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''(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&t=28980&p=55516&hilit=habs#p55516 Terra Invicta Dev Diary #13: Habitats]''.)
<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>
__FORCETOC__
=== Types of Habs ===


A critical component of your faction’s efforts are '''habitats''', or '''habs'''. You can build two types of habs: stations, which go in an orbit, and bases, which go at a hab site. Habs are composed of '''modules'''.
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.


Both types of habs come in three sizes. Stations grow from platforms, to orbitals, and then to rings. Bases start as outposts, grow to settlements, and finally become colonies. The size 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 {{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.


[[File:Orbital.JPG|1000px]]
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.


All habs have a core module; upgrading the core upgrades the entire station and unlocks new module slots. Those slots have designated positions in the overall layout of the hab, so construction is a bit “on the rails” instead of freeform.
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, 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 {{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.


You can found a new hab in a few ways. One is to launch the core module from Earth, using boost. This can be a bit slow if the location is far from the homeworld. A second is to develop and build kits your 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 factory module.
== Life Support ==


=== Modules ===
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.


Habs need power generating modules for all non-core modules to work. Initially only solar power modules are available, but you can develop fission and fusion modules as the game goes on. It’s important to note that solar power output decreases dramatically the further you go from the Sun – and are unlikely to be useful beyond Mars, but the panels will have huge output if located near or on Mercury.
== 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.


Many modules can be built both at stations and bases, although some are hab-type-specific. Most need a project completed to unlock them. A few are faction-specific. Several are upgrades of prior ones: The materials lab can become a materials research center, which can become a materials institute at the largest hab.
== Construction Modifiers ==


[[File:HabDesigner.JPG|1000px]]
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.


There are hab modules for research, hab modules for money and influence production, and hab modules that grant engineering project capacity. Most modules have a support cost, which is drawn from your space resources, if you have them, otherwise from your boost. 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.
== Stations ==
[[File:Orbital.JPG|thumb|320px|Station]]
{{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.


Five module types deserve further note:
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.


: '''Mines'''. Buildable only on bases, of course, these produce space resources based on the hab site’s profile. These are built with electromagnetic catapults that fling material into space and into your resource pool.
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.


: '''Supply Depots'''. These let your fleets take on propellant and reload weapons by drawing down your space resource supply, or boost. These can go on the smallest habs; we expect you’ll need a network of them around the Solar System to keep your fleets moving.
Stations use the following core modules. They require the council engineering project with the same name to be constructed.
{| class="wikitable"
! 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}}
|}


: '''Shipyards'''. These let you build and repair your warships. Larger yards speed construction of the ships. You’ll have a shipyard manager interface with build queues so you can coordinate construction across your holdings.
=== 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.


: '''Barracks'''. These hold Marines to defend your hab from enemy assaults. From stations in an interface orbit, the Marines can also drop to assault surface bases, as long as one of your councilors is present to lead them. Councilors can similarly lead Marine assaults from one of your bases against a nearby enemy base.
Colliders can only be built in orbit.


: '''Defense modules'''. These mount antiship and point defense weaponry for space combat. If a station is involved in combat, the enemy’s objective is to destroy these modules. After the battle, the station can be boarded or destroyed. Defense modules on bases fire back when the base is being bombarded form orbit.
{| class="wikitable"
! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income !! Special rule
|-
| align="center" | Particle Collider<br>[[File:Station T1 Particle Collider.png|80px]]
| 1
|
{{#invoke:HabModuleLister|GetModuleTableRow|Particle Collider|true|true|true|true}}
|-
| align="center" | Atomsmasher<br>[[File:Station T2 Atomsmasher.png|80px]]
| 2
|
{{#invoke:HabModuleLister|GetModuleTableRow|Atomsmasher|true|true|true|true}}
|-
| align="center" | Supercollider<br>[[File:Station T3 Supercollider.png|80px]]
| 3
|
{{#invoke:HabModuleLister|GetModuleTableRow|Supercollider|true|true|true|true}}
|}


=== Councilor Missions ===
=== 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.


You can also send councilors to habs, either by spending boost to launch from Earth to somewhere in the Earth-Moon system, or by hitching a ride on a ship. Councilors may only board enemy human ships or the smallest habs if they have the “undercover” trait. But second- and third-tier habs are large enough that councilors may board freely.
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.


