Hab Planner/Examples: Difference between revisions

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== T2 Habs ==
== T2 Habs ==
=== Extreme Earth Research Centers ===
{{#invoke:HabModuleLister/Planner|ShowPlan
| OrbitalCore = 1
| SolarArray = 3
| SolarArrayPower = 80
| Farm = 1
| SocialScienceResearchCenter = 6
| SocialScienceLab = 1
| OperationsCenter = 1
}}
{{#invoke:HabModuleLister/Planner|ShowPlan
| OrbitalCore = 1
| SolarArray = 2
| SolarArrayPower = 80
| Farm = 1
| SocialScienceResearchCenter = 7
| SocialScienceLab = 2
}}


=== MC ===
=== MC ===
Line 95: Line 116:
| NanofacturingComplex = 4
| NanofacturingComplex = 4
| CommandCenter = 1
| CommandCenter = 1
}}
==== Mercury Spaceworks ====
{{#invoke:HabModuleLister/Planner|ShowPlan
| RingCore = 1
| SolarFarm = 2
| SolarFarmPower = 1602
| AgricultureComplex = 2
| Spaceworks = 10
| CommandCenter = 1
| LayeredDefenseArray = 5
}}
==== Venus Spaceworks ====
{{#invoke:HabModuleLister/Planner|ShowPlan
| RingCore = 1
| SolarFarm = 6
| SolarFarmPower = 467
| AgricultureComplex = 2
| Spaceworks = 9
| CommandCenter = 1
| LayeredDefenseArray = 2
}}
}}


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}}
}}


=== Heavy Fusion Spaceworks ===
{{#invoke:HabModuleLister/Planner|ShowPlan
| RingCore = 1
| HeavyFusionReactorFarm = 3
| FusionReactorFarm = 1
| AgricultureComplex = 2
| Spaceworks = 9
| NanofacturingComplex = 4
| CommandCenter = 1
}}
=== Fusion Marines ===
{{#invoke:HabModuleLister/Planner|ShowPlan
| RingCore = 1
| HeavyFusionReactorFarm = 1
| AgricultureComplex = 1
| MarineCompanyBarracks = 14
| XenoscienceResearchCenter = 1
| Farm = 1
| NanofacturingComplex = 1
| CommandCenter = 1
}}
{{#invoke:HabModuleLister/Planner|ShowPlan
| RingCore = 1
| HeavyFusionReactorFarm = 2
| AgricultureComplex = 3
| MarineBattalionBarracks = 9
| NanofacturingComplex = 5
| CommandCenter = 1
}}


=== Fusion Command (Cheap) ===
=== Fusion Command (Cheap) ===

Latest revision as of 05:08, 1 February 2026

T1 Habs

LEO Habs

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Social Science Lab 3 0.38 volatiles 1.13 base metals 3 money 4 Power consumption 3 Crew 5 research
Solar Collector 1 0.3 volatiles 1.13 base metals 0.08 noble metals 1 money 1 Crew 15 Power
  • PowerPower scales with proximity to Sun.
Platform Core 1 0.75 volatiles 0.75 base metals 2 money 2 mission control 3 Crew
  • Max one per Hab.
Total 5 5.27 base metals 0.08 noble metals 2.19 volatiles
Total Mass: 75
2 mission control 12 money
Total Crew: 13
15 research
Total Farm: 0
  • Excess Power: 3
  • Unfed Crew: 13
  • Crew Adds Costs: 0.11 money0.38 water0.38 volatiles
Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Solar Collector 1 0.3 volatiles 1.13 base metals 0.08 noble metals 1 money 1 Crew 15 Power
  • PowerPower scales with proximity to Sun.
Platform Core 1 0.75 volatiles 0.75 base metals 2 money 2 mission control 3 Crew
  • Max one per Hab.
Space Science Lab 3 0.6 volatiles 1.3 base metals 0.1 noble metals 2 money 5 Power consumption 3 Crew 5 research
Total 5 5.78 base metals 0.38 noble metals 2.85 volatiles
Total Mass: 90
2 mission control 9 money
Total Crew: 13
15 research
Total Farm: 0
  • Unfed Crew: 13
  • Crew Adds Costs: 0.11 money0.38 water0.38 volatiles


