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	<title>TI Space Nations/Economy and Priorities - Revision history</title>
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	<updated>2026-10-12T21:19:55Z</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/Economy and Priorities --&gt; &#039;&#039;This page is part of the TI Space Nations mod.&#039;&#039;  Colony nations and unions use the normal national priorities, with two new ones and several changed ones. Holding control points in a colony nation also gives your faction a &#039;&#039;&#039;supply network&#039;&#039;&#039; in that planet&#039;s system.  == New priorities == === Frontier Settlement === Replaces the &#039;&#039;Environment&#039;&#039; priority off Earth (colony nations and unions...&quot;</title>
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		<updated>2026-10-12T17:00:54Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;!-- Wiki page: TI Space Nations/Economy and Priorities --&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 and unions use the normal &lt;a href=&quot;/Terra_Invicta/Priorities&quot; class=&quot;mw-redirect&quot; title=&quot;Priorities&quot;&gt;national priorities&lt;/a&gt;, with two new ones and several changed ones. Holding control points in a colony nation also gives your faction a &amp;#039;&amp;#039;&amp;#039;supply network&amp;#039;&amp;#039;&amp;#039; in that planet&amp;#039;s system.  == New priorities == === Frontier Settlement === Replaces the &amp;#039;&amp;#039;Environment&amp;#039;&amp;#039; priority off Earth (colony nations and unions...&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/Economy and Priorities --&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 and unions use the normal [[Priorities|national priorities]], with two new ones and several changed ones. Holding control points in a colony nation also gives your faction a &amp;#039;&amp;#039;&amp;#039;supply network&amp;#039;&amp;#039;&amp;#039; in that planet&amp;#039;s system.&lt;br /&gt;
&lt;br /&gt;
== New priorities ==&lt;br /&gt;
=== Frontier Settlement ===&lt;br /&gt;
Replaces the &amp;#039;&amp;#039;Environment&amp;#039;&amp;#039; priority off Earth (colony nations and unions).&lt;br /&gt;
* Each completion settles &amp;#039;&amp;#039;&amp;#039;one free province next to the nation&amp;#039;s land&amp;#039;&amp;#039;&amp;#039; - first provinces of the nation&amp;#039;s own hab site, then the province with the most shared borders.&lt;br /&gt;
* The capital province of another hab site is never settled; it stays reserved for that site&amp;#039;s city.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Population needed:&amp;#039;&amp;#039;&amp;#039; 75,000 residents for every province the nation already holds. A nation with 2 provinces needs 150,000 residents to settle a third.&lt;br /&gt;
* Cost per completion: the vanilla Environment cost (1 {{icon|ip}} in the standard game).&lt;br /&gt;
* Notification: &amp;#039;&amp;#039;&amp;amp;lt;province&amp;amp;gt; is settled&amp;#039;&amp;#039; - &amp;#039;&amp;#039;Settlers of &amp;amp;lt;nation&amp;amp;gt; found new communities in &amp;amp;lt;province&amp;amp;gt;.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== Living Space ===&lt;br /&gt;
Replaces the &amp;#039;&amp;#039;Build Navy&amp;#039;&amp;#039; priority off Earth (every off-Earth nation).&lt;br /&gt;
* Each completion adds &amp;#039;&amp;#039;&amp;#039;10,000 residents&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Resource cost per completion: 40 {{icon|metal}} metals, 2 {{icon|nobles}} noble metals and 2 {{icon|water}} water, &amp;#039;&amp;#039;&amp;#039;paid by the controlling factions in proportion to their control points&amp;#039;&amp;#039;&amp;#039;. The IP cost is that of Build Navy (100 {{icon|ip}} in the standard game).&lt;br /&gt;
* A faction that cannot pay its full share pays what it can and brings that share of the people (&amp;#039;&amp;#039;The controlling factions can pay n % of the cost right now…&amp;#039;&amp;#039;). If nobody can pay, the completion waits.&lt;br /&gt;
* There is &amp;#039;&amp;#039;&amp;#039;no population cap&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* The new people go mostly to the city provinces (weighted by crew); each settled province without a city gets 10 % (at most 40 % together).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Artificial gestation&amp;#039;&amp;#039;&amp;#039; (projects, see [[TI Space Nations/Technologies and Projects|Technologies and Projects]]): a faction with &amp;#039;&amp;#039;Gestation Wards&amp;#039;&amp;#039; brings +25,000 residents per completion once the nation has 500,000; with &amp;#039;&amp;#039;Gestation Arcologies&amp;#039;&amp;#039; +50,000 from 1,000,000. This only applies to that faction&amp;#039;s share of the payment.&lt;br /&gt;
