gt;
* Control Points in Rivals&lt;br /&gt;
| Gain an owned control point in the targeted nation.&lt;br /&gt;
| Public Opinion in the targeted nation is increased towards the councilor&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sabotagefacilities on.png|70px]] Sabotage Facilities&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -6 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* National Unrest&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Security&lt;br /&gt;
* Military in Region&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Sabotage the targeted space facility.&lt;br /&gt;
| Target&#039;s faction does not discover who did the sabotage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sabotagefacilities on.png|70px]] Sabotage Hab Module&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| -6 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Security&lt;br /&gt;
* Defend Interests&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Sabotage the targeted non-core hab module in the current hab.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sabotageproject on.png|70px]] Sabotage Project&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| -2 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;0 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Target a councilor or hab with an engineering module to remove progress on a project.&lt;br /&gt;
| Gain some research.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO stabilize on.png|70px]] Stabilize Nation&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;3 if failure&amp;lt;br&amp;gt;6 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* National Cohesion&lt;br /&gt;
* Regional Authorities Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
* Control Points in Rivals&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Reduces unrest in the targeted nation.&lt;br /&gt;
| Unrest is reduced more.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO stealproject on.png|70px]] Steal Project&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| -8 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Detained Target&lt;br /&gt;
* Intel on Target&lt;br /&gt;
* Target has Negative Funds&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Steal an engineering project you have prerequisites for from a faction by targeting one of their councilors or habs with an engineering module. May also acquire research if the enemy faction is ahead in its research income.&lt;br /&gt;
| Can choose which project to steal.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO turn on.png|70px]] &amp;lt;span id=&amp;quot;turn_councilor&amp;quot;&amp;gt;Turn Councilor&amp;lt;/span&amp;gt;&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Detained Target&lt;br /&gt;
* Intel on Target&lt;br /&gt;
| &lt;br /&gt;
* Loyalty&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Pherocyte Resistance&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Turns the selected councilor.&lt;br /&gt;
| Gain some research.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sentinel on.png|70px]] Dominate Nation&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 30 if critical success&amp;lt;br&amp;gt;30 if sucess&amp;lt;br&amp;gt;30 if failure&amp;lt;br&amp;gt;30 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Legislature Control Point&lt;br /&gt;
* Mass Media Control Point&lt;br /&gt;
* Party Control Point&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
| &lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
| Gain an owned control point in the targeted nation.&lt;br /&gt;
| Public Opinion in the targeted nation is increased towards the councilor&#039;s faction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
Alien missions are only available to alien councilors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=15% | Success effect !! width=15% | Critical success bonus effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO abductions on.png|70px]] Abductions&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;2 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Xenoforming&lt;br /&gt;
| &lt;br /&gt;
* National Unrest&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Abducts humans.&lt;br /&gt;
| Leaves no abduction site.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO Xenoform on.png|70px]] Xenoform&lt;br /&gt;
| Ops&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;2 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Abductions&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Military in Region&lt;br /&gt;
* Region Population Density&lt;br /&gt;
| Creates an Alien Life Forms asset.&lt;br /&gt;
| Alien Life Forms asset evolves faster.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO enthrallelites on.png|70px]] Enthrall Elites&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 18&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;2 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Xenoforming in Nation&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Council Science&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Crackdown&lt;br /&gt;
* Nation Size&lt;br /&gt;
| Gain an owned control point in the targeted nation.&lt;br /&gt;
| Public Opinion in the targeted nation is increased towards the alien faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO enthrallpublic on.png|70px]] Enthrall Public&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Xenoforming in Nation&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
| Increase Public Opinion in the targeted nation towards the councilor&#039;s faction.&lt;br /&gt;
| Public Opinion increases more.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO enthrallelites on.png|70px]] Enthrall Unaligned Elites&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 16&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Nation Size&lt;br /&gt;
| Gain an unowned control point in the targeted nation.&lt;br /&gt;
| Public Opinion in the targeted nation is increased towards the alien faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO hostiletakeover on.png|70px]] Enthrall Org&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 16&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if sucess&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;4 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Xenoforming in Nation&lt;br /&gt;
| &lt;br /&gt;
* Science&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Seize an org from the targeted faction.&lt;br /&gt;
| Gain some money.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildfacility on.png|70px]] Build Facility&lt;br /&gt;
| Money&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| Constructs an alien facility asset in a region with at least 15 abductions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO assumecontrol on.png|70px]] Grant Alien Control&lt;br /&gt;
| Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| Takes control of a nation that has an alien facility asset.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO passtechnology on.png|70px]] Pass Technology&lt;br /&gt;
| Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| Gives some technology to human allies.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO terrorizeregion on.png|70px]] Terrorize Region&lt;br /&gt;
| Ops&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 16 if critical success&amp;lt;br&amp;gt;30 if sucess&amp;lt;br&amp;gt;16 if failure&amp;lt;br&amp;gt;16 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Military in Region&lt;br /&gt;
* Nation Population&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Give an unowned control point in the targeted nation to The Protectorate or The Servants.&lt;br /&gt;
| Public Opinion remains unchanged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Uncontested Missions ==&lt;br /&gt;
Uncontested missions are always successful.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Cost !! Success XP !! Detection risk !! width=65% | Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO advisenation on.png|70px]] Advise&lt;br /&gt;
| 10 Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Provide expertise to a nation or hab. The councilor&#039;s Science, Command and Administration attributes will improve the target&#039;s research output, combat capabilities, and financial performance. Additional advising councilors provide diminishing benefits.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO contact on.png|70px]] Contact&lt;br /&gt;
| 10 Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Contact an identified councilor from another faction to initiate a diplomatic exchange.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO defendinterest on.png|70px]] Defend Interests&lt;br /&gt;
| 20 Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Fortify our control points in this nation against enemy Crackdowns, Purges and Coups.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO gotoground on.png|70px]] Go To Ground&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| -8&lt;br /&gt;
| Go into hiding in an Earth region to escape enemy detection and attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO investigatealienactivity on.png|70px]] Investigate Alien Activity&lt;br /&gt;
| 5 Ops&lt;br /&gt;
| 2&lt;br /&gt;
| -2&lt;br /&gt;
| Target a site of suspected alien activity to learn more about the aliens&#039; methods and motives.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO protect on.png|70px]] Protect Target&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Apply my Security or Command attribute to protect a targeted councilor, region, or hab against physical attacks or other operations. Will also prevent councilor from dying in failed assault missions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO callpolicyvote on.png|70px]] Set National Policy&lt;br /&gt;
| 10 influence&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| Set a major policy for the targeted nation, such as initiating a war. You will select the policy when the mission resolves. Requires executive control.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO detectcouncilactivity on.png|70px]] Surveil Location&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| -4&lt;br /&gt;
| Significantly increase the likelihood enemy councilors and aliens will be detected in the councilor&#039;s region and adjacent regions, or in a hab or fleet. May also detect hidden alien assets in nearby Earth regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO orbit on.png|70px]] Orbit&lt;br /&gt;
| 0.1 Boost&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Move from the surface of Earth to any orbit in the Earth-Luna system, or from the surface of any space body to a station or ship in an interface orbit. Undercover trait required to travel to enemy outposts, platforms and ships.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO deorbit on.png|70px]] Deorbit&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Move from a hab or ship in an interface orbit to the surface of a space body, or from any location in the Earth-Luna system to Earth&#039;s surface.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO transfer on.png|70px]] Transfer&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Relocate from one hab or fleet to another anywhere in space in the Earth-Luna system. Away from Earth, move to any hab or fleet in same orbit, or on the same space body. Undercover trait required to travel to enemy outposts, platforms and ships.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ending Missions ===&lt;br /&gt;
Ending missions will result in the victory of the councilor&#039;s faction. They will only appear once a faction unlocks its final unique org.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Required Org !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission appease on.png|70px]] Claim Hegemony&lt;br /&gt;
| [[File:Org appease win.png|40px]] The Protectorate Authority&lt;br /&gt;
| &#039;&#039;Activate our network of Sentinel stations to establish our dominance of world affairs, placating the aliens. All human nations will surrender to us. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission resist on.png|70px]] Close the Gate&lt;br /&gt;
| [[File:Org resist win.png|40px]] Janus Section&lt;br /&gt;
| &#039;&#039;Activate the device to shut down the alien wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission cooperate on.png|70px]] Forge an Alliance&lt;br /&gt;
| [[File:Org cooperate win.png|40px]] Mission to the Hydra&lt;br /&gt;
| &#039;&#039;Send our pherocyte-resistant diplomats through the wormhole to establish relations and end this conflict. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission submit on.png|70px]] Herald Our Masters&lt;br /&gt;
| [[File:Org submit win.png|40px]] The Sword of the Devoted&lt;br /&gt;
| &#039;&#039;Assert the aliens&#039; dominance on Earth. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission escape on.png|70px]] Launch the Bifrost&lt;br /&gt;
| [[File:Org escape win.png|40px]] Bifrost Command Staff&lt;br /&gt;
| &#039;&#039;Issue the launch order to begin our interstellar journey.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission exploit on.png|70px]] Tame the Enemy&lt;br /&gt;
| [[File:Org exploit win.png|40px]] The Pherocyte Masters&lt;br /&gt;
| &#039;&#039;Send the neopherocyte package through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission destroy on.png|70px]] Trigger the Weapon&lt;br /&gt;
| [[File:Org destroy win.png|40px]] The Omega Solution&lt;br /&gt;
| &#039;&#039;Send our biological weapon through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2765</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2765"/>
		<updated>2023-02-10T13:47:54Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Module Sites !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 600&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 25%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 50%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 800&lt;br /&gt;
| 480&lt;br /&gt;
| 100%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 800&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 635&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 5077&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+40 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x1.5 speed)&amp;lt;br&amp;gt;+120 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x2 speed)&amp;lt;br&amp;gt;+400 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|120px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|120px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|120px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|120px]]&lt;br /&gt;
| -1.5 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|120px]]&lt;br /&gt;
| -8.8 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|120px]]&lt;br /&gt;
| -87.5 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|120px]]&lt;br /&gt;
| +200 Crew&amp;lt;br&amp;gt;+80 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|120px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|120px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet&#039;s shadow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (Mercury 67, Venus 19, Earth 10, Mars 3)&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4) (Mercury 280, Venus 80, Earth 42, Mars 14)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12) (Mercury 834, Venus 239, Earth 125, Mars 40)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
&lt;br /&gt;
Defense modules houses weapons to defend habs against enemy assault.&lt;br /&gt;
&lt;br /&gt;
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser).  Small, large, or huge cannons are used according to module tier.  They upgrade automatically when the new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built in space, they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma).  In addition, they also house 1 point defense turret (laser / arc laser / phaser).  Light, regular/medium, or heavy batteries are used according to module tier.  Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+15 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+75 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|120px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|120px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Alien_threat_meter.png&amp;diff=2764</id>
		<title>File:Alien threat meter.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Alien_threat_meter.png&amp;diff=2764"/>
		<updated>2023-02-10T13:45:00Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: Kami-sama uploaded a new version of File:Alien threat meter.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2763</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2763"/>
		<updated>2023-02-10T13:43:25Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Hull */&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 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 transfering 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 | Base Mass&amp;lt;br&amp;gt;(tons) !! rowspan=2 | Base Crew !! 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]] !! [[File:Select Hull Hard Point.png|25px]] !! [[File:Select Utility.png|25px]] !! [[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; || 212 || 3 || 227.0 || 68 || 58 || 34 || 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; || 216 || 4 || 222.8 || 68 || 58 || 34 || 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; || 382 || 8 || 96.9 || 68 || 58 || 34 || 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; || 680 || 20 || 35.4 || 91 || 78 || 45 || 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; || 840 || 35 || 22.9 || 137 || 91 || 64 || 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; || 860 || 40 || 22.4 || 154 || 103 || 72 || 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; || 1090 || 60 || 12.6 || 205 || 137 || 96 || 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; || 1130 || 70 || 12.2 || 308 || 205 || 137 || 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; || 1470 || 80 || 8.2 || 342 || 228 || 152 || 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; || 2100 || 100 || 4.6 || 410 || 274 || 182 || 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; || 2430 || 120 || 3.6 || 410 || 274 || 182 || 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; || 2530 || 120 || 3.2 || 462 || 308 || 205 || 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;
== 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 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell III || Fuel Cell || 72.0% || 120 || 1&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 || 75.0% || 34 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor III || Solid Core Fission || 75.0% || 28 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor IV || Solid Core Fission || 75.0% || 12 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor V || Solid Core Fission || 75.0% || 8 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor I || Solid Core Fission || 80.0% || 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 || 80.0% || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor IV || Solid Core Fission || 80.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor V || Solid Core Fission || 85.0% || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor I || Liquid Core Fission || 85.0% || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor II || Liquid Core Fission || 88.0% || 3 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor III || Liquid Core Fission || 90.0% || 2.5 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor I || Gas Core Fission || 90.0% || 13 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor II || Gas Core Fission || 92.0% || 8 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor III || Gas Core Fission || 92.0% || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor I || Gas Core Fission || 90.0% || 15 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor II || Gas Core Fission || 91.0% || 10 || 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;
| Salt Water Core Reactor I || Nuclear Salt Water Core || 99.5% || 0.45 || 32000&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water Core Reactor II || Nuclear Salt Water Core || 99.5% || 0.080 || 230000&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor I || Electrostatic Confinement Fusion || 95.0% || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor II || Electrostatic Confinement Fusion || 95.0% || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor III || Electrostatic Confinement Fusion || 95.0% || 0.25 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor I || Z-Pinch Fusion || 96.0% || 13 || 110&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor II || Z-Pinch Fusion || 98.5% || 5 || 220&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor III || Z-Pinch Fusion || 99.0% || 2 || 3500&lt;br /&gt;
|-&lt;br /&gt;
| Flow-Stabilized Z-Pinch Fusion Reactor || Z-Pinch Fusion || 99.5% || 0.0068 || 300000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor I || Hybrid Confinement Fusion || 97.0% || 4 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor II || Hybrid Confinement Fusion || 98.0% || 2 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor III || Hybrid Confinement Fusion || 99.0% || 1 || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak I || Toroid Magnetic Confinement Fusion || 85.0% || 28 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak II || Toroid Magnetic Confinement Fusion || 88.0% || 14 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak III || Toroid Magnetic Confinement Fusion || 92.0% || 10 || 212&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak IV || Toroid Magnetic Confinement Fusion || 93.5% || 4 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak V || Toroid Magnetic Confinement Fusion || 98.5% || 1 || 4800&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor I || Mirrored Magnetic Confinement Fusion || 93.0% || 13.4 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor II || Mirrored Magnetic Confinement Fusion || 95.0% || 6.5 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor III || Mirrored Magnetic Confinement Fusion || 98.0% || 1.2 || 1400&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor I || Inertial Confinement Fusion || 85.0% || 17.6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor II || Inertial Confinement Fusion || 87.0% || 12 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor III || Inertial Confinement Fusion || 89.0% || 10 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Inertial Confinement Fusion Reactor || Inertial Confinement Fusion || 97.5% || 20 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor I || Inertial Confinement Fusion || 95.0% || 1 || 10000&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor II || Inertial Confinement Fusion || 99.0% || 0.068 || 22000&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor III || Inertial Confinement Fusion || 99.9% || 0.002 || 3000000&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.45 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.05 || 7300&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.005 || 42000&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;
=== Drive ===&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;
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;
! 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy ||Amplitron Drive || N/A || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 8.5 || 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 || 10.3 || 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 || 11.9 || 7.3 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Orion Drive || N/A || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 11.4 || 12.1 || Water (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 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 Vuln (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 || 0 || 12.5 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| Alien Exotic Spike || Low || 83.3 || 0.42 || 0.42 || 7.4 || 0.083 &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) !! 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 || || 0.6 || 2.4 || || &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Sulfur || 35 || 21 || 56 || || 1.4 || 2.1 || 0.035 ||&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89 || || 1.6 || 6.4 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33 || 1.6 || 0.4 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32 || || 9 || 2.4 || 0.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27 || || 4 || 2.4 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9 || || 0.1 || 0.06 || 0.04 ||&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10 || || 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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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 1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 3)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 5)&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;
| ECM || 10 || 20% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% Missile Immunity&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 || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Drive || +35% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +50% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +10% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +25% 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&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;
| 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&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor in a 20-degree cone&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Salvo !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 60 || 350.9 || Explosive || 2.5 || 3.3 || 10 ||  || 31 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 40 || 249.2 || Explosive || 5 || 3.7 || 16 ||  || 29.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 50 || 396.1 || Explosive || 3.5 || 4.1 || 12 ||  || 29.2 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 40 || 294.1 || Fragmentation || 7.5 || 3.4 || 24 ||  || 33.8 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 50 || 756.6 || Fragmentation || 5.3 || 3.9 || 18 ||  || 33.8 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 40 || 434.7 || Penetrator || 5 || 4.2 || 16 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 50 || 1,003.5 || Penetrator || 3.5 || 4.5 || 12 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 50 || 613.2 || Explosive || 3.5 || 5.8 || 10 ||  || 39 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 50 || 897 || Fragmentation || 5.3 || 6 || 12 ||  || 33.8 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 60 || 3,003 || Penetrator || 3.5 || 5.5 || 10 ||  || 34 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 40 || 1,042.9 || Explosive || 2 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 40 || 7,095.9 || Penetrator || 2 || 5.8 || 6 ||  || 33.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 40 || 2,145.8 || Explosive || 2.5 || 7.7 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 40 || 14,346.3 || Penetrator || 2.5 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 40 || 5,469.7 || Explosive || 3 || 11.1 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 40 || 37,067.8 || Penetrator || 3 || 7.9 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 1,129,950,000 || Nuclear || 1.5 || 2.6 || 5 ||  || 52 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 2,448,225,000 || Nuclear || 2 || 3.6 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 4,519,800,000 || Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 3,766,500,000 || Shaped Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 2.5 || 5.4 || 5 ||  || 77 ||  || 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 || 2 || 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 can do severe damage to a ship&#039;s internal components if they penetrate a ship&#039;s armor.  The point defense particle beam is also an effective point defense weapon.  They unlock early in the tech tree, but they are quickly outclassed by lasers.&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) !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost &lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Particle Beam || 1 || || 3 || Defense || 4 || 30 || 200 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk1 || || 2 || 100 || Focus Fire, Attack || 60 || 90 || 250 || 0.9 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk2 || || 2 || 100 || Focus Fire, Attack || 50 || 120 || 350 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk3 || || 2 || 100 || Focus Fire, Attack || 40 || 180 || 450 || 0.9 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk1 || || 3 || 500 || Focus Fire, Attack || 72 || 120 || 325 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk2 || || 3 || 500 || Focus Fire, Attack || 60 || 180 || 425 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk3 || || 3 || 500 || Focus Fire, Attack || 48 || 240 || 525 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk1 || || 4 || 1000 || Focus Fire, Attack || 90 || 180 || 400 || 1.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk2 || || 4 || 1000 || Focus Fire, Attack || 75 || 240 || 500 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk3 || || 4 || 1000 || Focus Fire, Attack || 60 || 360 || 600 || 1.8 ||&lt;br /&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 || 183.8 || 500 ||  || 800 || 320 || 0.61 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 2 || 2 ||  || Focus Fire, Attack || 25 || 183.8 || 500 ||  || 800 || 280 || 0.46 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 3 || 2 ||  || Focus Fire, Attack || 20 || 183.8 || 500 ||  || 800 || 240 || 0.37 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 1 || 4 ||  || Focus Fire, Attack || 36 || 306.3 || 600 ||  || 1000 || 640 || 1.5 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 2 || 4 ||  || Focus Fire, Attack || 30 || 306.3 || 600 ||  || 1000 || 560 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 3 || 4 ||  || Focus Fire, Attack || 24 || 306.3 || 600 ||  || 1000 || 480 || 0.77 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 1 ||  || 3 || Focus Fire, Attack || 48 || 459.4 || 300 ||  || 800 || 540 || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 2 ||  || 3 || Focus Fire, Attack || 40 || 459.4 || 300 ||  || 800 || 480 || 1.3 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 3 ||  || 3 || Focus Fire, Attack || 32 || 459.4 || 300 ||  || 800 || 420 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 1 ||  || 4 || Focus Fire, Attack || 60 || 612.5 || 300 ||  || 1000 || 720 || 3.1 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 2 ||  || 4 || Focus Fire, Attack || 50 || 612.5 || 300 ||  || 1000 || 640 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 3 ||  || 4 || Focus Fire, Attack || 40 || 612.5 || 300 ||  || 1000 || 560 || 1.5 || &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>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2762</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2762"/>
		<updated>2023-02-10T13:33:23Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Module Sites !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 600&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 25%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 50%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 800&lt;br /&gt;
| 480&lt;br /&gt;
| 100%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 800&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 635&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 5077&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+40 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x4 speed)&amp;lt;br&amp;gt;+120 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x12 speed)&amp;lt;br&amp;gt;+400 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|120px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|120px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|120px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|120px]]&lt;br /&gt;
| -1.5 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|120px]]&lt;br /&gt;
| -8.8 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|120px]]&lt;br /&gt;
| -87.5 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|120px]]&lt;br /&gt;
| +200 Crew&amp;lt;br&amp;gt;+80 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|120px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|120px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet&#039;s shadow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (Mercury 67, Venus 19, Earth 10, Mars 3)&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4) (Mercury 280, Venus 80, Earth 42, Mars 14)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12) (Mercury 834, Venus 239, Earth 125, Mars 40)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
&lt;br /&gt;
Defense modules houses weapons to defend habs against enemy assault.&lt;br /&gt;
&lt;br /&gt;
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser).  Small, large, or huge cannons are used according to module tier.  They upgrade automatically when the new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built in space, they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma).  In addition, they also house 1 point defense turret (laser / arc laser / phaser).  Light, regular/medium, or heavy batteries are used according to module tier.  Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+15 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+75 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|120px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|120px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=User:Kami-sama&amp;diff=2761</id>
		<title>User:Kami-sama</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=User:Kami-sama&amp;diff=2761"/>
		<updated>2023-02-10T10:56:19Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: create user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Orgs&amp;diff=2751</id>
		<title>Orgs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Orgs&amp;diff=2751"/>
		<updated>2023-01-15T10:37:04Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Orgs, or organizations, are government agencies, private companies, and criminal syndicates, that a [[Councilors|councilor]] may control. Orgs may provide incomes, stat bonuses, new missions, and bonuses to the faction&#039;s investment priorities in nations. Orgs are rated from tier 1 to tier 3 (represented by the number of stars attached to the org icon), and councilors may manage one org per point in the administration stat.&lt;br /&gt;
&lt;br /&gt;
Most orgs become available on a faction&#039;s exclusive market, and will rotate to be available to another faction after a period of time. Orgs are purchased using money, influence and rarely ops or boost. They may also be acquired via the Hostile Takeover missions or during trades with other factions. Factions may also gain special orgs for completing objectives or during events.&lt;br /&gt;
&lt;br /&gt;
Orgs can be transferred between councilors and sometimes stolen by other factions via the Hostile Takeover mission.&lt;br /&gt;
&lt;br /&gt;
Orgs with a monetary value may be sold value back to the market. Factions have a pool of unassiged orgs that can be used to transfer orgs between councilors.&lt;br /&gt;
&lt;br /&gt;
Orgs in the faction pool do not confer any benefits to the faction, but those with negative incomes continue to cost resources to maintain. A faction may only keep 10 non-faction-specific orgs in its faction pool; the rest must be sold or transferred to direct control of a councilor.&lt;br /&gt;
&lt;br /&gt;
Newly acquired orgs for a councilor do not provide bonuses until during the next mission phase, with the exception of administration for the purposes of calculating a councilor&#039;s org capacity. If a councilor is detained, all orgs are made inactive.&lt;br /&gt;
&lt;br /&gt;
There are several common arhetypes of orgs: &lt;br /&gt;
* National Orgs are organizations that operate in a certain region. Purchasing them requires either a control point in the nation controlling its region or the councilor to be present in the said nation.&lt;br /&gt;
* Government Orgs can be purchased by councilors with the Government trait. Most government orgs are also national orgs.&lt;br /&gt;
* Criminal Orgs are only available to advisers with &#039;&#039;Criminal&#039;&#039; trait.&lt;br /&gt;
&lt;br /&gt;
== Org list ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Orgs&lt;br /&gt;
