Habs: Difference between revisions
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<i>This page discusses the game mechanics for habs. For a list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead. For planning out your habs, see [[Hab Planner]]</i> | |||
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. | |||
Habs may be | Habs may be founded in three ways. One is to launch the core module from [[Earth]], using {{TV|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 [[Spaceships|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. | ||
Habs, like | Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A [[Councilors|councilor]] with a high {{TV|command}} attribute leading an assault mission gives it a much greater chance of success. | ||
Habs, like [[Fleets]], belong directly to a [[Factions|faction]]. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for {{icon|cooperate}}[[The Academy]], {{icon|resist}}[[The Resistance]], {{icon|escape}}[[Project Exodus]], etc. | |||
Habs have a support cost drawn from space resources. If those are insufficient, then {{TV|boost}} is used. And if you are out of both, or have insufficient {{TV|mc}}, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction. | |||
== Life Support == | |||
Each human at a hab requires {{TV|water|0.35}}, {{TV|volatiles|0.35}}, and {{TV|money|0.1}} ''per year''. This is approximately {{TV|water|0.029}}, {{TV|volatiles|0.029}}, and {{TV|money|0.008}} ''per month''. Agricultural modules cover {{icon|water}} and {{icon|volatiles}} upkeeps for a certain number of crew in the hab. | |||
== Radiation Shielding == | |||
Some locations have {{icon|radiation|bgcolor=DarkSlateGray}}dangerous levels of natural radiation, and modules built in the location needs extra {{TV|metals}} to protect crew and equipment from radiation. For example, every location on Mercury has {{icon|radiation|bgcolor=DarkSlateGray}}2x radiation modifier, which means the total mass of a module becomes double the amount of normal value and the difference is paid with {{TV|metals}}. For example, a {{TV|tons|200}} module becomes {{TV|tons|400}} module on Mercury, and that {{TV|tons|200}} of difference means an additional {{TV|metals|20}} cost. | |||
== Construction Modifiers == | |||
Each hab module has a base construction time, measured in days. But the actual construction time can be modified in multiple ways: | |||
* If the hab module is an upgrade of a previously built hab module in the same hab module slot, then the construction time (and resource costs) are multiplied by 2/3. | |||
* If the hab contains one or more active modules that modify the construction time, then their bonuses are applied as follows: | |||
*# Sort the list of such modules in ascending order by their construction time modifier. | |||
*# For the i-th module in the list, multiply the construction time by (1 - (1 - construction time modifier) / i²). | |||
* If the hab module requires materials to be {{icon|boost}}boosted from [[Earth]], then add the time needed for the materials to travel from [[Earth]] to the hab. | |||
== Stations == | == Stations == | ||
[[File:Orbital.JPG|thumb|320px|Station]] | [[File:Orbital.JPG|thumb|320px|Station]] | ||
Stations are built in an orbit. | {{icon|station}}Stations are built in an orbit. You can build various modules on them to get benefits, and some modules have additional benefits if the station is in one of the Earth's interface orbits. | ||
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 | 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. Those two factions start with innate {{icon|boost}}boost income to support the upkeep of those staion. | ||
A hostile fleet may board or destroy the station. But if the station has defense module(s), the hostile fleet should fight a battle first and destroy the defense module(s). When destroying undefended station, it takes 15 minutes per each tier of the module to destroy a module. | |||
Stations use the following core modules. They require the council engineering project with the same name to be constructed. | Stations use the following core modules. They require the council engineering project with the same name to be constructed. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Module !! | ! Module | ||
! Tier | |||
!Build Cost | |||
! Monthly Upkeep<ref name=crew>Does not include crew upkeep. Each crew consumes 0.35{{icon|water}} and 0.35{{icon|volatiles}} per year. Human crew also consume 0.1{{icon|money}} per year.</ref> | |||
|- | |||
| align="center" | Platform Core<br>[[File:Station T1 PlatformCore.png|80px]] | |||
| 1 | |||
| | |||
{{#invoke:HabModuleLister|GetModuleTableRow|Platform Core|true|true|false|false}} | |||
|- | |||
| align="center" | Orbital Core<br>[[File:Station T2 OrbitalCore.png|80px]] | |||
| 2 | |||
| | |||
{{#invoke:HabModuleLister|GetModuleTableRow|Orbital Core|true|true|false|false}} | |||
|- | |||
| align="center" | Ring Core<br>[[File:Station T3 RingCore.png|80px]] | |||
| 3 | |||
| | |||
{{#invoke:HabModuleLister|GetModuleTableRow|Ring Core|true|true|false|false}} | |||
|- | |||
| align="center" | Automated Platform Core<br>[[File:Station T1 PlatformCore.png|80px]] | |||
| 1 | |||
| | |||
{{#invoke:HabModuleLister|GetModuleTableRow|Automated Platform Core|true|true|false|false}} | |||
|} | |||
=== Particle Colliders === | |||
Particle Colliders are used to produce {{TV|antimatter}}. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns. | |||
Colliders can only be built in orbit. | |||
{| class="wikitable" | |||
! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income !! Special rule | |||
|- | |- | ||
| [[File:Station T1 | | align="center" | Particle Collider<br>[[File:Station T1 Particle Collider.png|80px]] | ||
| 1 | | 1 | ||
| | | | ||
| | {{#invoke:HabModuleLister|GetModuleTableRow|Particle Collider|true|true|true|true}} | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| [[File:Station T2 | | align="center" | Atomsmasher<br>[[File:Station T2 Atomsmasher.png|80px]] | ||
| 2 | | 2 | ||
| | | | ||
| | {{#invoke:HabModuleLister|GetModuleTableRow|Atomsmasher|true|true|true|true}} | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| [[File:Station T3 | | align="center" | Supercollider<br>[[File:Station T3 Supercollider.png|80px]] | ||
| 3 | | 3 | ||
| | | | ||
| | {{#invoke:HabModuleLister|GetModuleTableRow|Supercollider|true|true|true|true}} | ||
| | |} | ||
| | |||
| | === Antimatter Capture === | ||
Antimatter capture modules can only be constructed in orbits that have {{TV|antimatter}}. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction. | |||
The amount of natural antimatter production is so small that it is in practice useless. For example, medium earth orbit has 33a monthly output, which is 0.000000000000000033 units of antimatter per month with the 100% efficient Antimatter Farm doing the harvesting. The largest antimatter value in the solar system is | |||
medium Saturn orbit at 2p, which is 0.000000000002. | |||
{| class="wikitable" | |||
! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income !! Special Rule | |||
|- | |- | ||
| [[File:Station T1 | | align="center" | Antimatter Trap<br>[[File:Station T1 AntimatterTrap.png|80px]] | ||
| 1 | | 1 | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Antimatter Trap|true|true|true|true}} | ||
| | |- | ||
| | | align="center" | Antimatter Harvester<br>[[File:Station T2 AntimatterHarvester.png|80px]] | ||
| 2 | | 2 | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Antimatter Harvester|true|true|true|true}} | ||
| | |- | ||
| align="center" | Antimatter Farm<br>[[File:Station T3 AntimatterFarm.png|80px]] | |||
| 3 | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Antimatter Farm|true|true|true|true}} | |||
|} | |} | ||
=== | === Solar mirrors === | ||
{| class="wikitable" | {| class="wikitable" | ||
! Module !! Tier | ! Module !! Tier !! Build Cost* !! Monthly Upkeep !! Special Rule | ||
|- | |- | ||
| [[File: | | align="center" | Solar Mirror<br>[[File:Station_T1_SolarMirror.png|80px]] | ||
| 1 | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Mirror|true|true|false|true}} | |||
|- | |||
| align="center" | Solar Mirror Array<br>[[File:Station_T2_SolarMirrorArray.png|80px]] | |||
| 2 | | 2 | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Solar Mirror Array|true|true|false|true}} | ||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| [[File: | | align="center" | Soletta<br>[[File:Station_T3_Soletta.png|80px]] | ||
