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	<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?action=history&amp;feed=atom&amp;title=TI_Space_Nations</id>
	<title>TI Space Nations - Revision history</title>
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	<updated>2026-10-12T18:49:52Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<title>76561198239355112: Created page with &quot;&lt;!-- Wiki page: TI Space Nations --&gt; {{Infobox/Mod |title       = TI Space Nations |image       = &lt;!-- TODO(release): TI Space Nations.png --&gt; |author      = Henrik Long |version     = 1.0.0 |game        = 1.0.53x - 1.0.62 (one download for all) |requires    = [https://www.nexusmods.com/site/mods/21 Unity Mod Manager] |multiplayer = Yes, with TI Multiplayer |languages   = English, German |status      = Released |workshop_id = 3818604132 }} &#039;&#039;&#039;TI Space Nations&#039;&#039;&#039; is a...&quot;</title>
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		<updated>2026-10-12T16:55:59Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;!-- Wiki page: TI Space Nations --&amp;gt; {{Infobox/Mod |title       = TI Space Nations |image       = &amp;lt;!-- TODO(release): TI Space Nations.png --&amp;gt; |author      = Henrik Long |version     = 1.0.0 |game        = 1.0.53x - 1.0.62 (one download for all) |requires    = [https://www.nexusmods.com/site/mods/21 Unity Mod Manager] |multiplayer = Yes, with &lt;a href=&quot;/Terra_Invicta/index.php?title=TI_Multiplayer&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;TI Multiplayer (page does not exist)&quot;&gt;TI Multiplayer&lt;/a&gt; |languages   = English, German |status      = Released |workshop_id = 3818604132 }} &amp;#039;&amp;#039;&amp;#039;TI Space Nations&amp;#039;&amp;#039;&amp;#039; is a...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;!-- Wiki page: TI Space Nations --&amp;gt;&lt;br /&gt;
{{Infobox/Mod&lt;br /&gt;
|title       = TI Space Nations&lt;br /&gt;
|image       = &amp;lt;!-- TODO(release): TI Space Nations.png --&amp;gt;&lt;br /&gt;
|author      = Henrik Long&lt;br /&gt;
|version     = 1.0.0&lt;br /&gt;
|game        = 1.0.53x - 1.0.62 (one download for all)&lt;br /&gt;
|requires    = [https://www.nexusmods.com/site/mods/21 Unity Mod Manager]&lt;br /&gt;
|multiplayer = Yes, with [[TI Multiplayer]]&lt;br /&gt;
|languages   = English, German&lt;br /&gt;
|status      = Released&lt;br /&gt;
|workshop_id = 3818604132&lt;br /&gt;
}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TI Space Nations&amp;#039;&amp;#039;&amp;#039; is a mod for [[Terra Invicta]] that brings [[Nations|nations]] into space. Large planets and moons become political maps: a big enough surface base grows into a &amp;#039;&amp;#039;&amp;#039;city&amp;#039;&amp;#039;&amp;#039;, the city declares itself an independent &amp;#039;&amp;#039;&amp;#039;colony nation&amp;#039;&amp;#039;&amp;#039; with its own provinces, priorities, armies and [[Control Points|control points]], and the nations of one world can unite into a &amp;#039;&amp;#039;&amp;#039;planetary union&amp;#039;&amp;#039;&amp;#039;. On Earth, a faction can found the &amp;#039;&amp;#039;&amp;#039;United Nations&amp;#039;&amp;#039;&amp;#039; and unite the planet under one government.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;29 colony worlds&amp;#039;&amp;#039;&amp;#039; - every planet and moon that allows tier-4 habs and has at least 4 hab sites - get a political map of up to 100 provinces.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier-4 base modules&amp;#039;&amp;#039;&amp;#039; turn a tier-3 base into a city: City Core, Arcology, Colonial Administration, Garrison Citadel and Hydroponic Megaplex.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Declare Nation&amp;#039;&amp;#039;&amp;#039;: a city with 10,000 crew can become a nation. You start with all of its control points.