|-&lt;br /&gt;
! Organization&lt;br /&gt;
! tier&lt;br /&gt;
! Monthly income&lt;br /&gt;
! Councilor attributes&lt;br /&gt;
! Missions gained&lt;br /&gt;
! Cost&lt;br /&gt;
! Required region&lt;br /&gt;
! Government?&lt;br /&gt;
! Criminal?&lt;br /&gt;
! Sociopath?&lt;br /&gt;
! Banned&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CIA.png|50px]] Central Intelligence Agency&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -400 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 4 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 3 ESP&lt;br /&gt;
* 5 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* Coup&lt;br /&gt;
* Purge&lt;br /&gt;
|&lt;br /&gt;
* 300 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FBI.png|50px]] Federal Bureau of Investigation&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -250 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 4 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 280 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org USSS.png|50px]] Secret Service&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -62 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 4 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* Protect&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DGSE.png|50px]] Directorate General for External Security&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -22 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| France&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MI5.png|50px]] Security Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -50 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 3 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MI6.png|50px]] Secret Intelligence Service&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -50 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org UKSAS.png|50px]] Special Air Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GCHQ.png|50px]] Government Communications Headquarters&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -20 money&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Bundesnachrichtendienst.png|50px]] Bundesnachrichtendienst&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -36 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Germany&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GSG9.png|50px]] GSG 9 der Bundespolizei&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* Protect&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Germany&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org NSA.png|50px]] National Security Agency&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -250 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 5.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 3 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* SabotageProject&lt;br /&gt;
|&lt;br /&gt;
* 300 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FSS.png|50px]] Federal Security Service&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -250 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.02 unity&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 6 ADM&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| Moskva&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FIS.png|50px]] Foreign Intelligence Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -30 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 4 ADM&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| Moskva&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MID.png|50px]] Main Intelligence Directorate&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -50 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 4 ops&lt;br /&gt;
* 0.01 military&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 3 ESP&lt;br /&gt;
* 4 ADM&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* Coup&lt;br /&gt;
* Purge&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| Moskva&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FPS.png|50px]] Federal Protective Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* Protect&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| Moskva&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org NRO.png|50px]] National Reconnaissance Office&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -200 money&lt;br /&gt;
* 0.3 boost&lt;br /&gt;
* 2 mc&lt;br /&gt;
* 2.0% SpaceScience&lt;br /&gt;
|&lt;br /&gt;
* 3 INV&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org NGIA.png|50px]] National Geospatial Intelligence Agency&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -140 money&lt;br /&gt;
* 3 mc&lt;br /&gt;
* 10 research&lt;br /&gt;
* 0.03 welfare&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 3 INV&lt;br /&gt;
* 3 CMD&lt;br /&gt;
* 2 SCI&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MinistryofStateSecurity.png|50px]] Ministry of State Security&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -220 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 4 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 3 ESP&lt;br /&gt;
* 6 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* Detain&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 300 influence&lt;br /&gt;
| Beijing&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org lanl.png|50px]] Los Alamos National Laboratory&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -81 money&lt;br /&gt;
* 35 research&lt;br /&gt;
* 0.02 military&lt;br /&gt;
* 10.0% Energy&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| RockyMountains&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org LLNL.png|50px]] Lawrence Livermore National Laboratory&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -41 money&lt;br /&gt;
* 35 research&lt;br /&gt;
* 0.02 military&lt;br /&gt;
* 10.0% Energy&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| California&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SandiaNationalLaboratories.png|50px]] Sandia National Laboratories&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -100 money&lt;br /&gt;
* 35 research&lt;br /&gt;
* 0.02 military&lt;br /&gt;
* 10.0% Energy&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| RockyMountains&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org BrookhavenNationalLaboratory.png|50px]] Brookhaven National Laboratory&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -14 money&lt;br /&gt;
* 20 research&lt;br /&gt;
* 5.0% Energy&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| NewYork&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CERN.png|50px]] CERN&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -28 money&lt;br /&gt;
* 40 research&lt;br /&gt;
* 10.0% Energy&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AirForceResearchLaboratory.png|50px]] Air Force Research Laboratory&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -65 money&lt;br /&gt;
* 25 research&lt;br /&gt;
* 0.2 military&lt;br /&gt;
* 0.02 mc_priority&lt;br /&gt;
* 0.02 space_program&lt;br /&gt;
* 8.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| RockyMountains&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AFSOC.png|50px]] Air Force Special Operations Command&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Dixie&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org VOA.png|50px]] Voice of America&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -6 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 0.01 knowledge&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org USIA.png|50px]] United States Information Agency&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -14 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 60 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 1SFG.png|50px]] 1st U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Cascadia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 3SFG.png|50px]] 3rd U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 5SFG.png|50px]] 5th U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| RustBelt&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 7SFG.png|50px]] 7th U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Dixie&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 10SFG.png|50px]] 10th U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| RockyMountains&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DeltaForce.png|50px]] Delta Force&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -3 money&lt;br /&gt;
* 4 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SealTeam6.png|50px]] SEAL Team Six&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -3 money&lt;br /&gt;
* 4 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Mossad.png|50px]] Mossad&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -75 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 3 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* Coup&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 300 influence&lt;br /&gt;
| Israel&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org IndianResearchAnalysisWing.png|50px]] Research and Analysis Wing&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -25 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| NewDelhi&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Koanchosacho.png|50px]] Koanchosacho&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -25 money&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Honshu&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org PakistanInter-ServicesIntelligence.png|50px]] Inter-Services Intelligence&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -20 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Punjab&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org ASIS.png|50px]] Australian Secret Intelligence Service&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Sydney&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AustralianSAS.png|50px]] Australian Special Air Service&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 75 influence&lt;br /&gt;
| Westralia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SaudiIntelligence.png|50px]] Al Mukhabarat Al Aamah&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Najd&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org EgyptianIntelligence.png|50px]] Gihaz El Mukhabarat El Amma&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Egypt&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org TurkishIntelligence.png|50px]] Milli Istihbarat Teskilati&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Unrest&lt;br /&gt;
|&lt;br /&gt;
* 60 influence&lt;br /&gt;
| Anatolia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CSIS.png|50px]] Canadian Security Intelligence Service&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -18 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 70 influence&lt;br /&gt;
| Ontario&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org NationalIntelligenceService.png|50px]] National Intelligence Service&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -12 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 70 influence&lt;br /&gt;
| SouthKorea&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org ROCNSB.png|50px]] National Security Bureau&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -12 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 50 influence&lt;br /&gt;
| Taiwan&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Interpol.png|50px]] Interpol&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -4 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Carabinieri.png|50px]] Arma dei Carabinieri &lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 75 influence&lt;br /&gt;
| Italy&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org alQaida.png|50px]] Al-Qaida&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
|&lt;br /&gt;
* 25 money&lt;br /&gt;
* 100 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Peshawar&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
|&lt;br /&gt;
* Resistance&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org JemaahIslamiyah.png|50px]] Jemaah Islamiyah&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| MoluccasandSulawesi&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
|&lt;br /&gt;
* Resistance&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org isil.png|50px]] Islamic State of Iraq and the Levant&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
|&lt;br /&gt;
* 125 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Baghdad&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
|&lt;br /&gt;
* Resistance&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Hezbollah.png|50px]] Hezbollah&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| Syria&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org QudsForce.png|50px]] Quds Force&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 2 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Tehran&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CosaNostra.png|50px]] La Cosa Nostra&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 45 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.04 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 80 money&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Naples&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Nedrangheta.png|50px]] Nedrangheta&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 60 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.05 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 100 money&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Naples&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Camorra.png|50px]] Camorra&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 40 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
|&lt;br /&gt;
* 120 money&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Naples&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AmericanMafia.png|50px]] American Mafia&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 120 money&lt;br /&gt;
* 120 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| NewYork&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GulfCartel.png|50px]] Gulf Cartel&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 40 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.04 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 50 influence&lt;br /&gt;
* 20 ops&lt;br /&gt;
| Monterrey&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SinaloaCartel.png|50px]] Sinaloa Cartel&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 80 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.05 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 80 money&lt;br /&gt;
* 100 influence&lt;br /&gt;
* 20 ops&lt;br /&gt;
| Monterrey&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org LosZetas.png|50px]] Los Zetas&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 40 influence&lt;br /&gt;
* 20 ops&lt;br /&gt;
| Monterrey&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org ComandoVermhelho.png|50px]] Comando Vermelho&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 35 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 30 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| SaoPaolo&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SumiyoshiKai.png|50px]] Sumiyoshi-kai&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 50 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Honshu&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Yamagachi-gumi.png|50px]] Yamagachi-gumi&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 90 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0-0.02 economy&lt;br /&gt;
* 0-0.02 welfare&lt;br /&gt;
* 0.04 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 150 money&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| KyushuandShikoku&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org InagawaKai.png|50px]] Inagawa-kai&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 40 money&lt;br /&gt;
* 50 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Honshu&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Aizukotetsu-kai.png|50px]] Aizukotetsu-kai&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 10 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 20 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Honshu&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org HongKongTriad.png|50px]] Hong Kong Triad&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 45 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.04 spoils&lt;br /&gt;
|&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 100 money&lt;br /&gt;
* 120 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Guangzhou&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GoldenTriangleCartel.png|50px]] Golden Triangle Cartel&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 60 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 0.06 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 100 money&lt;br /&gt;
* 100 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Myanmar&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GoldenCrescentCartel.png|50px]] Golden Crescent Cartel&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 45 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 0.05 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 90 money&lt;br /&gt;
* 120 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Afghanistan&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SolntsevskayaBratva.png|50px]] Solntsevskaya Bratva&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 90 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.08 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
|&lt;br /&gt;
* 200 money&lt;br /&gt;
* 200 influence&lt;br /&gt;
* 20 ops&lt;br /&gt;
| Moskva&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org BratskiKrug.png|50px]] Bratski Krug&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.05 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
|&lt;br /&gt;
* 150 money&lt;br /&gt;
* 50 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Moskva&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AzeriMafia.png|50px]] Azeri Mafia&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 20 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 20 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Moskva&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SerbianMafia.png|50px]] Serbian Mafia&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 20 money&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 20 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| WesternBalkans&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Office39.png|50px]] Office 39&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 100 money&lt;br /&gt;
* 100 influence&lt;br /&gt;
| NorthKorea&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org JPL.png|50px]] Jet Propulsion Laboratory&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -45 money&lt;br /&gt;
* 1 mc&lt;br /&gt;
* 40 research&lt;br /&gt;
* 0.01 knowledge&lt;br /&gt;
* 0.02 mc_priority&lt;br /&gt;
* 0.03 space_program&lt;br /&gt;
* 15.0% SpaceScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| California&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DARPA.png|50px]] Defense Advanced Research Projects Agency&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -95 money&lt;br /&gt;
* 40 research&lt;br /&gt;
* 0.08 military&lt;br /&gt;
* 15.0% MilitaryScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SiberianTigers.png|50px]] Siberian Tigers&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 70 influence&lt;br /&gt;
| Chongqing&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SouthernSword.png|50px]] Southern Sword&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Guangzhou&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SeaDragon.png|50px]] Sea Dragon&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Protect&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Beijing&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SnowLeopardCommandoGroup.png|50px]] Snow Leopard Commando Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Stabilize&lt;br /&gt;
* Protect&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Beijing&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FuerzadeGuerraNavalEspecial.png|50px]] Fuerza de Guerra Naval Especial&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Spain&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SayeretMatkal.png|50px]] Sayeret Matkal&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Israel&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Shayetet13.png|50px]] Shayetet 13&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Protect&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Israel&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GIGN.png|50px]] National Gendarmerie Intervention Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| France&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org PakistanSSG.png|50px]] Special Services Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Stabilize&lt;br /&gt;
* Unrest&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Punjab&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GROM.png|50px]] GROM&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Poland&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org UKSpecialBoatService.png|50px]] Special Boat Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org WHO.png|50px]] World Health Organization&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -235 money&lt;br /&gt;
* 20 research&lt;br /&gt;
* 0.1 welfare&lt;br /&gt;
* 15.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org IMF.png|50px]] International Monetary Fund&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 0.06 economy&lt;br /&gt;
* 0.04 welfare&lt;br /&gt;
* 0.02 knowledge&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 8 ADM&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org UNESCO.png|50px]] UNESCO&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -15 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 0.03 knowledge&lt;br /&gt;
* 5.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
|&lt;br /&gt;
* Inspire&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DEA.png|50px]] Drug Enforcement Agency&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -85 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
|&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org UNOOSA.png|50px]] U.N. Office for Outer Space Affairs&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 8 research&lt;br /&gt;
* 0.03 mc_priority&lt;br /&gt;
* 0.02 space_program&lt;br /&gt;
* 5.0% SpaceScience&lt;br /&gt;
* 2.0% mining&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CSEC.png|50px]] Communications Security Establishment&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -5 money&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Ontario&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CanadaJTF2.png|50px]] Joint Task Force 2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Ontario&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DGSI.png|50px]] Directorate General for Internal Security&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 3 INV&lt;br /&gt;
|&lt;br /&gt;
* InvestigateAlienActivity&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| France&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org ASIO.png|50px]] Australian Security Intelligence Organization&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -4 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateAlienActivity&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Sydney&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AusSD.png|50px]] Australian Signals Directorate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -4 money&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Sydney&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AgaziCommandos.png|50px]] Agazi Commandos&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Ethiopia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 601CommandoCompany.png|50px]] Compañía de Comandos 601&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Pampas&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Jagdkommando.png|50px]] Jagdkommando &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Vienna&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org BrazilianPathfinders.png|50px]] Pathfinders&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| SaoPaolo&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org JaegerCorps.png|50px]] Jaeger Corps&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Denmark&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Sa&#039;ka_Forces.png|50px]] Sa&#039;ka Forces&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Egypt&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 9PARA.png|50px]] 9 Para&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| Hyderabad&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org KopassusIndonesia.png|50px]] Kopassus&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Java&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DenjakaIndonesia.png|50px]] Denjaka&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Java&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org JapanSpecialForcesGroup.png|50px]] Japan Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| Honshu&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SerbianCobras.png|50px]] Serbian Cobras&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| WesternBalkans&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SpecialOperationsTaskGroup.png|50px]] Särskilda Operationsgruppen&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Sweden&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org LifeRegimentHussars.png|50px]] Life Regiment Hussars&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| Sweden&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AirborneSpecialServiceCompany.png|50px]] Airborne Special Service Company&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Taiwan&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org KingsGuard.png|50px]] King&#039;s Guard&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Thailand&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SpecialForcesCommand_MaroonBerets.png|50px]] Special Forces Command&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Anatolia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Lightstar_Orbital.png|50px]] Lightstar Orbital&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0.6-0.8 boost&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 0-0.02 mc_priority&lt;br /&gt;
* 0-0.02 space_program&lt;br /&gt;
* 2.0% SpaceScience&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Madisonian_Society.png|50px]] The Madisonian Society&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 0-0.02 unity&lt;br /&gt;
* 0-0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 0-1 SEC&lt;br /&gt;
|&lt;br /&gt;
* DefendInterests&lt;br /&gt;
* GainInfluence&lt;br /&gt;
* SetNationalPolicy&lt;br /&gt;
|&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Kaiser_Securities.png|50px]] Kaiser Securities&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 0-0.02 spoils&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 1-2 ESP&lt;br /&gt;
* 0-3 ADM&lt;br /&gt;
* 1-2 SCI&lt;br /&gt;
* 0-1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Fondation_Hyde_Et_Hildr.png|50px]] Fondation Hyde et Hildr&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 3-6 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* Stabilize&lt;br /&gt;
* GainInfluence&lt;br /&gt;
|&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Initiative&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Anarchy_Inc.png|50px]] Anarchy Inc.&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 0-2 ops&lt;br /&gt;
* 3.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 2 ESP&lt;br /&gt;
|&lt;br /&gt;
* SabotageProject&lt;br /&gt;
* SabotageHabModule&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
* StealProject&lt;br /&gt;
|&lt;br /&gt;
* 250-750 money&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Crossing_Rivers_For_Humanity.png|50px]] Crossing Rivers For Humanity&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Oliver_Project.png|50px]] The OLIVER Project&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
* 2 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 0-3 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* StealProject&lt;br /&gt;
* InvestigateAlienActivity&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Resistance&lt;br /&gt;
* HF&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Templin_Institute.png|50px]] The Templin Institute&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 5.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 3-4 INV&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SGI.png|50px]] SGI&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 3-4 ops&lt;br /&gt;
* 0-1 mc&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 3.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 2 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MMS.png|50px]] Mechanised Motor Supplies&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 15-35 money&lt;br /&gt;
* 1-2 influence&lt;br /&gt;
* 0-2 ops&lt;br /&gt;
* 3.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 CMD&lt;br /&gt;
* 4-5 ADM&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 1000-1500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Wolfhound_Forge_Corp.png|50px]] Wolfhound Forge Corp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 5-15 money&lt;br /&gt;
* 0-2 ops&lt;br /&gt;
* 1.0% MilitaryScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 50-100 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Schinhofen_Books.png|50px]] Schinhofen Books&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 25-50 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CE_Heavy_Industries.png|50px]] CE Heavy Industries Inc.&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-15 money&lt;br /&gt;
* 3.0% Energy&lt;br /&gt;
* 2 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 0-2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Intrepid_Consulting.png|50px]] Intrepid Consulting&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 1.0% Materials&lt;br /&gt;
|&lt;br /&gt;
* 5 ADM&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 750-1250 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Truculent_Logistics.png|50px]] Truculent Logistics&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-10 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 2.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Free_Federation_Of_Industrial_Workers.png|50px]] Free Federation of Industrial Workers&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Filfla_Aeronautics.png|50px]] Filfla Aeronautics&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-1.5 boost&lt;br /&gt;
* 1 mc&lt;br /&gt;
* 0-10 research&lt;br /&gt;
* 2.0% SpaceScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
* ControlSpaceAsset&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 350-700 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Pelican_Nanomedecine.png|50px]] Pelican Nanomedicine&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-15 money&lt;br /&gt;
* 0-2 influence&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 10.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org HPP.png|50px]] Hexahedron Processing &amp;amp; Production&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25-50 money&lt;br /&gt;
|&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
|&lt;br /&gt;
* Inspire&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org East_Garden_Genetics.png|50px]] East Garden Genetics&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 5-25 money&lt;br /&gt;
* 0-10 research&lt;br /&gt;
* 1.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 50-100 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Steak4all.png|50px]] steak4all&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25-50 money&lt;br /&gt;
* 0-3 influence&lt;br /&gt;
* 0-10 research&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
* 0-1 SCI&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org HM.png|50px]] Hyjink&#039;s Minions&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-5 money&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 0-3 ADM&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Espero.png|50px]] Espero&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-15 money&lt;br /&gt;
* 0.75-1.5 boost&lt;br /&gt;
|&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| Texas&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Pax_Robotica.png|50px]] Pax Robotica&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
|&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Coup&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Sex_Change_Company.png|50px]] The Sex Change Company&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 0-5 money&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 5.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 50-100 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org EPU.png|50px]] Environmental Preservation Union&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 0-15 money&lt;br /&gt;
* 2-5 influence&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 3.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 200-300 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Formosa_Industries.png|50px]] Formosa Industries&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 3.0% Materials&lt;br /&gt;
* 2 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 4-5 ADM&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* SabotageProject&lt;br /&gt;
|&lt;br /&gt;
* 1000-1500 money&lt;br /&gt;
| Taiwan&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Fifth_Column.png|50px]] Fifth Column&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-5 money&lt;br /&gt;
* 3-6 influence&lt;br /&gt;
* 1-2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Ughxalt.png|50px]] Ughxalt&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-5 money&lt;br /&gt;
* 0-3 influence&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
* 0-5 research&lt;br /&gt;
* 2.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 0-1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Coup&lt;br /&gt;
* Unrest&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
* 5-10 ops&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Solaris_Automated_Industries.png|50px]] Solaris Automated Industries&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 0-10 money&lt;br /&gt;
* 1.25-1.75 boost&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 1000-2000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SpaceTech.png|50px]] SpaceTech&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 1.25-1.75 boost&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 3.0% Energy&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 1500-2500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DeSeer_Foundation.png|50px]] The DeSeer Foundation&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 0-5 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 1.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 25-50 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Aegis_Defense_Division.png|50px]] Aegis Defense Division&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-2 influence&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1-2 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 1000-1500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Whitefang_Industries.png|50px]] Whitefang Industries&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 1.25-1.75 boost&lt;br /&gt;
* 3.0% SpaceScience&lt;br /&gt;
|&lt;br /&gt;
* 4-5 ADM&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 2000-3000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Apiary_Development_Science.png|50px]] Apiary Development Science&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 2.0% LifeScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
* 0-1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Babylon_Tower.png|50px]] Babylon&#039;s Tower&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
* 5-10 research&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
* 100-200 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org HAAL.png|50px]] Harper Analytics and Logistics&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* Stabilize&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Second_Chance.png|50px]] Second Chance&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