Luna Mine

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Solar Collector 1 0.3 volatiles 1.13 base metals 0.08 noble metals 1 money 1 Crew 10 Power
  • PowerPower scales with proximity to Sun.
Outpost Core 1 1 volatiles 1 base metals 3 money 2 mission control 5 Crew
  • Max one per Hab.
Outpost Mining Complex 1 2.5 water 2.5 volatiles 19.75 base metals 0.25 noble metals 6 money 2 water 0.5 volatiles 5 Power consumption 12 Crew 1 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Total 3 2.5 water 21.88 base metals 0.33 noble metals 3.8 volatiles
Total Mass: 285
2 water 2 mission control 10 money 0.5 volatiles
Total Crew: 18

Total Farm: 0
  • Excess Power: 5
  • Unfed Crew: 18
  • Crew Adds Costs: 0.15 money0.53 water0.53 volatiles

Mars Mine

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Solar Collector 3 0.3 volatiles 1.13 base metals 0.08 noble metals 1 money 1 Crew 3 Power
  • PowerPower scales with proximity to Sun.
Outpost Core 1 1 volatiles 1 base metals 3 money 2 mission control 5 Crew
  • Max one per Hab.
Outpost Mining Complex 1 2.5 water 2.5 volatiles 19.75 base metals 0.25 noble metals 6 money 2 water 0.5 volatiles 9 Power consumption 12 Crew 1 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Total 5 2.5 water 24.14 base metals 0.49 noble metals 4.4 volatiles
Total Mass: 315
2 water 2 mission control 12 money 0.5 volatiles
Total Crew: 20

Total Farm: 0
  • Unfed Crew: 20
  • Crew Adds Costs: 0.17 money0.58 water0.58 volatiles

T2 Habs

Extreme Earth Research Centers

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Social Science Lab 1 0.38 volatiles 1.13 base metals 3 money 4 Power consumption 3 Crew 5 research
Operations Center 1 10 volatiles 75 base metals 15 noble metals 30 money 5 volatiles 5 base metals 2.5 noble metals 100 Power consumption 200 Crew 4 mission control
  • Max one per Hab.
Orbital Core 1 5 volatiles 5 base metals 10 money 3 mission control 15 Crew
  • Max one per Hab.
Farm 1 30 water 27 volatiles 3 base metals 40 Power consumption 5 Crew
  • Removes Hab watervolatiles upkeep for up to 600 Crew
  • Cannot depower.
Social Science Research Center 6 1.88 volatiles 5.63 base metals 8 money 0.1 volatiles 0.1 base metals 0.1 noble metals 16 Power consumption 25 Crew 10 research
Solar Array 3 1.5 volatiles 5.63 base metals 0.38 noble metals 3 money 5 Crew 80 Power
  • PowerPower scales with proximity to Sun.
Total 13 30 water 134.8 base metals 16.14 noble metals 58.16 volatiles
Total Mass: 2390
3 mission control 5.6 base metals 100 money 3.1 noble metals 5.6 volatiles
Total Crew: 388
65 research 4 mission control
Total Farm: 600
  • Excess Farm: 212
  • Crew Adds Costs: 3.23 money
Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Social Science Lab 2 0.38 volatiles 1.13 base metals 3 money 4 Power consumption 3 Crew 5 research
Orbital Core 1 5 volatiles 5 base metals 10 money 3 mission control 15 Crew
  • Max one per Hab.
Farm 1 30 water 27 volatiles 3 base metals 40 Power consumption 5 Crew
  • Removes Hab watervolatiles upkeep for up to 600 Crew
  • Cannot depower.
Social Science Research Center 7 1.88 volatiles 5.63 base metals 8 money 0.1 volatiles 0.1 base metals 0.1 noble metals 16 Power consumption 25 Crew 10 research
Solar Array 2 1.5 volatiles 5.63 base metals 0.38 noble metals 3 money 5 Crew 80 Power
  • PowerPower scales with proximity to Sun.
Total 13 30 water 60.93 base metals 0.76 noble metals 48.92 volatiles
Total Mass: 1405
3 mission control 0.7 base metals 78 money 0.7 noble metals 0.7 volatiles
Total Crew: 211
80 research
Total Farm: 600
  • Excess Farm: 389
  • Crew Adds Costs: 1.76 money