| 3 | | 3 | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Soletta|true|true|false|true}} | ||
| | |- | ||
| | | align="center" | Automated Solar Mirror<br>[[File:Station_T1_SolarMirror.png|80px]] | ||
| | | 1 | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Automated Solar Mirror|true|true|false|true}} | ||
| | |} | ||
| | |||
| | * Build cost scales with distance to the sun to model the fact that the mirrors need to be larger to collect the same amount of light. (Multiply all material costs by the distance in AU squared, so at Mars the multiplier is 2.3 and at Jupiter it's 27.) | ||
=== Campaign Modules === | |||
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. | |||
{| class="wikitable" | |||
! Module !! Build Cost !! Monthly Upkeep !! Special Rule !! Faction | |||
|- | |||
| align="center" | Sentinel Complex<br>[[File:Station T3 SentinelComplex.png|80px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Sentinel Complex|true|true|false|true}} | |||
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate | |||
|- | |||
| align="center" | Interstellar Launch Facility<br>[[File:Station T3 InterstellarLaunchingLaser.png|80px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Interstellar Launching Laser|true|true|false|true}} | |||
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus | |||
|} | |||
The Deep Space Telesope is a campaign 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. | |||
{| class="wikitable" | |||
! Module !! Build Cost !! Monthly Upkeep !! Monthly Income !! Special Rule !! Faction | |||
|- | |||
| align="center" | Deep Space Telescope <br>[[File:DeepSpaceTelescope .png|80px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Deep Space Telescope|true|true|true|true}} | |||
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus | |||
|} | |} | ||
== Bases == | == Bases == | ||
[[File:HabDesigner.JPG|thumb|320px|Base]] | [[File:HabDesigner.JPG|thumb|320px|Base]] | ||
Bases are built at a hab site. | {{icon|base}}Bases are built at a hab site. A hab site should be surveyed first to build a base. Surveying can be done with a prospector probe or a ship with science module. | ||
Bases use the following core modules. They require the | Bases use the following core modules. They require the council engineering project with the same name to be constructed. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Module | ! Module | ||
! Tier | |||
!Build Cost | |||
! Monthly Upkeep<ref name=crew>Does not include crew upkeep. Each crew consumes 0.35{{icon|water}} and 0.35{{icon|volatiles}} per year. Human crew also consume 0.1{{icon|money}} per year.</ref> | |||
|- | |- | ||
| [[File:Base T1 OutpostCore.png|80px]] | | align="center" | Outpost Core<br>[[File:Base T1 OutpostCore.png|80px]] | ||
| 1 | | 1 | ||
| | | 1 {{icon|volatiles}} 1 {{icon|metal}} 30 Days | ||
| | | 2 {{icon|mc}} 3 {{icon|money}} 5 Crew | ||
| 30 | |||
| | |||
| | |||
|- | |- | ||
| [[File:Base T2 SettlementCore.png|80px]] | | align="center" | Settlement Core<br>[[File:Base T2 SettlementCore.png|80px]] | ||
| 2 | | 2 | ||
| | | 5 {{icon|volatiles}} 5 {{icon|metal}} 60 Days | ||
| | | 3 {{icon|mc}} 10 {{icon|money}} 25 Crew | ||
| 60 | |||
| 3 | |||
| | |||
|- | |- | ||
| [[File:Base T3 ColonyCore.png|80px]] | | align="center" | Colony Core<br>[[File:Base T3 ColonyCore.png|80px]] | ||
| 3 | | 3 | ||
| | | 40 {{icon|volatiles}} 40 {{icon|metal}} 90 Days | ||
| | | 4 {{icon|mc}} 20 {{icon|money}} 125 Crew | ||
| 90 | |||
| | |||
| | |||
| | |||
|- | |- | ||
| [[File:Base T1 OutpostCore.png|80px]] | | align="center" | Automated Outpost Core<br>[[File:Base T1 OutpostCore.png|80px]] | ||
| 1 | | 1 | ||
| 0 | | 0.8 {{icon|volatiles}} 1 {{icon|metal}} 0.2 {{icon|nobles}} 30 Days | ||
| | | 1 {{icon|mc}} | ||
| 2 | |||
| | |||
| 1 | |||
|} | |} | ||
=== Mining Complexes === | === Mining Complexes === | ||
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 | 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 are modified by [[Habs#Mining_modifier|mining modifier]]. It may incur additional {{TV|mc}} cost depending on the [[Habs#Mine_Limit|Mine Limit]]. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Module !! Tier !! | ! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income | ||
|- | |- | ||
| Outpost Mining Complex<br>[[File:Base T1 OutpostMiningComplex.png|170px]] | | align="center" | Outpost Mining Complex<br>[[File:Base T1 OutpostMiningComplex.png|170px]] | ||
| 1 | | 1 | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Outpost Mining Complex|true|true|true|false}} | ||
| | |||
| | |||
| | |||
|- | |- | ||
| Settlement Mining Complex<br>[[File:Base T2 SettlementMiningComplex.png|170px]] | | align="center" | Settlement Mining Complex<br>[[File:Base T2 SettlementMiningComplex.png|170px]] | ||
| 2 | | 2 | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Settlement Mining Complex|true|true|true|false}} | ||
| | |||
| | |||
| | |||
|- | |- | ||
| Colony Mining Complex<br>[[File:Base T3 ColonyMiningComplex.png|170px]] | | align="center" | Colony Mining Complex<br>[[File:Base T3 ColonyMiningComplex.png|170px]] | ||
| 3 | | 3 | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Colony Mining Complex|true|true|true|false}} | ||
| | |||
| | |||
| | |||
|- | |- | ||
| Automated Mining Complex<br>[[File:Base T1 OutpostMiningComplex.png|170px]] | | align="center" | Automated Mining Complex<br>[[File:Base T1 OutpostMiningComplex.png|170px]] | ||
| 1 | | 1 | ||
| 0 | | {{#invoke:HabModuleLister|GetModuleTableRow|Automated Mining Complex|true|true|true|false}} | ||
| | |} | ||
| 2 | |||
| | ==== Mining modifier ==== | ||
This modifier is applied to the mining module's [[Resources#Space_Resources|space resource]] build cost and {{TV|power consumption}} on respective celestial body. For example, the modifier for [[Mars]] is roughly 0.9342. So an Outpost Mining Complex that normally costs {{TVS|water|2.5}} {{TVS|volatiles|2.5}} {{TVS|metals|19.75}} {{TVS|nobles|0.25}} and {{TVS|power consumption|10}} instead costs roughly {{TVS|water|2.34}} {{TVS|volatiles|2.34}} {{TVS|metals|18.45}} {{TVS|nobles|0.23}} and {{TVS|power consumption|9}}. | |||
This modifier is applied before the [[Habs#Radiation_Shielding|radiation]] penalty multiplier to the hab module's total mass, and so they are in a sense, multiplicative. For example, the modifier for [[Mercury]] is roughly 1.9641, and the Radiation penalty is {{icon|radiation|bgcolor=DarkSlateGray}}2×. A Colony Mining Complex normally costs {{TVS|water|100}} {{TVS|volatiles|100}} {{TVS|metals|790}} {{TVS|nobles|10}} and {{TVS|power consumption|200}}. Applying the mining modifier changes this to roughly {{TVS|water|196.41}} {{TVS|volatiles|196.41}} {{TVS|metals|1551.64}} {{TVS|nobles|19.64}} and {{TVS|power consumption|393}}. This means the mass of the Colony Mining Complex changes from the original {{TVS|tons|10000}} to {{TVS|tons|19641}} after the mining modifier. Applying the {{icon|radiation|bgcolor=DarkSlateGray}}2× Radiation penalty to this mass of {{TVS|tons|19641}} results in a total mass of {{TVS|tons|39282}}, with all this additional mass being paid for by an additional {{TV|metals|1964.1}}. So the total costs of the Colony Mining Complex on [[Mercury]] is roughly {{TVS|water|196.41}} {{TVS|volatiles|196.41}} {{TVS|metals|3515.74}} {{TVS|nobles|19.64}} and {{TVS|power consumption|393}}. | |||
Mining modifier is increased by several factors, which are: escape velocity of the celestial body, atmosphere of the celestial body, escape velocity from the planet it's orbiting at the body's orbit (if the celestial body is a moon), escape velocity from the sun at its orbit (does not count if luna), and the distance from the Sun to the celestial body. | |||
The table below shows mining modifiers on notable celestial bodies. | |||
{| class="wikitable" | |||
! Celestial Body !! Mining Modifier | |||
|- | |||
| Luna | |||
| 0.5077 | |||
|- | |||
| Mars | |||
| 0.9342 | |||
|- | |||
| Ceres | |||
| 0.7699 | |||
|- | |||
| Mercury | |||
| 1.9641 | |||
|- | |||
| Callisto | |||
| 0.9123 | |||
|- | |||
| Io | |||
| 1.4960 | |||
|- | |||
| Titan | |||
| 0.8865 | |||
|- | |||
| Pluto | |||
| 1.5029 | |||
|} | |||
==== Mine Limit ==== | |||
Every human [[Factions|faction]] has a mine limit, beyond which any additional mines will incur additional {{TV|mc}} costs. This mine limit is initially 0, but can be increased by the following: | |||
{| class="wikitable sortable" | |||