* 2.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Coup&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Wynford_Media_Group.png|50px]] Wynford Media Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 5-10 money&lt;br /&gt;
* 6-12 influence&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Libertatem_Terrae.png|50px]] Libertatem Terrae&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0.5-1.25 boost&lt;br /&gt;
* 2 mc&lt;br /&gt;
* 2.0% Energy&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| Sweden&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Reddington_Agency.png|50px]] Reddington Agency&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-4 influence&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
* 0-5 research&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Iron_Rose_Media.png|50px]] Iron Rose Media&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 3-7 influence&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Laguna_Foundation.png|50px]] Laguna Foundation&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-10 money&lt;br /&gt;
* 3-6 influence&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 2.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
|&lt;br /&gt;
* GainInfluence&lt;br /&gt;
* Stabilize&lt;br /&gt;
* Propaganda&lt;br /&gt;
* Turn&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Kinetic_Pressure_Control_Limited.png|50px]] Kinetic Pressure Control Limited&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2.0% Materials&lt;br /&gt;
* 2 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Ryan_Co.png|50px]] Ryan &amp;amp; Company&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 1-3 influence&lt;br /&gt;
* 2.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 6 ADM&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 1250-1750 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Perun.png|50px]] Perun&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 1 mc&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 0.01-0.02 military&lt;br /&gt;
* 5.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org OrbitalResourceExtractionInc.png|50px]] Orbital Resource Extraction Inc.&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 10-15 money&lt;br /&gt;
* 1.25-1.5 boost&lt;br /&gt;
* 2.0% Energy&lt;br /&gt;
* 7.0% mining&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* SeizeSpaceAsset&lt;br /&gt;
|&lt;br /&gt;
* 750-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org KazKo_Industries.png|50px]] KazKo Industries&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 7-14 money&lt;br /&gt;
* 2 mc&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Coup&lt;br /&gt;
|&lt;br /&gt;
* 500-750 money&lt;br /&gt;
| Almaty&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Croslea_Biotech.png|50px]] Croslea Biotech&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 0-0.04 welfare&lt;br /&gt;
* 0-0.02 knowledge&lt;br /&gt;
* 5.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 3 ADM&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Jolt_Games.png|50px]] Bolt Games&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 50-100 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Alien&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Door_Inc.png|50px]] Door Inc.&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 0-0.02 knowledge&lt;br /&gt;
* 4.0% SocialScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 3 ADM&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 350-700 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Mogul_Intelligence_Broker.png|50px]] Mogul Intelligence Broker&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-2 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
|&lt;br /&gt;
* StealProject&lt;br /&gt;
|&lt;br /&gt;
* 350-700 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Arcturus_Heavy_Industries.png|50px]] Arcturus Heavy Industries&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0.05-0.1 boost&lt;br /&gt;
* 0-5 research&lt;br /&gt;
* 0.02-0.03 space_program&lt;br /&gt;
* 1.0% SpaceScience&lt;br /&gt;
* 5.0% mining&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 750-1250 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Energy Independence Initiative .png|50px]] Energy Independence Initiative&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 10-15 research&lt;br /&gt;
* 0.02-0.04 welfare&lt;br /&gt;
* 0-0.01 knowledge&lt;br /&gt;
* 2.0% SocialScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AdAstraGames.png|50px]] Ad Astra Games&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 1-3 money&lt;br /&gt;
* 1-2 research&lt;br /&gt;
* 1.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 2 CMD&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 50-60 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Randomised Orgs ==&lt;br /&gt;
&lt;br /&gt;
The game may generate random orgs. As of 0.3.35, they are generated from 95 archetypes. Some notable examples include:&lt;br /&gt;
&lt;br /&gt;
* Random Investigation: can have investigation, espionage and security.&lt;br /&gt;
* Random Business: provides administration.&lt;br /&gt;
* Random Criminal: various combination of Ops, funds, administration, persuasion, espionage and security. Criminal orgs can generate with up to 9 administration.&lt;br /&gt;
* Space Mining: bonuses to space mining&lt;br /&gt;
* Random cult: cheap Servant-exclusive orgs with persuasion, espionage and varying resources income.&lt;br /&gt;
&lt;br /&gt;
== Faction Orgs ==&lt;br /&gt;
Faction Orgs are only available to certain factions.&lt;br /&gt;
&lt;br /&gt;
=== Space Orgs ===&lt;br /&gt;
Space Orgs are tier 2 organizations that are unlocked via an event for each faction that meets the following conditions:&lt;br /&gt;
* Finished the Alien Operations council engineering project&lt;br /&gt;
* Faction does not have Control Points in any nation with 5&lt;br /&gt;
* Boost income is 0 or 0.01.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Organization !! Monthly Income !! Missions Gained !! Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org appease space org.png|70px]] Asterion Stellar Systems&lt;br /&gt;
| +1.5 Boost&amp;lt;br&amp;gt;+8 Mission Control&amp;lt;br&amp;gt;+5% Spaceflight Program&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org cooperate space org.png|70px]] Gannet Exploration&lt;br /&gt;
| +1.5 Boost&amp;lt;br&amp;gt;+8 Mission Control&amp;lt;br&amp;gt;+5% Spaceflight Program&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] The Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org submit space org.png|70px]] New Epoch&lt;br /&gt;
| +1.5 Boost&amp;lt;br&amp;gt;+8 Mission Control&amp;lt;br&amp;gt;+5% Spaceflight Program&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] The Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org exploit space org.png|70px]] Orbital Ventures&lt;br /&gt;
| +1.5 Boost&amp;lt;br&amp;gt;+8 Mission Control&amp;lt;br&amp;gt;+5% Spaceflight Program&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] The Initiative&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org destroy space org.png|70px]] Shiva Rocketry&lt;br /&gt;
| +1.5 Boost&amp;lt;br&amp;gt;+8 Mission Control&amp;lt;br&amp;gt;+5% Spaceflight Program&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Humanity First&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org escape space org.png|70px]] Sahar Launch Systems&lt;br /&gt;
| +1.5 Boost&amp;lt;br&amp;gt;+8 Mission Control&amp;lt;br&amp;gt;+5% Spaceflight Program&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org resist space org.png|70px]] Spaceguard Section&lt;br /&gt;
| +1.5 Boost&amp;lt;br&amp;gt;+8 Mission Control&amp;lt;br&amp;gt;+5% Spaceflight Program&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] The Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Council Engineering Orgs ===&lt;br /&gt;
Council Engineering Orgs are tier 3 organizations that are unlocked for a faction after researching the required council engineering project.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Organization !! Monthly Income !! Councilor Attribures !! Missions Gained !! Council Engineering Project&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org destroy mid.png|70px]] The Executioners&lt;br /&gt;
| +6 Ops&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+10% Military&amp;lt;br&amp;gt;+10% Military Science Research&lt;br /&gt;
| +5 Espionage&amp;lt;br&amp;gt;+10 Command&amp;lt;br&amp;gt;+3 Administration&amp;lt;br&amp;gt;+10 Security&lt;br /&gt;
| [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Purify the Earth&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org escape mid.png|70px]] Project Exodus Engineers&lt;br /&gt;
| +9 Boost&amp;lt;br&amp;gt;+4 Mission Control&amp;lt;br&amp;gt;40 Research&amp;lt;br&amp;gt;+5% Knowledge&amp;lt;br&amp;gt;+10% Spaceflight Program&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;Unlocks or improves the Org Council Engineering Projects slot&lt;br /&gt;
| +3 Administration&amp;lt;br&amp;gt;+5 Science&lt;br /&gt;
| [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Leave the Cradle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org cooperate mid.png|70px]] Academy Envoys&lt;br /&gt;
| +8 Influence&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Xenology Research&lt;br /&gt;
| +3 Persuasion&amp;lt;br&amp;gt;+6 Administration&amp;lt;br&amp;gt;+2 Science&lt;br /&gt;
| [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] A Cooperative Resolution&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org exploit mid.png|70px]] Pherocyte Deployment Team&lt;br /&gt;
| +15 Influence&amp;lt;br&amp;gt;+2 Ops&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+20% Unity&amp;lt;br&amp;gt;+10% Spoils&amp;lt;br&amp;gt;+10% Social Science Research&lt;br /&gt;
| +15 Persuasion&amp;lt;br&amp;gt;+5 Espionage&amp;lt;br&amp;gt;+5 Investigation&amp;lt;br&amp;gt;+5 Administration&lt;br /&gt;
| [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Means to an End&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org appease mid.png|70px]] Reeducation Team&lt;br /&gt;
| +15 Influence&amp;lt;br&amp;gt;+2 Ops&amp;lt;br&amp;gt;+5% Unity&amp;lt;br&amp;gt;+10% Social Science Research&lt;br /&gt;
| +5 Persuasion&amp;lt;br&amp;gt;+3 Investigation&amp;lt;br&amp;gt;+6 Administration&lt;br /&gt;
| [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Appease the Invaders&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org resist mid.png|70px]] Special Activities Section&lt;br /&gt;
| +5 Influence&amp;lt;br&amp;gt;+4 Ops&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+5% Military&amp;lt;br&amp;gt;+10% Xenology Research&lt;br /&gt;
| +5 Espionage&amp;lt;br&amp;gt;+10 Command&amp;lt;br&amp;gt;+5 Investigation&amp;lt;br&amp;gt;+3 Administration&amp;lt;br&amp;gt;+3 Science&amp;lt;br&amp;gt;+3 Security&lt;br /&gt;
| [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] Defend the Earth&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org submit mid.png|70px]] The Shield of the Devoted&lt;br /&gt;
| +5 Influence&amp;lt;br&amp;gt;+4 Ops&amp;lt;br&amp;gt;+10% Unity&amp;lt;br&amp;gt;+10% Xenology Research&lt;br /&gt;
| +3 Persuasion&amp;lt;br&amp;gt;+5 Command&amp;lt;br&amp;gt;+6 Administration&amp;lt;br&amp;gt;+10 Security&lt;br /&gt;
| [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] Path to Paradise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Victory Orgs ====&lt;br /&gt;
Victory Orgs enable the final mission for their respective faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Organization !! Monthly Income !! Councilor Attribures !! Missions Gained !! Engineering Project&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org escape win.png|70px]] Bifrost Command Staff&lt;br /&gt;
| &lt;br /&gt;
| +3 Administration&lt;br /&gt;
| [[File:ICO mission escape on.png|24px]] Launch the Bifrost&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] The Great Journey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org resist win.png|70px]] Janus Section&lt;br /&gt;
| &lt;br /&gt;
| +3 Administration&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO mission resist on.png|24px]] Close the Gate&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] The Final Assault&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org cooperate win.png|70px]] Mission to the Hydra&lt;br /&gt;
| &lt;br /&gt;
| +3 Administration&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO mission cooperate on.png|24px]] Forge an Alliance&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] A Permanent Peace&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org destroy win.png|70px]] The Omega Solution&lt;br /&gt;
| &lt;br /&gt;
| +3 Administration&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO mission destroy on.png|24px]] Trigger the Weapon&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Kill the Hive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org exploit win.png|70px]] The Pherocyte Masters&lt;br /&gt;
| +30 Influence&amp;lt;br&amp;gt;+20% Unity&lt;br /&gt;
| +15 Persuasion&amp;lt;br&amp;gt;+10 Espionage&amp;lt;br&amp;gt;+5 Command&amp;lt;br&amp;gt;+5 Investigation&amp;lt;br&amp;gt;+3 Administration&lt;br /&gt;
| [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO mission exploit on.png|24px]] Tame the Enemy&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Enslave the Masters&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org appease win.png|70px]] The Protectorate Authority&lt;br /&gt;
| &lt;br /&gt;
| +3 Administration&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO sentinel on.png|24px]] Dominate Nation&amp;lt;br&amp;gt;[[File:ICO mission appease on.png|24px]] Claim Hegemony&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Coexistence Pact&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org submit win.png|70px]] The Sword of the Devoted&lt;br /&gt;
| &lt;br /&gt;
| +3 Administration&lt;br /&gt;
| [[File:ICO abductions on.png|24px]] Adbuctions&amp;lt;br&amp;gt;[[File:ICO mission submit on.png|24px]] Herald Our Masters&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] The One True Path&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=2749</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=2749"/>
		<updated>2023-01-09T19:25:33Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Policies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfil their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues between within these generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
A nation&#039;s Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.&lt;br /&gt;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Points in the Knowledge priority. It changes by -0.001 per 2 Investment Points in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. A low Government score increases the Cohesion resting point, a middle score lowers the Cohesion resting point, while a high score draws the Cohesion resting point towards a central value of 5, and simultaneously increases research production. A higher Government score also lowers the Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. A lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least two regions or are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Therefore, Norway is not a developed nation, but France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min(((10-education)^2)/10, ((10-democracy)^2)/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month, and even +1 per month if cohesion=0) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
Base unrest is calculated as &amp;lt;code&amp;gt;10.5 - cohesion - (gdp per capita / 10000)&amp;lt;/code&amp;gt; and then reduced by armies.&lt;br /&gt;
For each allied army present within the nation, if that army&#039;s owning nation&#039;s base investment points are positive, the base unrest is modified by that army&#039;s base unrest modification value.&lt;br /&gt;
&lt;br /&gt;
An army&#039;s base unrest modification value is &amp;lt;code&amp;gt;-1 * that army&#039;s strength (i.e. its health percentage from 0.0 to 1.0) / 10 * (10 - democracy)&amp;lt;/code&amp;gt;. So it scales from 100% to 0% applied as democracy goes from 0 to 10. It can then further be altered by that army&#039;s owning faction&#039;s &amp;lt;code&amp;gt;ArmyUnrestReductionImpact&amp;lt;/code&amp;gt; value, as may be applied from various effects (defined in TIEffectTemplate.json); however there don&#039;t appear to be any defined with an &amp;lt;code&amp;gt;ArmyUnrestReductionImpact&amp;lt;/code&amp;gt; context at the time of writing.&lt;br /&gt;
&lt;br /&gt;
For the Alien Nation, the base unrest is then further reduced by &amp;lt;code&amp;gt;the average of the the nation&#039;s regions&#039; xenoforming level (from 0 to 100) / 20&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of unrest; the Alien Nation cannot experience a coup but it can experience a revolution. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions will always occur if &amp;lt;code&amp;gt;unrest &amp;gt; 9.9&amp;lt;/code&amp;gt; when checked. A naturally occurring coup will never happen if &amp;lt;code&amp;gt;democracy &amp;gt;= 8&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;unrest &amp;lt; 8&amp;lt;/code&amp;gt;; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is &amp;lt;code&amp;gt;((unrest * 2 - cohesion - democracy) / 10 + elite unhappiness) / 6000&amp;lt;/code&amp;gt;. The elites&#039; unhappiness is zero if the spoils priority weight percentage matches or exceeds the nation&#039;s [[#Corruption|corruption]] or if one faction owns all the nation&#039;s control points and that faction&#039;s &amp;lt;code&amp;gt;popularity &amp;gt;= 65%&amp;lt;/code&amp;gt;; otherwise it is &amp;lt;code&amp;gt;corruption - spoils&amp;lt;/code&amp;gt; as value from 0.0 to 1.0.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering unrest and increasing cohesion, democracy and spoils (up to the corruption level). The spoils priority may often be ignored if the level of unrest in a country is sufficiently low and the democracy/cohesion sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-81 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 81-625 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 625-2401 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2401-6561 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6561-14641 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 14641+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs. Climate change has a negative effect on GDP based on the following states.&lt;br /&gt;
&lt;br /&gt;
-4.032% for every degree C below pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
-1.344% for every degree C above pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
Every completed iteration of the Economy investment priority with raise GDP by 2.5 base, +1 per resource region, +1 per economic core region, +0.2 per democracy, +0.2 per education, +2.5 for cohesion = 5, tapering off to 0 for cohesion = 0 and 10.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want more resource regions, more democracy, more education, and middling cohesion, as well as as many economic regions as possible.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not met.&lt;br /&gt;
&lt;br /&gt;
Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends regions with colonies have 50% the people who actually live there, and that resource and core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core economic and resource states than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. This has a great effect on population growth as described in the first section, as the GDP per capita calculation in that section is per region.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.33&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest above 2, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in their home regions decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another region decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
The overall formula is &amp;lt;code&amp;gt;(GDP in billions)^0.33 * (1 - max(unrest-2, 0)/10) - 0.5*(# navies) - 0.5*(# armies at home) - 1*(# armies abroad)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Miltech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! [[File:ICO army level.png|25px]] Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:&lt;br /&gt;
* [[File:Tech info icon.png|24px]] Cybernetics&lt;br /&gt;
* [[File:Tech info icon.png|24px]] Applied Artificial Intelligence&lt;br /&gt;
* [[File:Tech material icon.png|24px]] Next-Generation Aerospace&lt;br /&gt;
* [[File:Tech material icon.png|24px]] Diamondoids&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Terrestrial Military Science&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Networked Global Defense&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Coilguns&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Trans-Interface Warfare&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Future Tech: Military Science&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned regions with enemy forces present. Note that advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Education is one of the largest factors influences national research output aside from population.&lt;br /&gt;
&lt;br /&gt;
A) Base of 7.5 + Education Score&lt;br /&gt;
&lt;br /&gt;
B) Scales polynomially with population in millions: 0.0018 x Population&amp;lt;sup&amp;gt;1.1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C) Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.): GDP per capita / 15000, min: 1, max: 3.25&lt;br /&gt;
&lt;br /&gt;
D) Scales by education squared (country with education level of 10 produces 100x as much as one with a level of 1): Education&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
E) Scales by the fifth root of Democracy, with a floor of Democracy = 0.1: Democracy&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;, (min value 0.63, max value 1.58)&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 Cohesion, scales linearly to 125% at 5 Cohesion.&lt;br /&gt;
&lt;br /&gt;
G) 20% efficient at 10 unrest, 100% efficient at &amp;lt;2 unrest. Linear relationship. Same as IP efficiency.&lt;br /&gt;
&lt;br /&gt;
H) n% increase from science advisor bonus: 1% per science of first advisor, 0.5% per science of second advisor. 0.25% from 3rd etc&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E) × F × G × H&lt;br /&gt;
&lt;br /&gt;
This is, I think, the only value in the country interaction screen that scales directly with the population of a country. And boy does it scale.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Low Per Capita GDP&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Wars (max 5)&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most (max 5)&lt;br /&gt;
&lt;br /&gt;
==== Base Cohesion ====&lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)&amp;lt;sup&amp;gt;0.15&amp;lt;/sup&amp;gt;. 10 billion people would be a reduction of 4, 100 million would be -2, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 0.5 for every peer rival (More, equal or 1 fewer control points) up to a maximum of 5 Base Cohesion.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, Democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If Democracy &amp;lt;= 3.5:&lt;br /&gt;
&lt;br /&gt;
Base Cohesion is increased by 3.5&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;, and lowered by Democracy&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;, for a net gain of 0 at Democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Base Cohesion approaches 5 by 0.5 per level of Democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 3.5 and &amp;lt;= 6.5:&lt;br /&gt;
&lt;br /&gt;
Lower Base Cohesion by 3 at a Democracy score of 5, scaling linearly to 0 Base Cohesion at 3.5 and 6.5 Democracy: 2 × |5-Democracy| - 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 20.25 &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:ICO inequality.png|25px]] Inequality&lt;br /&gt;
| ≤ 4.5&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3.25 × [[File:ICO inequality.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.5&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3.25 × [[File:ICO inequality.png|25px]] + ([[File:ICO inequality.png|25px]] - 4.5)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Per-Capita GDP&lt;br /&gt;
| ≤ $6000&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1 × ($6000 - Per-Capita GDP) ÷ $1000&lt;br /&gt;
|-&lt;br /&gt;
| Population&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Population&amp;lt;sup&amp;gt;0.15&amp;lt;/sup&amp;gt; (in Mn)&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions&lt;br /&gt;
| &amp;gt; 1&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.25 × (Regions - 1)&lt;br /&gt;
|-&lt;br /&gt;
| Peer Rivals&lt;br /&gt;
| Max 10&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rival (at minimum 1 less Control Point)&lt;br /&gt;
|-&lt;br /&gt;
| Wars&lt;br /&gt;
| Max 5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 1 × War the Nation is involved in&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 🏛 Democracy&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 3.5&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt; - 🏛&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; 🏛 ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - 🏛)&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; 🏛 ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (🏛 - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × (🏛 - 6.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Public opinion is also tied to effective ideology of a nation]]&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied. &lt;br /&gt;
&lt;br /&gt;
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%&lt;br /&gt;
&lt;br /&gt;
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely.&lt;br /&gt;
&lt;br /&gt;
A nation united in the fight against the aliens will also see a reduced demand for spoils by the elites. Very high cohesion (&amp;gt;7) will lower the demand for spoils (as calculated depending on education and democracy) by up to 60% at maximum cohesion (10).&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investment Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation&#039;s total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Mission Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points, or 3 Control Points and 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &#039;&#039;The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical resources, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The &amp;quot;cost against cap&amp;quot; to hold each control point is equal to the monthly investment points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
* &#039;&#039;&#039;Warlords:&#039;&#039;&#039; Large bonus to &amp;quot;Increase Unrest&amp;quot; missions in the same nation.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Policy !! width=55% | Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove up to 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Creates a Federation with the targeted nation, or join theirs if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. For each priority category, half of the joining nation&#039;s progress is added to all of the receiving nation&#039;s progress. Education, Per Capita GDP and Inequality are averaged depending on population. Miltech is averaged based on the number of armies. If the joining nation has a space program, the absorbing nation gains it. If the absorbed country has a nuclear program and the joining nation does not, all nukes are lost. All breakaway nations of the joining nation become independent. May cause regions of the joining nation to secede if Cohesion is below 5. Government remains unchanged but if the joining nation has more Government score than the absorbing nation, Unrest increases by half of the difference.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France (leader), Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece, Denmark&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia (leader), Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unification===&lt;br /&gt;
If the capital region of an absorbed country (Kazakhstan inside Russia, Tigray inside Ethiopia, etc) is not claimed by the absorbing nation (e.g. EU with extra claims absorbing Russia), there&#039;s a chance the country becomes a breakaway, like Taiwan is at game start. The chance is 75% if the absorbed nation has 0 cohesion, scaling to 0% if the absorbed nation has 5 cohesion. This chance applies per region that happens to be a capital, and creates a breakaway state that takes all claimed regions with it.&lt;br /&gt;
&lt;br /&gt;
For instance, if the EU absorbed a Russia that had absorbed central asia, there are five regions they do not have claims on that happen to be capital regions; kyrgyzstan, tajikistan, uzbekistan, turkenistan, and nur-sultan. If Russia has a cohesion of 3, that means every one of these regions have a 30% chance of creating a breakaway. Kazakhstan would Almaty along for the ride. If the EU had a democracy score lower than 7, any armies stationed in breakaways would be destroyed. A democracy score higher than 7 means there is no breakaway state; the country just becomes independent.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects will increase the number of claims. The following claims exist at the start:&lt;br /&gt;
* [[File:Flag France.png|30px]] France has a claim on every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia has a claim on every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] The Czech Republic has a claim on [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] The United Kingdom has a claim on [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States have a claim on [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China has a claim on [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India has a claim on [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia has a claim on [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia has a claim on [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia has a claim on [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea has a claim on [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia has a claim on [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala has a claim on [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan has a claim on [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela has a claim on [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secede from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=2748</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=2748"/>
		<updated>2023-01-09T19:17:01Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Atrocity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Factions.png|thumb|400px|Goals and starting relations of all factions]]&lt;br /&gt;
With the nations of Earth unable to reach consensus on how to approach the alien arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.&lt;br /&gt;
&lt;br /&gt;
The inner leadership circle of each faction is its council. Councilors will go on missions to help you gain power over Earth&#039;s nations and discover the aliens&#039; goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build habitats and fleets in space.&lt;br /&gt;
&lt;br /&gt;
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and organizational structures removed, but ideas can&#039;t fully die. What matters is how much power the people holding those ideologies possess.&lt;br /&gt;
&lt;br /&gt;
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our Solar System. Objectives can also unlock special research projects and orgs for a faction.&lt;br /&gt;
&lt;br /&gt;
By using the Contact mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.&lt;br /&gt;
&lt;br /&gt;
== Trade Negotiations ==&lt;br /&gt;
Factions can begin trade negotiations with each other by using the Contact mission. They may trade resources, orgs, control points or council engineering projects. They can also form non-aggression pacts, which prevents two factions from using hostile missions or the declare war policy against each other&#039;s councilors and nations.&lt;br /&gt;
&lt;br /&gt;
Nations that are in conflict or at war with each other will reject trade negotiations.&lt;br /&gt;
&lt;br /&gt;
== Atrocity ==&lt;br /&gt;
Atrocities are actions that will permanently lower Public Opinion in every nation for a certain faction, as well as the loyalty of councilors with the Ethical and Pacifist traits. The following actions will create atrocities:&lt;br /&gt;
* Completing a Nuclear Weapons priority for the first time in a nation&lt;br /&gt;
* Using a Strategic Nuclear Barrage&lt;br /&gt;
* Razing a region with an army or fleet&lt;br /&gt;
* Bombarding a mission control facility or launch facility&lt;br /&gt;
* Destroying a hab with civilian modules&lt;br /&gt;
* Various random events&lt;br /&gt;
&lt;br /&gt;
Atricities may also be caused by failing Assassinate and Increase Unrest missions.&lt;br /&gt;
&lt;br /&gt;
== Human Factions ==&lt;br /&gt;
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation&#039;s population having different beliefs. Factions with ideology supportive to the aliens will eventually be able to transfer territory to the alien nation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! rowspan=2 | Leader !! rowspan=2 | Agenda !! colspan=2 | Ideology !! rowspan=2 | Default names !! rowspan=2 | Ship color&lt;br /&gt;
|-&lt;br /&gt;
! Humanity !! Aliens&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|80px]] [[The Resistance]]&lt;br /&gt;
| [[File:F AFR 04 icon.png|80px]] [[Commander Fiona Ayouade]]&lt;br /&gt;
| Protect humanity by resisting the alien invasion&lt;br /&gt;
| Realist&lt;br /&gt;
| Somewhat hostile&lt;br /&gt;
| Small ships after heroes&amp;lt;br&amp;gt;Medium ships after qualities&amp;lt;br&amp;gt;Large ships after battles&amp;lt;br&amp;gt;Habs after commanders&lt;br /&gt;
| White&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|80px]] [[The Servants]]&lt;br /&gt;
| [[File:F EUR 06 icon.png|80px]] [[Superior Judith Howell]]&lt;br /&gt;
| Support the aliens by any means necessary&lt;br /&gt;
| Idealist&lt;br /&gt;
| Very supportive&lt;br /&gt;
| Small ships after mythical beasts&amp;lt;br&amp;gt;Medium ships after phenomena&amp;lt;br&amp;gt;Large ships after mythologies&amp;lt;br&amp;gt;Habs after monuments&lt;br /&gt;
| Black&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|80px]] [[The Initiative]]&lt;br /&gt;
| [[File:M EUR 06 icon.png|80px]] [[Chairman Soren Van Wyk]]&lt;br /&gt;
| Exploit the alien arrival to gain power&lt;br /&gt;
| Cynical&lt;br /&gt;
| Neutral&lt;br /&gt;
| Small ships after fish&amp;lt;br&amp;gt;Medium ships after rivers&amp;lt;br&amp;gt;Large ships after water bodies&amp;lt;br&amp;gt;Habs after explorers&lt;br /&gt;
| Orange&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|80px]] [[Project Exodus]]&lt;br /&gt;
| [[File:M ASI 11 icon.png|80px]] [[Director Khalid Al-Ashgar]]&lt;br /&gt;
| Escape the aliens by sending humans to other stars&lt;br /&gt;
| Idealist&lt;br /&gt;
| Hostile&lt;br /&gt;
| Small ships after birds&amp;lt;br&amp;gt;Medium ships after astronomy objects&amp;lt;br&amp;gt;Large ships after famous ships&amp;lt;br&amp;gt;Habs after astronauts&lt;br /&gt;
| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|80px]] [[The Academy]]&lt;br /&gt;
| [[File:F EAS 06 icon.png|80px]] [[Chancellor Li Qingzhao]]&lt;br /&gt;
| Convince the aliens that we are equal&lt;br /&gt;
| Idealist&lt;br /&gt;
| Somewhat supportive&lt;br /&gt;
| Small ships after land animals&amp;lt;br&amp;gt;Medium ships after scientists&amp;lt;br&amp;gt;Large ships after explorations&amp;lt;br&amp;gt;Habs after exemplars&lt;br /&gt;
| Olive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|80px]] [[Humanity First]]&lt;br /&gt;
| [[File:M HIS 03 icon.png|80px]] [[Colonel Hanse Castillo]]&lt;br /&gt;
| Eradicate the aliens and all who support them&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Very hostile&lt;br /&gt;
| Small ships after weapons&amp;lt;br&amp;gt;Medium ships after warriors&amp;lt;br&amp;gt;Large ships after scary things&amp;lt;br&amp;gt;Habs after mountains&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|80px]] [[The Protectorate]]&lt;br /&gt;
| [[File:M ASI 12 icon.png|80px]] [[Commissioner Kiran Banerjee]]&lt;br /&gt;
| Protect humanity by appeasing the aliens&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Supportive&lt;br /&gt;
| Small ships after cities&amp;lt;br&amp;gt;Medium ships after regions&amp;lt;br&amp;gt;Large ships after landmasses&amp;lt;br&amp;gt;Habs after leaders&lt;br /&gt;
| Blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Campaign Objectives ==&lt;br /&gt;
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! No !! colspan=2 | Objective&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Investigate Alien Crash || width=70% | Have a councilor conduct the Investigate Alien Activity mission at the crash site.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Signatures || When it becomes available, reseach the Alien Signatures project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Investigate Alien Abductions || Conduct Surveil Location missions in regions near any alien crash sites. If abductions are detected, send a councilor on an Investigate Alien Activity mission to that location.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Alien Origin || Research the Skywatch and Deep System Skywatch global technologies, and then the Alien Origin project when it becomes available.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Salvage Alien Technology || Successfully engage one of the following alien assets: facility, landed UFO, habitat, warship, or army.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 4 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Methods || When it becomes available, reseach the Alien Methods project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Alien Technology || When it becomes available, reseach the Alien Technology project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 5 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Investigate Returned Abductees || Conduct Surveil Location missions in areas with a suspected alien presence. If evidence of alien influence on the populate or leaders is detected, send a councilor on an Investigate Alien Activity mission to that location.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Begin The Search || Research the Advanced Neural Networks and Directed Space Research global technologies, and then the Deep Space Telescope project when it becomes available. Construct a Deep Space Telescope module at one of your habs.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Operations || When it becomes available, reseach the Alien Operations project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 7 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Movements || When it becomes available, reseach the Alien Movements project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Set Our Goal || Research the faction&#039;s unique org project. For The Initiative additional objectives must be completed before the project appears.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Salvage Alien Warship || Engage and defeat an alien warship, then research the Salvage Alien Warship project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 8 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Acquire An Alien Corpus || Detect an alien operative on Earth and conduct an Assassinate mission against it. It may also be possible to locate an Alien Facility in an Earth region and conduct an Assault Alien Asset mission against it or detect and capture an alien hab out in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Exotics || When it becomes available, reseach the Exotic Materials project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Contact The Aliens || Detect an alien operative on Earth and conduct a Contact mission against it.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 9 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Hydra Biology || When it becomes available, reseach the Hydra Biology project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Exotic Hybrids || Research the Quantum Computing global technology, and then the Exotic Hybrid Systems project when it becomes available.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Learn Their Language || When it becomes available, reseach the Hydra Language project. For The Academy additional objectives must be completed before the project appears.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 10 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Hydra Pherocytes || When it becomes available, reseach the Pherocytes project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Conduct Diplomacy With The Aliens || When it becomes available, reseach the Hydra Diplomacy project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 11 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Hydra Containment || When it becomes available, reseach the Alien Containment project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Learn Their Demands || When it becomes available, reseach the Their Demands project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|25px]] Prepare the Alien Nation || When it becomes available, reseach the The Alien Nation project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 12 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Capture A Live Hydra || Detect an alien operative on Earth and conduct a Detain mission against it. It may also be possible to locate an Alien Facility in an Earth region and conduct an Assault Alien Asset mission against it or detect and capture an alien hab out in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|25px]] Research The One True Path || When it becomes available, reseach the The One True Path project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|25px]] Develop Coexistence Pact || When it becomes available, reseach the Coexistence Pact project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 13 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Communicate With Captured Hydra || When it becomes available, reseach the Hydra Language project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|25px]] Build The Sentinels || Construct 10 Sentinel Complex modules on stations in Low Earth Orbit.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Interrogate The Captive Hydra || When it becomes available, reseach the Hydra Interrogation project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 15 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Wormholes || When it becomes available, reseach the Wormholes project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]] Learn Their Weakness || When it becomes available, reseach the Their Weakness project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]] Research Pherocyte Resistance || When it becomes available, reseach the Pherocyte Resistance project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Determine Their Purpose || When it becomes available, reseach the Their Purpose project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] A New Home || When it becomes available, reseach the A New Home project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 16 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research The Choke Point || When it becomes available, reseach the The Choke Point project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]] Research Hydra Biowarfare || When it becomes available, reseach the Hydra Biowarfare project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|25px]] Research Pherocyte Mastery || When it becomes available, reseach the Pherocyte Mastery project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Plot The Great Journey || When it becomes available, reseach the The Great Journey project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 17 || [[File:FAC DestroyCouncil 128.png|25px]] Prepare To Kill The Hive || When it becomes available, reseach the Kill the Hive project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Construct The Bifrost || Construct an Interstellar Launch Facility module at one of your habs.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]] Research A Permanent Peace || When it becomes available, reseach the A Permanent Peace project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|25px]] Prepare The Final Assault || When it becomes available, reseach the The Final Assault project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|25px]] Prepare To Enslave The Masters || When it becomes available, reseach the Enslave the Masters project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Victory Objectives ===&lt;br /&gt;
Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Objective !! Org !! Mission !! width=55% | Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] Assert Alien Hegemony&lt;br /&gt;
| [[File:Org submit win.png|40px]] The Sword of the Devoted&lt;br /&gt;
| [[File:ICO mission submit on.png|40px]] Herald Our Masters&lt;br /&gt;
| &lt;br /&gt;
* New York region&lt;br /&gt;
* Aliens control regions containing at least 65% of Earth&#039;s population.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be at least 80% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] Close The Gate&lt;br /&gt;
| [[File:Org resist win.png|40px]] Janus Section&lt;br /&gt;
| [[File:ICO mission resist on.png|40px]] Close the Gate&lt;br /&gt;
| &lt;br /&gt;
* Aliens control 0% of Earth&#039;s regions.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be no more than 25% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Earth Is Not Enough&lt;br /&gt;
| [[File:Org exploit win.png|40px]] The Pherocyte Masters&lt;br /&gt;
| [[File:ICO mission exploit on.png|40px]] Tame the Enemy&lt;br /&gt;
| &lt;br /&gt;
* Faction controls regions with 50% of Earth&#039;s population.&lt;br /&gt;
* Faction controls 65% of all control point values on Earth.&lt;br /&gt;
* The combined fleet power of all enemy factions must be no more than 25% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Kill Them All&lt;br /&gt;
| [[File:Org destroy win.png|40px]] The Omega Solution&lt;br /&gt;
| [[File:ICO mission destroy on.png|40px]] Trigger the Weapon&lt;br /&gt;
| &lt;br /&gt;
* The aliens must control no more than 0% of Earth&#039;s regions.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be no more than 20% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
* Aliens and pro-aliens must control no more than 20% of Earth&#039;s regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Launch&lt;br /&gt;
| [[File:Org escape win.png|40px]] Bifrost Command Staff&lt;br /&gt;
| [[File:ICO mission escape on.png|40px]] Launch the Bifrost&lt;br /&gt;
| &lt;br /&gt;
* Interstellar Launch Facility module&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Pacify The Earth&lt;br /&gt;
| [[File:Org appease win.png|40px]] The Protectorate Authority&lt;br /&gt;
| [[File:ICO mission appease on.png|40px]] Claim Hegemony&lt;br /&gt;
| &lt;br /&gt;
* 10 Sentinel Complex modules&lt;br /&gt;
* Faction controls regions with 50% of Earth&#039;s population.&lt;br /&gt;
* Faction controls 65% of all control point values on Earth.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be at least 70% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] Send Out Envoys Through The Wormhole&lt;br /&gt;
| [[File:Org cooperate win.png|40px]] Mission to the Hydra&lt;br /&gt;
| [[File:ICO mission cooperate on.png|40px]] Forge an Alliance&lt;br /&gt;
| &lt;br /&gt;
* Faction controls regions with 75% of the Earth&#039;s population.&lt;br /&gt;
* Faction controls 75% of all control point values on Earth.&lt;br /&gt;
* The combined fleet power of all enemy factions must be no more than 25% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Most Threatening Faction ==&lt;br /&gt;
All factions will slowly begin to target the most threatening faction in the game. The most threatening faction is the one that has the highest threat score, calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
control points + (sum of all armies&#039; Miltech * 0.5) + active hab modules + objectives completed&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=2747</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=2747"/>
		<updated>2023-01-09T19:15:27Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Atrocity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Factions.png|thumb|400px|Goals and starting relations of all factions]]&lt;br /&gt;
With the nations of Earth unable to reach consensus on how to approach the alien arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.&lt;br /&gt;
&lt;br /&gt;
The inner leadership circle of each faction is its council. Councilors will go on missions to help you gain power over Earth&#039;s nations and discover the aliens&#039; goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build habitats and fleets in space.&lt;br /&gt;
&lt;br /&gt;
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and organizational structures removed, but ideas can&#039;t fully die. What matters is how much power the people holding those ideologies possess.&lt;br /&gt;
&lt;br /&gt;
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our Solar System. Objectives can also unlock special research projects and orgs for a faction.&lt;br /&gt;
&lt;br /&gt;
By using the Contact mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.&lt;br /&gt;
&lt;br /&gt;
== Trade Negotiations ==&lt;br /&gt;
Factions can begin trade negotiations with each other by using the Contact mission. They may trade resources, orgs, control points or council engineering projects. They can also form non-aggression pacts, which prevents two factions from using hostile missions or the declare war policy against each other&#039;s councilors and nations.&lt;br /&gt;
&lt;br /&gt;
Nations that are in conflict or at war with each other will reject trade negotiations.&lt;br /&gt;
&lt;br /&gt;
== Atrocity ==&lt;br /&gt;
Atrocities are actions that will permanently lower Public Opinion in every nation for a certain faction, as well as the loyalty of councilors with the Ethical and Pacifist traits. The following actions will create atrocities:&lt;br /&gt;
* Completing a Nuclear Weapons priority for the first time in a nation&lt;br /&gt;
* Using a Strategic Nuclear Barrage&lt;br /&gt;
* Razing a region with an army or fleet&lt;br /&gt;
* Bombarding a mission control facility or launch facility&lt;br /&gt;
* Various random events&lt;br /&gt;
&lt;br /&gt;
Atricities may also be caused by failing Assassinate and Increase Unrest missions.&lt;br /&gt;
&lt;br /&gt;
== Human Factions ==&lt;br /&gt;
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation&#039;s population having different beliefs. Factions with ideology supportive to the aliens will eventually be able to transfer territory to the alien nation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! rowspan=2 | Leader !! rowspan=2 | Agenda !! colspan=2 | Ideology !! rowspan=2 | Default names !! rowspan=2 | Ship color&lt;br /&gt;
|-&lt;br /&gt;
! Humanity !! Aliens&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|80px]] [[The Resistance]]&lt;br /&gt;
| [[File:F AFR 04 icon.png|80px]] [[Commander Fiona Ayouade]]&lt;br /&gt;
| Protect humanity by resisting the alien invasion&lt;br /&gt;
| Realist&lt;br /&gt;
| Somewhat hostile&lt;br /&gt;
| Small ships after heroes&amp;lt;br&amp;gt;Medium ships after qualities&amp;lt;br&amp;gt;Large ships after battles&amp;lt;br&amp;gt;Habs after commanders&lt;br /&gt;
| White&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|80px]] [[The Servants]]&lt;br /&gt;
| [[File:F EUR 06 icon.png|80px]] [[Superior Judith Howell]]&lt;br /&gt;
| Support the aliens by any means necessary&lt;br /&gt;
| Idealist&lt;br /&gt;
| Very supportive&lt;br /&gt;
| Small ships after mythical beasts&amp;lt;br&amp;gt;Medium ships after phenomena&amp;lt;br&amp;gt;Large ships after mythologies&amp;lt;br&amp;gt;Habs after monuments&lt;br /&gt;
| Black&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|80px]] [[The Initiative]]&lt;br /&gt;
| [[File:M EUR 06 icon.png|80px]] [[Chairman Soren Van Wyk]]&lt;br /&gt;
| Exploit the alien arrival to gain power&lt;br /&gt;
| Cynical&lt;br /&gt;
| Neutral&lt;br /&gt;
| Small ships after fish&amp;lt;br&amp;gt;Medium ships after rivers&amp;lt;br&amp;gt;Large ships after water bodies&amp;lt;br&amp;gt;Habs after explorers&lt;br /&gt;
| Orange&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|80px]] [[Project Exodus]]&lt;br /&gt;
| [[File:M ASI 11 icon.png|80px]] [[Director Khalid Al-Ashgar]]&lt;br /&gt;
| Escape the aliens by sending humans to other stars&lt;br /&gt;
| Idealist&lt;br /&gt;
| Hostile&lt;br /&gt;
| Small ships after birds&amp;lt;br&amp;gt;Medium ships after astronomy objects&amp;lt;br&amp;gt;Large ships after famous ships&amp;lt;br&amp;gt;Habs after astronauts&lt;br /&gt;
| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|80px]] [[The Academy]]&lt;br /&gt;
| [[File:F EAS 06 icon.png|80px]] [[Chancellor Li Qingzhao]]&lt;br /&gt;
| Convince the aliens that we are equal&lt;br /&gt;
| Idealist&lt;br /&gt;
| Somewhat supportive&lt;br /&gt;
| Small ships after land animals&amp;lt;br&amp;gt;Medium ships after scientists&amp;lt;br&amp;gt;Large ships after explorations&amp;lt;br&amp;gt;Habs after exemplars&lt;br /&gt;
| Olive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|80px]] [[Humanity First]]&lt;br /&gt;
| [[File:M HIS 03 icon.png|80px]] [[Colonel Hanse Castillo]]&lt;br /&gt;
| Eradicate the aliens and all who support them&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Very hostile&lt;br /&gt;
| Small ships after weapons&amp;lt;br&amp;gt;Medium ships after warriors&amp;lt;br&amp;gt;Large ships after scary things&amp;lt;br&amp;gt;Habs after mountains&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|80px]] [[The Protectorate]]&lt;br /&gt;
| [[File:M ASI 12 icon.png|80px]] [[Commissioner Kiran Banerjee]]&lt;br /&gt;
| Protect humanity by appeasing the aliens&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Supportive&lt;br /&gt;
| Small ships after cities&amp;lt;br&amp;gt;Medium ships after regions&amp;lt;br&amp;gt;Large ships after landmasses&amp;lt;br&amp;gt;Habs after leaders&lt;br /&gt;
| Blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Campaign Objectives ==&lt;br /&gt;
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! No !! colspan=2 | Objective&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Investigate Alien Crash || width=70% | Have a councilor conduct the Investigate Alien Activity mission at the crash site.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Signatures || When it becomes available, reseach the Alien Signatures project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Investigate Alien Abductions || Conduct Surveil Location missions in regions near any alien crash sites. If abductions are detected, send a councilor on an Investigate Alien Activity mission to that location.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Alien Origin || Research the Skywatch and Deep System Skywatch global technologies, and then the Alien Origin project when it becomes available.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Salvage Alien Technology || Successfully engage one of the following alien assets: facility, landed UFO, habitat, warship, or army.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 4 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Methods || When it becomes available, reseach the Alien Methods project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Alien Technology || When it becomes available, reseach the Alien Technology project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 5 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Investigate Returned Abductees || Conduct Surveil Location missions in areas with a suspected alien presence. If evidence of alien influence on the populate or leaders is detected, send a councilor on an Investigate Alien Activity mission to that location.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Begin The Search || Research the Advanced Neural Networks and Directed Space Research global technologies, and then the Deep Space Telescope project when it becomes available. Construct a Deep Space Telescope module at one of your habs.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Operations || When it becomes available, reseach the Alien Operations project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 7 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Movements || When it becomes available, reseach the Alien Movements project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Set Our Goal || Research the faction&#039;s unique org project. For The Initiative additional objectives must be completed before the project appears.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Salvage Alien Warship || Engage and defeat an alien warship, then research the Salvage Alien Warship project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 8 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Acquire An Alien Corpus || Detect an alien operative on Earth and conduct an Assassinate mission against it. It may also be possible to locate an Alien Facility in an Earth region and conduct an Assault Alien Asset mission against it or detect and capture an alien hab out in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Exotics || When it becomes available, reseach the Exotic Materials project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Contact The Aliens || Detect an alien operative on Earth and conduct a Contact mission against it.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 9 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Hydra Biology || When it becomes available, reseach the Hydra Biology project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Exotic Hybrids || Research the Quantum Computing global technology, and then the Exotic Hybrid Systems project when it becomes available.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Learn Their Language || When it becomes available, reseach the Hydra Language project. For The Academy additional objectives must be completed before the project appears.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 10 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Hydra Pherocytes || When it becomes available, reseach the Pherocytes project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Conduct Diplomacy With The Aliens || When it becomes available, reseach the Hydra Diplomacy project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 11 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Hydra Containment || When it becomes available, reseach the Alien Containment project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Learn Their Demands || When it becomes available, reseach the Their Demands project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|25px]] Prepare the Alien Nation || When it becomes available, reseach the The Alien Nation project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 12 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Capture A Live Hydra || Detect an alien operative on Earth and conduct a Detain mission against it. It may also be possible to locate an Alien Facility in an Earth region and conduct an Assault Alien Asset mission against it or detect and capture an alien hab out in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|25px]] Research The One True Path || When it becomes available, reseach the The One True Path project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|25px]] Develop Coexistence Pact || When it becomes available, reseach the Coexistence Pact project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 13 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Communicate With Captured Hydra || When it becomes available, reseach the Hydra Language project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|25px]] Build The Sentinels || Construct 10 Sentinel Complex modules on stations in Low Earth Orbit.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Interrogate The Captive Hydra || When it becomes available, reseach the Hydra Interrogation project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 15 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Wormholes || When it becomes available, reseach the Wormholes project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]] Learn Their Weakness || When it becomes available, reseach the Their Weakness project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]] Research Pherocyte Resistance || When it becomes available, reseach the Pherocyte Resistance project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Determine Their Purpose || When it becomes available, reseach the Their Purpose project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] A New Home || When it becomes available, reseach the A New Home project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 16 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research The Choke Point || When it becomes available, reseach the The Choke Point project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]] Research Hydra Biowarfare || When it becomes available, reseach the Hydra Biowarfare project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|25px]] Research Pherocyte Mastery || When it becomes available, reseach the Pherocyte Mastery project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Plot The Great Journey || When it becomes available, reseach the The Great Journey project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 17 || [[File:FAC DestroyCouncil 128.png|25px]] Prepare To Kill The Hive || When it becomes available, reseach the Kill the Hive project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Construct The Bifrost || Construct an Interstellar Launch Facility module at one of your habs.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]] Research A Permanent Peace || When it becomes available, reseach the A Permanent Peace project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|25px]] Prepare The Final Assault || When it becomes available, reseach the The Final Assault project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|25px]] Prepare To Enslave The Masters || When it becomes available, reseach the Enslave the Masters project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Victory Objectives ===&lt;br /&gt;
Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Objective !! Org !! Mission !! width=55% | Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] Assert Alien Hegemony&lt;br /&gt;
| [[File:Org submit win.png|40px]] The Sword of the Devoted&lt;br /&gt;
| [[File:ICO mission submit on.png|40px]] Herald Our Masters&lt;br /&gt;
| &lt;br /&gt;
* New York region&lt;br /&gt;
* Aliens control regions containing at least 65% of Earth&#039;s population.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be at least 80% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] Close The Gate&lt;br /&gt;
| [[File:Org resist win.png|40px]] Janus Section&lt;br /&gt;
| [[File:ICO mission resist on.png|40px]] Close the Gate&lt;br /&gt;
| &lt;br /&gt;
* Aliens control 0% of Earth&#039;s regions.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be no more than 25% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Earth Is Not Enough&lt;br /&gt;
| [[File:Org exploit win.png|40px]] The Pherocyte Masters&lt;br /&gt;
| [[File:ICO mission exploit on.png|40px]] Tame the Enemy&lt;br /&gt;
| &lt;br /&gt;
* Faction controls regions with 50% of Earth&#039;s population.&lt;br /&gt;
* Faction controls 65% of all control point values on Earth.&lt;br /&gt;
* The combined fleet power of all enemy factions must be no more than 25% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Kill Them All&lt;br /&gt;
| [[File:Org destroy win.png|40px]] The Omega Solution&lt;br /&gt;
| [[File:ICO mission destroy on.png|40px]] Trigger the Weapon&lt;br /&gt;
| &lt;br /&gt;
* The aliens must control no more than 0% of Earth&#039;s regions.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be no more than 20% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
* Aliens and pro-aliens must control no more than 20% of Earth&#039;s regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Launch&lt;br /&gt;
| [[File:Org escape win.png|40px]] Bifrost Command Staff&lt;br /&gt;
| [[File:ICO mission escape on.png|40px]] Launch the Bifrost&lt;br /&gt;
| &lt;br /&gt;
* Interstellar Launch Facility module&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Pacify The Earth&lt;br /&gt;
| [[File:Org appease win.png|40px]] The Protectorate Authority&lt;br /&gt;
| [[File:ICO mission appease on.png|40px]] Claim Hegemony&lt;br /&gt;
| &lt;br /&gt;
* 10 Sentinel Complex modules&lt;br /&gt;
* Faction controls regions with 50% of Earth&#039;s population.&lt;br /&gt;
* Faction controls 65% of all control point values on Earth.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be at least 70% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] Send Out Envoys Through The Wormhole&lt;br /&gt;
| [[File:Org cooperate win.png|40px]] Mission to the Hydra&lt;br /&gt;
| [[File:ICO mission cooperate on.png|40px]] Forge an Alliance&lt;br /&gt;
| &lt;br /&gt;
* Faction controls regions with 75% of the Earth&#039;s population.&lt;br /&gt;
* Faction controls 75% of all control point values on Earth.&lt;br /&gt;
* The combined fleet power of all enemy factions must be no more than 25% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Most Threatening Faction ==&lt;br /&gt;
All factions will slowly begin to target the most threatening faction in the game. The most threatening faction is the one that has the highest threat score, calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
control points + (sum of all armies&#039; Miltech * 0.5) + active hab modules + objectives completed&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=2746</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=2746"/>
		<updated>2023-01-09T19:13:07Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Atrocity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Factions.png|thumb|400px|Goals and starting relations of all factions]]&lt;br /&gt;
With the nations of Earth unable to reach consensus on how to approach the alien arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.&lt;br /&gt;
&lt;br /&gt;
The inner leadership circle of each faction is its council. Councilors will go on missions to help you gain power over Earth&#039;s nations and discover the aliens&#039; goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build habitats and fleets in space.&lt;br /&gt;
&lt;br /&gt;
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and organizational structures removed, but ideas can&#039;t fully die. What matters is how much power the people holding those ideologies possess.&lt;br /&gt;
&lt;br /&gt;
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our Solar System. Objectives can also unlock special research projects and orgs for a faction.&lt;br /&gt;
&lt;br /&gt;
By using the Contact mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.&lt;br /&gt;
&lt;br /&gt;
== Trade Negotiations ==&lt;br /&gt;
Factions can begin trade negotiations with each other by using the Contact mission. They may trade resources, orgs, control points or council engineering projects. They can also form non-aggression pacts, which prevents two factions from using hostile missions or the declare war policy against each other&#039;s councilors and nations.&lt;br /&gt;
&lt;br /&gt;
Nations that are in conflict or at war with each other will reject trade negotiations.&lt;br /&gt;
&lt;br /&gt;
== Atrocity ==&lt;br /&gt;
Atrocities are actions that will permanently lower Public Opinion in every nation for a certain faction, as well as the loyalty of councilors with the Ethical and Pacifist traits. The following actions will create atrocities:&lt;br /&gt;
* Completing a Nuclear Weapons priority for the first time in a nation&lt;br /&gt;
* Using a Strategic Nuclear Barrage&lt;br /&gt;
* Razing a region with an army or fleet&lt;br /&gt;
* Various random events&lt;br /&gt;
&lt;br /&gt;
Atricities may also be caused by failing Assassinate and Increase Unrest missions.&lt;br /&gt;
&lt;br /&gt;
== Human Factions ==&lt;br /&gt;
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation&#039;s population having different beliefs. Factions with ideology supportive to the aliens will eventually be able to transfer territory to the alien nation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! rowspan=2 | Leader !! rowspan=2 | Agenda !! colspan=2 | Ideology !! rowspan=2 | Default names !! rowspan=2 | Ship color&lt;br /&gt;
|-&lt;br /&gt;
! Humanity !! Aliens&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|80px]] [[The Resistance]]&lt;br /&gt;
| [[File:F AFR 04 icon.png|80px]] [[Commander Fiona Ayouade]]&lt;br /&gt;
| Protect humanity by resisting the alien invasion&lt;br /&gt;
| Realist&lt;br /&gt;
| Somewhat hostile&lt;br /&gt;
| Small ships after heroes&amp;lt;br&amp;gt;Medium ships after qualities&amp;lt;br&amp;gt;Large ships after battles&amp;lt;br&amp;gt;Habs after commanders&lt;br /&gt;
| White&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|80px]] [[The Servants]]&lt;br /&gt;
| [[File:F EUR 06 icon.png|80px]] [[Superior Judith Howell]]&lt;br /&gt;
| Support the aliens by any means necessary&lt;br /&gt;
| Idealist&lt;br /&gt;
| Very supportive&lt;br /&gt;
| Small ships after mythical beasts&amp;lt;br&amp;gt;Medium ships after phenomena&amp;lt;br&amp;gt;Large ships after mythologies&amp;lt;br&amp;gt;Habs after monuments&lt;br /&gt;
| Black&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|80px]] [[The Initiative]]&lt;br /&gt;
| [[File:M EUR 06 icon.png|80px]] [[Chairman Soren Van Wyk]]&lt;br /&gt;
| Exploit the alien arrival to gain power&lt;br /&gt;
| Cynical&lt;br /&gt;
| Neutral&lt;br /&gt;
| Small ships after fish&amp;lt;br&amp;gt;Medium ships after rivers&amp;lt;br&amp;gt;Large ships after water bodies&amp;lt;br&amp;gt;Habs after explorers&lt;br /&gt;
| Orange&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|80px]] [[Project Exodus]]&lt;br /&gt;
| [[File:M ASI 11 icon.png|80px]] [[Director Khalid Al-Ashgar]]&lt;br /&gt;
| Escape the aliens by sending humans to other stars&lt;br /&gt;
| Idealist&lt;br /&gt;
| Hostile&lt;br /&gt;
| Small ships after birds&amp;lt;br&amp;gt;Medium ships after astronomy objects&amp;lt;br&amp;gt;Large ships after famous ships&amp;lt;br&amp;gt;Habs after astronauts&lt;br /&gt;
| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|80px]] [[The Academy]]&lt;br /&gt;
| [[File:F EAS 06 icon.png|80px]] [[Chancellor Li Qingzhao]]&lt;br /&gt;
| Convince the aliens that we are equal&lt;br /&gt;
| Idealist&lt;br /&gt;
| Somewhat supportive&lt;br /&gt;
| Small ships after land animals&amp;lt;br&amp;gt;Medium ships after scientists&amp;lt;br&amp;gt;Large ships after explorations&amp;lt;br&amp;gt;Habs after exemplars&lt;br /&gt;
| Olive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|80px]] [[Humanity First]]&lt;br /&gt;
| [[File:M HIS 03 icon.png|80px]] [[Colonel Hanse Castillo]]&lt;br /&gt;
| Eradicate the aliens and all who support them&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Very hostile&lt;br /&gt;
| Small ships after weapons&amp;lt;br&amp;gt;Medium ships after warriors&amp;lt;br&amp;gt;Large ships after scary things&amp;lt;br&amp;gt;Habs after mountains&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|80px]] [[The Protectorate]]&lt;br /&gt;
| [[File:M ASI 12 icon.png|80px]] [[Commissioner Kiran Banerjee]]&lt;br /&gt;
| Protect humanity by appeasing the aliens&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Supportive&lt;br /&gt;
| Small ships after cities&amp;lt;br&amp;gt;Medium ships after regions&amp;lt;br&amp;gt;Large ships after landmasses&amp;lt;br&amp;gt;Habs after leaders&lt;br /&gt;
| Blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Campaign Objectives ==&lt;br /&gt;