MC

Earth Orbital

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Space Science Research Center 2 3 volatiles 6.5 base metals 0.5 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Operations Center 1 10 volatiles 75 base metals 15 noble metals 30 money 5 volatiles 5 base metals 2.5 noble metals 100 Power consumption 200 Crew 4 mission control
  • Max one per Hab.
Orbital Core 1 5 volatiles 5 base metals 10 money 3 mission control 15 Crew
  • Max one per Hab.
Farm 1 30 water 27 volatiles 3 base metals 40 Power consumption 5 Crew
  • Removes Hab watervolatiles upkeep for up to 600 Crew
  • Cannot depower.
Information Science Research Center 1 4 volatiles 5.5 base metals 0.5 noble metals 6 money 1 water 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew 10 research
Military Science Research Center 2 3.5 volatiles 6.4 base metals 0.1 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Social Science Research Center 1 1.88 volatiles 5.63 base metals 8 money 0.1 volatiles 0.1 base metals 0.1 noble metals 16 Power consumption 25 Crew 10 research
Solar Array 4 1.5 volatiles 5.63 base metals 0.38 noble metals 3 money 5 Crew 70 Power
  • PowerPower scales with proximity to Sun.
Total 13 30 water 142.45 base metals 18.22 noble metals 66.88 volatiles
Total Mass: 2575
1 water 3 mission control 5.6 base metals 90 money 3.1 noble metals 5.6 volatiles
Total Crew: 390
60 research 4 mission control
Total Farm: 600
  • Excess Power: 4
  • Excess Farm: 210
  • Crew Adds Costs: 3.25 money

T3 Habs

Mercury Colony

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Solar Farm 2 12 volatiles 45 base metals 3 noble metals 5 money 25 Crew 801 Power
  • PowerPower scales with proximity to Sun.
Colony Core 1 40 volatiles 40 base metals 20 money 4 mission control 125 Crew
  • Max one per Hab.
Xenoscience Research Center 4 3 volatiles 6.5 base metals 0.5 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew 10 research
Command Center 1 80 volatiles 600 base metals 120 noble metals 100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Nanofacturing Complex 4 30 volatiles 72 base metals 18 noble metals 20 money 10 water 10 volatiles 30 base metals 3 noble metals 120 Power consumption 150 Crew 300 money
Agriculture Complex 1 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Skunkworks 1 2.5 water 10 volatiles 32.5 base metals 5 noble metals 10 money 3 volatiles 3 base metals 0.3 noble metals 30 Power consumption 50 Crew 1 projects
Materials Institute 4 1.6 water 27.2 volatiles 35.2 base metals 16 noble metals 18 money 3 water 3 volatiles 3 base metals 1.5 noble metals 72 Power consumption 125 Crew 15 research
Colony Mining Complex 1 100 water 100 volatiles 790 base metals 10 noble metals 60 money 15 water 6 volatiles 393 Power consumption 200 Crew 2 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Solar Array 1 1.5 volatiles 5.63 base metals 0.38 noble metals 3 money 5 Crew 267 Power
  • PowerPower scales with proximity to Sun.
Shipyard 1 8 volatiles 28 base metals 4 noble metals 3 base metals 0.5 noble metals 80 Power consumption 120 Crew
Total 21 348.9 water 2064.93 base metals 283.38 noble metals 720.3 volatiles
Total Mass: 34175
67 water 4 mission control 148.4 base metals 379 money 24.2 noble metals 71.4 volatiles
Total Crew: 2775
1200 money 100 research 1 projects 10 mission control
Total Farm: 3000
  • Excess Power: 18
  • Excess Farm: 225
  • Crew Adds Costs: 23.13 money

Mercury Colony (Higher Power)