! Source !! Mine Limit Increase | |||
|- | |||
| {{icon|space}}[[Mission to the Moon]] || 3 | |||
|- | |||
| {{icon|space}}[[Mission to Mercury]] || 3 | |||
|- | |||
| {{icon|space}}[[Mission to Mars]] || 6 | |||
|- | |||
| {{icon|space}}[[Mission to the Asteroids]] || 6 | |||
|- | |||
| {{icon|space}}[[Mission to Jupiter]] || 6 | |||
|- | |||
| {{icon|space}}[[Mission to Saturn]] || 6 | |||
|- | |||
| {{icon|space}}[[Mission to the Outer Planets]] || 6 | |||
|- | |||
| {{icon|space}}[[Future Tech: Space Science]] || 1 | |||
|- | |||
| {{icon|materials}}{{icon|projects}}[[Project_GoldRush|Gold Rush]]<br>({{icon|escape}}[[Project Exodus]] only.) || 6 | |||
|- | |||
|} | |||
So before [[Technology#Future_Tech|Future Tech]] is reached, human [[Factions]] have a mine limit of up to 36, except for {{icon|escape}}[[Project Exodus]] which gets 42. | |||
When a faction has more mines than their limit, the total {{TV|mc}} cost penalty they have to pay is calculated as follows: | |||
<pre>Max(1, Floor(Excess mines ^ 2 / 2))</pre> | |||
{| class="wikitable" | |||
! rowspan=2| Excess Mines !! colspan=2| {{TVS|mc}} penalty | |||
|- | |||
! Of new mine !! Total | |||
|- | |||
| 1 || 1 || 1 | |||
|- | |||
| 2 || 1 || 2 | |||
|- | |||
| 3 || 2 || 4 | |||
|- | |||
| 4 || 4 || 8 | |||
|- | |||
| 5 || 4 || 12 | |||
|- | |||
| 6 || 6 || 18 | |||
|- | |||
| 7 || 6 || 24 | |||
|- | |||
| 8 || 8 || 32 | |||
|- | |||
| 9 || 8 || 40 | |||
|- | |||
| 10 || 10 || 50 | |||
|- | |||
|} | |} | ||
== Modules == | == Modules == | ||
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 | 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. | ||
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. | 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 | ! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 | ||
|- | |- | ||
! Module | ! width=1% | Module | ||
! Effects | |||
! width=1% | Module | |||
! Effects | |||
! width=1% | Module | |||
! Effects | |||
|- | |- | ||
| Supply Depot<br>[[File:Station T1 SupplyDepot.png| | | Supply Depot*<br>[[File:Station T1 SupplyDepot.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Supply Depot|true|true|true|true|list}} | ||
| colspan=4 align=center | cannot be upgraded | | colspan=4 align=center | cannot be upgraded | ||
|- | |- | ||
| | | Space Dock<br>[[File:Station T1 ConstructionModule.png|100px]] | ||
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Dock|true|true|true|true|list}} | |||
| | | Shipyard<br>[[File:Station T2 Shipyard.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Shipyard|true|true|true|true|list}} | ||
| | | Spaceworks<br>[[File:Station T3 Spaceworks.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Spaceworks|true|true|true|true|list}} | ||
|- | |- | ||
| | | Construction Module<br>[[File:Station T1 SpaceDock.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Construction Module|true|true|true|true|list}} | ||
| | | Nanofactory<br>[[File:Station T2 Nanofactory.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Nanofactory|true|true|true|true|list}} | ||
| | | Nanofacturing Complex<br>[[File:Station T3 NanofacturingComplex.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Nanofacturing Complex|true|true|true|true|list}} | ||
|- | |- | ||
| | | Quarters<br>[[File:Station T1 Quarters.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Quarters|true|true|true|true|list}} | ||
| | | Residential Module<br>[[File:Station T2 ResidentialModule.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Residential Module|true|true|true|true|list}} | ||
| | | Civilian Complex<br>[[File:Station T3 CivilianComplex.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Civilian Complex|true|true|true|true|list}} | ||
|- | |- | ||
| | | Hydroponics Bay<br>[[File:Station T1 HydroponicsBay.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Hydroponics Bay|true|true|true|true|list}} | ||
| | | Farm<br>[[File:Station T2 Farm.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Farm|true|true|true|true|list}} | ||
| | | Agriculture Complex<br>[[File:Station T3 AgricultureComplex.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Agriculture Complex|true|true|true|true|list}} | ||
|- | |- | ||
| | | Marine Platoon Barracks<br>[[File:Station T1 MarinePlatoonBarracks.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Marine Platoon Barracks|true|true|true|true|list}} | ||
| | | Marine Company Barracks<br>[[File:Station T2 MarineCompanyBarracks.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Marine Company Barracks|true|true|true|true|list}} | ||
| | | Marine Battalion Barracks<br>[[File:Station T3 MarineBattalionBarracks.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Marine Battalion Barracks|true|true|true|true|list}} | ||
|- | |- | ||
| colspan=2 align=center | built from tier 2 | | colspan=2 align=center | built from tier 2 | ||
| Skunkworks<br>[[File:Station T2 SkunkWorks.png| | | Skunkworks<br>[[File:Station T2 SkunkWorks.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Skunkworks|true|true|true|true|list}} | ||
| Foundry<br>[[File:Station T3 Foundry.png| | | Foundry<br>[[File:Station T3 Foundry.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Foundry|true|true|true|true|list}} | ||
|- | |- | ||
| colspan=2 align=center | built from tier 2 | | colspan=2 align=center | built from tier 2 | ||
| Research Campus<br>[[File:Station T2 ResearchCampus.png| | | Research Campus<br>[[File:Station T2 ResearchCampus.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Research Campus|true|true|true|true|list}} | ||
| Research University<br>[[File:Station T3 ResearchUniversity.png| | | Research University<br>[[File:Station T3 ResearchUniversity.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Research University|true|true|true|true|list}} | ||
|- | |- | ||
| colspan=2 align=center | built from tier 2 | | colspan=2 align=center | built from tier 2 | ||
| Operations Center<br>[[File:Station T2 OperationsCenter.png| | | Operations Center<br>[[File:Station T2 OperationsCenter.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Operations Center|true|true|true|true|list}} | ||
| Command Center<br>[[File:Station T3 CommandCenter.png| | | Command Center<br>[[File:Station T3 CommandCenter.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Command Center|true|true|true|true|list}} | ||
|- | |||
| colspan=4 align=center | built from tier 3 | |||
| Helium-3 Mine<br>[[File:Station_T3_Helium-3Mine.png|100px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Helium-3 Mine|true|true|true|true|list}} | |||
|} | |} | ||
* exist in an automated version. | |||
=== Power Modules === | === Power Modules === | ||
{| class="wikitable" | {| class="wikitable" | ||
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 | ! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 | ||
|- | |- | ||
! Module !! Effects !! Module !! Effects !! Module !! Effects | |||
|- | |- | ||
| | | Fission Pile*<br>[[File:Station T1 FissionPile.png|120px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Fission Pile|true|true|true|true|list}} | ||
| | | Fission Reactor Array<br>[[File:Station T2 FissionReactorArray.png|120px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Fission Reactor Array|true|true|true|true|list}} | ||
| | | Fission Reactor Farm<br>[[File:Station T3 FissionReactorFarm.png|120px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Fission Reactor Farm|true|true|true|true|list}} | ||
| | |||
|- | |- | ||
| Fission Pile<br>[[File:Station T1 | | Heavy Fission Pile<br>[[File:Station T1 HeavyFissionPile.png|120px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fission Pile|true|true|true|true|list}} | ||
| Fission Reactor Array<br>[[File:Station T2 | | Heavy Fission Reactor Array<br>[[File:Station T2 HeavyFissionReactorArray.png|120px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fission Reactor Array|true|true|true|true|list}} | ||
| Fission Reactor Farm<br>[[File:Station T3 | | Heavy Fission Reactor Farm<br>[[File:Station T3 HeavyFissionReactorFarm.png|120px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fission Reactor Farm|true|true|true|true|list}} | ||
| | |||
|- | |- | ||
| Fusion Pile<br>[[File:Station T1 FusionPile.png| | | Fusion Pile<br>[[File:Station T1 FusionPile.png|120px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Fusion Pile|true|true|true|true|list}} | ||
| Fusion Reactor Array<br>[[File:Station T2 FusionReactorArray.png| | | Fusion Reactor Array<br>[[File:Station T2 FusionReactorArray.png|120px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Fusion Reactor Array|true|true|true|true|list}} | ||