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! No !! colspan=2 | Objective&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Investigate Alien Crash || width=70% | Have a councilor conduct the Investigate Alien Activity mission at the crash site.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Signatures || When it becomes available, reseach the Alien Signatures project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Investigate Alien Abductions || Conduct Surveil Location missions in regions near any alien crash sites. If abductions are detected, send a councilor on an Investigate Alien Activity mission to that location.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Alien Origin || Research the Skywatch and Deep System Skywatch global technologies, and then the Alien Origin project when it becomes available.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Salvage Alien Technology || Successfully engage one of the following alien assets: facility, landed UFO, habitat, warship, or army.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 4 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Methods || When it becomes available, reseach the Alien Methods project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Alien Technology || When it becomes available, reseach the Alien Technology project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 5 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Investigate Returned Abductees || Conduct Surveil Location missions in areas with a suspected alien presence. If evidence of alien influence on the populate or leaders is detected, send a councilor on an Investigate Alien Activity mission to that location.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Begin The Search || Research the Advanced Neural Networks and Directed Space Research global technologies, and then the Deep Space Telescope project when it becomes available. Construct a Deep Space Telescope module at one of your habs.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Operations || When it becomes available, reseach the Alien Operations project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 7 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Research Alien Movements || When it becomes available, reseach the Alien Movements project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Set Our Goal || Research the faction&#039;s unique org project. For The Initiative additional objectives must be completed before the project appears.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Salvage Alien Warship || Engage and defeat an alien warship, then research the Salvage Alien Warship project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 8 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Acquire An Alien Corpus || Detect an alien operative on Earth and conduct an Assassinate mission against it. It may also be possible to locate an Alien Facility in an Earth region and conduct an Assault Alien Asset mission against it or detect and capture an alien hab out in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Exotics || When it becomes available, reseach the Exotic Materials project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Contact The Aliens || Detect an alien operative on Earth and conduct a Contact mission against it.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 9 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Hydra Biology || When it becomes available, reseach the Hydra Biology project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Exotic Hybrids || Research the Quantum Computing global technology, and then the Exotic Hybrid Systems project when it becomes available.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Learn Their Language || When it becomes available, reseach the Hydra Language project. For The Academy additional objectives must be completed before the project appears.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 10 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Hydra Pherocytes || When it becomes available, reseach the Pherocytes project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Conduct Diplomacy With The Aliens || When it becomes available, reseach the Hydra Diplomacy project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 11 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Hydra Containment || When it becomes available, reseach the Alien Containment project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC AppeaseCouncil 128.png|25px]][[File:FAC SubmitCouncil 128.png|25px]] Learn Their Demands || When it becomes available, reseach the Their Demands project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|25px]] Prepare the Alien Nation || When it becomes available, reseach the The Alien Nation project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 12 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Capture A Live Hydra || Detect an alien operative on Earth and conduct a Detain mission against it. It may also be possible to locate an Alien Facility in an Earth region and conduct an Assault Alien Asset mission against it or detect and capture an alien hab out in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|25px]] Research The One True Path || When it becomes available, reseach the The One True Path project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|25px]] Develop Coexistence Pact || When it becomes available, reseach the Coexistence Pact project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 13 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Communicate With Captured Hydra || When it becomes available, reseach the Hydra Language project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|25px]] Build The Sentinels || Construct 10 Sentinel Complex modules on stations in Low Earth Orbit.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC EscapeCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Interrogate The Captive Hydra || When it becomes available, reseach the Hydra Interrogation project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 15 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research Wormholes || When it becomes available, reseach the Wormholes project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]] Learn Their Weakness || When it becomes available, reseach the Their Weakness project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]] Research Pherocyte Resistance || When it becomes available, reseach the Pherocyte Resistance project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Determine Their Purpose || When it becomes available, reseach the Their Purpose project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] A New Home || When it becomes available, reseach the A New Home project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 16 || [[File:FAC DestroyCouncil 128.png|25px]][[File:FAC CooperateCouncil 128.png|25px]][[File:FAC ExploitCouncil 128.png|25px]][[File:FAC ResistCouncil 128.png|25px]] Research The Choke Point || When it becomes available, reseach the The Choke Point project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|25px]] Research Hydra Biowarfare || When it becomes available, reseach the Hydra Biowarfare project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|25px]] Research Pherocyte Mastery || When it becomes available, reseach the Pherocyte Mastery project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Plot The Great Journey || When it becomes available, reseach the The Great Journey project.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 17 || [[File:FAC DestroyCouncil 128.png|25px]] Prepare To Kill The Hive || When it becomes available, reseach the Kill the Hive project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|25px]] Construct The Bifrost || Construct an Interstellar Launch Facility module at one of your habs.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|25px]] Research A Permanent Peace || When it becomes available, reseach the A Permanent Peace project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|25px]] Prepare The Final Assault || When it becomes available, reseach the The Final Assault project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|25px]] Prepare To Enslave The Masters || When it becomes available, reseach the Enslave the Masters project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Victory Objectives ===&lt;br /&gt;
Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Objective !! Org !! Mission !! width=55% | Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] Assert Alien Hegemony&lt;br /&gt;
| [[File:Org submit win.png|40px]] The Sword of the Devoted&lt;br /&gt;
| [[File:ICO mission submit on.png|40px]] Herald Our Masters&lt;br /&gt;
| &lt;br /&gt;
* New York region&lt;br /&gt;
* Aliens control regions containing at least 65% of Earth&#039;s population.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be at least 80% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] Close The Gate&lt;br /&gt;
| [[File:Org resist win.png|40px]] Janus Section&lt;br /&gt;
| [[File:ICO mission resist on.png|40px]] Close the Gate&lt;br /&gt;
| &lt;br /&gt;
* Aliens control 0% of Earth&#039;s regions.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be no more than 25% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Earth Is Not Enough&lt;br /&gt;
| [[File:Org exploit win.png|40px]] The Pherocyte Masters&lt;br /&gt;
| [[File:ICO mission exploit on.png|40px]] Tame the Enemy&lt;br /&gt;
| &lt;br /&gt;
* Faction controls regions with 50% of Earth&#039;s population.&lt;br /&gt;
* Faction controls 65% of all control point values on Earth.&lt;br /&gt;
* The combined fleet power of all enemy factions must be no more than 25% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Kill Them All&lt;br /&gt;
| [[File:Org destroy win.png|40px]] The Omega Solution&lt;br /&gt;
| [[File:ICO mission destroy on.png|40px]] Trigger the Weapon&lt;br /&gt;
| &lt;br /&gt;
* The aliens must control no more than 0% of Earth&#039;s regions.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be no more than 20% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
* Aliens and pro-aliens must control no more than 20% of Earth&#039;s regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Launch&lt;br /&gt;
| [[File:Org escape win.png|40px]] Bifrost Command Staff&lt;br /&gt;
| [[File:ICO mission escape on.png|40px]] Launch the Bifrost&lt;br /&gt;
| &lt;br /&gt;
* Interstellar Launch Facility module&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Pacify The Earth&lt;br /&gt;
| [[File:Org appease win.png|40px]] The Protectorate Authority&lt;br /&gt;
| [[File:ICO mission appease on.png|40px]] Claim Hegemony&lt;br /&gt;
| &lt;br /&gt;
* 10 Sentinel Complex modules&lt;br /&gt;
* Faction controls regions with 50% of Earth&#039;s population.&lt;br /&gt;
* Faction controls 65% of all control point values on Earth.&lt;br /&gt;
* The combined fleet power of the Aliens and pro-alien factions must be at least 70% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] Send Out Envoys Through The Wormhole&lt;br /&gt;
| [[File:Org cooperate win.png|40px]] Mission to the Hydra&lt;br /&gt;
| [[File:ICO mission cooperate on.png|40px]] Forge an Alliance&lt;br /&gt;
| &lt;br /&gt;
* Faction controls regions with 75% of the Earth&#039;s population.&lt;br /&gt;
* Faction controls 75% of all control point values on Earth.&lt;br /&gt;
* The combined fleet power of all enemy factions must be no more than 25% of the total fleet power among all factions in the Solar System.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Most Threatening Faction ==&lt;br /&gt;
All factions will slowly begin to target the most threatening faction in the game. The most threatening faction is the one that has the highest threat score, calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
control points + (sum of all armies&#039; Miltech * 0.5) + active hab modules + objectives completed&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2745</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2745"/>
		<updated>2023-01-09T19:07:08Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Module Sites !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 600&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 25%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 50%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 800&lt;br /&gt;
| 480&lt;br /&gt;
| 100%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 800&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 635&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 5077&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+20 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x4 speed)&amp;lt;br&amp;gt;+100 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x12 speed)&amp;lt;br&amp;gt;+300 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|120px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|120px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|120px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|120px]]&lt;br /&gt;
| -1.5 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|120px]]&lt;br /&gt;
| -8.8 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|120px]]&lt;br /&gt;
| -87.5 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|120px]]&lt;br /&gt;
| +200 Crew&amp;lt;br&amp;gt;+80 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|120px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|120px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet&#039;s shadow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
&lt;br /&gt;
Defense modules houses weapons to defend habs against enemy assault.&lt;br /&gt;
&lt;br /&gt;
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser).  Small, large, or huge cannons are used according to module tier.  They upgrade automatically when the new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built in space, they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma).  In addition, they also house 1 point defense turret (laser / arc laser / phaser).  Light, regular/medium, or heavy batteries are used according to module tier.  Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+15 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+75 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|120px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|120px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2744</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2744"/>
		<updated>2023-01-09T19:03:51Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Module Sites !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 600&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 25%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 50%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 800&lt;br /&gt;
| 480&lt;br /&gt;
| 100%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 800&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 635&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 5077&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+20 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x4 speed)&amp;lt;br&amp;gt;+100 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x12 speed)&amp;lt;br&amp;gt;+300 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|120px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|120px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|120px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|120px]]&lt;br /&gt;
| -1.5 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|120px]]&lt;br /&gt;
| -8.8 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|120px]]&lt;br /&gt;
| -87.5 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+100 Research&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|120px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet&#039;s shadow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
&lt;br /&gt;
Defense modules houses weapons to defend habs against enemy assault.&lt;br /&gt;
&lt;br /&gt;
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser).  Small, large, or huge cannons are used according to module tier.  They upgrade automatically when the new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built in space, they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma).  In addition, they also house 1 point defense turret (laser / arc laser / phaser).  Light, regular/medium, or heavy batteries are used according to module tier.  Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+15 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+75 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|120px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|120px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=2743</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=2743"/>
		<updated>2023-01-09T18:58:31Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Policies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfil their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues between within these generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
A nation&#039;s Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.&lt;br /&gt;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Points in the Knowledge priority. It changes by -0.001 per 2 Investment Points in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. A low Government score increases the Cohesion resting point, a middle score lowers the Cohesion resting point, while a high score draws the Cohesion resting point towards a central value of 5, and simultaneously increases research production. A higher Government score also lowers the Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. A lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least two regions or are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Therefore, Norway is not a developed nation, but France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min(((10-education)^2)/10, ((10-democracy)^2)/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month, and even +1 per month if cohesion=0) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
Base unrest is calculated as &amp;lt;code&amp;gt;10.5 - cohesion - (gdp per capita / 10000)&amp;lt;/code&amp;gt; and then reduced by armies.&lt;br /&gt;
For each allied army present within the nation, if that army&#039;s owning nation&#039;s base investment points are positive, the base unrest is modified by that army&#039;s base unrest modification value.&lt;br /&gt;
&lt;br /&gt;
An army&#039;s base unrest modification value is &amp;lt;code&amp;gt;-1 * that army&#039;s strength (i.e. its health percentage from 0.0 to 1.0) / 10 * (10 - democracy)&amp;lt;/code&amp;gt;. So it scales from 100% to 0% applied as democracy goes from 0 to 10. It can then further be altered by that army&#039;s owning faction&#039;s &amp;lt;code&amp;gt;ArmyUnrestReductionImpact&amp;lt;/code&amp;gt; value, as may be applied from various effects (defined in TIEffectTemplate.json); however there don&#039;t appear to be any defined with an &amp;lt;code&amp;gt;ArmyUnrestReductionImpact&amp;lt;/code&amp;gt; context at the time of writing.&lt;br /&gt;
&lt;br /&gt;
For the Alien Nation, the base unrest is then further reduced by &amp;lt;code&amp;gt;the average of the the nation&#039;s regions&#039; xenoforming level (from 0 to 100) / 20&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of unrest; the Alien Nation cannot experience a coup but it can experience a revolution. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions will always occur if &amp;lt;code&amp;gt;unrest &amp;gt; 9.9&amp;lt;/code&amp;gt; when checked. A naturally occurring coup will never happen if &amp;lt;code&amp;gt;democracy &amp;gt;= 8&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;unrest &amp;lt; 8&amp;lt;/code&amp;gt;; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is &amp;lt;code&amp;gt;((unrest * 2 - cohesion - democracy) / 10 + elite unhappiness) / 6000&amp;lt;/code&amp;gt;. The elites&#039; unhappiness is zero if the spoils priority weight percentage matches or exceeds the nation&#039;s [[#Corruption|corruption]] or if one faction owns all the nation&#039;s control points and that faction&#039;s &amp;lt;code&amp;gt;popularity &amp;gt;= 65%&amp;lt;/code&amp;gt;; otherwise it is &amp;lt;code&amp;gt;corruption - spoils&amp;lt;/code&amp;gt; as value from 0.0 to 1.0.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering unrest and increasing cohesion, democracy and spoils (up to the corruption level). The spoils priority may often be ignored if the level of unrest in a country is sufficiently low and the democracy/cohesion sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-81 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 81-625 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 625-2401 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2401-6561 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6561-14641 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 14641+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs. Climate change has a negative effect on GDP based on the following states.&lt;br /&gt;
&lt;br /&gt;
-4.032% for every degree C below pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
-1.344% for every degree C above pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
Every completed iteration of the Economy investment priority with raise GDP by 2.5 base, +1 per resource region, +1 per economic core region, +0.2 per democracy, +0.2 per education, +2.5 for cohesion = 5, tapering off to 0 for cohesion = 0 and 10.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want more resource regions, more democracy, more education, and middling cohesion, as well as as many economic regions as possible.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not met.&lt;br /&gt;
&lt;br /&gt;
Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends regions with colonies have 50% the people who actually live there, and that resource and core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core economic and resource states than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. This has a great effect on population growth as described in the first section, as the GDP per capita calculation in that section is per region.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.33&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest above 2, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in their home regions decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another region decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
The overall formula is &amp;lt;code&amp;gt;(GDP in billions)^0.33 * (1 - max(unrest-2, 0)/10) - 0.5*(# navies) - 0.5*(# armies at home) - 1*(# armies abroad)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Miltech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! [[File:ICO army level.png|25px]] Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:&lt;br /&gt;
* [[File:Tech info icon.png|24px]] Cybernetics&lt;br /&gt;
* [[File:Tech info icon.png|24px]] Applied Artificial Intelligence&lt;br /&gt;
* [[File:Tech material icon.png|24px]] Next-Generation Aerospace&lt;br /&gt;
* [[File:Tech material icon.png|24px]] Diamondoids&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Terrestrial Military Science&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Networked Global Defense&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Coilguns&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Trans-Interface Warfare&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Future Tech: Military Science&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned regions with enemy forces present. Note that advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Education is one of the largest factors influences national research output aside from population.&lt;br /&gt;
&lt;br /&gt;
A) Base of 7.5 + Education Score&lt;br /&gt;
&lt;br /&gt;
B) Scales polynomially with population in millions: 0.0018 x Population&amp;lt;sup&amp;gt;1.1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C) Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.): GDP per capita / 15000, min: 1, max: 3.25&lt;br /&gt;
&lt;br /&gt;
D) Scales by education squared (country with education level of 10 produces 100x as much as one with a level of 1): Education&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
E) Scales by the fifth root of Democracy, with a floor of Democracy = 0.1: Democracy&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;, (min value 0.63, max value 1.58)&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 Cohesion, scales linearly to 125% at 5 Cohesion.&lt;br /&gt;
&lt;br /&gt;
G) 20% efficient at 10 unrest, 100% efficient at &amp;lt;2 unrest. Linear relationship. Same as IP efficiency.&lt;br /&gt;
&lt;br /&gt;
H) n% increase from science advisor bonus: 1% per science of first advisor, 0.5% per science of second advisor. 0.25% from 3rd etc&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E) × F × G × H&lt;br /&gt;
&lt;br /&gt;
This is, I think, the only value in the country interaction screen that scales directly with the population of a country. And boy does it scale.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Low Per Capita GDP&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Wars (max 5)&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most (max 5)&lt;br /&gt;
&lt;br /&gt;
==== Base Cohesion ====&lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)&amp;lt;sup&amp;gt;0.15&amp;lt;/sup&amp;gt;. 10 billion people would be a reduction of 4, 100 million would be -2, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 0.5 for every peer rival (More, equal or 1 fewer control points) up to a maximum of 5 Base Cohesion.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, Democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If Democracy &amp;lt;= 3.5:&lt;br /&gt;
&lt;br /&gt;
Base Cohesion is increased by 3.5&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;, and lowered by Democracy&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;, for a net gain of 0 at Democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Base Cohesion approaches 5 by 0.5 per level of Democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 3.5 and &amp;lt;= 6.5:&lt;br /&gt;
&lt;br /&gt;
Lower Base Cohesion by 3 at a Democracy score of 5, scaling linearly to 0 Base Cohesion at 3.5 and 6.5 Democracy: 2 × |5-Democracy| - 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 20.25 &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:ICO inequality.png|25px]] Inequality&lt;br /&gt;
| ≤ 4.5&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3.25 × [[File:ICO inequality.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.5&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3.25 × [[File:ICO inequality.png|25px]] + ([[File:ICO inequality.png|25px]] - 4.5)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Per-Capita GDP&lt;br /&gt;
| ≤ $6000&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1 × ($6000 - Per-Capita GDP) ÷ $1000&lt;br /&gt;
|-&lt;br /&gt;
| Population&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Population&amp;lt;sup&amp;gt;0.15&amp;lt;/sup&amp;gt; (in Mn)&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions&lt;br /&gt;
| &amp;gt; 1&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.25 × (Regions - 1)&lt;br /&gt;
|-&lt;br /&gt;
| Peer Rivals&lt;br /&gt;
| Max 10&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rival (at minimum 1 less Control Point)&lt;br /&gt;
|-&lt;br /&gt;
| Wars&lt;br /&gt;
| Max 5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 1 × War the Nation is involved in&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 🏛 Democracy&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 3.5&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt; - 🏛&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; 🏛 ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - 🏛)&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; 🏛 ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (🏛 - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × (🏛 - 6.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Public opinion is also tied to effective ideology of a nation]]&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied. &lt;br /&gt;
&lt;br /&gt;
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%&lt;br /&gt;
&lt;br /&gt;
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely.&lt;br /&gt;
&lt;br /&gt;
A nation united in the fight against the aliens will also see a reduced demand for spoils by the elites. Very high cohesion (&amp;gt;7) will lower the demand for spoils (as calculated depending on education and democracy) by up to 60% at maximum cohesion (10).&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investment Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation&#039;s total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Mission Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points, or 3 Control Points and 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &#039;&#039;The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical resources, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The &amp;quot;cost against cap&amp;quot; to hold each control point is equal to the monthly investment points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
* &#039;&#039;&#039;Warlords:&#039;&#039;&#039; Large bonus to &amp;quot;Increase Unrest&amp;quot; missions in the same nation.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Policy !! width=55% | Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove up to 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Creates a Federation with the targeted nation, or join theirs if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. For each priority category, half of the joining nation&#039;s progress is added to all of the receiving nation&#039;s progress. Education, Per Capita GDP and Inequality are averaged depending on population. Miltech is averaged depending on regions. If the joining nation has a space program, the absorbing nation gains it. If the absorbed country has a nuclear program and the joining nation does not, all nukes are lost. All breakaway nations of the joining nation become independent. May cause regions of the joining nation to secede if Cohesion is below 5. Government remains unchanged but if the joining nation has more Government score than the absorbing nation, Unrest increases by half of the difference.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France (leader), Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece, Denmark&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia (leader), Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unification===&lt;br /&gt;
If the capital region of an absorbed country (Kazakhstan inside Russia, Tigray inside Ethiopia, etc) is not claimed by the absorbing nation (e.g. EU with extra claims absorbing Russia), there&#039;s a chance the country becomes a breakaway, like Taiwan is at game start. The chance is 75% if the absorbed nation has 0 cohesion, scaling to 0% if the absorbed nation has 5 cohesion. This chance applies per region that happens to be a capital, and creates a breakaway state that takes all claimed regions with it.&lt;br /&gt;
&lt;br /&gt;
For instance, if the EU absorbed a Russia that had absorbed central asia, there are five regions they do not have claims on that happen to be capital regions; kyrgyzstan, tajikistan, uzbekistan, turkenistan, and nur-sultan. If Russia has a cohesion of 3, that means every one of these regions have a 30% chance of creating a breakaway. Kazakhstan would Almaty along for the ride. If the EU had a democracy score lower than 7, any armies stationed in breakaways would be destroyed. A democracy score higher than 7 means there is no breakaway state; the country just becomes independent.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects will increase the number of claims. The following claims exist at the start:&lt;br /&gt;
* [[File:Flag France.png|30px]] France has a claim on every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia has a claim on every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] The Czech Republic has a claim on [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] The United Kingdom has a claim on [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States have a claim on [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China has a claim on [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India has a claim on [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia has a claim on [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia has a claim on [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia has a claim on [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea has a claim on [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia has a claim on [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala has a claim on [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan has a claim on [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela has a claim on [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secede from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=2742</id>
		<title>Fleets</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=2742"/>
		<updated>2023-01-09T18:55:42Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Fleet Operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fleets consist of one or more ships that are directed by one of the human factions or the aliens. Fleets conduct operations and fight in space battles.&lt;br /&gt;
&lt;br /&gt;
== Fleet Operations ==&lt;br /&gt;
Fleets may undertake various operations, typically only when they are in orbit and not in a transfer. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=65% | Effects !! Required components&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO TransferOperation on.png|40px]] Transfer&lt;br /&gt;
| Launch this fleet toward the selected orbit, station, or fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeFleetOperation on.png|40px]] Merge Fleets&lt;br /&gt;
| Merge a nearby fleet into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SplitFleetOperation on.png|40px]] Split Fleet&lt;br /&gt;
| Break off one or more ships into a separate fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LandOnSurfaceOperation on.png|40px]] Land on Surface&lt;br /&gt;
| Set down at a friendly or undefended enemy base, or an unimproved hab site. Fleet must have sufficient acceleration to take off again, and access to enough Delta-V to reach an interface orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LaunchFromSurfaceOperation on.png|40px]] Launch&lt;br /&gt;
| Launch the fleet into an interface orbit of this space body. Requires the fleet has Delta-V greater than the body&#039;s escape velocity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO UndockFromStationOperation on.png|40px]] Undock&lt;br /&gt;
| Undock from this station and assume a matching orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ScuttleShipsOperation on.png|40px]] Scuttle Ships&lt;br /&gt;
| Scuttle ships from this fleet. If docked at one of your shipyards, gain 25% of the ship&#039;s construction resources in your stockpile. If not docked at any hab, pay Boost to send any crew home that can&#039;t be absorbed by the rest of the fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyOperation on.png|40px]] Resupply&lt;br /&gt;
| Refuel and rearm ships in this fleet. Requires being docked at a hab with a supply depot or shipyard and a sufficient resource stockpile to cover at least a partial resupply. Ships with the capability to resupply from the local environment may do so for free.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RepairFleetOperation on.png|40px]] Repair&lt;br /&gt;
| Repair damage and restore exhausted modules to ships in fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyAndRepairOperation on.png|40px]] Repair and Resupply&lt;br /&gt;
| Refuel, rearm, and repair all ships in this fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DestroyHabOperation on.png|40px]] Destroy Hab&lt;br /&gt;
| Destroy the hab this fleet is docked at. Counts as an atrocity against human habitats. We will recover salvage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SetHomeportOperation on.png|40px]] Set Homeport&lt;br /&gt;
| Sets a home habitat for this fleet. A station, or an interface orbit above a base, will become the default destination for the fleet when initiating a trajectory when the fleet is not already docked there and no other space object is currently selected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ClearHomeportOperation on.png|40px]] Clear Homeport&lt;br /&gt;
| Clear this fleet&#039;s homeport.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelFleetOperation on.png|40px]] Cancel&lt;br /&gt;
| Cancel the fleet&#039;s active operation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation on.png|40px]] Bombard&lt;br /&gt;
| Initiate orbital bombardment against a surface target. Requires being in an interface orbit. Bombardment will last up to two weeks. Defended bases and regions will return fire. Armies must be engaged in hostilities to be targeted.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultHabOperation on.png|40px]] Assault Hab&lt;br /&gt;
| Assault and capture an enemy hab with our Marines. We can seize a station we have docked with, or an enemy base from an interface orbit above it. Habs with Marine defenses will be harder to capture.&lt;br /&gt;
| Marine Assault Unit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SurveyPlanetFromFleetOperation on.png|40px]] Survey&lt;br /&gt;
| Prospect mining sites on a planet, moon or asteroid. The fleet must be in an interface orbit of the space body to perform this operation.&lt;br /&gt;