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Solar Farm 2 12 volatiles 45 base metals 3 noble metals 5 money 25 Crew 1194 Power
  • PowerPower scales with proximity to Sun.
Colony Core 1 40 volatiles 40 base metals 20 money 4 mission control 125 Crew
  • Max one per Hab.
Life Science Research Center 5 0.5 water 7 volatiles 2.4 base metals 0.1 noble metals 6 money 1 water 1 volatiles 20 Power consumption 25 Crew 10 research
Command Center 1 80 volatiles 600 base metals 120 noble metals 100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Foundry 1 20 water 80 volatiles 220 base metals 80 noble metals 30 money 10 volatiles 10 base metals 1 noble metals 90 Power consumption 250 Crew 2 projects
Nanofacturing Complex 4 30 volatiles 72 base metals 18 noble metals 20 money 10 water 10 volatiles 30 base metals 3 noble metals 120 Power consumption 150 Crew 300 money
Agriculture Complex 1 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Colony Mining Complex 1 100 water 100 volatiles 790 base metals 10 noble metals 60 money 15 water 6 volatiles 393 Power consumption 200 Crew 2 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Information Science Institute 5 32 volatiles 44 base metals 4 noble metals 18 money 3 water 0.5 volatiles 0.5 base metals 0.5 noble metals 120 Power consumption 125 Crew 15 research
Total 21 362.5 water 2284 base metals 308.5 noble metals 855 volatiles
Total Mass: 38100
75 water 4 mission control 142.5 base metals 420 money 20.5 noble metals 73.5 volatiles
Total Crew: 3000
1200 money 125 research 2 projects 10 mission control
Total Farm: 3000
  • Excess Power: 305
  • Crew Adds Costs: 25 money

Mercury Spaceworks

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Solar Farm 2 12 volatiles 45 base metals 3 noble metals 5 money 25 Crew 1602 Power
  • PowerPower scales with proximity to Sun.
Ring Core 1 40 volatiles 40 base metals 20 money 4 mission control 75 Crew
  • Max one per Hab.
Layered Defense Array 5 11 volatiles 38 base metals 1 noble metals 10 money 1 volatiles 1 base metals 0.5 noble metals 40 Power consumption 15 Crew
Command Center 1 80 volatiles 600 base metals 120 noble metals 100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Spaceworks 10 64 volatiles 224 base metals 32 noble metals 10 base metals 1 noble metals 240 Power consumption 400 Crew
Agriculture Complex 2 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Total 21 480 water 3208 base metals 451 noble metals 1271 volatiles
Total Mass: 54100
4 mission control 115 base metals 180 money 17.5 noble metals 15 volatiles
Total Crew: 5250
10 mission control
Total Farm: 6000
  • Excess Power: 64
  • Excess Farm: 750
  • Crew Adds Costs: 43.75 money

Venus Spaceworks

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Solar Farm 6 12 volatiles 45 base metals 3 noble metals 5 money 25 Crew 467 Power
  • PowerPower scales with proximity to Sun.
Ring Core 1 40 volatiles 40 base metals 20 money 4 mission control 75 Crew
  • Max one per Hab.
Layered Defense Array 2 11 volatiles 38 base metals 1 noble metals 10 money 1 volatiles 1 base metals 0.5 noble metals 40 Power consumption 15 Crew
Command Center 1 80 volatiles 600 base metals 120 noble metals 100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Spaceworks 9 64 volatiles 224 base metals 32 noble metals 10 base metals 1 noble metals 240 Power consumption 400 Crew
Agriculture Complex 2 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Total 21 480 water 3050 base metals 428 noble metals 1222 volatiles
Total Mass: 51800
4 mission control 102 base metals 170 money 15 noble metals 12 volatiles
Total Crew: 4905
10 mission control
Total Farm: 6000
  • Excess Power: 22
  • Excess Farm: 1095
  • Crew Adds Costs: 40.88 money