| Fusion Reactor Farm<br>[[File:Station | | Fusion Reactor Farm<br>[[File:Station T3 FusionReactorFarm.png|120px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Fusion Reactor Farm|true|true|true|true|list}} | ||
| Heavy Fusion Reactor Farm<br>[[File:Station T3 TerawattFusionReactor.png| | |- | ||
| | | Heavy Fusion Pile<br>[[File:Station T1 HeavyFusionPile.png|120px]] | ||
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fusion Pile|true|true|true|true|list}} | |||
| Heavy Fusion Reactor Array<br>[[File:Station T2 HeavyFusionReactorArray.png|120px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fusion Reactor Array|true|true|true|true|list}} | |||
| Heavy Fusion Reactor Farm<br>[[File:Station T3 TerawattFusionReactor.png|120px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fusion Reactor Farm|true|true|true|true|list}} | |||
|- | |||
| Solar Collector*<br>[[File:Station T1 SolarCollector.png|120px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Collector|true|true|true|true|list}} | |||
| Solar Array<br>[[File:Station T2 SolarArray.png|120px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Array|true|true|true|true|list}} | |||
| Solar Farm<br>[[File:Station T3 SolarFarm.png|120px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Farm|true|true|true|true|list}} | |||
|} | |||
* exist in an automated version. | |||
Power Modules produce {{icon|power|bgcolor=DarkSlateGray}}Power to the hab. Solar power modules have different output depending on the solar power module multiplier of the location, which represents how much solar power it receives from the Sun on average. For details, see [[Power#Solar_Power_Mechanics]]. | |||
=== Defense Modules === | |||
Defense modules house weapons to defend habs and prevent enemy Assault Hab fleet operations. Higher tier defense modules house larger weapons and have better defenses. | |||
Despite sharing names and graphics, ground-based and space-based defense modules function very differently. | |||
When built on '''surface bases''' they house special massive surface-to-orbit laser cannons and will fire at fleets that begin bombardment. They upgrade automatically when one of those global techs are researched: {{icon|energy}}Arc lasers, {{icon|energy}}Phased-Array Lasers, {{icon|military}}Visible Combat Lasers, {{icon|military}}Ultraviolet Combat Lasers. See [[Laser Weapon List#Non-Ship Lasers]] for details on these laser cannons. They also upgrade to use the best armor researched that does not cost {{TV|exotics}}, which greatly increases their armor. See [[Ship Armor List]] for details. | |||
Surface defense modules will defend against [[Fleets#Orbital_Bombardment|orbital bombardment]]. | |||
When built on '''stations''' they house the following weapons, depending on their tier: | |||
* A 1/2/4-hull slot laser weapon | |||
* A 1/2/4-hull slot kinetic weapon | |||
* A 1-hull slot point defense weapon | |||
* A 4-hull slot plasma weapon (Battlestations only) | |||
These automatically upgrade when new faction projects that develop hull weapons are researched, selecting whatever option gives the highest combat rating. If no compatible weapon is found, then the weapon slot usually defaults to some kind of naval gun. Station defense modules have unchippable but low armor, only 5 * tier, and this value cannot be increased. Their HP is determined from your best armor researched that does not cost {{TV|exotics}}, and also automatically upgrades when you complete a relevant project. See [[Ship Armor List]] for details. | |||
Stations with defense modules will take part in space battles. | |||
{| class="wikitable" | |||
! Module !! Tier !! Weapon Size !! Armor Value !! Build Cost !! Monthly Upkeep !! Special rule | |||
|- | |||
| Point Defense Array<br>[[File:Station T1 PointDefenseArray.png|80px]] | |||
| 1 | |||
| Small | |||
| 5 | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Point Defense Array|true|true|false|true|table}} | |||
|- | |||
| Layered Defense Array<br>[[File:Station T2 LayeredDefenseArray.png|80px]] | |||
| 2 | |||
| Medium | |||
| 10 | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Layered Defense Array|true|true|false|true|table}} | |||
|- | |||
| Battlestations<br>[[File:Station T3 Battlestations.png|80px]] | |||
| 3 | |||
| Large | |||
| 15 | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Battlestations|true|true|false|true|table}} | |||
|} | |||
=== Administration Modules === | |||
Administration modules help with faction management. Each hab may only have one administration module. | |||
{| class="wikitable" | |||
! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income !! Special rule | |||
|- | |||
| Administration Node <br>[[File:AdministrationNode.png|80px]] | |||
| 1 | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Administration Node|true|true|true|true|table}} | |||
|- | |||
| Administration Tower<br>[[File:Station T2 AdministrationTower.png|80px]] | |||
| 2 | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Administration Tower|true|true|true|true|table}} | |||
|- | |||
| Administration Complex<br>[[File:Station T3 AdministrationComplex.png|80px]] | |||
| 3 | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Administration Complex|true|true|true|true|table}} | |||
|} | |} | ||
=== Science Modules === | === Science Modules === | ||
Science Modules produce Research in a certain field and have additinal effects if built in Earth orbit. Once the research bonus goes above 50% it suffers diminishing returns. | 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 | ! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 | ||
|- | |- | ||
! Module | ! width=1% | Module | ||
! Effects | |||
! width=1% | Module | |||
! Effects | |||
! width=1% | Module | |||
! Effects | |||
|- | |||
| Climate Lab <br>[[File:Station_T1_ClimateLab.png|100px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Lab|true|true|true|true|list}} | |||
| Climate Research Center <br>[[File:Station T2 ClimateResearchCenter.png|100px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Research Center|true|true|true|true|list}} | |||
| Climate Institute <br>[[File:Station T3 ClimateInstitute.png|100px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Institute|true|true|true|true|list}} | |||
|- | |||
| Energy Lab<br>[[File:Station T1 EnergyLab.png|100px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Energy Lab|true|true|true|true|list}} | |||
| Energy Research Center<br>[[File:Station T2 EnergyResearchCenter.png|100px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Energy Research Center|true|true|true|true|list}} | |||
| Energy Institute<br>[[File:Station T3 EnergyInstitute.png|100px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Energy Institute|true|true|true|true|list}} | |||
|- | |- | ||
| | | Information Science Lab<br>[[File:Station T1 InformationScienceLab.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Information Science Lab|true|true|true|true|list}} | ||
| | | Information Science Research Center<br>[[File:Station T2 InformationScienceResearchCenter.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Information Science Research Center|true|true|true|true|list}} | ||
| | | Information Science Institute<br>[[File:Station T3 InformationScienceInstitute.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Information Science Institute|true|true|true|true|list}} | ||
|- | |- | ||
| | | Life Science Lab<br>[[File:Station T1 LifeScienceLab.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Life Science Lab|true|true|true|true|list}} | ||
| | | Life Science Research Center<br>[[File:Station T2 LifeScienceResearchCenter.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Life Science Research Center|true|true|true|true|list}} | ||
| | | Life Science Institute<br>[[File:Station T3 LifeScienceInstitute.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Life Science Institute|true|true|true|true|list}} | ||
|- | |- | ||
| | | Materials Lab<br>[[File:Station T1 MaterialsLab.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Materials Lab|true|true|true|true|list}} | ||
| | | Materials Research Center<br>[[File:Station T2 MaterialsResearchCenter.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Materials Research Center|true|true|true|true|list}} | ||
