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	<title>TI Space Nations/Colonial Armies - Revision history</title>
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	<updated>2026-10-12T21:19:54Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=TI_Space_Nations/Colonial_Armies&amp;diff=12668&amp;oldid=prev</id>
		<title>76561198239355112: Created page with &quot;&lt;!-- Wiki page: TI Space Nations/Colonial Armies --&gt; &#039;&#039;This page is part of the TI Space Nations mod.&#039;&#039;  Colony nations have their own armies and fight ground wars on their worlds. With troop transport ships, armies can also travel between worlds.  == Raising armies == Colony nations raise armies with the normal &#039;&#039;Build Army&#039;&#039; priority (60 {{icon|ip}} in the standard game). The armies are named &#039;&#039;1st … 8th &amp;lt;province&amp;gt; Colonia...&quot;</title>
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		<updated>2026-10-12T17:02:41Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;!-- Wiki page: TI Space Nations/Colonial Armies --&amp;gt; &amp;#039;&amp;#039;This page is part of the &lt;a href=&quot;/Terra_Invicta/TI_Space_Nations&quot; title=&quot;TI Space Nations&quot;&gt;TI Space Nations&lt;/a&gt; mod.&amp;#039;&amp;#039;  Colony nations have their own &lt;a href=&quot;/Terra_Invicta/Armies&quot; class=&quot;mw-redirect&quot; title=&quot;Armies&quot;&gt;armies&lt;/a&gt; and fight &lt;a href=&quot;/Terra_Invicta/Terrestrial_Warfare&quot; title=&quot;Terrestrial Warfare&quot;&gt;ground wars&lt;/a&gt; on their worlds. With troop transport ships, armies can also travel between worlds.  == Raising armies == Colony nations raise armies with the normal &amp;#039;&amp;#039;Build Army&amp;#039;&amp;#039; priority (60 {{icon|ip}} in the standard game). The armies are named &amp;#039;&amp;#039;1st … 8th &amp;lt;province&amp;gt; Colonia...&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/Colonial Armies --&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;This page is part of the [[TI Space Nations]] mod.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Colony nations have their own [[Armies|armies]] and fight [[Terrestrial Warfare|ground wars]] on their worlds. With troop transport ships, armies can also travel between worlds.&lt;br /&gt;
&lt;br /&gt;
== Raising armies ==&lt;br /&gt;
Colony nations raise armies with the normal &amp;#039;&amp;#039;Build Army&amp;#039;&amp;#039; priority (60 {{icon|ip}} in the standard game). The armies are named &amp;#039;&amp;#039;1st … 8th &amp;amp;lt;province&amp;amp;gt; Colonial Guard&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Army limit&amp;#039;&amp;#039;&amp;#039; = the smaller of&lt;br /&gt;
* the number of provinces that are not fully occupied, and&lt;br /&gt;
* 1 + one army per 50,000 residents,&lt;br /&gt;
minus the armies that are currently aboard a transport. A nation without a military has no armies.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
* Colonial armies move, fight, occupy and annex across the borders of their world, including marches all the way around it. Travel times use the real distance on that world.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Earth armies never leave Earth.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Colonial armies may stand on Earth, on their home world and on any colony world a transport brings them to. Other moves between worlds (for example &amp;quot;go home&amp;quot;) are refused.&lt;br /&gt;
* Grey [[TI Space Nations/Colony Nations#Unclaimed territory|unclaimed land]] can be crossed by every army.&lt;br /&gt;
&lt;br /&gt;
== Troop transport ==&lt;br /&gt;
=== Ship modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Research !! Crew !! Mass !! Rules&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Troop Transport Bay&amp;#039;&amp;#039;&amp;#039; || Troop Transport Bay project (6,000 {{icon|research}}, after City Core and Marine Assault Unit) || 90 || 3,000 t || [[Utility Module List|Utility module]], one per ship, only on hulls of &amp;#039;&amp;#039;&amp;#039;cruiser length or larger&amp;#039;&amp;#039;&amp;#039;. Can be fitted next to batteries.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Drop Pods&amp;#039;&amp;#039;&amp;#039; || Drop Pods project (8,000 {{icon|research}}, after Troop Transport Bay) || 30 || 1,500 t || Utility module, one per ship, cruiser or larger. Needed to land on enemy ground.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Army ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Embark Army&amp;#039;&amp;#039;&amp;#039; is a fleet operation:&lt;br /&gt;
* The fleet needs &amp;#039;&amp;#039;&amp;#039;3 ships with a working Troop Transport Bay&amp;#039;&amp;#039;&amp;#039;, must be in an &amp;#039;&amp;#039;&amp;#039;interface orbit&amp;#039;&amp;#039;&amp;#039; of the world, not transferring, not in combat, not docked, and not already carrying an army.&lt;br /&gt;
* It takes the strongest eligible colonial army of yours in the region below.&lt;br /&gt;