&lt;br /&gt;
=== Blocked completions ===&lt;br /&gt;
The two rows never disappear. When a completion is not possible right now, the row turns yellow with a {{icon|warning}} warning icon, and its tooltip gives the reason (&amp;#039;&amp;#039;Not enough residents to settle another province…&amp;#039;&amp;#039;, &amp;#039;&amp;#039;No free province borders the nation&amp;#039;s territory.&amp;#039;&amp;#039;, &amp;#039;&amp;#039;No controlling faction can pay…&amp;#039;&amp;#039;). &amp;#039;&amp;#039;Completed investment is kept until this is possible again.&amp;#039;&amp;#039; The warning updates as soon as the situation changes, also while the game is paused.&lt;br /&gt;
&lt;br /&gt;
== Changed priorities off Earth ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Priority !! Below 10,000 residents !! 10,000 - 10 million !! Above 10 million&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|economy}} Economy || × 0.5 || × 0.8 || × 1.1&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|knowledge}} Knowledge || × 3 || × 2 || × 1.25&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|welfare}} Welfare || +10,000 residents || +4 % population || vanilla&lt;br /&gt;
|}&lt;br /&gt;
* {{icon|boost priority}} &amp;#039;&amp;#039;&amp;#039;Boost&amp;#039;&amp;#039;&amp;#039; is multiplied by Earth&amp;#039;s escape velocity divided by the world&amp;#039;s (at most × 10): about × 2.2 on Mars, × 10 on Ceres.&lt;br /&gt;
* {{icon|nuclear weapons}} No nuclear program and no nuclear weapons off Earth.&lt;br /&gt;
* {{icon|mission control priority}} &amp;#039;&amp;#039;&amp;#039;Mission Control&amp;#039;&amp;#039;&amp;#039;: the capital province can reach 1 + crew ÷ 5,000 mission control (3 for a city with 10,000 crew).&lt;br /&gt;
* The population never drops below the city&amp;#039;s residents (10 per crew member); it updates as soon as a module is finished.&lt;br /&gt;
&lt;br /&gt;
== Province power bonus ==&lt;br /&gt;
A surface base that stands in its hab site&amp;#039;s capital province gets &amp;#039;&amp;#039;&amp;#039;+50 % power&amp;#039;&amp;#039;&amp;#039; from its power plants × your control share of the nation that holds that province. &amp;#039;&amp;#039;Example:&amp;#039;&amp;#039; a Fission Reactor Farm (250 power) gives 375 at 100 % control. Stations, bases in unclaimed provinces and owners without a control point get nothing.&lt;br /&gt;
&lt;br /&gt;
== Supply network ==&lt;br /&gt;
If your faction holds control points in a colony nation or union, that nation supplies you on its world &amp;#039;&amp;#039;&amp;#039;and every body that orbits the same planet&amp;#039;&amp;#039;&amp;#039; (Mars: also Phobos and Deimos; Ganymede: all moons of Jupiter; Luna: only Luna, never Earth). All benefits grow with your share of the nation&amp;#039;s control points; if several nations cover a body, the best share counts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Benefit !! At 100 % control&lt;br /&gt;
|-&lt;br /&gt;
| Boost cost of construction material (modules, bases, ships, refits, resupply) || −50 %&lt;br /&gt;
|-&lt;br /&gt;
| Transfer time of material || as if launched from the nation&amp;#039;s world, at most −75 %&lt;br /&gt;
|-&lt;br /&gt;
| Module and hab construction time || −25 % (at least 1 day)&lt;br /&gt;
|-&lt;br /&gt;
| Hab upkeep (materials and crew) || −25 %&lt;br /&gt;
|-&lt;br /&gt;
| Mission control used by habs there || −50 %&lt;br /&gt;
|-&lt;br /&gt;
| Hab resource output (not mission control or research) || up to +50 % × √(population ÷ 1 million): about +16 % at 100,000 residents, +25 % at 250,000, +50 % from 1 million&lt;br /&gt;
|-&lt;br /&gt;
| Energy of surface bases in the nation&amp;#039;s own provinces || +50 %&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;Sustainability&amp;#039;&amp;#039; row of a space nation (nation panel and nations list) shows &amp;#039;&amp;#039;&amp;#039;Supply network: n %&amp;#039;&amp;#039;&amp;#039;, and its tooltip lists every benefit at your current share. Without a control point: &amp;#039;&amp;#039;We hold no control point here, so this nation supplies us with nothing yet.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== World population ==&lt;br /&gt;
A colony world&amp;#039;s population is the population of its settled provinces plus the crew of every hab there that is not a city with its own nation. It is used for the vanilla module requirements &amp;quot;colonized&amp;quot; and &amp;quot;populous&amp;quot;. Earth no longer counts colony provinces.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Priorities]] - the vanilla priority system&lt;br /&gt;
* [[TI Space Nations/Colony Nations]]&lt;br /&gt;
&lt;br /&gt;
{{TI Space Nations Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198239355112</name></author>
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