| Mobile Space Science Lab&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarPlatformOperation on.png|40px]] Found Platform (Solar)&lt;br /&gt;
| Found a solar-powered platform with a construction module in the fleet&#039;s current orbit. Requires at least one free Mission Control.&lt;br /&gt;
| Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionPlatformOperation on.png|40px]] Found Platform (Fission)&lt;br /&gt;
| Found a platform with a fission pile and a construction module in the fleet&#039;s current orbit. Requires at least one free Mission Control.&lt;br /&gt;
| Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionPlatformOperation on.png|40px]] Found Platform (Fusion)&lt;br /&gt;
| Found a platform with a fusion pile and a construction module in the fleet&#039;s current orbit. Requires at least one free Mission Control.&lt;br /&gt;
| Fusion Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarOutpostOperation on.png|40px]] Found Outpost (Solar)&lt;br /&gt;
| Found a solar-powered outpost with a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires one free Mission Control.&lt;br /&gt;
| Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionOutpostOperation on.png|40px]] Found Outpost (Fission)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires one free Mission Control.&lt;br /&gt;
| Fission Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionOutpostOperation on.png|40px]] Found Outpost (Fusion)&lt;br /&gt;
| Found an outpost with a fusion pile and a construction module at a prospected base site.  The fleet must be in an interface orbit or landed at the site to perform this operation. Requires one free Mission Control.&lt;br /&gt;
| Fusion Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarPlatformOperation on.png|40px]] Found Automated Dupply Depot (Solar)&lt;br /&gt;
| Found a solar-powered platform with a supply depot in the fleet&#039;s current orbit. Requires sufficent local solar flux to deploy and two free Mission Control.&lt;br /&gt;
| Automated Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionPlatformOperation on.png|40px]] Found Automated Supply Depot (Fission)&lt;br /&gt;
| Found a fission-powered platform with a supply depot in the fleet&#039;s current orbit. Requires two free Mission Control.&lt;br /&gt;
| Automated Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarOutpostOperation on.png|40px]] Found Automated Mining Outpost (Solar)&lt;br /&gt;
| Found a solar-powered automated outpost with a mine. Requires sufficent local solar flux to deploy. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| Automated Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionOutpostOperation on.png|40px]] Found Automated Mining Outpost (Fission)&lt;br /&gt;
| Found a fission-powered automated outpost with a mine. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| Automated Fission Outpost Kit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfers ===&lt;br /&gt;
A transfer is the term for a fleet moving from one place to another while staying in space. Fleets may transfer to orbits, stations, or other fleets.&lt;br /&gt;
&lt;br /&gt;
When initiating a transfer operation, a fleet will receive one or more trajectory options if it can reach its destination at all. If multiple trajectories are possible, the player may choose between trading off arrival time and Delta-V expenditure between them.&lt;br /&gt;
&lt;br /&gt;
Trajectories might be microthrust spirals, which are typical for fleets with low acceleration; impulse conics, for fleets with high acceleration but low Delta-V; or torch chords, for advanced fleets with high acceleration and Delta-V.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Bombardment ===&lt;br /&gt;
A fleet equipped with magnetic or laser weapons may conduct orbital bombardment against targets on the surface of a space body. They must be in an interface orbit to launch attacks.&lt;br /&gt;
&lt;br /&gt;
Above Earth, valid targets include armies, space facilities, regions, and any alien assets we have detected. On other space bodies, bases and landed space fleets may be targeted.&lt;br /&gt;
&lt;br /&gt;
Certain weapons, such as lasers that fire in ultraviolet wavelenghts, cannot bombard through thicker atmospheres, particularly that of Earth and Titan.&lt;br /&gt;
&lt;br /&gt;
If a targeted hab or region has defenses, they will fire back at the attacking fleet.&lt;br /&gt;
&lt;br /&gt;
== Space Combat ==&lt;br /&gt;
[[File:Combat ship panel.png|thumb|500px|Combat ship UI]]&lt;br /&gt;
When two fleets from enemy factions meet in an orbit, deep space, or at a station, a space battle begins. Players may elect to autoresolve combats.&lt;br /&gt;
&lt;br /&gt;
Stations with defensive modules will take part in battles; they will be considered disabled if those modules are destroyed.&lt;br /&gt;
&lt;br /&gt;
Very large space battles will have active and reinforcing ships. Reinforcing ships will join during combat at a later time to replace active ships when they are destroyed. You can adjust the maximum number of ships that can be active at any time during combat in the gameplay settings in the options menu. A maximum value of 30 for example, will limit each side to having a maximum of 15 active ships at any time. This is for performance reasons in very large battles.&lt;br /&gt;
&lt;br /&gt;
When a fleet or station is attacked, allied fleets of the defender in the same orbit and less than 1,000 kilometers away will be drawn into the battle and join the defending fleet.&lt;br /&gt;
&lt;br /&gt;
Before a battle begins, each fleet will select from one of three stances: Engage, Accept, or Evade. Fleets that are docked at habs or are unavailable for operations because of previous battles may only select the Accept option. Based on what each side picks the follwing will happen:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Choice !! Engage !! Accept !! Escape&lt;br /&gt;
|-&lt;br /&gt;
! Engage&lt;br /&gt;
| Combat || Combat || Pursuit&lt;br /&gt;
|-&lt;br /&gt;
! Accept&lt;br /&gt;
| Combat || No combat || No combat&lt;br /&gt;
|-&lt;br /&gt;
! Escape&lt;br /&gt;
| Pursuit || No combat || No combat&lt;br /&gt;
|}&lt;br /&gt;
If pursuit takes place both fleets will bid Delta-V. If the fleet that selected Engage enters the higher bid, the combat will take place.&lt;br /&gt;
&lt;br /&gt;
Once in combat, players plan maneuvers their ships by setting waypoints in 3D space. Ships will turn and thrust to reach their waypoints. Players may also rotate a ship&#039;s facing independent of its direction of travel to present certain weapons or armor facings to an enemy. Special maneuvers include persistent spins, rolls, and a padlocking-target command that keeps the ship&#039;s nose pointed at its primary target.&lt;br /&gt;
&lt;br /&gt;
Any damage that penetrates a ship&#039;s armor is applied to its internal systems. Weapons and other modules may be temporarily disabled or permanently destroyed, requiring repair at a hab with a shipyard. Damage control teams will also attempt to restore function to critical systems in combat.&lt;br /&gt;
&lt;br /&gt;
=== Fire Control ===&lt;br /&gt;
Weapons have one or more fire modes available to them. They can be set at the fleet, ship, or individual weapon level during combat.&lt;br /&gt;
&lt;br /&gt;
Ships may also designate an enemy ship or hab module as its primary target. The ship&#039;s weapons will favor that enemy over others. Missile weapons require a primary target to fire.&lt;br /&gt;
&lt;br /&gt;
Depending on their capabilities, weapons may also be set to only attack enemy ships, only fire defensively at incoming projectiles and missiles, or in &amp;quot;guardian&amp;quot; mode, firing first at threatening projectiles and then targeting enemy craft.&lt;br /&gt;
&lt;br /&gt;
Ships or the entire fleet can be set to the following fire postures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Posture !! Offensive weaponry !! Guardian-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FocusFireCommand ON.png|25px]] Focus Fire || Attack only primary target || Attack only primary target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AttackCommand ON.png|25px]] Attack || Attack primary target if in range, otherwise nearest target || Attack primary target if in range, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BalancedCommand ON.png|25px]] Balanced || Attack primary target if in range, otherwise nearest target || Attack threatening projectiles if any, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DefensiveCommand ON.png|25px]] Defensive || Attack primary target if in range, otherwise nearest target || Attack only threatening projectiles&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FortifyCommand ON.png|25px]] Fortified || Preserve power and ammo || Attack only threatening projectiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heat Management ===&lt;br /&gt;
Running the ship&#039;s power plant to recharge the batteries or operate the drive creates heat that is normally expelled by the ship&#039;s radiators, which cannot be armored. In combat, radiators may be retracted to protect them, but the ship must put all its heat into heat sinks, which have a limited capacity. The heat level will lower automatically when the radiators are extended. If the heat level stored in heat sinks reaches maximum, the ship will start to take internal damage. In combat, the radiators will automatically be extended to start radiating heat if possible. Keep in mind, without proper heat management a ship will experience catastrophic failure.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:ICO_SetHomeportOperation_on.png&amp;diff=2741</id>
		<title>File:ICO SetHomeportOperation on.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:ICO_SetHomeportOperation_on.png&amp;diff=2741"/>
		<updated>2023-01-09T18:52:25Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:ICO_ClearHomeportOperation_on.png&amp;diff=2740</id>
		<title>File:ICO ClearHomeportOperation on.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:ICO_ClearHomeportOperation_on.png&amp;diff=2740"/>
		<updated>2023-01-09T18:52:16Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:ICO_ScuttleShipsOperation_on.png&amp;diff=2739</id>
		<title>File:ICO ScuttleShipsOperation on.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:ICO_ScuttleShipsOperation_on.png&amp;diff=2739"/>
		<updated>2023-01-09T18:51:10Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: Kami-sama uploaded a new version of File:ICO ScuttleShipsOperation on.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=2738</id>
		<title>Fleets</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=2738"/>
		<updated>2023-01-09T18:50:01Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Fleet Operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fleets consist of one or more ships that are directed by one of the human factions or the aliens. Fleets conduct operations and fight in space battles.&lt;br /&gt;
&lt;br /&gt;
== Fleet Operations ==&lt;br /&gt;
Fleets may undertake various operations, typically only when they are in orbit and not in a transfer. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=65% | Effects !! Required components&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO TransferOperation on.png|40px]] Transfer&lt;br /&gt;
| Launch this fleet toward the selected orbit, station, or fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeFleetOperation on.png|40px]] Merge Fleets&lt;br /&gt;
| Merge a nearby fleet into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SplitFleetOperation on.png|40px]] Split Fleet&lt;br /&gt;
| Break off one or more ships into a separate fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LandOnSurfaceOperation on.png|40px]] Land on Surface&lt;br /&gt;
| Set down at a friendly or undefended enemy base, or an unimproved hab site. Fleet must have sufficient acceleration to take off again, and access to enough Delta-V to reach an interface orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LaunchFromSurfaceOperation on.png|40px]] Launch&lt;br /&gt;
| Launch the fleet into an interface orbit of this space body. Requires the fleet has Delta-V greater than the body&#039;s escape velocity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO UndockFromStationOperation on.png|40px]] Undock&lt;br /&gt;
| Undock from this station and assume a matching orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ScuttleShipsOperation on.png|40px]] Scuttle Ships&lt;br /&gt;
| Scuttle ships from this fleet. If docked at one of your shipyards, gain 25% of the ship&#039;s construction resources in your stockpile. If not docked at any hab, pay Boost to send any crew home that can&#039;t be absorbed by the rest of the fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyOperation on.png|40px]] Resupply&lt;br /&gt;
| Refuel and rearm ships in this fleet. Requires being docked at a hab with a supply depot or shipyard and a sufficient resource stockpile to cover at least a partial resupply. Ships with the capability to resupply from the local environment may do so for free.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RepairFleetOperation on.png|40px]] Repair&lt;br /&gt;
| Repair damage and restore exhausted modules to ships in fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyAndRepairOperation on.png|40px]] Repair and Resupply&lt;br /&gt;
| Refuel, rearm, and repair all ships in this fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DestroyHabOperation on.png|40px]] Destroy Hab&lt;br /&gt;
| Destroy the hab this fleet is docked at. Counts as an atrocity against human habitats. We will recover salvage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation on.png|40px]] Bombard&lt;br /&gt;
| Initiate orbital bombardment against a surface target. Requires being in an interface orbit. Bombardment will last up to two weeks. Defended bases and regions will return fire. Armies must be engaged in hostilities to be targeted.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultHabOperation on.png|40px]] Assault Hab&lt;br /&gt;
| Assault and capture an enemy hab with our Marines. We can seize a station we have docked with, or an enemy base from an interface orbit above it. Habs with Marine defenses will be harder to capture.&lt;br /&gt;
| Marine Assault Unit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SurveyPlanetFromFleetOperation on.png|40px]] Survey&lt;br /&gt;
| Prospect mining sites on a planet, moon or asteroid. The fleet must be in an interface orbit of the space body to perform this operation.&lt;br /&gt;
| Mobile Space Science Lab&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarPlatformOperation on.png|40px]] Found Platform (Solar)&lt;br /&gt;
| Found a solar-powered platform with a construction module in the fleet&#039;s current orbit. Requires at least one free Mission Control.&lt;br /&gt;
| Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionPlatformOperation on.png|40px]] Found Platform (Fission)&lt;br /&gt;
| Found a platform with a fission pile and a construction module in the fleet&#039;s current orbit. Requires at least one free Mission Control.&lt;br /&gt;
| Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionPlatformOperation on.png|40px]] Found Platform (Fusion)&lt;br /&gt;
| Found a platform with a fusion pile and a construction module in the fleet&#039;s current orbit. Requires at least one free Mission Control.&lt;br /&gt;
| Fusion Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarOutpostOperation on.png|40px]] Found Outpost (Solar)&lt;br /&gt;
| Found a solar-powered outpost with a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires one free Mission Control.&lt;br /&gt;
| Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionOutpostOperation on.png|40px]] Found Outpost (Fission)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires one free Mission Control.&lt;br /&gt;
| Fission Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionOutpostOperation on.png|40px]] Found Outpost (Fusion)&lt;br /&gt;
| Found an outpost with a fusion pile and a construction module at a prospected base site.  The fleet must be in an interface orbit or landed at the site to perform this operation. Requires one free Mission Control.&lt;br /&gt;
| Fusion Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarPlatformOperation on.png|40px]] Found Automated Dupply Depot (Solar)&lt;br /&gt;
| Found a solar-powered platform with a supply depot in the fleet&#039;s current orbit. Requires sufficent local solar flux to deploy and two free Mission Control.&lt;br /&gt;
| Automated Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionPlatformOperation on.png|40px]] Found Automated Supply Depot (Fission)&lt;br /&gt;
| Found a fission-powered platform with a supply depot in the fleet&#039;s current orbit. Requires two free Mission Control.&lt;br /&gt;
| Automated Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarOutpostOperation on.png|40px]] Found Automated Mining Outpost (Solar)&lt;br /&gt;
| Found a solar-powered automated outpost with a mine. Requires sufficent local solar flux to deploy. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| Automated Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionOutpostOperation on.png|40px]] Found Automated Mining Outpost (Fission)&lt;br /&gt;
| Found a fission-powered automated outpost with a mine. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| Automated Fission Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelFleetOperation on.png|40px]] Cancel&lt;br /&gt;
| Cancel the fleet&#039;s active operation.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfers ===&lt;br /&gt;
A transfer is the term for a fleet moving from one place to another while staying in space. Fleets may transfer to orbits, stations, or other fleets.&lt;br /&gt;
&lt;br /&gt;
When initiating a transfer operation, a fleet will receive one or more trajectory options if it can reach its destination at all. If multiple trajectories are possible, the player may choose between trading off arrival time and Delta-V expenditure between them.&lt;br /&gt;
&lt;br /&gt;
Trajectories might be microthrust spirals, which are typical for fleets with low acceleration; impulse conics, for fleets with high acceleration but low Delta-V; or torch chords, for advanced fleets with high acceleration and Delta-V.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Bombardment ===&lt;br /&gt;
A fleet equipped with magnetic or laser weapons may conduct orbital bombardment against targets on the surface of a space body. They must be in an interface orbit to launch attacks.&lt;br /&gt;
&lt;br /&gt;
Above Earth, valid targets include armies, space facilities, regions, and any alien assets we have detected. On other space bodies, bases and landed space fleets may be targeted.&lt;br /&gt;
&lt;br /&gt;
Certain weapons, such as lasers that fire in ultraviolet wavelenghts, cannot bombard through thicker atmospheres, particularly that of Earth and Titan.&lt;br /&gt;
&lt;br /&gt;
If a targeted hab or region has defenses, they will fire back at the attacking fleet.&lt;br /&gt;
&lt;br /&gt;
== Space Combat ==&lt;br /&gt;
[[File:Combat ship panel.png|thumb|500px|Combat ship UI]]&lt;br /&gt;
When two fleets from enemy factions meet in an orbit, deep space, or at a station, a space battle begins. Players may elect to autoresolve combats.&lt;br /&gt;
&lt;br /&gt;
Stations with defensive modules will take part in battles; they will be considered disabled if those modules are destroyed.&lt;br /&gt;
&lt;br /&gt;
Very large space battles will have active and reinforcing ships. Reinforcing ships will join during combat at a later time to replace active ships when they are destroyed. You can adjust the maximum number of ships that can be active at any time during combat in the gameplay settings in the options menu. A maximum value of 30 for example, will limit each side to having a maximum of 15 active ships at any time. This is for performance reasons in very large battles.&lt;br /&gt;
&lt;br /&gt;
When a fleet or station is attacked, allied fleets of the defender in the same orbit and less than 1,000 kilometers away will be drawn into the battle and join the defending fleet.&lt;br /&gt;
&lt;br /&gt;
Before a battle begins, each fleet will select from one of three stances: Engage, Accept, or Evade. Fleets that are docked at habs or are unavailable for operations because of previous battles may only select the Accept option. Based on what each side picks the follwing will happen:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Choice !! Engage !! Accept !! Escape&lt;br /&gt;
|-&lt;br /&gt;
! Engage&lt;br /&gt;
| Combat || Combat || Pursuit&lt;br /&gt;
|-&lt;br /&gt;
! Accept&lt;br /&gt;
| Combat || No combat || No combat&lt;br /&gt;
|-&lt;br /&gt;
! Escape&lt;br /&gt;
| Pursuit || No combat || No combat&lt;br /&gt;
|}&lt;br /&gt;
If pursuit takes place both fleets will bid Delta-V. If the fleet that selected Engage enters the higher bid, the combat will take place.&lt;br /&gt;
&lt;br /&gt;
Once in combat, players plan maneuvers their ships by setting waypoints in 3D space. Ships will turn and thrust to reach their waypoints. Players may also rotate a ship&#039;s facing independent of its direction of travel to present certain weapons or armor facings to an enemy. Special maneuvers include persistent spins, rolls, and a padlocking-target command that keeps the ship&#039;s nose pointed at its primary target.&lt;br /&gt;
&lt;br /&gt;
Any damage that penetrates a ship&#039;s armor is applied to its internal systems. Weapons and other modules may be temporarily disabled or permanently destroyed, requiring repair at a hab with a shipyard. Damage control teams will also attempt to restore function to critical systems in combat.&lt;br /&gt;
&lt;br /&gt;
=== Fire Control ===&lt;br /&gt;
Weapons have one or more fire modes available to them. They can be set at the fleet, ship, or individual weapon level during combat.&lt;br /&gt;
&lt;br /&gt;
Ships may also designate an enemy ship or hab module as its primary target. The ship&#039;s weapons will favor that enemy over others. Missile weapons require a primary target to fire.&lt;br /&gt;
&lt;br /&gt;
Depending on their capabilities, weapons may also be set to only attack enemy ships, only fire defensively at incoming projectiles and missiles, or in &amp;quot;guardian&amp;quot; mode, firing first at threatening projectiles and then targeting enemy craft.&lt;br /&gt;
&lt;br /&gt;
Ships or the entire fleet can be set to the following fire postures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Posture !! Offensive weaponry !! Guardian-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FocusFireCommand ON.png|25px]] Focus Fire || Attack only primary target || Attack only primary target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AttackCommand ON.png|25px]] Attack || Attack primary target if in range, otherwise nearest target || Attack primary target if in range, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BalancedCommand ON.png|25px]] Balanced || Attack primary target if in range, otherwise nearest target || Attack threatening projectiles if any, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DefensiveCommand ON.png|25px]] Defensive || Attack primary target if in range, otherwise nearest target || Attack only threatening projectiles&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FortifyCommand ON.png|25px]] Fortified || Preserve power and ammo || Attack only threatening projectiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heat Management ===&lt;br /&gt;
Running the ship&#039;s power plant to recharge the batteries or operate the drive creates heat that is normally expelled by the ship&#039;s radiators, which cannot be armored. In combat, radiators may be retracted to protect them, but the ship must put all its heat into heat sinks, which have a limited capacity. The heat level will lower automatically when the radiators are extended. If the heat level stored in heat sinks reaches maximum, the ship will start to take internal damage. In combat, the radiators will automatically be extended to start radiating heat if possible. Keep in mind, without proper heat management a ship will experience catastrophic failure.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:ICO_ResupplyAndRepairOperation_on.png&amp;diff=2737</id>
		<title>File:ICO ResupplyAndRepairOperation on.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:ICO_ResupplyAndRepairOperation_on.png&amp;diff=2737"/>
		<updated>2023-01-09T18:49:11Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2736</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2736"/>
		<updated>2023-01-09T18:37:07Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Bases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Module Sites !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 600&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 25%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 50%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 800&lt;br /&gt;
| 480&lt;br /&gt;
| 100%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 800&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 635&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 5077&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+20 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x4 speed)&amp;lt;br&amp;gt;+100 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x12 speed)&amp;lt;br&amp;gt;+300 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|120px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|120px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|120px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 0.87 each (equivalent to 30 crew*)&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 7.25 each (equivalent to 250 crew*)&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 87.5 each (equivalent to 3000 crew*)&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6|&amp;lt;em&amp;gt;*Agricultural modules reduce water or volatile upkeep costs from any source, not just crew.&amp;lt;/em&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+100 Research&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|120px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet&#039;s shadow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
&lt;br /&gt;
Defense modules houses weapons to defend habs against enemy assault.&lt;br /&gt;
&lt;br /&gt;
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser).  Small, large, or huge cannons are used according to module tier.  They upgrade automatically when the new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built in space, they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma).  In addition, they also house 1 point defense turret (laser / arc laser / phaser).  Light, regular/medium, or heavy batteries are used according to module tier.  Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+15 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+75 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|120px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|120px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2735</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2735"/>
		<updated>2023-01-09T18:34:53Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Module Sites !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 600&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 25%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 50%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 800&lt;br /&gt;
| 480&lt;br /&gt;
| 100%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 1280&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 508&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2031&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+20 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x4 speed)&amp;lt;br&amp;gt;+100 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x12 speed)&amp;lt;br&amp;gt;+300 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|120px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|120px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|120px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 0.87 each (equivalent to 30 crew*)&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 7.25 each (equivalent to 250 crew*)&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 87.5 each (equivalent to 3000 crew*)&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6|&amp;lt;em&amp;gt;*Agricultural modules reduce water or volatile upkeep costs from any source, not just crew.&amp;lt;/em&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+100 Research&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|120px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet&#039;s shadow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
&lt;br /&gt;
Defense modules houses weapons to defend habs against enemy assault.&lt;br /&gt;
&lt;br /&gt;
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser).  Small, large, or huge cannons are used according to module tier.  They upgrade automatically when the new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built in space, they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma).  In addition, they also house 1 point defense turret (laser / arc laser / phaser).  Light, regular/medium, or heavy batteries are used according to module tier.  Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+15 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+75 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|120px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|120px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2734</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2734"/>
		<updated>2023-01-09T18:33:35Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Antimatter Capture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Module Sites !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 960&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 25%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 50%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 800&lt;br /&gt;
| 480&lt;br /&gt;
| 100%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 1280&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 508&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2031&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+20 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x4 speed)&amp;lt;br&amp;gt;+100 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x12 speed)&amp;lt;br&amp;gt;+300 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|120px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|120px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|120px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 0.87 each (equivalent to 30 crew*)&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 7.25 each (equivalent to 250 crew*)&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 87.5 each (equivalent to 3000 crew*)&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6|&amp;lt;em&amp;gt;*Agricultural modules reduce water or volatile upkeep costs from any source, not just crew.&amp;lt;/em&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+100 Research&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|120px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet&#039;s shadow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
&lt;br /&gt;
Defense modules houses weapons to defend habs against enemy assault.&lt;br /&gt;
&lt;br /&gt;
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser).  Small, large, or huge cannons are used according to module tier.  They upgrade automatically when the new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built in space, they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma).  In addition, they also house 1 point defense turret (laser / arc laser / phaser).  Light, regular/medium, or heavy batteries are used according to module tier.  Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+15 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+75 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|120px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|120px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2733</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2733"/>
		<updated>2023-01-09T18:30:06Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Antimatter Capture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Module Sites !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 960&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 5%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 2 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 20%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 500&lt;br /&gt;
| 480&lt;br /&gt;
| 50%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 1280&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 508&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2031&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+20 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x4 speed)&amp;lt;br&amp;gt;+100 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x12 speed)&amp;lt;br&amp;gt;+300 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|120px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|120px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|120px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 0.87 each (equivalent to 30 crew*)&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 7.25 each (equivalent to 250 crew*)&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 87.5 each (equivalent to 3000 crew*)&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6|&amp;lt;em&amp;gt;*Agricultural modules reduce water or volatile upkeep costs from any source, not just crew.&amp;lt;/em&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+100 Research&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|120px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet&#039;s shadow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
&lt;br /&gt;
Defense modules houses weapons to defend habs against enemy assault.&lt;br /&gt;
&lt;br /&gt;
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser).  Small, large, or huge cannons are used according to module tier.  They upgrade automatically when the new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built in space, they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma).  In addition, they also house 1 point defense turret (laser / arc laser / phaser).  Light, regular/medium, or heavy batteries are used according to module tier.  Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+15 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+75 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|120px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|120px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2732</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2732"/>
		<updated>2023-01-09T18:23:49Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Defense Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Module Sites !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 960&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 5%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 2 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 20%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 500&lt;br /&gt;
| 480&lt;br /&gt;
| 50%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 1280&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 508&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2031&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+20 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x4 speed)&amp;lt;br&amp;gt;+100 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x12 speed)&amp;lt;br&amp;gt;+300 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|120px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|120px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|120px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 0.87 each (equivalent to 30 crew*)&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 7.25 each (equivalent to 250 crew*)&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 87.5 each (equivalent to 3000 crew*)&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6|&amp;lt;em&amp;gt;*Agricultural modules reduce water or volatile upkeep costs from any source, not just crew.&amp;lt;/em&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+100 Research&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|120px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet&#039;s shadow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
&lt;br /&gt;