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Provinces and settlement&amp;#039;&amp;#039;&amp;#039;: the rest of the world is unclaimed land. Your nation settles it province by province and grows its population with new priorities.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Supply network&amp;#039;&amp;#039;&amp;#039;: holding control points in a colony nation makes building and operating habs in that planet&amp;#039;s system cheaper and faster.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Planetary unions&amp;#039;&amp;#039;&amp;#039; unite the colony nations of one world; the &amp;#039;&amp;#039;&amp;#039;United Nations of Earth&amp;#039;&amp;#039;&amp;#039; can unite Earth.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Colonial armies&amp;#039;&amp;#039;&amp;#039; fight on colony worlds and travel between worlds on troop transport ships; drop pods allow landings on enemy ground. Colony nations build their own surface-to-orbit fighters.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;16 new events&amp;#039;&amp;#039;&amp;#039; for colonies and space bases.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The aliens react&amp;#039;&amp;#039;&amp;#039;: founding nations angers them, and a hunted faction faces alien strikes, invasions and a growing alien navy.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The AI plays along&amp;#039;&amp;#039;&amp;#039;: AI factions build cities, declare nations, defend their colony worlds and ship armies between worlds.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
# Install [https://www.nexusmods.com/site/mods/21 Unity Mod Manager] into Terra Invicta (see [[Mods#Installing mods|Installing mods]]).&lt;br /&gt;
# Subscribe to [https://steamcommunity.com/sharedfiles/filedetails/?id=3818604132 TI Space Nations] on the Steam Workshop.&lt;br /&gt;
# Enable the mod in the in-game &amp;#039;&amp;#039;&amp;#039;Mods&amp;#039;&amp;#039;&amp;#039; menu and restart the game.&lt;br /&gt;
# Optional: adjust the [[#Settings|settings]] with &amp;#039;&amp;#039;&amp;#039;Ctrl + F10&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== From a base to a nation ==&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Pick a colony world&amp;#039;&amp;#039;&amp;#039; - see the [[TI Space Nations/Colony Worlds and Cities#Colony worlds|list of colony worlds]]. Mars, the large Jovian moons and Titan have the most room.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Build a tier-3 base&amp;#039;&amp;#039;&amp;#039; there and research the &amp;#039;&amp;#039;&amp;#039;City Core&amp;#039;&amp;#039;&amp;#039; project. Upgrade the base&amp;#039;s Colony Core to a City Core - the base is now a &amp;#039;&amp;#039;&amp;#039;city&amp;#039;&amp;#039;&amp;#039; (tier 4).&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Grow the crew&amp;#039;&amp;#039;&amp;#039; to 10,000 - a City Core and two &amp;#039;&amp;#039;&amp;#039;Arcologies&amp;#039;&amp;#039;&amp;#039; are enough.&lt;br /&gt;
# Click &amp;#039;&amp;#039;&amp;#039;Declare Nation&amp;#039;&amp;#039;&amp;#039; on the city&amp;#039;s hab screen (cost: 1,000 {{icon|money}}, 400 {{icon|metal}}, 40 {{icon|nobles}}, 20 {{icon|fissiles}}). The new nation and its political map appear; you hold all of its control points.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Expand&amp;#039;&amp;#039;&amp;#039;: use the &amp;#039;&amp;#039;&amp;#039;Frontier Settlement&amp;#039;&amp;#039;&amp;#039; priority to settle neighbouring provinces and &amp;#039;&amp;#039;&amp;#039;Living Space&amp;#039;&amp;#039;&amp;#039; to grow the population. Raise armies and surface-to-orbit fighters.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Unite&amp;#039;&amp;#039;&amp;#039;: with the &amp;#039;&amp;#039;&amp;#039;Planetary Union&amp;#039;&amp;#039;&amp;#039; project, unify your colony nations of one world into a union.&lt;br /&gt;
# Meanwhile, on Earth, the &amp;#039;&amp;#039;&amp;#039;United Nations Charter&amp;#039;&amp;#039;&amp;#039; and the &amp;#039;&amp;#039;&amp;#039;Global Assembly&amp;#039;&amp;#039;&amp;#039; projects can unite Earth.