Once aboard, councilors can run a number of missions, including sabotaging a particular module or persuading the hab’s leaders to switch sides and join your faction.
{| class="wikitable"
! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income !! Special Rule
|-
| align="center" | Antimatter Trap<br>[[File:Station T1 AntimatterTrap.png|80px]]
| 1
| {{#invoke:HabModuleLister|GetModuleTableRow|Antimatter Trap|true|true|true|true}}
|-
| align="center" | Antimatter Harvester<br>[[File:Station T2 AntimatterHarvester.png|80px]]
| 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 ===


'''''Go back to [[Main Page]].'''''
{| class="wikitable"
! Module !! Tier !! Build Cost* !! Monthly Upkeep !! Special Rule
|-
| 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
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Mirror Array|true|true|false|true}}
|-
| align="center" | Soletta<br>[[File:Station_T3_Soletta.png|80px]]
| 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 ==
[[File:HabDesigner.JPG|thumb|320px|Base]]
{{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 council engineering project with the same name to be constructed.
{| class="wikitable"
! 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" | Outpost Core<br>[[File:Base T1 OutpostCore.png|80px]]
| 1
|  1 {{icon|volatiles}} 1 {{icon|metal}} 30 Days 
| 2 {{icon|mc}} 3 {{icon|money}} 5 Crew
|-
| align="center" | Settlement Core<br>[[File:Base T2 SettlementCore.png|80px]]
| 2
|  5 {{icon|volatiles}} 5 {{icon|metal}} 60 Days 
| 3 {{icon|mc}} 10 {{icon|money}} 25 Crew
|-
| align="center" | Colony Core<br>[[File:Base T3 ColonyCore.png|80px]]
| 3
|  40 {{icon|volatiles}} 40 {{icon|metal}} 90 Days 
| 4 {{icon|mc}} 20 {{icon|money}} 125 Crew
|-
| align="center" | Automated Outpost Core<br>[[File:Base T1 OutpostCore.png|80px]]
| 1
| 0.8 {{icon|volatiles}} 1 {{icon|metal}} 0.2 {{icon|nobles}} 30 Days
| 1 {{icon|mc}}
|}
 
=== 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 [[Habs#Mining_modifier|mining modifier]]. It may incur additional {{TV|mc}} cost depending on the [[Habs#Mine_Limit|Mine Limit]].
 
{| class="wikitable"
! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income
|-
| align="center" | Outpost Mining Complex<br>[[File:Base T1 OutpostMiningComplex.png|170px]]
| 1
| {{#invoke:HabModuleLister|GetModuleTableRow|Outpost Mining Complex|true|true|true|false}}
|-
| align="center" | Settlement Mining Complex<br>[[File:Base T2 SettlementMiningComplex.png|170px]]
| 2
| {{#invoke:HabModuleLister|GetModuleTableRow|Settlement Mining Complex|true|true|true|false}}
|-
| align="center" | Colony Mining Complex<br>[[File:Base T3 ColonyMiningComplex.png|170px]]
| 3
| {{#invoke:HabModuleLister|GetModuleTableRow|Colony Mining Complex|true|true|true|false}}
|-
| align="center" | Automated Mining Complex<br>[[File:Base T1 OutpostMiningComplex.png|170px]]
| 1
| {{#invoke:HabModuleLister|GetModuleTableRow|Automated Mining Complex|true|true|true|false}}
|}
 
==== 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 ==
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.
 