| | | Materials Institute<br>[[File:Station T3 MaterialsInstitute.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Materials Institute|true|true|true|true|list}} | ||
|- | |- | ||
| | | Military Science Lab<br>[[File:Station T1 MilitaryScienceLab.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Military Science Lab|true|true|true|true|list}} | ||
| | | Military Science Research Center<br>[[File:Station T2 MilitaryScienceResearchCenter.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Military Science Research Center|true|true|true|true|list}} | ||
| | | Military Science Institute<br>[[File:Station T3 MilitaryScienceInstitute.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Military Science Institute|true|true|true|true|list}} | ||
|- | |- | ||
| | | Social Science Lab<br>[[File:Station T1 SocialScienceLab.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Social Science Lab|true|true|true|true|list}} | ||
| | | Social Science Research Center<br>[[File:Station T2 SocialScienceResearchCenter.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Social Science Research Center|true|true|true|true|list}} | ||
| | | Social Science Institute<br>[[File:Station T3 SocialScienceInstitute.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Social Science Institute|true|true|true|true|list}} | ||
|- | |- | ||
| Space Science Lab<br>[[File:Station T1 SpaceScienceLab.png| | | Space Science Lab<br>[[File:Station T1 SpaceScienceLab.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Space Science Lab|true|true|true|true|list}} | ||
| Space Science Research Center<br>[[File:Station T2 SpaceScienceResearchCenter.png| | | Space Science Research Center<br>[[File:Station T2 SpaceScienceResearchCenter.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Space Science Research Center|true|true|true|true|list}} | ||
| Space Science Institute<br>[[File:Station T3 SpaceScienceInstitute.png| | | Space Science Institute<br>[[File:Station T3 SpaceScienceInstitute.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Space Science Institute|true|true|true|true|list}} | ||
|- | |- | ||
| Xenology Lab<br>[[File:Station T1 XenologyLab.png| | | Xenology Lab<br>[[File:Station T1 XenologyLab.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Xenology Lab|true|true|true|true|list}} | ||
| Xenoscience Research Center<br>[[File:Station T2 XenoscienceResearchCenter.png| | | Xenoscience Research Center<br>[[File:Station T2 XenoscienceResearchCenter.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Xenoscience Research Center|true|true|true|true|list}} | ||
| Xenoscience Institute<br>[[File:Station T3 XenoscienceInstitute.png| | | Xenoscience Institute<br>[[File:Station T3 XenoscienceInstitute.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Xenoscience Institute|true|true|true|true|list}} | ||
|} | |} | ||
=== Civilian Modules === | === Civilian Modules === | ||
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with | Civilian Modules must be constructed either in stations in Earth or Luna orbit or on bases on celestial bodies with enough population. They cannot be build in irradiated locations. | ||
{| class="wikitable" | {| class="wikitable" | ||
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 | ! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 | ||
|- | |- | ||
! Module | ! width=1% | Module | ||
! Effects | |||
! width=1% | Module | |||
! Effects | |||
! width=1% | Module | |||
! Effects | |||
|- | |- | ||
| Tourist Berth<br>[[File:Station T1 TouristBerth.png| | | Tourist Berth<br>[[File:Station T1 TouristBerth.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Tourist Berth|true|true|true|true|list}} | ||
| Space Hotel<br>[[File:Station T2 SpaceHotel.png| | | Space Hotel<br>[[File:Station T2 SpaceHotel.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Space Hotel|true|true|true|true|list}} | ||
| Space Resort<br>[[File:Station T3 SpaceResort.png| | | Space Resort<br>[[File:Station T3 SpaceResort.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Space Resort|true|true|true|true|list}} | ||
|- | |- | ||
| | | Broadcast Outlet<br>[[File:Station T1 BroadcastOutlet.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Broadcast Outlet|true|true|true|true|list}} | ||
| | | Communications Hub<br>[[File:Station T2 CommunicationsHub.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Communications Hub|true|true|true|true|list}} | ||
| | | Media Center<br>[[File:Station T3 MediaCenter.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Media Center|true|true|true|true|list}} | ||
|- | |- | ||
| | | Listening Post <br>[[File:Station_T1_ListeningPost.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Listening Post|true|true|true|true|list}} | ||
| | | Reconnaissance Array <br>[[File:Station_T2_ReconnaissanceArray.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Reconnaissance Array|true|true|true|true|list}} | ||
| | | Argus Complex <br>[[File:Station_T3_ArgusComplex.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Argus Complex|true|true|true|true|list}} | ||
|- | |- | ||
| colspan=2 align=center | built from tier 2 | | colspan=2 align=center | built from tier 2 | ||
| | | Medical Center<br>[[File:Station T2 OrbitalHospital.png|100px]] | ||
| | | {{#invoke:HabModuleLister|GetModuleTableRow|Medical Center|true|true|true|true|list}} | ||
| | | Space Hospital<br>[[File:Station T3 GeriatricsFacility.png|100px]] | ||
| + | | {{#invoke:HabModuleLister|GetModuleTableRow|Space Hospital|true|true|true|true|list}} | ||
|} | |||
== Finding the UI == | |||
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the borders and icons on Earth aren'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. | |||
== Capturing Habs == | |||
{| class="wikitable sortable" | |||
|+ Different Hab Capture Methods and Success Level | |||
|- | |||
! Success Level !! Capture Method !! Can Happen to Alien Habs? | |||
|- | |||
| -1 || Normal Success on a Marine Assault. || Yes | |||
|- | |||
| 0 || Critical Success on a Marine Assault. || Yes | |||
|- | |||
| 1 || Normal Success on a Councilor Assault Enemy Space Asset mission. || Yes | |||
|- | |||
| rowspan=2 | 2 || Normal Success on a Councilor Control Space Asset mission. || No | |||
|- | |||
| Hab defects to faction in a random event. || No | |||
|- | |||
| 3 || Critical Success on a Councilor Assault Enemy Space Asset mission. || Yes | |||
|- | |||
| 4 || Critical Success on a Councilor Control Space Asset mission. || No | |||
|- | |||
| 5 || Hab traded to faction. || No | |||
|} | |} | ||
== Councilor | {| class="wikitable" | ||
|+ Rewards and Penalties for Capturing a Human Hab | |||
|- | |||
! Reward or Penalty Category !! Reward Amount !! Valid Success Levels | |||
|- | |||
| colspan=2 | Reveal all Target Councilors to Capturing Faction || All | |||
|- | |||
| colspan=2 | Release every {{MissionIcon|Detain}}[[Detain]]ed Councilor of every Faction on Hab || All | |||
|- | |||
| rowspan=6 | Gain Intel on Target Faction || 2 × Hab Tier || -1 | |||
|- | |||
| 5 × Hab Tier || 0 | |||
|- | |||
| 10 × Hab Tier || 1 | |||
|- | |||
| 15 × Hab Tier || 2 | |||
|- | |||
| 20 × Hab Tier || 3 | |||
|- | |||
| 30 × Hab Tier || 4 | |||
|- | |||
| colspan=2 | Destroy All Story Modules || All | |||
|- | |||
| colspan=2 | Destroy All Marine Modules || -1, 0, 1, 3 | |||
|- | |||
| Destroy Other Non-Core Modules || 10% Chance × (4 - Success Level) Each || -1, 0, 1, 3 | |||
|- | |||
| Sabotage Project Research of Target Faction || Success Level × 3 Months of Hab Research {{icon|research|bgcolor=transparent|size=20px}} Output || 1, 2, 3, 4 | |||
|- | |||
| Capturing Faction Gains Bonus Research {{icon|research|bgcolor=transparent|size=20px}} || Amount Sabotaged from Target Faction || 1, 2, 3, 4 | |||
|- | |||
| Apply {{MissionIcon|Defend Interests}}[[Defend Interests]] on Hab || Duration: Success Level × 1.5 Months || 2, 4 | |||
|- | |||
| colspan=2 | If Hab produces Research {{icon|research|bgcolor=transparent|size=20px}}, then instantly complete a random Project that Capturing Faction can Steal from Target Faction || 2, 3, 4 | |||
|} | |||
See [[Aliens#Alien_Habs]] for the rewards given when capturing an alien hab. | |||
{{Mechanics_Navbox}} | |||
[[Category: Major Articles]] | |||
Latest revision as of 02:06, 12 September 2026
This page discusses the game mechanics for habs. For a list of all hab modules in Terra Invicta, as well as their stats, see Hab Module List instead. For planning out your habs, see Hab Planner
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.