&lt;br /&gt;
Keep an eye on the aliens: every nation you found angers them.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[TI Space Nations/Colony Worlds and Cities|Colony Worlds and Cities]]&amp;#039;&amp;#039;&amp;#039; - Which worlds qualify, the tier-4 modules and their numbers.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[TI Space Nations/Colony Nations|Colony Nations]]&amp;#039;&amp;#039;&amp;#039; - Declaring a nation, what you get, provinces, unclaimed territory and councilor missions on colony worlds.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[TI Space Nations/Economy and Priorities|Economy and Priorities]]&amp;#039;&amp;#039;&amp;#039; - Frontier Settlement, Living Space, changed priorities, mission control, the province power bonus and the supply network.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[TI Space Nations/Unions and the United Nations|Unions and the United Nations]]&amp;#039;&amp;#039;&amp;#039; - Planetary unions and the United Nations of Earth.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[TI Space Nations/Colonial Armies|Colonial Armies]]&amp;#039;&amp;#039;&amp;#039; - Armies on colony worlds, troop transports, drop pods, conquest, STO fighters and space defenses.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[TI Space Nations/Technologies and Projects|Technologies and Projects]]&amp;#039;&amp;#039;&amp;#039; - All new research with costs and prerequisites.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[TI Space Nations/Events|Events]]&amp;#039;&amp;#039;&amp;#039; - The 16 colony and space hazard events.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[TI Space Nations/Aliens|Aliens]]&amp;#039;&amp;#039;&amp;#039; - {{icon|warning}} &amp;#039;&amp;#039;Spoilers.&amp;#039;&amp;#039; How the aliens react to space nations.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[TI Space Nations/AI|AI]]&amp;#039;&amp;#039;&amp;#039; - How AI factions use the new features.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
The settings are in the Unity Mod Manager window (&amp;#039;&amp;#039;&amp;#039;Ctrl + F10&amp;#039;&amp;#039;&amp;#039;) and stored in &amp;lt;code&amp;gt;Settings.xml&amp;lt;/code&amp;gt; in the mod folder. All features are on by default except verbose logging. In multiplayer only the host&amp;#039;s settings count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Setting !! Default !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| United Nations of Earth || on || The two UN projects.&lt;br /&gt;
|-&lt;br /&gt;
| Colony nations on planets and moons || on || Main switch for cities becoming nations. The settings marked &amp;#039;&amp;#039;needs colony nations&amp;#039;&amp;#039; do nothing while it is off.&lt;br /&gt;
|-&lt;br /&gt;
| Crew required to declare a colony nation || 10000 || 1,000 - 200,000.&lt;br /&gt;
|-&lt;br /&gt;
| Political maps on planets and moons (needs reload) || on || The colony world maps. Needs colony nations.&lt;br /&gt;
|-&lt;br /&gt;
| Colony STO fighters || on || Surface-to-orbit fighters of colony nations. Needs colony nations.&lt;br /&gt;
|-&lt;br /&gt;
| AI declares colony nations and pursues whole worlds || on || See [[TI Space Nations/AI|AI]]. Needs colony nations.&lt;br /&gt;
|-&lt;br /&gt;
| AI defends its colony worlds and builds the largest ships || on || See [[TI Space Nations/AI|AI]].&lt;br /&gt;
|-&lt;br /&gt;
| Random colony and space hazard events || on || See [[TI Space Nations/Events|Events]].&lt;br /&gt;
|-&lt;br /&gt;
| Aliens invade colony nations (spares pro-alien controlled ones) || on || Needs colony nations.&lt;br /&gt;
|-&lt;br /&gt;
| Aliens hunt their enemies everywhere (total war or hate 200+) || on || See [[TI Space Nations/Aliens|Aliens]].&lt;br /&gt;
|-&lt;br /&gt;
| Aliens mobilize once loud… (full tier needs &amp;quot;Aliens hunt&amp;quot;) || on || See [[TI Space Nations/Aliens|Aliens]].&lt;br /&gt;