Defense modules houses weapons to defend habs against enemy assault.&lt;br /&gt;
&lt;br /&gt;
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser).  Small, large, or huge cannons are used according to module tier.  They upgrade automatically when the new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built in space, they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma).  In addition, they also house 1 point defense turret (laser / arc laser / phaser).  Light, regular/medium, or heavy batteries are used according to module tier.  Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+15 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;Prevents enemy Assault Hab fleet operations&amp;lt;br&amp;gt;+75 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|120px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|120px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Console_Commands&amp;diff=2731</id>
		<title>Console Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Console_Commands&amp;diff=2731"/>
		<updated>2023-01-09T18:14:09Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* List of commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game&#039;s console can be enabled by editing the following file in the game&#039;s folder with a text editor: &amp;lt;code&amp;gt;TerraInvicta_Data\StreamingAssets\Templates\TIGlobalConfig.json&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the second half there is the following line: &amp;quot;debug_ConsoleActive&amp;quot;: false,. Set it to true and save the file. Note that certain game updates might overwrite the file, requiring another edit.&lt;br /&gt;
&lt;br /&gt;
The console can be opened with the ~ key.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== List of commands ==&lt;br /&gt;
Commands are not case-sensitive but the parameters are.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Effect&lt;br /&gt;
! Parameters&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| help&lt;br /&gt;
| Lists all commands&lt;br /&gt;
| &lt;br /&gt;
| help&lt;br /&gt;
|-&lt;br /&gt;
| addscouncilresources&lt;br /&gt;
| Adds all faction resources to the player faction&lt;br /&gt;
| amount&lt;br /&gt;
| addcouncilresources 100&lt;br /&gt;
|-&lt;br /&gt;
| addspaceresources&lt;br /&gt;
| Adds all space resources to the player faction&lt;br /&gt;
| amount&lt;br /&gt;
| addspaceresources 100&lt;br /&gt;
|-&lt;br /&gt;
| addresource&lt;br /&gt;
| Adds a certain resource to a faction&lt;br /&gt;
| resource,amount,faction internal name&lt;br /&gt;
| addresource Money,100,SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| absorb&lt;br /&gt;
| The first nation annexes the second nation&lt;br /&gt;
| nation internal name,nation internal name&lt;br /&gt;
| absorb USA,CAN&lt;br /&gt;
|-&lt;br /&gt;
| giveresource&lt;br /&gt;
| Adds a certain resource to a faction&lt;br /&gt;
| resource,amount,faction internal name&lt;br /&gt;
| giveresource Money,100,SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| addtrait&lt;br /&gt;
| Adds a trait to the selected councilor&lt;br /&gt;
| trait internal name&lt;br /&gt;
| addtrait ConspiracyTheorist&lt;br /&gt;
|-&lt;br /&gt;
| aerosols&lt;br /&gt;
| Adds excess stratospheric aerosols to Earth&lt;br /&gt;
| amount&lt;br /&gt;
| aerosols 0.1&lt;br /&gt;
|-&lt;br /&gt;
| completemodule&lt;br /&gt;
| Completes the construction of the selected hab module&lt;br /&gt;
| &lt;br /&gt;
| completemodule&lt;br /&gt;
|-&lt;br /&gt;
| completeobjective&lt;br /&gt;
| Completes the written objective for the player faction&lt;br /&gt;
| objective internal name&lt;br /&gt;
| completeobjective ResearchExotics&lt;br /&gt;
|-&lt;br /&gt;
| completeproject&lt;br /&gt;
| Completes the current council engineering project for a faction&lt;br /&gt;
| faction internal name&lt;br /&gt;
| completeproject EscapeCouncil&lt;br /&gt;
|-&lt;br /&gt;
| damageship&lt;br /&gt;
| Damages one ship in the selected fleet, will not fully destroy ships&lt;br /&gt;
| amount&lt;br /&gt;
| damageship 100&lt;br /&gt;
|-&lt;br /&gt;
| destroymodule&lt;br /&gt;
| Destroys the selected hab module&lt;br /&gt;
| &lt;br /&gt;
| destroymodule&lt;br /&gt;
|-&lt;br /&gt;
| dumpfleetgoal&lt;br /&gt;
| Writes the mission of the selected fleet&lt;br /&gt;
| &lt;br /&gt;
| dumpfleetgoal&lt;br /&gt;
|-&lt;br /&gt;
| givealltechs&lt;br /&gt;
| Completes all global research and gives the faction all council engineering projects&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; campaign will require using the &#039;&#039;completeobjective&#039;&#039; command to proceed unless already at final objective&lt;br /&gt;
| faction internal name&lt;br /&gt;
| givealltechs ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| givecp&lt;br /&gt;
| Gives an unonwned control point in the chosen nation to a faction&lt;br /&gt;
| nation name,faction internal name&lt;br /&gt;
| givecp Afghanistan,ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| giveorg&lt;br /&gt;
| Gives a faction a certain org&lt;br /&gt;
| faction internal name,org internal name&lt;br /&gt;
| giveorg ResistCouncil,CentralIntelligenceAgency&lt;br /&gt;
|-&lt;br /&gt;
| giveproject&lt;br /&gt;
| Give finished project to council.&lt;br /&gt;
| giveproject dataName, factionName (optional)&lt;br /&gt;
| giveproject Project_CommercialResearch, ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| killstate&lt;br /&gt;
| Kills the selected army, councilor, fleet or habitat&lt;br /&gt;
| &lt;br /&gt;
| killstate&lt;br /&gt;
|-&lt;br /&gt;
| modifygdp&lt;br /&gt;
| Adds or removes GDP billions to a certain nation&lt;br /&gt;
| nation name,amount&lt;br /&gt;
| modifygdp Afghanistan,300&lt;br /&gt;
|-&lt;br /&gt;
| nosecrets&lt;br /&gt;
| Reveals all factions&#039; councilors, objectives and council engineering projects&lt;br /&gt;
| &lt;br /&gt;
| nosecrets&lt;br /&gt;
|-&lt;br /&gt;
| nuke&lt;br /&gt;
| Launches a strategic nuclear barrage in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| nuke&lt;br /&gt;
|-&lt;br /&gt;
| propaganda&lt;br /&gt;
| Completes a Public Opinion mission on every nation for a faction&lt;br /&gt;
| faction internal name,strength (optional)&lt;br /&gt;
| propaganda ResistCouncil,10&lt;br /&gt;
|-&lt;br /&gt;
| prospect&lt;br /&gt;
| Prospscts a celestial body&lt;br /&gt;
| celestial body&lt;br /&gt;
| prospect Ganymede&lt;br /&gt;
|-&lt;br /&gt;
| revealsites&lt;br /&gt;
| Prospects all celestial bodies&lt;br /&gt;
| &lt;br /&gt;
| revealsites&lt;br /&gt;
|-&lt;br /&gt;
| revolution&lt;br /&gt;
| Triggers a revolution in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| revolution&lt;br /&gt;
|-&lt;br /&gt;
| regimechange&lt;br /&gt;
| Triggers a regime change for the player faction in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| regimechange&lt;br /&gt;
|-&lt;br /&gt;
| setfation&lt;br /&gt;
| Changes factions, requires a save and reload for full effect&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; can switch to the alien faction but certain actions will crash the game&lt;br /&gt;
| faction internal name&lt;br /&gt;
| setfation ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| sight&lt;br /&gt;
| Reveals all current alien phenomena sites&lt;br /&gt;
| &lt;br /&gt;
| sight&lt;br /&gt;
|-&lt;br /&gt;
| startcoup&lt;br /&gt;
| Triggers a coup in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| startcoup&lt;br /&gt;
|-&lt;br /&gt;
| triggerevent&lt;br /&gt;
| Triggers an event&lt;br /&gt;
| event internal name&lt;br /&gt;
| triggerevent event_OneHumanity&lt;br /&gt;
|-&lt;br /&gt;
| unify     	&lt;br /&gt;
| Unifies two nations&lt;br /&gt;
| nation internal name,nation internal name&lt;br /&gt;
| unify USA,CAN&lt;br /&gt;
|-&lt;br /&gt;
| unlockallshipparts&lt;br /&gt;
| Unlocks all human and alien ship components for ship design&lt;br /&gt;
| &lt;br /&gt;
| unlockallshipparts&lt;br /&gt;
|-&lt;br /&gt;
| watchfactions&lt;br /&gt;
| Reveals all factions&#039; objectives and council engineering projects&lt;br /&gt;
| &lt;br /&gt;
| watchfactions&lt;br /&gt;
|-&lt;br /&gt;
| alieninfo&lt;br /&gt;
| Writes all resources and the next purchase of the aliens&lt;br /&gt;
| &lt;br /&gt;
| alieninfo&lt;br /&gt;
|-&lt;br /&gt;
| autopilot&lt;br /&gt;
| Plays game automatically&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; requires restarting the game to disable&lt;br /&gt;
| &lt;br /&gt;
| autopilot&lt;br /&gt;
|-&lt;br /&gt;
| musicinfo&lt;br /&gt;
| Writes music info&lt;br /&gt;
| &lt;br /&gt;
| musicinfo&lt;br /&gt;
|-&lt;br /&gt;
| setmusicvolume&lt;br /&gt;
| Sets the music volume&lt;br /&gt;
| amount&lt;br /&gt;
| setmusicvolume 2&lt;br /&gt;
|-&lt;br /&gt;
| setmusicintensity&lt;br /&gt;
| Sets the music intensity&lt;br /&gt;
| amount&lt;br /&gt;
| setmusicintensity 2&lt;br /&gt;
|-&lt;br /&gt;
| killship&lt;br /&gt;
| Destroys the selected player ship&lt;br /&gt;
| &lt;br /&gt;
| killship&lt;br /&gt;
|-&lt;br /&gt;
| killasset&lt;br /&gt;
| Kill the current UI Selected Asset (army, councilor, fleet, hab)&lt;br /&gt;
| &lt;br /&gt;
| killasset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are a couple of other console commands but they currently either do not work or crash the game (version 0.3.23):&lt;br /&gt;
* forcemissions&lt;br /&gt;
* detainme&lt;br /&gt;
* giveips&lt;br /&gt;
* setmiltech&lt;br /&gt;
&lt;br /&gt;
== Faction internal names ==&lt;br /&gt;
Factions have the following internal names:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Faction&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Humanity First&lt;br /&gt;
| DestroyCouncil&lt;br /&gt;
|-&lt;br /&gt;
| Project Exodus&lt;br /&gt;
| EscapeCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Academy&lt;br /&gt;
| CooperateCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Initiative&lt;br /&gt;
| ExploitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Protectorate&lt;br /&gt;
| AppeaseCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Resistance&lt;br /&gt;
| ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Servants&lt;br /&gt;
| SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| Aliens&lt;br /&gt;
| AlienCouncil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nation internal names ==&lt;br /&gt;
Nations have the following internal names:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Afghanistan || AFG&lt;br /&gt;
|-&lt;br /&gt;
| Algeria || DZA&lt;br /&gt;
|-&lt;br /&gt;
| Alpine States || ALP&lt;br /&gt;
|-&lt;br /&gt;
| Angola || AGO&lt;br /&gt;
|-&lt;br /&gt;
| Argentina || ARG&lt;br /&gt;
|-&lt;br /&gt;
| Armenia || ARM&lt;br /&gt;
|-&lt;br /&gt;
| Australia || AUS&lt;br /&gt;
|-&lt;br /&gt;
| Azerbaijan || AZE&lt;br /&gt;
|-&lt;br /&gt;
| Baltic States || BAS&lt;br /&gt;
|-&lt;br /&gt;
| Bangladesh || BGD&lt;br /&gt;
|-&lt;br /&gt;
| Belarus || BLR&lt;br /&gt;
|-&lt;br /&gt;
| Belize || BEL&lt;br /&gt;
|-&lt;br /&gt;
| Benelux || NET&lt;br /&gt;
|-&lt;br /&gt;
| Bolivia || BOL&lt;br /&gt;
|-&lt;br /&gt;
| Botswana || BWA&lt;br /&gt;
|-&lt;br /&gt;
| Brazil || BRA&lt;br /&gt;
|-&lt;br /&gt;
| Bulgaria || BUL&lt;br /&gt;
|-&lt;br /&gt;
| Burkina Faso || BKF&lt;br /&gt;
|-&lt;br /&gt;
| Cambodia || KHM&lt;br /&gt;
|-&lt;br /&gt;
| Cameroon || CMR&lt;br /&gt;
|-&lt;br /&gt;
| Canada || CAN&lt;br /&gt;
|-&lt;br /&gt;
| Caribbean States || CAB&lt;br /&gt;
|-&lt;br /&gt;
| Central African Republic || CAF&lt;br /&gt;
|-&lt;br /&gt;
| Chad || TCD&lt;br /&gt;
|-&lt;br /&gt;
| Chile || CHL&lt;br /&gt;
|-&lt;br /&gt;
| China || CHN&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Colombia || COL&lt;br /&gt;
|-&lt;br /&gt;
| Congo || COD&lt;br /&gt;
|-&lt;br /&gt;
| Costa Rica || COS&lt;br /&gt;
|-&lt;br /&gt;
| Cuba || CUB&lt;br /&gt;
|-&lt;br /&gt;
| Czech Republic || CZE&lt;br /&gt;
|-&lt;br /&gt;
| Denmark || DEN&lt;br /&gt;
|-&lt;br /&gt;
| Ecuador || ECU&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || EGY&lt;br /&gt;
|-&lt;br /&gt;
| El Salvador || ELS&lt;br /&gt;
|-&lt;br /&gt;
| Eritrea || ERI&lt;br /&gt;
|-&lt;br /&gt;
| Ethiopia || ETH&lt;br /&gt;
|-&lt;br /&gt;
| Finland || FIN&lt;br /&gt;
|-&lt;br /&gt;
| France || EUA&lt;br /&gt;
|-&lt;br /&gt;
| Georgia || GEO&lt;br /&gt;
|-&lt;br /&gt;
| Germany || DEU&lt;br /&gt;
|-&lt;br /&gt;
| Great Lakes States || UGA&lt;br /&gt;
|-&lt;br /&gt;
| Greece || GRE&lt;br /&gt;
|-&lt;br /&gt;
| Guatemala || GTM&lt;br /&gt;
|-&lt;br /&gt;
| Gulf States || GUS&lt;br /&gt;
|-&lt;br /&gt;
| Guyana || GUY&lt;br /&gt;
|-&lt;br /&gt;
| Himalayan States || HYS&lt;br /&gt;
|-&lt;br /&gt;
| Honduras || HON&lt;br /&gt;
|-&lt;br /&gt;
| Hungary || HUN&lt;br /&gt;
|-&lt;br /&gt;
| Iceland || ISL&lt;br /&gt;
|-&lt;br /&gt;
| India || IND&lt;br /&gt;
|-&lt;br /&gt;
| Indonesia || IDN&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Iran || IRN&lt;br /&gt;
|-&lt;br /&gt;
| Iraq || IRQ&lt;br /&gt;
|-&lt;br /&gt;
| Ireland || IRL&lt;br /&gt;
|-&lt;br /&gt;
| Israel || ISR&lt;br /&gt;
|-&lt;br /&gt;
| Italy || ITA&lt;br /&gt;
|-&lt;br /&gt;
| Ivory Coast || IVO&lt;br /&gt;
|-&lt;br /&gt;
| Japan || JPN&lt;br /&gt;
|-&lt;br /&gt;
| Jordan || JOR&lt;br /&gt;
|-&lt;br /&gt;
| Kazakhstan || KAZ&lt;br /&gt;
|-&lt;br /&gt;
| Kenya || KEN&lt;br /&gt;
|-&lt;br /&gt;
| Kyrgyzstan || KGZ&lt;br /&gt;
|-&lt;br /&gt;
| Laos || LAO&lt;br /&gt;
|-&lt;br /&gt;
| Libya || LBY&lt;br /&gt;
|-&lt;br /&gt;
| Lower Guinea || LWG&lt;br /&gt;
|-&lt;br /&gt;
| Madagascar || MDG&lt;br /&gt;
|-&lt;br /&gt;
| Malaysia || MYS&lt;br /&gt;
|-&lt;br /&gt;
| Mali || MLI&lt;br /&gt;
|-&lt;br /&gt;
| Mauritania || MRT&lt;br /&gt;
|-&lt;br /&gt;
| Mexico || MEX&lt;br /&gt;
|-&lt;br /&gt;
| Middle Guinea || MLG&lt;br /&gt;
|-&lt;br /&gt;
| Mongolia || MNG&lt;br /&gt;
|-&lt;br /&gt;
| Morocco || MAR&lt;br /&gt;
|-&lt;br /&gt;
| Mozambique || MOZ&lt;br /&gt;
|-&lt;br /&gt;
| Myanmar || MMR&lt;br /&gt;
|-&lt;br /&gt;
| Namibia || SWA&lt;br /&gt;
|-&lt;br /&gt;
| New Zealand || NZL&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Nicaragua || NIC&lt;br /&gt;
|-&lt;br /&gt;
| Niger || NER&lt;br /&gt;
|-&lt;br /&gt;
| Nigeria || NGA&lt;br /&gt;
|-&lt;br /&gt;
| North Korea || PRK&lt;br /&gt;
|-&lt;br /&gt;
| Northern Balkan States || NBK&lt;br /&gt;
|-&lt;br /&gt;
| Norway || NOR&lt;br /&gt;
|-&lt;br /&gt;
| Oman || OMN&lt;br /&gt;
|-&lt;br /&gt;
| Pacific States || PCS&lt;br /&gt;
|-&lt;br /&gt;
| Pakistan || PAK&lt;br /&gt;
|-&lt;br /&gt;
| Panama || PAN&lt;br /&gt;
|-&lt;br /&gt;
| Paraguay || PRY&lt;br /&gt;
|-&lt;br /&gt;
| Peru || PER&lt;br /&gt;
|-&lt;br /&gt;
| Philippines || PHL&lt;br /&gt;
|-&lt;br /&gt;
| Poland || POL&lt;br /&gt;
|-&lt;br /&gt;
| Portugal || PRT&lt;br /&gt;
|-&lt;br /&gt;
| Ratnakaran States || RTK&lt;br /&gt;
|-&lt;br /&gt;
| Romania || ROM&lt;br /&gt;
|-&lt;br /&gt;
| Russia || RUS&lt;br /&gt;
|-&lt;br /&gt;
| Saudi Arabia || SEN&lt;br /&gt;
|-&lt;br /&gt;
| Senegamnia || SEG&lt;br /&gt;
|-&lt;br /&gt;
| Singapore || SGP&lt;br /&gt;
|-&lt;br /&gt;
| Slovakia || SLO&lt;br /&gt;
|-&lt;br /&gt;
| Somalia || SOM&lt;br /&gt;
|-&lt;br /&gt;
| South Africa || ZAF&lt;br /&gt;
|-&lt;br /&gt;
| South Korea || KOR&lt;br /&gt;
|-&lt;br /&gt;
| South Sudan || SSD&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Southern Balkan States || SBK&lt;br /&gt;
|-&lt;br /&gt;
| Spain || ESP&lt;br /&gt;
|-&lt;br /&gt;
| Sri Lanka || LKA&lt;br /&gt;
|-&lt;br /&gt;
| Sudan || SDN&lt;br /&gt;
|-&lt;br /&gt;
| Suriname || SUR&lt;br /&gt;
|-&lt;br /&gt;
| Sweden || SCA&lt;br /&gt;
|-&lt;br /&gt;
| Syria || SYR&lt;br /&gt;
|-&lt;br /&gt;
| Taiwan || TWN&lt;br /&gt;
|-&lt;br /&gt;
| Tajikistan || TJK&lt;br /&gt;
|-&lt;br /&gt;
| Tanzania || TZA&lt;br /&gt;
|-&lt;br /&gt;
| Thailand || THA&lt;br /&gt;
|-&lt;br /&gt;
| Tunisia || TUN&lt;br /&gt;
|-&lt;br /&gt;
| Turkey || TUR&lt;br /&gt;
|-&lt;br /&gt;
| Turkmenistan || TKM&lt;br /&gt;
|-&lt;br /&gt;
| Ukraine || UKR&lt;br /&gt;
|-&lt;br /&gt;
| United Kingdom|| GBR&lt;br /&gt;
|-&lt;br /&gt;
| United States of America || USA&lt;br /&gt;
|-&lt;br /&gt;
| Upper Guinea || UPG&lt;br /&gt;
|-&lt;br /&gt;
| Uruguay || URY&lt;br /&gt;
|-&lt;br /&gt;
| Uzbekistan || UZB&lt;br /&gt;
|-&lt;br /&gt;
| Venezuela || VEN&lt;br /&gt;
|-&lt;br /&gt;
| Vietnam || VNM&lt;br /&gt;
|-&lt;br /&gt;
| Yemen || YEM&lt;br /&gt;
|-&lt;br /&gt;
| Zambia-Malawi || ZMB&lt;br /&gt;
|-&lt;br /&gt;
| Zimbabwe || ZWE&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Console_Commands&amp;diff=2730</id>
		<title>Console Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Console_Commands&amp;diff=2730"/>
		<updated>2023-01-09T18:12:53Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* List of commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game&#039;s console can be enabled by editing the following file in the game&#039;s folder with a text editor: &amp;lt;code&amp;gt;TerraInvicta_Data\StreamingAssets\Templates\TIGlobalConfig.json&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the second half there is the following line: &amp;quot;debug_ConsoleActive&amp;quot;: false,. Set it to true and save the file. Note that certain game updates might overwrite the file, requiring another edit.&lt;br /&gt;
&lt;br /&gt;
The console can be opened with the ~ key.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== List of commands ==&lt;br /&gt;
Commands are not case-sensitive but the parameters are.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Effect&lt;br /&gt;
! Parameters&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| help&lt;br /&gt;
| Lists all commands&lt;br /&gt;
| &lt;br /&gt;
| help&lt;br /&gt;
|-&lt;br /&gt;
| addscouncilresources&lt;br /&gt;
| Adds all faction resources to the player faction&lt;br /&gt;
| amount&lt;br /&gt;
| addcouncilresources 100&lt;br /&gt;
|-&lt;br /&gt;
| addspaceresources&lt;br /&gt;
| Adds all space resources to the player faction&lt;br /&gt;
| amount&lt;br /&gt;
| addspaceresources 100&lt;br /&gt;
|-&lt;br /&gt;
| addresource&lt;br /&gt;
| Adds a certain resource to a faction&lt;br /&gt;
| resource,amount,faction internal name&lt;br /&gt;
| addresource Money,100,SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| absorb&lt;br /&gt;
| The first nation annexes the second nation&lt;br /&gt;
| nation internal name,nation internal name&lt;br /&gt;
| absorb USA,CAN&lt;br /&gt;
|-&lt;br /&gt;
| giveresource&lt;br /&gt;
| Adds a certain resource to a faction&lt;br /&gt;
| resource,amount,faction internal name&lt;br /&gt;
| giveresource Money,100,SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| addtrait&lt;br /&gt;
| Adds a trait to the selected councilor&lt;br /&gt;
| trait internal name&lt;br /&gt;
| addtrait ConspiracyTheorist&lt;br /&gt;
|-&lt;br /&gt;
| aerosols&lt;br /&gt;
| Adds excess stratospheric aerosols to Earth&lt;br /&gt;
| amount&lt;br /&gt;
| aerosols 0.1&lt;br /&gt;
|-&lt;br /&gt;
| completemodule&lt;br /&gt;
| Completes the construction of modules from the selected hab&lt;br /&gt;
| &lt;br /&gt;
| completemodule&lt;br /&gt;
|-&lt;br /&gt;
| completeobjective&lt;br /&gt;
| Completes the written objective for the player faction&lt;br /&gt;
| objective internal name&lt;br /&gt;
| completeobjective ResearchExotics&lt;br /&gt;
|-&lt;br /&gt;
| completeproject&lt;br /&gt;
| Completes the current council engineering project for a faction&lt;br /&gt;
| faction internal name&lt;br /&gt;
| completeproject EscapeCouncil&lt;br /&gt;
|-&lt;br /&gt;
| damageship&lt;br /&gt;
| Damages one ship in the selected fleet, will not fully destroy ships&lt;br /&gt;
| amount&lt;br /&gt;
| damageship 100&lt;br /&gt;
|-&lt;br /&gt;
| dumpfleetgoal&lt;br /&gt;
| Writes the mission of the selected fleet&lt;br /&gt;
| &lt;br /&gt;
| dumpfleetgoal&lt;br /&gt;
|-&lt;br /&gt;
| givealltechs&lt;br /&gt;
| Completes all global research and gives the faction all council engineering projects&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; campaign will require using the &#039;&#039;completeobjective&#039;&#039; command to proceed unless already at final objective&lt;br /&gt;
| faction internal name&lt;br /&gt;
| givealltechs ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| givecp&lt;br /&gt;
| Gives an unonwned control point in the chosen nation to a faction&lt;br /&gt;
| nation name,faction internal name&lt;br /&gt;
| givecp Afghanistan,ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| giveorg&lt;br /&gt;
| Gives a faction a certain org&lt;br /&gt;
| faction internal name,org internal name&lt;br /&gt;
| giveorg ResistCouncil,CentralIntelligenceAgency&lt;br /&gt;
|-&lt;br /&gt;
| giveproject&lt;br /&gt;
| Give finished project to council.&lt;br /&gt;
| giveproject dataName, factionName (optional)&lt;br /&gt;
| giveproject Project_CommercialResearch, ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| killstate&lt;br /&gt;
| Kills the selected army, councilor, fleet or habitat&lt;br /&gt;
| &lt;br /&gt;
| killstate&lt;br /&gt;
|-&lt;br /&gt;
| modifygdp&lt;br /&gt;
| Adds or removes GDP billions to a certain nation&lt;br /&gt;
| nation name,amount&lt;br /&gt;
| modifygdp Afghanistan,300&lt;br /&gt;
|-&lt;br /&gt;
| nosecrets&lt;br /&gt;
| Reveals all factions&#039; councilors, objectives and council engineering projects&lt;br /&gt;
| &lt;br /&gt;
| nosecrets&lt;br /&gt;
|-&lt;br /&gt;
| nuke&lt;br /&gt;
| Launches a strategic nuclear barrage in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| nuke&lt;br /&gt;
|-&lt;br /&gt;
| propaganda&lt;br /&gt;
| Completes a Public Opinion mission on every nation for a faction&lt;br /&gt;
| faction internal name,strength (optional)&lt;br /&gt;
| propaganda ResistCouncil,10&lt;br /&gt;
|-&lt;br /&gt;
| prospect&lt;br /&gt;
| Prospscts a celestial body&lt;br /&gt;
| celestial body&lt;br /&gt;
| prospect Ganymede&lt;br /&gt;
|-&lt;br /&gt;
| revealsites&lt;br /&gt;
| Prospects all celestial bodies&lt;br /&gt;
| &lt;br /&gt;
| revealsites&lt;br /&gt;
|-&lt;br /&gt;
| revolution&lt;br /&gt;
| Triggers a revolution in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| revolution&lt;br /&gt;
|-&lt;br /&gt;
| regimechange&lt;br /&gt;
| Triggers a regime change for the player faction in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| regimechange&lt;br /&gt;
|-&lt;br /&gt;
| setfation&lt;br /&gt;
| Changes factions, requires a save and reload for full effect&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; can switch to the alien faction but certain actions will crash the game&lt;br /&gt;
| faction internal name&lt;br /&gt;
| setfation ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| sight&lt;br /&gt;
| Reveals all current alien phenomena sites&lt;br /&gt;
| &lt;br /&gt;
| sight&lt;br /&gt;
|-&lt;br /&gt;
| startcoup&lt;br /&gt;
| Triggers a coup in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| startcoup&lt;br /&gt;
|-&lt;br /&gt;
| triggerevent&lt;br /&gt;
| Triggers an event&lt;br /&gt;
| event internal name&lt;br /&gt;
| triggerevent event_OneHumanity&lt;br /&gt;
|-&lt;br /&gt;
| unify     	&lt;br /&gt;
| Unifies two nations&lt;br /&gt;
| nation internal name,nation internal name&lt;br /&gt;
| unify USA,CAN&lt;br /&gt;
|-&lt;br /&gt;
| unlockallshipparts&lt;br /&gt;
| Unlocks all human and alien ship components for ship design&lt;br /&gt;
| &lt;br /&gt;
| unlockallshipparts&lt;br /&gt;
|-&lt;br /&gt;
| watchfactions&lt;br /&gt;
| Reveals all factions&#039; objectives and council engineering projects&lt;br /&gt;
| &lt;br /&gt;
| watchfactions&lt;br /&gt;
|-&lt;br /&gt;
| alieninfo&lt;br /&gt;
| Writes all resources and the next purchase of the aliens&lt;br /&gt;
| &lt;br /&gt;
| alieninfo&lt;br /&gt;
|-&lt;br /&gt;
| autopilot&lt;br /&gt;
| Plays game automatically&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; requires restarting the game to disable&lt;br /&gt;
| &lt;br /&gt;
| autopilot&lt;br /&gt;
|-&lt;br /&gt;
| musicinfo&lt;br /&gt;
| Writes music info&lt;br /&gt;
| &lt;br /&gt;
| musicinfo&lt;br /&gt;
|-&lt;br /&gt;
| setmusicvolume&lt;br /&gt;
| Sets the music volume&lt;br /&gt;
| amount&lt;br /&gt;
| setmusicvolume 2&lt;br /&gt;
|-&lt;br /&gt;
| setmusicintensity&lt;br /&gt;
| Sets the music intensity&lt;br /&gt;
| amount&lt;br /&gt;
| setmusicintensity 2&lt;br /&gt;
|-&lt;br /&gt;
| killship&lt;br /&gt;
| Destroys the selected player ship&lt;br /&gt;
| &lt;br /&gt;
| killship&lt;br /&gt;
|-&lt;br /&gt;
| killasset&lt;br /&gt;
| Kill the current UI Selected Asset (army, councilor, fleet, hab)&lt;br /&gt;
| &lt;br /&gt;
| killasset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are a couple of other console commands but they currently either do not work or crash the game (version 0.3.23):&lt;br /&gt;
* forcemissions&lt;br /&gt;
* detainme&lt;br /&gt;
* giveips&lt;br /&gt;
* setmiltech&lt;br /&gt;
&lt;br /&gt;
== Faction internal names ==&lt;br /&gt;
Factions have the following internal names:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Faction&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Humanity First&lt;br /&gt;
| DestroyCouncil&lt;br /&gt;
|-&lt;br /&gt;
| Project Exodus&lt;br /&gt;
| EscapeCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Academy&lt;br /&gt;
| CooperateCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Initiative&lt;br /&gt;
| ExploitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Protectorate&lt;br /&gt;
| AppeaseCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Resistance&lt;br /&gt;
| ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Servants&lt;br /&gt;
| SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| Aliens&lt;br /&gt;
| AlienCouncil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nation internal names ==&lt;br /&gt;
Nations have the following internal names:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Afghanistan || AFG&lt;br /&gt;
|-&lt;br /&gt;
| Algeria || DZA&lt;br /&gt;
|-&lt;br /&gt;
| Alpine States || ALP&lt;br /&gt;
|-&lt;br /&gt;
| Angola || AGO&lt;br /&gt;
|-&lt;br /&gt;
| Argentina || ARG&lt;br /&gt;
|-&lt;br /&gt;
| Armenia || ARM&lt;br /&gt;
|-&lt;br /&gt;
| Australia || AUS&lt;br /&gt;
|-&lt;br /&gt;
| Azerbaijan || AZE&lt;br /&gt;
|-&lt;br /&gt;
| Baltic States || BAS&lt;br /&gt;
|-&lt;br /&gt;
| Bangladesh || BGD&lt;br /&gt;
|-&lt;br /&gt;
| Belarus || BLR&lt;br /&gt;
|-&lt;br /&gt;
| Belize || BEL&lt;br /&gt;
|-&lt;br /&gt;
| Benelux || NET&lt;br /&gt;
|-&lt;br /&gt;
| Bolivia || BOL&lt;br /&gt;
|-&lt;br /&gt;
| Botswana || BWA&lt;br /&gt;
|-&lt;br /&gt;
| Brazil || BRA&lt;br /&gt;
|-&lt;br /&gt;
| Bulgaria || BUL&lt;br /&gt;
|-&lt;br /&gt;
| Burkina Faso || BKF&lt;br /&gt;
|-&lt;br /&gt;
| Cambodia || KHM&lt;br /&gt;
|-&lt;br /&gt;
| Cameroon || CMR&lt;br /&gt;
|-&lt;br /&gt;
| Canada || CAN&lt;br /&gt;
|-&lt;br /&gt;
| Caribbean States || CAB&lt;br /&gt;
|-&lt;br /&gt;
| Central African Republic || CAF&lt;br /&gt;
|-&lt;br /&gt;
| Chad || TCD&lt;br /&gt;
|-&lt;br /&gt;
| Chile || CHL&lt;br /&gt;
|-&lt;br /&gt;
| China || CHN&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Colombia || COL&lt;br /&gt;
|-&lt;br /&gt;
| Congo || COD&lt;br /&gt;
|-&lt;br /&gt;
| Costa Rica || COS&lt;br /&gt;
|-&lt;br /&gt;
| Cuba || CUB&lt;br /&gt;
|-&lt;br /&gt;
| Czech Republic || CZE&lt;br /&gt;
|-&lt;br /&gt;
| Denmark || DEN&lt;br /&gt;
|-&lt;br /&gt;
| Ecuador || ECU&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || EGY&lt;br /&gt;
|-&lt;br /&gt;
| El Salvador || ELS&lt;br /&gt;
|-&lt;br /&gt;
| Eritrea || ERI&lt;br /&gt;
|-&lt;br /&gt;
| Ethiopia || ETH&lt;br /&gt;
|-&lt;br /&gt;
| Finland || FIN&lt;br /&gt;
|-&lt;br /&gt;
| France || EUA&lt;br /&gt;
|-&lt;br /&gt;
| Georgia || GEO&lt;br /&gt;
|-&lt;br /&gt;
| Germany || DEU&lt;br /&gt;
|-&lt;br /&gt;
| Great Lakes States || UGA&lt;br /&gt;
|-&lt;br /&gt;
| Greece || GRE&lt;br /&gt;
|-&lt;br /&gt;
| Guatemala || GTM&lt;br /&gt;
|-&lt;br /&gt;
| Gulf States || GUS&lt;br /&gt;
|-&lt;br /&gt;
| Guyana || GUY&lt;br /&gt;
|-&lt;br /&gt;
| Himalayan States || HYS&lt;br /&gt;
|-&lt;br /&gt;
| Honduras || HON&lt;br /&gt;
|-&lt;br /&gt;
| Hungary || HUN&lt;br /&gt;
|-&lt;br /&gt;
| Iceland || ISL&lt;br /&gt;
|-&lt;br /&gt;
| India || IND&lt;br /&gt;
|-&lt;br /&gt;
| Indonesia || IDN&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Iran || IRN&lt;br /&gt;
|-&lt;br /&gt;
| Iraq || IRQ&lt;br /&gt;
|-&lt;br /&gt;
| Ireland || IRL&lt;br /&gt;
|-&lt;br /&gt;
| Israel || ISR&lt;br /&gt;
|-&lt;br /&gt;
| Italy || ITA&lt;br /&gt;
|-&lt;br /&gt;
| Ivory Coast || IVO&lt;br /&gt;
|-&lt;br /&gt;
| Japan || JPN&lt;br /&gt;
|-&lt;br /&gt;
| Jordan || JOR&lt;br /&gt;
|-&lt;br /&gt;
| Kazakhstan || KAZ&lt;br /&gt;
|-&lt;br /&gt;
| Kenya || KEN&lt;br /&gt;
|-&lt;br /&gt;
| Kyrgyzstan || KGZ&lt;br /&gt;
|-&lt;br /&gt;
| Laos || LAO&lt;br /&gt;
|-&lt;br /&gt;
| Libya || LBY&lt;br /&gt;
|-&lt;br /&gt;
| Lower Guinea || LWG&lt;br /&gt;
|-&lt;br /&gt;
| Madagascar || MDG&lt;br /&gt;
|-&lt;br /&gt;
| Malaysia || MYS&lt;br /&gt;
|-&lt;br /&gt;
| Mali || MLI&lt;br /&gt;
|-&lt;br /&gt;
| Mauritania || MRT&lt;br /&gt;
|-&lt;br /&gt;
| Mexico || MEX&lt;br /&gt;
|-&lt;br /&gt;
| Middle Guinea || MLG&lt;br /&gt;
|-&lt;br /&gt;
| Mongolia || MNG&lt;br /&gt;
|-&lt;br /&gt;
| Morocco || MAR&lt;br /&gt;
|-&lt;br /&gt;
| Mozambique || MOZ&lt;br /&gt;
|-&lt;br /&gt;
| Myanmar || MMR&lt;br /&gt;
|-&lt;br /&gt;
| Namibia || SWA&lt;br /&gt;
|-&lt;br /&gt;
| New Zealand || NZL&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Nicaragua || NIC&lt;br /&gt;
|-&lt;br /&gt;
| Niger || NER&lt;br /&gt;
|-&lt;br /&gt;
| Nigeria || NGA&lt;br /&gt;
|-&lt;br /&gt;
| North Korea || PRK&lt;br /&gt;
|-&lt;br /&gt;
| Northern Balkan States || NBK&lt;br /&gt;
|-&lt;br /&gt;
| Norway || NOR&lt;br /&gt;
|-&lt;br /&gt;
| Oman || OMN&lt;br /&gt;
|-&lt;br /&gt;
| Pacific States || PCS&lt;br /&gt;
|-&lt;br /&gt;
| Pakistan || PAK&lt;br /&gt;
|-&lt;br /&gt;
| Panama || PAN&lt;br /&gt;
|-&lt;br /&gt;
| Paraguay || PRY&lt;br /&gt;
|-&lt;br /&gt;
| Peru || PER&lt;br /&gt;
|-&lt;br /&gt;
| Philippines || PHL&lt;br /&gt;
|-&lt;br /&gt;
| Poland || POL&lt;br /&gt;
|-&lt;br /&gt;
| Portugal || PRT&lt;br /&gt;
|-&lt;br /&gt;
| Ratnakaran States || RTK&lt;br /&gt;
|-&lt;br /&gt;
| Romania || ROM&lt;br /&gt;
|-&lt;br /&gt;
| Russia || RUS&lt;br /&gt;
|-&lt;br /&gt;
| Saudi Arabia || SEN&lt;br /&gt;
|-&lt;br /&gt;
| Senegamnia || SEG&lt;br /&gt;
|-&lt;br /&gt;
| Singapore || SGP&lt;br /&gt;
|-&lt;br /&gt;
| Slovakia || SLO&lt;br /&gt;
|-&lt;br /&gt;
| Somalia || SOM&lt;br /&gt;
|-&lt;br /&gt;
| South Africa || ZAF&lt;br /&gt;
|-&lt;br /&gt;
| South Korea || KOR&lt;br /&gt;
|-&lt;br /&gt;
| South Sudan || SSD&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Southern Balkan States || SBK&lt;br /&gt;
|-&lt;br /&gt;
| Spain || ESP&lt;br /&gt;
|-&lt;br /&gt;
| Sri Lanka || LKA&lt;br /&gt;
|-&lt;br /&gt;
| Sudan || SDN&lt;br /&gt;
|-&lt;br /&gt;
| Suriname || SUR&lt;br /&gt;
|-&lt;br /&gt;
| Sweden || SCA&lt;br /&gt;
|-&lt;br /&gt;
| Syria || SYR&lt;br /&gt;
|-&lt;br /&gt;
| Taiwan || TWN&lt;br /&gt;
|-&lt;br /&gt;
| Tajikistan || TJK&lt;br /&gt;
|-&lt;br /&gt;
| Tanzania || TZA&lt;br /&gt;
|-&lt;br /&gt;
| Thailand || THA&lt;br /&gt;
|-&lt;br /&gt;
| Tunisia || TUN&lt;br /&gt;
|-&lt;br /&gt;
| Turkey || TUR&lt;br /&gt;
|-&lt;br /&gt;
| Turkmenistan || TKM&lt;br /&gt;
|-&lt;br /&gt;
| Ukraine || UKR&lt;br /&gt;
|-&lt;br /&gt;
| United Kingdom|| GBR&lt;br /&gt;
|-&lt;br /&gt;
| United States of America || USA&lt;br /&gt;
|-&lt;br /&gt;
| Upper Guinea || UPG&lt;br /&gt;
|-&lt;br /&gt;
| Uruguay || URY&lt;br /&gt;
|-&lt;br /&gt;
| Uzbekistan || UZB&lt;br /&gt;
|-&lt;br /&gt;
| Venezuela || VEN&lt;br /&gt;
|-&lt;br /&gt;
| Vietnam || VNM&lt;br /&gt;
|-&lt;br /&gt;
| Yemen || YEM&lt;br /&gt;
|-&lt;br /&gt;
| Zambia-Malawi || ZMB&lt;br /&gt;
|-&lt;br /&gt;
| Zimbabwe || ZWE&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2718</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2718"/>
		<updated>2022-12-15T20:01:28Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Power Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station, with two Solar Collectors and one Space Science Lab, and Tiangong Station, with no modules beyond the core. A random faction will have control of each habitat. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Module Sites !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 960&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 5%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 2 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 20%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 500&lt;br /&gt;
| 480&lt;br /&gt;
| 50%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 1280&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 508&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2031&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+20 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x4 speed)&amp;lt;br&amp;gt;+100 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x12 speed)&amp;lt;br&amp;gt;+300 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|120px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|120px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|120px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 0.87 each (equivalent to 30 crew*)&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 7.25 each (equivalent to 250 crew*)&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 87.5 each (equivalent to 3000 crew*)&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6|&amp;lt;em&amp;gt;*Agricultural modules reduce water or volatile upkeep costs from any source, not just crew.&amp;lt;/em&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+100 Research&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|120px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet&#039;s shadow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
&lt;br /&gt;
Defense modules houses weapons to defend habs against enemy assault.&lt;br /&gt;
&lt;br /&gt;
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser).  Small, large, or huge cannons are used according to module tier.  They upgrade automatically when the new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built in space, they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma).  In addition, they also house 1 point defense turret (laser / arc laser / phaser).  Light, regular/medium, or heavy batteries are used according to module tier.  Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;+15 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;+75 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|120px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|120px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2717</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2717"/>
		<updated>2022-12-15T20:00:59Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Power Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station, with two Solar Collectors and one Space Science Lab, and Tiangong Station, with no modules beyond the core. A random faction will have control of each habitat. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Module Sites !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 960&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 5%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 2 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 20%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 500&lt;br /&gt;
| 480&lt;br /&gt;
| 50%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 1280&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 508&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2031&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+20 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x4 speed)&amp;lt;br&amp;gt;+100 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x12 speed)&amp;lt;br&amp;gt;+300 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|120px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|120px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|120px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 0.87 each (equivalent to 30 crew*)&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 7.25 each (equivalent to 250 crew*)&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 87.5 each (equivalent to 3000 crew*)&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6|&amp;lt;em&amp;gt;*Agricultural modules reduce water or volatile upkeep costs from any source, not just crew.&amp;lt;/em&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+100 Research&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|120px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab. Solar power modules are inefficient if built in the L-2 Lagrage Point as the hab will lie in the planet&#039;s shadow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
&lt;br /&gt;
Defense modules houses weapons to defend habs against enemy assault.&lt;br /&gt;
&lt;br /&gt;