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.
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.
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.
Habs have a support cost drawn from space resources. If those are insufficient, then
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.
Life Support
Each human at a hab requires 0.35
Water, 0.35
Volatiles, and 0.1
Money per year. This is approximately 0.029
Water, 0.029
Volatiles, and 0.008
Money per month. Agricultural modules cover
and
upkeeps for a certain number of crew in the hab.
Radiation Shielding
Some locations have
dangerous levels of natural radiation, and modules built in the location needs extra
Base Metals to protect crew and equipment from radiation. For example, every location on Mercury has
2x radiation modifier, which means the total mass of a module becomes double the amount of normal value and the difference is paid with
Base Metals. For example, a 200 Tons module becomes 400 Tons module on Mercury, and that 200 Tons of difference means an additional 20
Base Metals cost.
Construction Modifiers
Each hab module has a base construction time, measured in days. But the actual construction time can be modified in multiple ways:
- If the hab module is an upgrade of a previously built hab module in the same hab module slot, then the construction time (and resource costs) are multiplied by 2/3.
- If the hab contains one or more active modules that modify the construction time, then their bonuses are applied as follows:
- Sort the list of such modules in ascending order by their construction time modifier.
- For the i-th module in the list, multiply the construction time by (1 - (1 - construction time modifier) / i²).
- If the hab module requires materials to be
boosted from Earth, then add the time needed for the materials to travel from Earth to the hab.
Stations
Stations are built in an orbit. You can build various modules on them to get benefits, and some modules have additional benefits if the station is in one of the Earth's interface orbits.
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. Those two factions start with innate
boost income to support the upkeep of those staion.
A hostile fleet may board or destroy the station. But if the station has defense module(s), the hostile fleet should fight a battle first and destroy the defense module(s). When destroying undefended station, it takes 15 minutes per each tier of the module to destroy a module.
Stations use the following core modules. They require the council engineering project with the same name to be constructed.
| Module | Tier | Build Cost | Monthly Upkeep[1] |
|---|---|---|---|
| Platform Core |
1 | 2 | |
| Orbital Core |
2 | 10 | |
| Ring Core |
3 | 20 | |
| Automated Platform Core |
1 | 1 |
Particle Colliders
Particle Colliders are used to produce
Antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.
Colliders can only be built in orbit.
| Module | Tier | Build Cost | Monthly Upkeep | Monthly Income | Special rule |
|---|---|---|---|---|---|
| Particle Collider |
1 | 6 |
2 |
| |
| Atomsmasher |
2 | 20 |
5 |
| |
| Supercollider |
3 | 120 |
10 |
|
Antimatter Capture
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.
The amount of natural antimatter production is so small that it is in practice useless. For example, medium earth orbit has 33a monthly output, which is 0.000000000000000033 units of antimatter per month with the 100% efficient Antimatter Farm doing the harvesting. The largest antimatter value in the solar system is medium Saturn orbit at 2p, which is 0.000000000002.
| Module | Tier | Build Cost | Monthly Upkeep | Monthly Income | Special Rule |
|---|---|---|---|---|---|
| Antimatter Trap |
1 | 0.1 |
2 |
5 |
|
| Antimatter Harvester |
2 | 0.5 |
5 |
10 |
|
| Antimatter Farm |
3 | 4 |
10 |
15 |
|
Solar mirrors
| Module | Tier | Build Cost* | Monthly Upkeep | Special Rule |
|---|---|---|---|---|
| Solar Mirror |
1 | 0.5 |
1 |
|
| Solar Mirror Array |
2 | 2.5 |
5 |
|
| Soletta |
3 | 20 |
10 |
|
| Automated Solar Mirror |
1 | 0.5 |
1 |
|
- Build cost scales with distance to the sun to model the fact that the mirrors need to be larger to collect the same amount of light. (Multiply all material costs by the distance in AU squared, so at Mars the multiplier is 2.3 and at Jupiter it's 27.)
Campaign Modules
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.
| Module | Build Cost | Monthly Upkeep | Special Rule | Faction |
|---|---|---|---|---|
| Sentinel Complex |
20 |
20 |
|
|
| Interstellar Launch Facility |
2350 |
20 |
|
The Deep Space Telesope is a campaign tier 2 module only available to the
Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.
| Module | Build Cost | Monthly Upkeep | Monthly Income | Special Rule | Faction |
|---|---|---|---|---|---|
| Deep Space Telescope |
6 |
3 |
5 |
|
Bases
Bases are built at a hab site. A hab site should be surveyed first to build a base. Surveying can be done with a prospector probe or a ship with science module.
Bases use the following core modules. They require the council engineering project with the same name to be constructed.
| Module | Tier | Build Cost | Monthly Upkeep[1] |
|---|---|---|---|
| Outpost Core |
1 | 1 |
2 |
| Settlement Core |
2 | 5 |
3 |
| Colony Core |
3 | 40 |
4 |
| Automated Outpost Core |
1 | 0.8 |
1 |
Mining Complexes
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 are modified by mining modifier. It may incur additional
Mission Control cost depending on the Mine Limit.
Mining modifier
This modifier is applied to the mining module's space resource build cost and
Power Consumption on respective celestial body. For example, the modifier for Mars is roughly 0.9342. So an Outpost Mining Complex that normally costs 2.5
2.5
19.75
0.25
and 10
instead costs roughly 2.34
2.34
18.45
0.23
and 9
.
This modifier is applied before the radiation penalty multiplier to the hab module's total mass, and so they are in a sense, multiplicative. For example, the modifier for Mercury is roughly 1.9641, and the Radiation penalty is
2×. A Colony Mining Complex normally costs 100
100
790
10
and 200
. Applying the mining modifier changes this to roughly 196.41
196.41
1551.64
19.64
and 393
. This means the mass of the Colony Mining Complex changes from the original 10000 Tons to 19641 Tons after the mining modifier. Applying the
2× Radiation penalty to this mass of 19641 Tons results in a total mass of 39282 Tons, with all this additional mass being paid for by an additional 1964.1
Base Metals. So the total costs of the Colony Mining Complex on Mercury is roughly 196.41
196.41
3515.74
19.64
and 393
.