|-&lt;br /&gt;
| Auto-resolve: a vastly superior side does not empty its missile tubes || on || A fix for vanilla auto-resolve, see [[TI Space Nations/AI#Auto-resolve missile discipline|AI]].&lt;br /&gt;
|-&lt;br /&gt;
| Verbose logging || off || More detail in the log for bug reports.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
The mod works with [[TI Multiplayer]]. The host decides everything: founding, settlement, unions, troop transports, the AI and the aliens run on the host. &amp;#039;&amp;#039;&amp;#039;Declare Nation&amp;#039;&amp;#039;&amp;#039; and the troop transport operations are sent to the host. All players need the same mod version; a different version is refused when joining. Events are shown to every player.&lt;br /&gt;
&lt;br /&gt;
== Save games ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Adding the mod to a running campaign&amp;#039;&amp;#039;&amp;#039; works. The new events join the event pool within a month; unclaimed land, the UN and the military tech caps are set up at the next month change.&lt;br /&gt;
* {{icon|warning}} &amp;#039;&amp;#039;&amp;#039;Once a space nation exists, the campaign needs the mod.&amp;#039;&amp;#039;&amp;#039; Colony nations, unions, the UN, their provinces and the tier-4 modules are built from the mod&amp;#039;s game data, so a save in which any of them has been founded or built cannot be loaded without the mod.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Removing the mod from a campaign without space nations&amp;#039;&amp;#039;&amp;#039; works: the mod keeps its own records (for example the alien strikes) apart from the vanilla game data, and the game simply drops them when it loads the save without the mod. Turn &amp;#039;&amp;#039;Aliens mobilize once loud&amp;#039;&amp;#039; off and play one month first, so the alien war reserves are retired.&lt;br /&gt;
* Saves from versions before 1.0.0 switch to this layout the first time they are saved again with the mod.&lt;br /&gt;
* The mod cannot be switched off while the game is running.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* The aliens can still take control points in colony nations.&lt;br /&gt;
* AI factions practically never research &amp;#039;&amp;#039;Planetary Union&amp;#039;&amp;#039;, and never the UN projects - a game without human players never gets a UN.&lt;br /&gt;
* The colouring of a colony map only updates when you change the map mode.&lt;br /&gt;
* Frontier Settlement and Living Space use the weights of the Environment and Build Navy priorities in priority presets, and some generic game texts still use those names.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Embark Army&amp;#039;&amp;#039;&amp;#039; always takes the strongest eligible army.&lt;br /&gt;
* A fleet carrying an army does not show this in its name or panel.&lt;br /&gt;
* Borders on colony maps can be off by less than a degree; markers on small bodies are small.&lt;br /&gt;
* Multiplayer: a client that sees the UN being founded live may need to reload the session to show Earth&amp;#039;s map correctly.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
The idea of a united Earth government and of nations on other worlds is inspired by &amp;#039;&amp;#039;&amp;#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=2873517592 SolarInvicta]&amp;#039;&amp;#039;&amp;#039; by slyhw4. TI Space Nations is written from scratch and contains no code or data of SolarInvicta.&lt;br /&gt;
&lt;br /&gt;
Testing: [https://steamcommunity.com/profiles/76561198037526559/ Chrisie10101].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mods]] - other community mods&lt;br /&gt;
* [[Nations]], [[Regions]] and [[Priorities]] - the vanilla systems the mod extends&lt;br /&gt;
* [[Habs]] and [[Celestial Bodies]]&lt;br /&gt;
&lt;br /&gt;
{{TI Space Nations Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198239355112</name></author>
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