Venus Command

Low Venus Command

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Solar Farm 2 12 volatiles 45 base metals 3 noble metals 5 money 25 Crew 415 Power
  • PowerPower scales with proximity to Sun.
Space Science Research Center 5 3 volatiles 6.5 base metals 0.5 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Energy Research Center 1 2 volatiles 7.4 base metals 0.5 noble metals 0.1 fissiles 6 money 3 volatiles 0.1 base metals 0.1 noble metals 0.005 fissiles 40 Power consumption 20 Crew 10 research
Xenoscience Research Center 2 3 volatiles 6.5 base metals 0.5 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew 10 research
Ring Core 1 40 volatiles 40 base metals 20 money 4 mission control 75 Crew
  • Max one per Hab.
Command Center 1 80 volatiles 600 base metals 120 noble metals 100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Information Science Research Center 1 4 volatiles 5.5 base metals 0.5 noble metals 6 money 1 water 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew 10 research
Agriculture Complex 1 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Military Science Research Center 6 3.5 volatiles 6.4 base metals 0.1 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Skunkworks 1 2.5 water 10 volatiles 32.5 base metals 5 noble metals 10 money 3 volatiles 3 base metals 0.3 noble metals 30 Power consumption 50 Crew 1 projects
Total 21 242.5 water 0.1 fissiles 883.3 base metals 136.1 noble metals 418 volatiles
Total Mass: 16800
1 water 4 mission control 0.005 fissiles 14.5 base metals 230 money 6.8 noble metals 17.4 volatiles
Total Crew: 1570
150 research 1 projects 10 mission control
Total Farm: 3000
  • Excess Farm: 1430
  • Crew Adds Costs: 13.08 money

Medium Venus Command

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Solar Farm 2 12 volatiles 45 base metals 3 noble metals 5 money 25 Crew 426 Power
  • PowerPower scales with proximity to Sun.
Quarters 1 0.6 water 1.8 volatiles 3.6 base metals 0.1 water 0.1 volatiles 2 Power consumption 50 Crew 3 money 2 influence
Space Science Research Center 4 3 volatiles 6.5 base metals 0.5 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Energy Research Center 1 2 volatiles 7.4 base metals 0.5 noble metals 0.1 fissiles 6 money 3 volatiles 0.1 base metals 0.1 noble metals 0.005 fissiles 40 Power consumption 20 Crew 10 research
Xenoscience Research Center 4 3 volatiles 6.5 base metals 0.5 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew 10 research
Ring Core 1 40 volatiles 40 base metals 20 money 4 mission control 75 Crew
  • Max one per Hab.
Command Center 1 80 volatiles 600 base metals 120 noble metals 100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Information Science Research Center 1 4 volatiles 5.5 base metals 0.5 noble metals 6 money 1 water 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew 10 research
Agriculture Complex 1 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Military Science Research Center 4 3.5 volatiles 6.4 base metals 0.1 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Skunkworks 1 2.5 water 10 volatiles 32.5 base metals 5 noble metals 10 money 3 volatiles 3 base metals 0.3 noble metals 30 Power consumption 50 Crew 1 projects
Total 21 243.1 water 0.1 fissiles 880.6 base metals 136.4 noble metals 415.8 volatiles
Total Mass: 16760
1.1 water 4 mission control 0.005 fissiles 14.4 base metals 224 money 6.7 noble metals 17.4 volatiles
Total Crew: 1595
3 money 140 research 1 projects 2 influence 10 mission control
Total Farm: 3000
  • Excess Farm: 1405
  • Unpaid Crew: 50
  • Crew Adds Costs: 12.88 money

High Venus Command

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Solar Farm 2 12 volatiles 45 base metals 3 noble metals 5 money 25 Crew 450 Power
  • PowerPower scales with proximity to Sun.
Space Science Research Center 3 3 volatiles 6.5 base metals 0.5 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Energy Research Center 1 2 volatiles 7.4 base metals 0.5 noble metals 0.1 fissiles 6 money 3 volatiles 0.1 base metals 0.1 noble metals 0.005 fissiles 40 Power consumption 20 Crew 10 research
Xenoscience Research Center 5 3 volatiles 6.5 base metals 0.5 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew 10 research
Ring Core 1 40 volatiles 40 base metals 20 money 4 mission control 75 Crew
  • Max one per Hab.
Command Center 1 80 volatiles 600 base metals 120 noble metals 100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Information Science Research Center 1 4 volatiles 5.5 base metals 0.5 noble metals 6 money 1 water 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew 10 research
Agriculture Complex 1 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Military Science Research Center 4 3.5 volatiles 6.4 base metals 0.1 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Skunkworks 2 2.5 water 10 volatiles 32.5 base metals 5 noble metals 10 money 3 volatiles 3 base metals 0.3 noble metals 30 Power consumption 50 Crew 1 projects
Total 21 245 water 0.1 fissiles 909.5 base metals 141.4 noble metals 424 volatiles
Total Mass: 17200
1 water 4 mission control 0.005 fissiles 17.4 base metals 234 money 7 noble metals 20.3 volatiles
Total Crew: 1595
140 research 2 projects 10 mission control
Total Farm: 3000
  • Excess Farm: 1405
  • Crew Adds Costs: 13.29 money