Mining modifier is increased by several factors, which are: escape velocity of the celestial body, atmosphere of the celestial body, escape velocity from the planet it's orbiting at the body's orbit (if the celestial body is a moon), escape velocity from the sun at its orbit (does not count if luna), and the distance from the Sun to the celestial body.
The table below shows mining modifiers on notable celestial bodies.
| Celestial Body | Mining Modifier |
|---|---|
| Luna | 0.5077 |
| Mars | 0.9342 |
| Ceres | 0.7699 |
| Mercury | 1.9641 |
| Callisto | 0.9123 |
| Io | 1.4960 |
| Titan | 0.8865 |
| Pluto | 1.5029 |
Mine Limit
Every human faction has a mine limit, beyond which any additional mines will incur additional
Mission Control costs. This mine limit is initially 0, but can be increased by the following:
| Source | Mine Limit Increase |
|---|---|
| 3 | |
| 3 | |
| 6 | |
| 6 | |
| 6 | |
| 6 | |
| 6 | |
| 1 | |
( |
6 |
So before Future Tech is reached, human Factions have a mine limit of up to 36, except for
Project Exodus which gets 42.
When a faction has more mines than their limit, the total
Mission Control cost penalty they have to pay is calculated as follows:
Max(1, Floor(Excess mines ^ 2 / 2))
| Excess Mines | ||
|---|---|---|
| Of new mine | Total | |
| 1 | 1 | 1 |
| 2 | 1 | 2 |
| 3 | 2 | 4 |
| 4 | 4 | 8 |
| 5 | 4 | 12 |
| 6 | 6 | 18 |
| 7 | 6 | 24 |
| 8 | 8 | 32 |
| 9 | 8 | 40 |
| 10 | 10 | 50 |
Modules
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.
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.
| Tier 1 | Tier 2 | Tier 3 | |||
|---|---|---|---|---|---|
| Module | Effects | Module | Effects | Module | Effects |
| Supply Depot* |
Build cost: 0.15 Monthly expenses: 3 Crew Special Rule:
|
cannot be upgraded | |||
| Space Dock |
Build cost: 1.6 Monthly expenses: 1 Special Rule:
|
Shipyard |
Build cost: 8 Monthly expenses: 3 Special Rule:
|
Spaceworks |
Build cost: 64 Monthly expenses: 10 Special Rule:
|
| Construction Module |
Build cost: 0.75 Monthly expenses: 3 Special Rule:
|
Nanofactory |
Build cost: 3.75 Monthly expenses: 10 Monthly income: 90 Special Rule:
|
Nanofacturing Complex |
Build cost: 30 Monthly expenses: 20 Monthly income: 300 Special Rule:
|
| Quarters |
Build cost: 0.6 Monthly expenses: 0.1 Monthly income: 3 Special Rule:
|
Residential Module |
Build cost: 3 Monthly expenses: 3 Monthly income: 12 Special Rule:
|
Civilian Complex |
Build cost: 24 Monthly expenses: 10 Monthly income: 40 Special Rule:
|
| Hydroponics Bay |
Build cost: 6 Monthly expenses: 10 Special Rule:
|
Farm |
Build cost: 30 Monthly expenses: 40 Special Rule:
|
Agriculture Complex |
Build cost: 240 Monthly expenses: 120 Special Rule:
|
| Marine Platoon Barracks |
Build cost: 2.4 Monthly expenses: 3 Monthly income: 2 Special Rule:
|
Marine Company Barracks |
Build cost: 12 Monthly expenses: 10 Monthly income: 6 Special Rule:
|
Marine Battalion Barracks |
Build cost: 96 Monthly expenses: 30 Monthly income: 12 Special Rule:
|
| built from tier 2 | Skunkworks |
Build cost: 2.5 Monthly expenses: 10 Monthly income: 1 Special Rule: |
Foundry |
Build cost: 20 Monthly expenses: 30 Monthly income: 2 Special Rule: | |
| built from tier 2 | Research Campus |
Build cost: 15 Monthly expenses: 30 Monthly income: 60 Special Rule: |
Research University |
Build cost: 120 Monthly expenses: 100 Monthly income: 200 Special Rule: | |
| built from tier 2 | Operations Center |
Build cost: 10 Monthly expenses: 30 Monthly income: 4 Special Rule:
|
Command Center |
Build cost: 80 Monthly expenses: 100 Monthly income: 10 Special Rule:
| |
| built from tier 3 | Helium-3 Mine |
Build cost: 12 Monthly expenses: 30 Special Rule:
| |||
- exist in an automated version.
Power Modules
| Tier 1 | Tier 2 | Tier 3 | |||
|---|---|---|---|---|---|
| Module | Effects | Module | Effects | Module | Effects |
| Fission Pile* |
Build cost: 0.2 Monthly expenses: 2 Monthly income: 20 Special Rule: |
Fission Reactor Array |
Build cost: 1 Monthly expenses: 6 Monthly income: 85 Special Rule: |
Fission Reactor Farm |
Build cost: 8 Monthly expenses: 18 Monthly income: 250 Special Rule: |
| Heavy Fission Pile |
Build cost: 0.4 Monthly expenses: 3 Monthly income: 30 Special Rule: |
Heavy Fission Reactor Array |
Build cost: 2 Monthly expenses: 8 Monthly income: 128 Special Rule: |
Heavy Fission Reactor Farm |
Build cost: 16 Monthly expenses: 24 Monthly income: 375 Special Rule: |
| Fusion Pile |
Build cost: 0.3 Monthly expenses: 3 Monthly income: 40 Special Rule: |
Fusion Reactor Array |
Build cost: 1.5 Monthly expenses: 10 Monthly income: 170 Special Rule: |
Fusion Reactor Farm |
Build cost: 12 Monthly expenses: 30 Monthly income: 500 Special Rule: |
| Heavy Fusion Pile |
Build cost: 0.6 Monthly expenses: 5 Monthly income: 70 Special Rule: |
Heavy Fusion Reactor Array |
Build cost: 3 Monthly expenses: 12 Monthly income: 300 Special Rule: |
Heavy Fusion Reactor Farm |
Build cost: 24 Monthly expenses: 36 Monthly income: 900 Special Rule: |
| Solar Collector* |
Build cost: 0.3 Monthly expenses: 1 Monthly income: 20 Special Rule:
|
Solar Array |
Build cost: 1.5 Monthly expenses: 3 Monthly income: 80 Special Rule:
|
Solar Farm |
Build cost: 12 Monthly expenses: 5 Monthly income: 240 Special Rule:
|
- exist in an automated version.
Power Modules produce
Power to the hab. Solar power modules have different output depending on the solar power module multiplier of the location, which represents how much solar power it receives from the Sun on average. For details, see Power#Solar_Power_Mechanics.
Defense Modules
Defense modules house weapons to defend habs and prevent enemy Assault Hab fleet operations. Higher tier defense modules house larger weapons and have better defenses.
Despite sharing names and graphics, ground-based and space-based defense modules function very differently.
When built on surface bases they house special massive surface-to-orbit laser cannons and will fire at fleets that begin bombardment. They upgrade automatically when one of those global techs are researched:
Arc lasers,
Phased-Array Lasers,
Visible Combat Lasers,
Ultraviolet Combat Lasers. See Laser Weapon List#Non-Ship Lasers for details on these laser cannons. They also upgrade to use the best armor researched that does not cost
Exotics, which greatly increases their armor. See Ship Armor List for details.
Surface defense modules will defend against orbital bombardment.
When built on stations they house the following weapons, depending on their tier:
- A 1/2/4-hull slot laser weapon
- A 1/2/4-hull slot kinetic weapon
- A 1-hull slot point defense weapon
- A 4-hull slot plasma weapon (Battlestations only)
These automatically upgrade when new faction projects that develop hull weapons are researched, selecting whatever option gives the highest combat rating. If no compatible weapon is found, then the weapon slot usually defaults to some kind of naval gun. Station defense modules have unchippable but low armor, only 5 * tier, and this value cannot be increased. Their HP is determined from your best armor researched that does not cost
Exotics, and also automatically upgrades when you complete a relevant project. See Ship Armor List for details.