 
{| class="wikitable"
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3
|-
! width=1% | Module
! Effects
! width=1% | Module
! Effects
! width=1% | Module
! Effects
|-
| 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
|-
| 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
| Skunkworks<br>[[File:Station T2 SkunkWorks.png|100px]]
| {{#invoke:HabModuleLister|GetModuleTableRow|Skunkworks|true|true|true|true|list}}
| 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
| 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|100px]]
| {{#invoke:HabModuleLister|GetModuleTableRow|Research University|true|true|true|true|list}}
|-
| colspan=2 align=center | built from tier 2
| 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|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 ===
{| class="wikitable"
! 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}}
|-
| Heavy Fission Pile<br>[[File:Station T1 HeavyFissionPile.png|120px]]
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fission Pile|true|true|true|true|list}}
| Heavy Fission Reactor Array<br>[[File:Station T2 HeavyFissionReactorArray.png|120px]]
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fission Reactor Array|true|true|true|true|list}}
| 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|120px]]
| {{#invoke:HabModuleLister|GetModuleTableRow|Fusion Pile|true|true|true|true|list}}
| 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 T3 FusionReactorFarm.png|120px]]
| {{#invoke:HabModuleLister|GetModuleTableRow|Fusion Reactor Farm|true|true|true|true|list}}
|-
| 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 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"
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3
|-
! 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|100px]]
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Science Lab|true|true|true|true|list}}
| 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|100px]]
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Science Institute|true|true|true|true|list}}
|-
| 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|100px]]
| {{#invoke:HabModuleLister|GetModuleTableRow|Xenoscience Research Center|true|true|true|true|list}}
| Xenoscience Institute<br>[[File:Station T3 XenoscienceInstitute.png|100px]]
| {{#invoke:HabModuleLister|GetModuleTableRow|Xenoscience Institute|true|true|true|true|list}}
|}
 
=== 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.
{| class="wikitable"
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3
|-
! width=1% | Module
! Effects
! width=1% | Module
! Effects
! width=1% | Module
! Effects
|-
| 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|100px]]
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Hotel|true|true|true|true|list}}
| 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
| 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
|}
 
{| 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 boostBoost. 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 CommandCommand 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 AcademyThe Academy, The ResistanceThe Resistance, Project ExodusProject Exodus, etc.

Habs have a support cost drawn from space resources. If those are insufficient, then boostBoost is used. And if you are out of both, or have insufficient mission controlMission 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 waterWater, 0.35 volatilesVolatiles, and 0.1 moneyMoney per year. This is approximately 0.029 waterWater, 0.029 volatilesVolatiles, and 0.008 moneyMoney per month. Agricultural modules cover water and volatiles upkeeps for a certain number of crew in the hab.

Radiation Shielding

Some locations have Dangerous level of radiationdangerous levels of natural radiation, and modules built in the location needs extra base metalsBase Metals to protect crew and equipment from radiation. For example, every location on Mercury has Dangerous level of radiation2x radiation modifier, which means the total mass of a module becomes double the amount of normal value and the difference is paid with base metalsBase Metals. For example, a 200 Tons module becomes 400 Tons module on Mercury, and that 200 Tons of difference means an additional 20 base metalsBase 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:
    1. Sort the list of such modules in ascending order by their construction time modifier.
    2. 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 boostboosted from Earth, then add the time needed for the materials to travel from Earth to the hab.

Stations

Station

StationStations 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 boostboost 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

0.75 volatiles 0.75 base metals 30 Days

2 money 2 mission control 3 Crew
Orbital Core
2

5 volatiles 5 base metals 60 Days

10 money 3 mission control 15 Crew
Ring Core
3

40 volatiles 40 base metals 90 Days

20 money 4 mission control 75 Crew
Automated Platform Core
1

0.5 volatiles 1.4 base metals 0.1 noble metals 30 Days

1 mission control

Particle Colliders

Particle Colliders are used to produce antimatterAntimatter. 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

4 volatiles 7 base metals 8 noble metals 1 fissiles 60 Days

6 money 2 water 2 volatiles 1 base metals 1 noble metals 1 fissiles 100 Power consumption 10 Crew 2 research 0.0001 antimatter
Atomsmasher
2

20 volatiles 35 base metals 40 noble metals 5 fissiles 180 Days

20 money 10 water 10 volatiles 5 base metals 5 noble metals 3 fissiles 250 Power consumption 20 Crew 5 research 0.01 antimatter
Supercollider
3

120 volatiles 280 base metals 320 noble metals 80 fissiles 360 Days

120 money 30 water 30 volatiles 20 base metals 20 noble metals 10 fissiles 750 Power consumption 100 Crew 10 research 0.1 antimatter

Antimatter Capture

Antimatter capture modules can only be constructed in orbits that have antimatterAntimatter. 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 water 0.5 volatiles 1 base metals 0.4 noble metals 30 Days 2 money 0.1 base metals 0.03 noble metals 5 Power consumption 2 Crew 5 research
Antimatter Harvester
2 0.5 water 2.5 volatiles 5 base metals 2 noble metals 90 Days 5 money 0.5 base metals 0.1 noble metals 20 Power consumption 10 Crew 10 research
Antimatter Farm
3 4 water 20 volatiles 40 base metals 16 noble metals 180 Days 10 money 1.5 base metals 1 noble metals 80 Power consumption 50 Crew 15 research