Extreme Venus Command

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Solar Farm 1 12 volatiles 45 base metals 3 noble metals 5 money 25 Crew 457 Power
  • PowerPower scales with proximity to Sun.
Quarters 16 0.6 water 1.8 volatiles 3.6 base metals 0.1 water 0.1 volatiles 2 Power consumption 50 Crew 3 money 2 influence
Ring Core 1 40 volatiles 40 base metals 20 money 4 mission control 75 Crew
  • Max one per Hab.
Command Center 1 80 volatiles 600 base metals 120 noble metals 100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Agriculture Complex 1 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Space Science Lab 1 0.6 volatiles 1.3 base metals 0.1 noble metals 2 money 5 Power consumption 3 Crew 5 research
Total 21 249.6 water 767.9 base metals 123.1 noble metals 377.4 volatiles
Total Mass: 15180
1.6 water 4 mission control 10 base metals 127 money 5 noble metals 11.6 volatiles
Total Crew: 1928
48 money 5 research 32 influence 10 mission control
Total Farm: 3000
  • Excess Farm: 1072
  • Unpaid Crew: 800
  • Crew Adds Costs: 9.4 money


Heavy Fusion Spaceworks

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Heavy Fusion Reactor Farm 3 24 water 36 volatiles 103.2 base metals 72 noble metals 4.8 fissiles 36 money 10 water 6 volatiles 1 base metals 1 noble metals 0.2 fissiles 150 Crew 900 Power
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Fusion Reactor Farm 1 12 water 18 volatiles 51.6 base metals 36 noble metals 2.4 fissiles 30 money 10 water 6 volatiles 0.1 fissiles 125 Crew 500 Power
Ring Core 1 40 volatiles 40 base metals 20 money 4 mission control 75 Crew
  • Max one per Hab.
Command Center 1 80 volatiles 600 base metals 120 noble metals 100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Spaceworks 9 64 volatiles 224 base metals 32 noble metals 10 base metals 1 noble metals 240 Power consumption 400 Crew
Nanofacturing Complex 4 30 volatiles 72 base metals 18 noble metals 20 money 10 water 10 volatiles 30 base metals 3 noble metals 120 Power consumption 150 Crew 300 money
Agriculture Complex 2 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Total 21 564 water 16.8 fissiles 3353.2 base metals 732 noble metals 1374 volatiles
Total Mass: 60400
80 water 4 mission control 0.7 fissiles 223 base metals 338 money 29 noble metals 74 volatiles
Total Crew: 5900
1200 money 10 mission control
Total Farm: 6000
  • Excess Power: 20
  • Excess Farm: 100
  • Crew Adds Costs: 49.17 money