Stations with defense modules will take part in space battles.
| Module | Tier | Weapon Size | Armor Value | Build Cost | Monthly Upkeep | Special rule |
|---|---|---|---|---|---|---|
| Point Defense Array |
1 | Small | 5 | 2.2 |
2 |
|
| Layered Defense Array |
2 | Medium | 10 | 11 |
10 |
|
| Battlestations |
3 | Large | 15 | 88 |
30 |
|
Administration Modules
Administration modules help with faction management. Each hab may only have one administration module.
| Module | Tier | Build Cost | Monthly Upkeep | Monthly Income | Special rule |
|---|---|---|---|---|---|
| Administration Node |
1 | 0.24 |
10 |
| |
| Administration Tower |
2 | 1.2 |
30 |
1 |
|
| Administration Complex |
3 | 9.6 |
90 |
2 |
|
Science Modules
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.
| Tier 1 | Tier 2 | Tier 3 | |||
|---|---|---|---|---|---|
| Module | Effects | Module | Effects | Module | Effects |
| Climate Lab |
Build cost: 0.4 Monthly expenses: 2 Monthly income: 5 Special Rule:
|
Climate Research Center |
Build cost: 2 Monthly expenses: 6 Monthly income: 10 Special Rule:
|
Climate Institute |
Build cost: 16 Monthly expenses: 20 Monthly income: 15 Special Rule:
|
| Energy Lab |
Build cost: 0.4 Monthly expenses: 2 Monthly income: 5 Special Rule:
|
Energy Research Center |
Build cost: 2 Monthly expenses: 6 Monthly income: 10 Special Rule:
|
Energy Institute |
Build cost: 16 Monthly expenses: 18 Monthly income: 15 Special Rule:
|
| Information Science Lab |
Build cost: 0.8 Monthly expenses: 2 Monthly income: 5 Special Rule:
|
Information Science Research Center |
Build cost: 4 Monthly expenses: 6 Monthly income: 10 Special Rule:
|
Information Science Institute |
Build cost: 32 Monthly expenses: 18 Monthly income: 15 Special Rule:
|
| Life Science Lab |
Build cost: 0.1 Monthly expenses: 2 Monthly income: 5 Special Rule:
|
Life Science Research Center |
Build cost: 0.5 Monthly expenses: 6 Monthly income: 10 Special Rule:
|
Life Science Institute |
Build cost: 4 Monthly expenses: 18 Monthly income: 15 Special Rule:
|
| Materials Lab |
Build cost: 0.04 Monthly expenses: 2 Monthly income: 5 Special Rule:
|
Materials Research Center |
Build cost: 0.2 Monthly expenses: 6 Monthly income: 10 Special Rule:
|
Materials Institute |
Build cost: 1.6 Monthly expenses: 18 Monthly income: 15 Special Rule:
|
| Military Science Lab |
Build cost: 0.7 Monthly expenses: 2 Monthly income: 5 Special Rule:
|
Military Science Research Center |
Build cost: 3.5 Monthly expenses: 6 Monthly income: 10 Special Rule:
|
Military Science Institute |
Build cost: 28 Monthly expenses: 18 Monthly income: 15 Special Rule:
|
| Social Science Lab |
Build cost: 0.38 Monthly expenses: 3 Monthly income: 5 Special Rule:
|
Social Science Research Center |
Build cost: 1.88 Monthly expenses: 8 Monthly income: 10 Special Rule:
|
Social Science Institute |
Build cost: 15 Monthly expenses: 24 Monthly income: 15 Special Rule:
|
| Space Science Lab |
Build cost: 0.6 Monthly expenses: 2 Monthly income: 5 Special Rule:
|
Space Science Research Center |
Build cost: 3 Monthly expenses: 6 Monthly income: 10 Special Rule:
|
Space Science Institute |
Build cost: 24 Monthly expenses: 18 Monthly income: 15 Special Rule:
|
| Xenology Lab |
Build cost: 0.6 Monthly expenses: 2 Monthly income: 5 Special Rule:
|
Xenoscience Research Center |
Build cost: 3 Monthly expenses: 6 Monthly income: 10 Special Rule:
|
Xenoscience Institute |
Build cost: 24 Monthly expenses: 18 Monthly income: 15 Special Rule:
|
Civilian Modules
Civilian Modules must be constructed either in stations in Earth or Luna orbit or on bases on celestial bodies with enough population. They cannot be build in irradiated locations.
| Tier 1 | Tier 2 | Tier 3 | |||
|---|---|---|---|---|---|
| Module | Effects | Module | Effects | Module | Effects |
| Tourist Berth |
Build cost: 0.23 Monthly expenses: 0.2 Monthly income: 20 Special Rule:
|
Space Hotel |
Build cost: 7.5 Monthly expenses: 3 Monthly income: 120 Special Rule:
|
Space Resort |
Build cost: 60 Monthly expenses: 10 Monthly income: 400 Special Rule:
|
| Broadcast Outlet |
Build cost: 1.05 Monthly expenses: 4 Monthly income: 1 Special Rule:
|
Communications Hub |
Build cost: 5.25 Monthly expenses: 20 Monthly income: 3 Special Rule:
|
Media Center |
Build cost: 42 Monthly expenses: 100 Monthly income: 10 Special Rule:
|
| Listening Post |
Build cost: 0.25 Monthly expenses: 5 Monthly income: 1 Special Rule:
|
Reconnaissance Array |
Build cost: 1.25 Monthly expenses: 15 Monthly income: 2 Special Rule:
|
Argus Complex |
Build cost: 10 Monthly expenses: 30 Monthly income: 3 Special Rule:
|
| built from tier 2 | Medical Center |
Build cost: 29.6 Monthly expenses: 5 Monthly income: 90 Special Rule:
|
Space Hospital |
Build cost: 236.8 Monthly expenses: 15 Monthly income: 300 Special Rule:
| |
Finding the UI
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the borders and icons on Earth aren'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.
Capturing Habs
| Success Level | Capture Method | Can Happen to Alien Habs? |
|---|---|---|
| -1 | Normal Success on a Marine Assault. | Yes |
| 0 | Critical Success on a Marine Assault. | Yes |
| 1 | Normal Success on a Councilor Assault Enemy Space Asset mission. | Yes |
| 2 | Normal Success on a Councilor Control Space Asset mission. | No |
| Hab defects to faction in a random event. | No | |
| 3 | Critical Success on a Councilor Assault Enemy Space Asset mission. | Yes |
| 4 | Critical Success on a Councilor Control Space Asset mission. | No |
| 5 | Hab traded to faction. | No |
| Reward or Penalty Category | Reward Amount | Valid Success Levels |
|---|---|---|
| Reveal all Target Councilors to Capturing Faction | All | |
| Release every |
All | |
| Gain Intel on Target Faction | 2 × Hab Tier | -1 |
| 5 × Hab Tier | 0 | |
| 10 × Hab Tier | 1 | |
| 15 × Hab Tier | 2 | |
| 20 × Hab Tier | 3 | |
| 30 × Hab Tier | 4 | |
| Destroy All Story Modules | All | |
| Destroy All Marine Modules | -1, 0, 1, 3 | |
| Destroy Other Non-Core Modules | 10% Chance × (4 - Success Level) Each | -1, 0, 1, 3 |
| Sabotage Project Research of Target Faction | Success Level × 3 Months of Hab Research |
1, 2, 3, 4 |
| Capturing Faction Gains Bonus Research |
Amount Sabotaged from Target Faction | 1, 2, 3, 4 |
| Apply |
Duration: Success Level × 1.5 Months | 2, 4 |
| If Hab produces Research |
2, 3, 4 | |
See Aliens#Alien_Habs for the rewards given when capturing an alien hab.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