* Takes &amp;#039;&amp;#039;&amp;#039;5 days&amp;#039;&amp;#039;&amp;#039; and costs &amp;#039;&amp;#039;&amp;#039;150 {{icon|boost}} boost and 100 {{icon|ops}} operations&amp;#039;&amp;#039;&amp;#039;, paid when you confirm. A battle cancels it (the cost is not refunded).&lt;br /&gt;
&lt;br /&gt;
=== Disembark Army ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Disembark Army&amp;#039;&amp;#039;&amp;#039; lands the army in a region below the fleet: on Earth, on the army&amp;#039;s home world or on any colony world.&lt;br /&gt;
* Takes &amp;#039;&amp;#039;&amp;#039;3 days&amp;#039;&amp;#039;&amp;#039; and costs nothing.&lt;br /&gt;
* Your own and allied regions are always open.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Enemy regions&amp;#039;&amp;#039;&amp;#039; need working &amp;#039;&amp;#039;&amp;#039;Drop Pods on all 3&amp;#039;&amp;#039;&amp;#039; transport ships, and are closed if the region has [[Space Defenses|space defenses]].&lt;br /&gt;
&lt;br /&gt;
=== The journey ===&lt;br /&gt;
The trip is an ordinary fleet transfer - the transport can be intercepted.&lt;br /&gt;
* The army is &amp;#039;&amp;#039;&amp;#039;lost&amp;#039;&amp;#039;&amp;#039; if the fleet drops below 3 bay ships (destroyed, scuttled, split off or captured), if the fleet is disbanded, or if the army&amp;#039;s nation disappears. Notification: &amp;#039;&amp;#039;&amp;amp;lt;army&amp;amp;gt; is lost&amp;#039;&amp;#039; - &amp;#039;&amp;#039;&amp;amp;lt;fleet&amp;amp;gt; can no longer carry the army.&amp;#039;&amp;#039;&lt;br /&gt;
* Damaged bays keep the army aboard but block landing until they are repaired.&lt;br /&gt;
* Merging a whole loaded fleet into an empty fleet takes the army along. If two loaded fleets are merged, the second army is lost.&lt;br /&gt;
* An army aboard a transport still counts against its nation&amp;#039;s army limit.&lt;br /&gt;
* The fleet does not show that it carries an army - keep track yourself.&lt;br /&gt;
&lt;br /&gt;
=== Upkeep away from home ===&lt;br /&gt;
A colonial army on another world, or aboard a transport, costs its nation &amp;#039;&amp;#039;&amp;#039;2 {{icon|ip}} per month&amp;#039;&amp;#039;&amp;#039; (instead of the vanilla 1 away from home or 0.5 at home). The nation&amp;#039;s IP tooltip lists these armies, landed and aboard, on a line of their own: &amp;#039;&amp;#039;Colonial armies away from their home world (landed elsewhere or aboard transports) are reducing this nation&amp;#039;s Investment Points by 2 per army…&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Conquest ==&lt;br /&gt;
A nation at war that takes the &amp;#039;&amp;#039;&amp;#039;capital province of a city&amp;#039;&amp;#039;&amp;#039; captures the city&amp;#039;s hab for its executive faction (like a vanilla hab capture: some modules are lost, a research share and one project can be stolen). Peaceful transfers - settlement, unification, peace deals - only move the land, never the hab.&lt;br /&gt;
&lt;br /&gt;
== Surface-to-orbit fighters ==&lt;br /&gt;
Colony nations can build STO fighter squadrons with the normal &amp;#039;&amp;#039;Build STO Squadron&amp;#039;&amp;#039; priority (50 {{icon|ip}} in the standard game; no launch boost needed).&lt;br /&gt;
* Slots per province: city crew ÷ 2,500, between 1 and 8 (4 for a city with 10,000 crew). Provinces without a city have none.&lt;br /&gt;
* Needs a military, the STO unlock and the setting &amp;#039;&amp;#039;Colony STO fighters&amp;#039;&amp;#039;.&lt;br /&gt;
* Colony fighters only fight in the interface orbits of their own world and never join battles at Earth; Earth fighters never join battles at colony worlds.&lt;br /&gt;
* Only the executive faction of a colony nation or union on that world brings its colony fighters into a battle. Before the battle, the text under &amp;#039;&amp;#039;Add Exofighters&amp;#039;&amp;#039; names the world: &amp;#039;&amp;#039;Spend &amp;amp;lt;boost&amp;amp;gt; to launch surface-to-orbit fighters from the nations of Mars you control to this combat.&amp;#039;&amp;#039;&lt;br /&gt;
* A colony squadron is named after the nation&amp;#039;s capital province (for example &amp;#039;&amp;#039;Arcadia Planitia Squadron&amp;#039;&amp;#039;); Earth nations keep the vanilla random region names.&lt;br /&gt;
* Automatic hab defense with STO fighters stays Earth-only. Outside a battle on its world, the nation panel shows 0 available fighters.&lt;br /&gt;
&lt;br /&gt;
== Space defenses ==&lt;br /&gt;
[[Space Defenses]] work as in vanilla; the cost is scaled by the province&amp;#039;s area (0.5 × to 2 × Earth&amp;#039;s median region). Regions with space defenses cannot be landed on - neither by the aliens nor by a drop-pod assault.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Armies]] and [[Terrestrial Warfare]] - vanilla ground combat&lt;br /&gt;
* [[TI Space Nations/AI#AI troop lifts|AI troop lifts]] - how the AI uses transports&lt;br /&gt;
* [[Fleets]] - fleet operations&lt;br /&gt;
&lt;br /&gt;
{{TI Space Nations Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198239355112</name></author>
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