Fusion Marines

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Heavy Fusion Reactor Farm 1 24 water 36 volatiles 103.2 base metals 72 noble metals 4.8 fissiles 36 money 10 water 6 volatiles 1 base metals 1 noble metals 0.2 fissiles 150 Crew 900 Power
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Xenoscience Research Center 1 3 volatiles 6.5 base metals 0.5 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew 10 research
Ring Core 1 40 volatiles 40 base metals 20 money 4 mission control 75 Crew
  • Max one per Hab.
Command Center 1 80 volatiles 600 base metals 120 noble metals 100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Farm 1 30 water 27 volatiles 3 base metals 40 Power consumption 5 Crew
  • Removes Hab watervolatiles upkeep for up to 600 Crew
  • Cannot depower.
Nanofacturing Complex 1 30 volatiles 72 base metals 18 noble metals 20 money 10 water 10 volatiles 30 base metals 3 noble metals 120 Power consumption 150 Crew 300 money
Agriculture Complex 1 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Marine Company Barracks 14 12 volatiles 46.8 base metals 1.2 noble metals 10 money 2 volatiles 2 base metals 0.2 noble metals 20 Power consumption 150 Crew 6 ops
  • Marine combat scoreMarine strength can be used offensively.
  • Add 20 Marine combat scoreMarine Strengthmarine strength as T2 Marines.
  • Cannot depower.
Total 21 294 water 4.8 fissiles 1503.9 base metals 227.3 noble metals 600 volatiles
Total Mass: 26300
20 water 4 mission control 0.2 fissiles 69.1 base metals 322 money 11.9 noble metals 54.1 volatiles
Total Crew: 3530
300 money 10 research 84 ops 10 mission control
Total Farm: 3600
  • Excess Farm: 70
  • Crew Adds Costs: 29.42 money
Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Heavy Fusion Reactor Farm 2 24 water 36 volatiles 103.2 base metals 72 noble metals 4.8 fissiles 36 money 10 water 6 volatiles 1 base metals 1 noble metals 0.2 fissiles 150 Crew 900 Power
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Ring Core 1 40 volatiles 40 base metals 20 money 4 mission control 75 Crew
  • Max one per Hab.
Command Center 1 80 volatiles 600 base metals 120 noble metals 100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Marine Battalion Barracks 9 96 volatiles 374.4 base metals 9.6 noble metals 30 money 3 volatiles 3 base metals 0.3 noble metals 60 Power consumption 750 Crew 12 ops
  • Marine combat scoreMarine strength can be used offensively.
  • Add 40 Marine combat scoreMarine Strengthmarine strength as T3 Marines.
  • Cannot depower.
Nanofacturing Complex 5 30 volatiles 72 base metals 18 noble metals 20 money 10 water 10 volatiles 30 base metals 3 noble metals 120 Power consumption 150 Crew 300 money
Agriculture Complex 3 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Total 21 768 water 9.6 fissiles 4648 base metals 440.4 noble metals 1854 volatiles
Total Mass: 77200
70 water 4 mission control 0.4 fissiles 189 base metals 562 money 24.7 noble metals 99 volatiles
Total Crew: 8950
1500 money 108 ops 10 mission control
Total Farm: 9000
  • Excess Farm: 50
  • Crew Adds Costs: 74.58 money

Fusion Command (Cheap)

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Materials Lab 1 0.04 water 0.68 volatiles 0.88 base metals 0.4 noble metals 2 money 0.1 base metals 0.1 noble metals 6 Power consumption 3 Crew 5 research
Quarters 7 0.6 water 1.8 volatiles 3.6 base metals 0.1 water 0.1 volatiles 2 Power consumption 50 Crew 3 money 2 influence
Fusion Reactor Farm 1 12 water 18 volatiles 51.6 base metals 36 noble metals 2.4 fissiles 30 money 10 water 6 volatiles 0.1 fissiles 125 Crew 500 Power
Ring Core 1 40 volatiles 40 base metals 20 money 4 mission control 75 Crew
  • Max one per Hab.
Xenology Lab 1 0.6 volatiles 1.3 base metals 0.1 noble metals 2 money 10 Power consumption 3 Crew 5 research
Life Science Lab 2 0.1 water 1.4 volatiles 0.48 base metals 0.02 noble metals 2 money 0.5 water 0.5 volatiles 5 Power consumption 3 Crew 5 research
Command Center 1 80 volatiles 600 base metals 120 noble metals 100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Agriculture Complex 1 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Space Science Lab 2 0.6 volatiles 1.3 base metals 0.1 noble metals 2 money 5 Power consumption 3 Crew 5 research
Military Science Lab 2 0.7 volatiles 1.28 base metals 0.02 noble metals 2 money 5 Power consumption 3 Crew 5 research
Energy Lab 1 0.4 volatiles 1.48 base metals 0.1 noble metals 0.02 fissiles 2 money 1 volatiles 0.001 fissiles 10 Power consumption 3 Crew 5 research
Information Science Lab 1 0.8 volatiles 1.1 base metals 0.1 noble metals 2 money 10 Power consumption 3 Crew 5 research
Total 21 256.44 water 2.42 fissiles 751.68 base metals 156.98 noble metals 374.48 volatiles
Total Mass: 15420
11.7 water 4 mission control 0.101 fissiles 10.1 base metals 170 money 5.1 noble metals 18.7 volatiles
Total Crew: 1605
21 money 50 research 14 influence 10 mission control
Total Farm: 3000
  • Excess Farm: 1395
  • Unpaid Crew: 350
  • Crew Adds Costs: 10.46 money