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser).  Small, large, or huge cannons are used according to module tier.  They upgrade automatically when the new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built in space, they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma).  In addition, they also house 1 point defense turret (laser / arc laser / phaser).  Light, regular/medium, or heavy batteries are used according to module tier.  Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;+15 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;+75 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|120px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|120px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2712</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2712"/>
		<updated>2022-12-08T10:21:21Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Mining Complexes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station, with two Solar Collectors and one Space Science Lab, and Tiangong Station, with no modules beyond the core. A random faction will have control of each habitat. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Module Sites !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 960&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 5%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 2 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 20%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 500&lt;br /&gt;
| 480&lt;br /&gt;
| 50%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 1280&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 508&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2031&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+20 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x4 speed)&amp;lt;br&amp;gt;+100 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|120px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x12 speed)&amp;lt;br&amp;gt;+300 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|120px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|120px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|120px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 0.87 each (equivalent to 30 crew*)&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 7.25 each (equivalent to 250 crew*)&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|120px]]&lt;br /&gt;
| Reduces the Water and Volatiles upkeep of the station by up to 87.5 each (equivalent to 3000 crew*)&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6|&amp;lt;em&amp;gt;*Agricultural modules reduce water or volatile upkeep costs from any source, not just crew.&amp;lt;/em&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|120px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+100 Research&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|120px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
&lt;br /&gt;
Defense modules houses weapons to defend habs against enemy assault.&lt;br /&gt;
&lt;br /&gt;
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser).  Small, large, or huge cannons are used according to module tier.  They upgrade automatically when the new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built in space, they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma).  In addition, they also house 1 point defense turret (laser / arc laser / phaser).  Light, regular/medium, or heavy batteries are used according to module tier.  Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;+15 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|120px]]&lt;br /&gt;
| Attacks enemy ships during base bombardment&amp;lt;br&amp;gt;+75 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|120px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|120px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|120px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|120px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=2691</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=2691"/>
		<updated>2022-11-26T15:41:10Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Public Opinion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfil their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues between within these generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
A nation&#039;s Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.&lt;br /&gt;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Points in the Knowledge priority. It changes by -0.001 per 2 Investment Points in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. A low Government score increases the Cohesion resting point, a middle score lowers the Cohesion resting point, while a high score draws the Cohesion resting point towards a central value of 5, and simultaneously increases research production. A higher Government score also lowers the Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. A lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least two regions or are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Therefore, Norway is not a developed nation, but France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min(((10-education)^2)/10, ((10-democracy)^2)/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month, and even +1 per month if cohesion=0) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
Base unrest is calculated as &amp;lt;code&amp;gt;10.5 - cohesion - (gdp per capita / 10000)&amp;lt;/code&amp;gt; and then reduced by armies.&lt;br /&gt;
For each allied army present within the nation, if that army&#039;s owning nation&#039;s base investment points are positive, the base unrest is modified by that army&#039;s base unrest modification value.&lt;br /&gt;
&lt;br /&gt;
An army&#039;s base unrest modification value is &amp;lt;code&amp;gt;-1 * that army&#039;s strength (i.e. its health percentage from 0.0 to 1.0) / 10 * (10 - democracy)&amp;lt;/code&amp;gt;. So it scales from 100% to 0% applied as democracy goes from 0 to 10. It can then further be altered by that army&#039;s owning faction&#039;s &amp;lt;code&amp;gt;ArmyUnrestReductionImpact&amp;lt;/code&amp;gt; value, as may be applied from various effects (defined in TIEffectTemplate.json); however there don&#039;t appear to be any defined with an &amp;lt;code&amp;gt;ArmyUnrestReductionImpact&amp;lt;/code&amp;gt; context at the time of writing.&lt;br /&gt;
&lt;br /&gt;
For the Alien Nation, the base unrest is then further reduced by &amp;lt;code&amp;gt;the average of the the nation&#039;s regions&#039; xenoforming level (from 0 to 100) / 20&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of unrest; the Alien Nation cannot experience a coup but it can experience a revolution. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions will always occur if &amp;lt;code&amp;gt;unrest &amp;gt; 9.9&amp;lt;/code&amp;gt; when checked. A naturally occurring coup will never happen if &amp;lt;code&amp;gt;democracy &amp;gt;= 8&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;unrest &amp;lt; 8&amp;lt;/code&amp;gt;; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is &amp;lt;code&amp;gt;((unrest * 2 - cohesion - democracy) / 10 + elite unhappiness) / 6000&amp;lt;/code&amp;gt;. The elites&#039; unhappiness is zero if the spoils priority weight percentage matches or exceeds the nation&#039;s [[#Corruption|corruption]] or if one faction owns all the nation&#039;s control points and that faction&#039;s &amp;lt;code&amp;gt;popularity &amp;gt;= 65%&amp;lt;/code&amp;gt;; otherwise it is &amp;lt;code&amp;gt;corruption - spoils&amp;lt;/code&amp;gt; as value from 0.0 to 1.0.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering unrest and increasing cohesion, democracy and spoils (up to the corruption level). The spoils priority may often be ignored if the level of unrest in a country is sufficiently low and the democracy/cohesion sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-81 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 81-625 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 625-2401 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2401-6561 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6561-14641 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 14641+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs. Climate change has a negative effect on GDP based on the following states.&lt;br /&gt;
&lt;br /&gt;
-4.032% for every degree C below pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
-1.344% for every degree C above pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
Every completed iteration of the Economy investment priority with raise GDP by 2.5 base, +1 per resource region, +1 per economic core region, +0.2 per democracy, +0.2 per education, +2.5 for cohesion = 5, tapering off to 0 for cohesion = 0 and 10.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want more resource regions, more democracy, more education, and middling cohesion, as well as as many economic regions as possible.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not met.&lt;br /&gt;
&lt;br /&gt;
Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends regions with colonies have 50% the people who actually live there, and that resource and core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core economic and resource states than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. This has a great effect on population growth as described in the first section, as the GDP per capita calculation in that section is per region.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.33&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest above 2, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in their home regions decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another region decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
The overall formula is &amp;lt;code&amp;gt;(GDP in billions)^0.33 * (1 - max(unrest-2, 0)/10) - 0.5*(# navies) - 0.5*(# armies at home) - 1*(# armies abroad)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Miltech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! [[File:ICO army level.png|25px]] Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:&lt;br /&gt;
* [[File:Tech info icon.png|24px]] Cybernetics&lt;br /&gt;
* [[File:Tech info icon.png|24px]] Applied Artificial Intelligence&lt;br /&gt;
* [[File:Tech material icon.png|24px]] Next-Generation Aerospace&lt;br /&gt;
* [[File:Tech material icon.png|24px]] Diamondoids&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Terrestrial Military Science&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Networked Global Defense&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Coilguns&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Trans-Interface Warfare&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Future Tech: Military Science&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned regions with enemy forces present. Note that advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Education is one of the largest factors influences national research output aside from population.&lt;br /&gt;
&lt;br /&gt;
A) Base of 7.5 + Education Score&lt;br /&gt;
&lt;br /&gt;
B) Scales polynomially with population in millions: 0.00225 × 0.79433&amp;lt;sup&amp;gt;1.1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C) Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.): GDP per capita / 15000, min: 1, max: 3.25&lt;br /&gt;
&lt;br /&gt;
D) Scales by education squared (country with education level of 10 produces 100x as much as one with a level of 1): Education&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
E) Scales by the fifth root of Democracy, with a floor of Democracy = 0.1: Democracy&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;, (min value 0.63, max value 1.58)&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 Cohesion, scales linearly to 125% at 5 Cohesion.&lt;br /&gt;
&lt;br /&gt;
G) 20% efficient at 10 unrest, 100% efficient at &amp;lt;2 unrest. Linear relationship. Same as IP efficiency.&lt;br /&gt;
&lt;br /&gt;
H) n% increase from science advisor bonus: 1% per science of first advisor, 0.5% per science of second advisor. 0.25% from 3rd etc&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E) × F × G × H&lt;br /&gt;
&lt;br /&gt;
This is, I think, the only value in the country interaction screen that scales directly with the population of a country. And boy does it scale.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Low Per Capita GDP&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Wars (max 5)&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most (max 5)&lt;br /&gt;
&lt;br /&gt;
==== Base Cohesion ====&lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)&amp;lt;sup&amp;gt;0.15&amp;lt;/sup&amp;gt;. 10 billion people would be a reduction of 4, 100 million would be -2, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 0.5 for every peer rival (More, equal or 1 fewer control points) up to a maximum of 5 Base Cohesion.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, Democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If Democracy &amp;lt;= 3.5:&lt;br /&gt;
&lt;br /&gt;
Base Cohesion is increased by 3.5&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;, and lowered by Democracy&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;, for a net gain of 0 at Democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Base Cohesion approaches 5 by 0.5 per level of Democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 3.5 and &amp;lt;= 6.5:&lt;br /&gt;
&lt;br /&gt;
Lower Base Cohesion by 3 at a Democracy score of 5, scaling linearly to 0 Base Cohesion at 3.5 and 6.5 Democracy: 2 × |5-Democracy| - 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 20.25 &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:ICO inequality.png|25px]] Inequality&lt;br /&gt;
| ≤ 4.5&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3.25 × [[File:ICO inequality.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.5&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3.25 × [[File:ICO inequality.png|25px]] + ([[File:ICO inequality.png|25px]] - 4.5)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Per-Capita GDP&lt;br /&gt;
| ≤ $6000&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1 × ($6000 - Per-Capita GDP) ÷ $1000&lt;br /&gt;
|-&lt;br /&gt;
| Population&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Population&amp;lt;sup&amp;gt;0.15&amp;lt;/sup&amp;gt; (in Mn)&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions&lt;br /&gt;
| &amp;gt; 1&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.25 × (Regions - 1)&lt;br /&gt;
|-&lt;br /&gt;
| Peer Rivals&lt;br /&gt;
| Max 10&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rival (at minimum 1 less Control Point)&lt;br /&gt;
|-&lt;br /&gt;
| Wars&lt;br /&gt;
| Max 5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 1 × War the Nation is involved in&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 🏛 Democracy&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 3.5&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt; - 🏛&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; 🏛 ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - 🏛)&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; 🏛 ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (🏛 - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × (🏛 - 6.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Public opinion is also tied to effective ideology of a nation]]&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied. &lt;br /&gt;
&lt;br /&gt;
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%&lt;br /&gt;
&lt;br /&gt;
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely.&lt;br /&gt;
&lt;br /&gt;
A nation united in the fight against the aliens will also see a reduced demand for spoils by the elites. Very high cohesion (&amp;gt;7) will lower the demand for spoils (as calculated depending on education and democracy) by up to 60% at maximum cohesion (10).&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investment Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation&#039;s total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Mission Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &#039;&#039;The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical resources, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The &amp;quot;cost against cap&amp;quot; to hold each control point is equal to the monthly investment points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
* &#039;&#039;&#039;Warlords:&#039;&#039;&#039; Large bonus to &amp;quot;Increase Unrest&amp;quot; missions in the same nation.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Policy !! width=55% | Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove up to 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Creates a Federation with the targeted nation, or join theirs if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. For each priority category, half of the joining nation&#039;s progress is added to all of the receiving nation&#039;s progress. Education, Per Capita GDP and Inequality are averaged depending on population. Miltech is averaged depending on regions. If the joining nation has a space program, the absorbing nation gains it. If the absorbed country has a nuclear program and the joining nation does not, all nukes are lost. All breakaway nations of the joining nation become independent. May cause regions of the joining nation to secede if Cohesion is below 5. Government remains unchanged but if the joining nation has more Government score than the absorbing nation, Unrest increases by half of the difference.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unification===&lt;br /&gt;
If the capital region of an absorbed country (Kazakhstan inside Russia, Tigray inside Ethiopia, etc) is not claimed by the absorbing nation (e.g. EU with extra claims absorbing Russia), there&#039;s a chance the country becomes a breakaway, like Taiwan is at game start. The chance is 75% if the absorbed nation has 0 cohesion, scaling to 0% if the absorbed nation has 5 cohesion. This chance applies per region that happens to be a capital, and creates a breakaway state that takes all claimed regions with it.&lt;br /&gt;
&lt;br /&gt;
For instance, if the EU absorbed a Russia that had absorbed central asia, there are five regions they do not have claims on that happen to be capital regions; kyrgyzstan, tajikistan, uzbekistan, turkenistan, and nur-sultan. If Russia has a cohesion of 3, that means every one of these regions have a 30% chance of creating a breakaway. Kazakhstan would Almaty along for the ride. If the EU had a democracy score lower than 7, any armies stationed in breakaways would be destroyed. A democracy score higher than 7 means there is no breakaway state; the country just becomes independent.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects will increase the number of claims. The following claims exist at the start:&lt;br /&gt;
* [[File:Flag France.png|30px]] France has a claim on every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia has a claim on every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] The Czech Republic has a claim on [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] The United Kingdom has a claim on [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States have a claim on [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China has a claim on [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India has a claim on [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia has a claim on [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia has a claim on [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia has a claim on [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea has a claim on [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia has a claim on [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala has a claim on [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan has a claim on [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela has a claim on [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secede from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=2690</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=2690"/>
		<updated>2022-11-26T15:41:00Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Public Opinion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfil their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues between within these generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
A nation&#039;s Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.&lt;br /&gt;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Points in the Knowledge priority. It changes by -0.001 per 2 Investment Points in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. A low Government score increases the Cohesion resting point, a middle score lowers the Cohesion resting point, while a high score draws the Cohesion resting point towards a central value of 5, and simultaneously increases research production. A higher Government score also lowers the Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. A lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least two regions or are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Therefore, Norway is not a developed nation, but France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min(((10-education)^2)/10, ((10-democracy)^2)/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month, and even +1 per month if cohesion=0) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
Base unrest is calculated as &amp;lt;code&amp;gt;10.5 - cohesion - (gdp per capita / 10000)&amp;lt;/code&amp;gt; and then reduced by armies.&lt;br /&gt;
For each allied army present within the nation, if that army&#039;s owning nation&#039;s base investment points are positive, the base unrest is modified by that army&#039;s base unrest modification value.&lt;br /&gt;
&lt;br /&gt;
An army&#039;s base unrest modification value is &amp;lt;code&amp;gt;-1 * that army&#039;s strength (i.e. its health percentage from 0.0 to 1.0) / 10 * (10 - democracy)&amp;lt;/code&amp;gt;. So it scales from 100% to 0% applied as democracy goes from 0 to 10. It can then further be altered by that army&#039;s owning faction&#039;s &amp;lt;code&amp;gt;ArmyUnrestReductionImpact&amp;lt;/code&amp;gt; value, as may be applied from various effects (defined in TIEffectTemplate.json); however there don&#039;t appear to be any defined with an &amp;lt;code&amp;gt;ArmyUnrestReductionImpact&amp;lt;/code&amp;gt; context at the time of writing.&lt;br /&gt;
&lt;br /&gt;
For the Alien Nation, the base unrest is then further reduced by &amp;lt;code&amp;gt;the average of the the nation&#039;s regions&#039; xenoforming level (from 0 to 100) / 20&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of unrest; the Alien Nation cannot experience a coup but it can experience a revolution. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions will always occur if &amp;lt;code&amp;gt;unrest &amp;gt; 9.9&amp;lt;/code&amp;gt; when checked. A naturally occurring coup will never happen if &amp;lt;code&amp;gt;democracy &amp;gt;= 8&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;unrest &amp;lt; 8&amp;lt;/code&amp;gt;; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is &amp;lt;code&amp;gt;((unrest * 2 - cohesion - democracy) / 10 + elite unhappiness) / 6000&amp;lt;/code&amp;gt;. The elites&#039; unhappiness is zero if the spoils priority weight percentage matches or exceeds the nation&#039;s [[#Corruption|corruption]] or if one faction owns all the nation&#039;s control points and that faction&#039;s &amp;lt;code&amp;gt;popularity &amp;gt;= 65%&amp;lt;/code&amp;gt;; otherwise it is &amp;lt;code&amp;gt;corruption - spoils&amp;lt;/code&amp;gt; as value from 0.0 to 1.0.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering unrest and increasing cohesion, democracy and spoils (up to the corruption level). The spoils priority may often be ignored if the level of unrest in a country is sufficiently low and the democracy/cohesion sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-81 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 81-625 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 625-2401 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2401-6561 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6561-14641 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 14641+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs. Climate change has a negative effect on GDP based on the following states.&lt;br /&gt;
&lt;br /&gt;
-4.032% for every degree C below pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
-1.344% for every degree C above pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
Every completed iteration of the Economy investment priority with raise GDP by 2.5 base, +1 per resource region, +1 per economic core region, +0.2 per democracy, +0.2 per education, +2.5 for cohesion = 5, tapering off to 0 for cohesion = 0 and 10.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want more resource regions, more democracy, more education, and middling cohesion, as well as as many economic regions as possible.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not met.&lt;br /&gt;
&lt;br /&gt;
Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends regions with colonies have 50% the people who actually live there, and that resource and core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core economic and resource states than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. This has a great effect on population growth as described in the first section, as the GDP per capita calculation in that section is per region.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.33&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest above 2, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in their home regions decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another region decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
The overall formula is &amp;lt;code&amp;gt;(GDP in billions)^0.33 * (1 - max(unrest-2, 0)/10) - 0.5*(# navies) - 0.5*(# armies at home) - 1*(# armies abroad)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Miltech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! [[File:ICO army level.png|25px]] Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:&lt;br /&gt;
* [[File:Tech info icon.png|24px]] Cybernetics&lt;br /&gt;
* [[File:Tech info icon.png|24px]] Applied Artificial Intelligence&lt;br /&gt;
* [[File:Tech material icon.png|24px]] Next-Generation Aerospace&lt;br /&gt;
* [[File:Tech material icon.png|24px]] Diamondoids&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Terrestrial Military Science&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Networked Global Defense&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Coilguns&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Trans-Interface Warfare&lt;br /&gt;
* [[File:Tech military icon.png|24px]] Future Tech: Military Science&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned regions with enemy forces present. Note that advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Education is one of the largest factors influences national research output aside from population.&lt;br /&gt;
&lt;br /&gt;
A) Base of 7.5 + Education Score&lt;br /&gt;
&lt;br /&gt;
B) Scales polynomially with population in millions: 0.00225 × 0.79433&amp;lt;sup&amp;gt;1.1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C) Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.): GDP per capita / 15000, min: 1, max: 3.25&lt;br /&gt;
&lt;br /&gt;
D) Scales by education squared (country with education level of 10 produces 100x as much as one with a level of 1): Education&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
E) Scales by the fifth root of Democracy, with a floor of Democracy = 0.1: Democracy&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;, (min value 0.63, max value 1.58)&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 Cohesion, scales linearly to 125% at 5 Cohesion.&lt;br /&gt;
&lt;br /&gt;
G) 20% efficient at 10 unrest, 100% efficient at &amp;lt;2 unrest. Linear relationship. Same as IP efficiency.&lt;br /&gt;
&lt;br /&gt;
H) n% increase from science advisor bonus: 1% per science of first advisor, 0.5% per science of second advisor. 0.25% from 3rd etc&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E) × F × G × H&lt;br /&gt;
&lt;br /&gt;
This is, I think, the only value in the country interaction screen that scales directly with the population of a country. And boy does it scale.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Low Per Capita GDP&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Wars (max 5)&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most (max 5)&lt;br /&gt;
&lt;br /&gt;
==== Base Cohesion ====&lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)&amp;lt;sup&amp;gt;0.15&amp;lt;/sup&amp;gt;. 10 billion people would be a reduction of 4, 100 million would be -2, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 0.5 for every peer rival (More, equal or 1 fewer control points) up to a maximum of 5 Base Cohesion.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, Democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If Democracy &amp;lt;= 3.5:&lt;br /&gt;
&lt;br /&gt;
Base Cohesion is increased by 3.5&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;, and lowered by Democracy&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;, for a net gain of 0 at Democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Base Cohesion approaches 5 by 0.5 per level of Democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 3.5 and &amp;lt;= 6.5:&lt;br /&gt;
&lt;br /&gt;
Lower Base Cohesion by 3 at a Democracy score of 5, scaling linearly to 0 Base Cohesion at 3.5 and 6.5 Democracy: 2 × |5-Democracy| - 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 20.25 &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:ICO inequality.png|25px]] Inequality&lt;br /&gt;
| ≤ 4.5&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3.25 × [[File:ICO inequality.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.5&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3.25 × [[File:ICO inequality.png|25px]] + ([[File:ICO inequality.png|25px]] - 4.5)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Per-Capita GDP&lt;br /&gt;
| ≤ $6000&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1 × ($6000 - Per-Capita GDP) ÷ $1000&lt;br /&gt;
|-&lt;br /&gt;
| Population&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Population&amp;lt;sup&amp;gt;0.15&amp;lt;/sup&amp;gt; (in Mn)&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions&lt;br /&gt;
| &amp;gt; 1&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.25 × (Regions - 1)&lt;br /&gt;
|-&lt;br /&gt;
| Peer Rivals&lt;br /&gt;
| Max 10&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rival (at minimum 1 less Control Point)&lt;br /&gt;
|-&lt;br /&gt;
| Wars&lt;br /&gt;
| Max 5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 1 × War the Nation is involved in&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 🏛 Democracy&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 3.5&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt; - 🏛&amp;lt;sup&amp;gt;1.5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; 🏛 ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - 🏛)&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; 🏛 ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (🏛 - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × (🏛 - 6.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Public opinion is also tied to effective ideology of a nation]]&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
When the game assigns an ideology to the public or the elite, it does so by averaging public support and control points, respectively. For instance, a country with 2 control points owned by the resistance and 1 by the servants, the elites would be at ((2*1 - 2)/3, 2*0 + 1) = (0, 1). This puts them closest to the Academy, so that&#039;s how they&#039;re viewed for the purposes of the game - they are thus saved at (-0.5, 1) and not (0, 1).&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied. &lt;br /&gt;
&lt;br /&gt;
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%&lt;br /&gt;
&lt;br /&gt;
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely.&lt;br /&gt;
&lt;br /&gt;
A nation united in the fight against the aliens will also see a reduced demand for spoils by the elites. Very high cohesion (&amp;gt;7) will lower the demand for spoils (as calculated depending on education and democracy) by up to 60% at maximum cohesion (10).&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investment Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation&#039;s total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Mission Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &#039;&#039;The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical resources, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The &amp;quot;cost against cap&amp;quot; to hold each control point is equal to the monthly investment points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
* &#039;&#039;&#039;Warlords:&#039;&#039;&#039; Large bonus to &amp;quot;Increase Unrest&amp;quot; missions in the same nation.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Policy !! width=55% | Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove up to 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Creates a Federation with the targeted nation, or join theirs if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. For each priority category, half of the joining nation&#039;s progress is added to all of the receiving nation&#039;s progress. Education, Per Capita GDP and Inequality are averaged depending on population. Miltech is averaged depending on regions. If the joining nation has a space program, the absorbing nation gains it. If the absorbed country has a nuclear program and the joining nation does not, all nukes are lost. All breakaway nations of the joining nation become independent. May cause regions of the joining nation to secede if Cohesion is below 5. Government remains unchanged but if the joining nation has more Government score than the absorbing nation, Unrest increases by half of the difference.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unification===&lt;br /&gt;
If the capital region of an absorbed country (Kazakhstan inside Russia, Tigray inside Ethiopia, etc) is not claimed by the absorbing nation (e.g. EU with extra claims absorbing Russia), there&#039;s a chance the country becomes a breakaway, like Taiwan is at game start. The chance is 75% if the absorbed nation has 0 cohesion, scaling to 0% if the absorbed nation has 5 cohesion. This chance applies per region that happens to be a capital, and creates a breakaway state that takes all claimed regions with it.&lt;br /&gt;
&lt;br /&gt;
For instance, if the EU absorbed a Russia that had absorbed central asia, there are five regions they do not have claims on that happen to be capital regions; kyrgyzstan, tajikistan, uzbekistan, turkenistan, and nur-sultan. If Russia has a cohesion of 3, that means every one of these regions have a 30% chance of creating a breakaway. Kazakhstan would Almaty along for the ride. If the EU had a democracy score lower than 7, any armies stationed in breakaways would be destroyed. A democracy score higher than 7 means there is no breakaway state; the country just becomes independent.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects will increase the number of claims. The following claims exist at the start:&lt;br /&gt;
* [[File:Flag France.png|30px]] France has a claim on every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia has a claim on every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] The Czech Republic has a claim on [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] The United Kingdom has a claim on [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States have a claim on [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China has a claim on [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India has a claim on [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia has a claim on [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia has a claim on [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia has a claim on [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea has a claim on [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia has a claim on [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala has a claim on [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan has a claim on [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela has a claim on [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secede from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
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