Research Campus Spam

Luna Colony

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Solar Farm 6 12 volatiles 45 base metals 3 noble metals 5 money 25 Crew 120 Power
  • PowerPower scales with proximity to Sun.
Colony Core 1 40 volatiles 40 base metals 20 money 4 mission control 125 Crew
  • Max one per Hab.
Space Science Research Center 1 3 volatiles 6.5 base metals 0.5 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Research Campus 11 15 water 30 volatiles 50 base metals 5 noble metals 30 money 3 water 3 volatiles 50 Power consumption 1 mission control 200 Crew 60 research
  • Need ≥10000 system Populationpopulation.
Settlement Mining Complex 1 12.5 water 12.5 volatiles 98.75 base metals 1.25 noble metals 30 money 5 water 2 volatiles 20 Power consumption 60 Crew 1.5 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Agriculture Complex 1 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Total 21 417.5 water 989.25 base metals 74.75 noble metals 673.5 volatiles
Total Mass: 21550
38 water 15 mission control 0.1 base metals 416 money 0.1 noble metals 35.1 volatiles
Total Crew: 2585
670 research
Total Farm: 3000
  • Excess Power: 10
  • Excess Farm: 415
  • Crew Adds Costs: 21.54 money

Mars Ring

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Space Science Research Center 1 3 volatiles 6.5 base metals 0.5 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Ring Core 1 40 volatiles 40 base metals 20 money 4 mission control 75 Crew
  • Max one per Hab.
Research Campus 12 15 water 30 volatiles 50 base metals 5 noble metals 30 money 3 water 3 volatiles 50 Power consumption 1 mission control 200 Crew 60 research
  • Need ≥10000 system Populationpopulation.
Agriculture Complex 1 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Military Science Research Center 2 3.5 volatiles 6.4 base metals 0.1 noble metals 6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Solar Array 1 1.5 volatiles 5.63 base metals 0.38 noble metals 3 money 5 Crew 30 Power
  • PowerPower scales with proximity to Sun.
Fission Reactor Farm 3 8 water 16 volatiles 44 base metals 8 noble metals 4 fissiles 18 money 6 water 3 volatiles 0.5 fissiles 100 Crew 250 Power
Total 21 444 water 12 fissiles 820.93 base metals 85.08 noble metals 675.5 volatiles
Total Mass: 20375
54 water 16 mission control 1.5 fissiles 0.3 base metals 455 money 0.3 noble metals 45.3 volatiles
Total Crew: 2880
750 research
Total Farm: 3000
  • Excess Farm: 120
  • Crew Adds Costs: 24 money

Earth Ring

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Solar Farm 4 12 volatiles 45 base metals 3 noble metals 5 money 25 Crew 201 Power
  • PowerPower scales with proximity to Sun.
Ring Core 1 40 volatiles 40 base metals 20 money 4 mission control 75 Crew
  • Max one per Hab.
Research Campus 13 15 water 30 volatiles 50 base metals 5 noble metals 30 money 3 water 3 volatiles 50 Power consumption 1 mission control 200 Crew 60 research
  • Need ≥10000 system Populationpopulation.
Agriculture Complex 1 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Social Science Research Center 2 1.88 volatiles 5.63 base metals 8 money 0.1 volatiles 0.1 base metals 0.1 noble metals 16 Power consumption 25 Crew 10 research
Total 21 435 water 905.26 base metals 77 noble metals 697.76 volatiles
Total Mass: 21150
39 water 17 mission control 0.2 base metals 446 money 0.2 noble metals 39.2 volatiles
Total Crew: 2850
800 research
Total Farm: 3000
  • Excess Power: 2
  • Excess Farm: 150
  • Crew Adds Costs: 23.75 money