Solar mirrors

Module Tier Build Cost* Monthly Upkeep Special Rule
Solar Mirror
1 0.5 volatiles 3.5 base metals 1 noble metals 30 Days 1 money 0.1 base metals 0.03 noble metals 1 Power consumption 1 Crew
  • Add 2 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
Solar Mirror Array
2 2.5 volatiles 17.5 base metals 5 noble metals 90 Days 5 money 1 base metals 0.1 noble metals 4 Power consumption 5 Crew
  • Add 6 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
Soletta
3 20 volatiles 140 base metals 40 noble metals 180 Days 10 money 3 base metals 0.5 noble metals 12 Power consumption 25 Crew
  • Add 12 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
Automated Solar Mirror
1 0.5 volatiles 3.5 base metals 1 noble metals 30 Days 1 money 0.1 base metals 0.03 noble metals 1 Power consumption
  • Add 2 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
  • 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 water 380 volatiles 400 base metals 200 noble metals 120 Days 20 money 150 Power consumption 1 mission control 100 Crew The Protectorate
Interstellar Launch Facility
2350 water 5000 volatiles 11000 base metals 6250 noble metals 400 exotics 720 Days 20 money 5000 Power consumption 20 mission control 80 Crew Project Exodus

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 volatiles 12 base metals 2 noble metals 90 Days 3 money 20 Power consumption 15 Crew 5 research Project Exodus

Bases

Base

Surface baseBases 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 volatiles 1 base metals 30 Days 2 mission control 3 money 5 Crew
Settlement Core
2 5 volatiles 5 base metals 60 Days 3 mission control 10 money 25 Crew
Colony Core
3 40 volatiles 40 base metals 90 Days 4 mission control 20 money 125 Crew
Automated Outpost Core
1 0.8 volatiles 1 base metals 0.2 noble metals 30 Days 1 mission control

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 controlMission Control cost depending on the Mine Limit.

Module Tier Build Cost Monthly Upkeep Monthly Income
Outpost Mining Complex
1 2.5 water 2.5 volatiles 19.75 base metals 0.25 noble metals 60 Days 6 money 2 water 0.5 volatiles 10 Power consumption 12 Crew 1 × Hab Site Resources
Settlement Mining Complex
2 12.5 water 12.5 volatiles 98.75 base metals 1.25 noble metals 120 Days 30 money 5 water 2 volatiles 40 Power consumption 60 Crew 1.5 × Hab Site Resources
Colony Mining Complex
3 100 water 100 volatiles 790 base metals 10 noble metals 240 Days 60 money 15 water 6 volatiles 200 Power consumption 200 Crew 2 × Hab Site Resources
Automated Mining Complex
1 2.5 water 3.75 volatiles 18 base metals 0.75 noble metals 30 Days 2 water 0.5 volatiles 12 Power consumption 1.25 × Hab Site Resources

Mining modifier

This modifier is applied to the mining module's space resource build cost and Power consumptionPower 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 water 2.5 volatiles 19.75 base metals 0.25 noble metals and 10 Power consumption instead costs roughly 2.34 water 2.34 volatiles 18.45 base metals 0.23 noble metals and 9 Power consumption.

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 Dangerous level of radiation2×. A Colony Mining Complex normally costs 100 water 100 volatiles 790 base metals 10 noble metals and 200 Power consumption. Applying the mining modifier changes this to roughly 196.41 water 196.41 volatiles 1551.64 base metals 19.64 noble metals and 393 Power consumption. This means the mass of the Colony Mining Complex changes from the original 10000 Tons to 19641 Tons after the mining modifier. Applying the Dangerous level of radiation2× 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 metalsBase Metals. So the total costs of the Colony Mining Complex on Mercury is roughly 196.41 water 196.41 volatiles 3515.74 base metals 19.64 noble metals and 393 Power consumption.

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 controlMission Control costs. This mine limit is initially 0, but can be increased by the following:

Source Mine Limit Increase
Space ScienceMission to the Moon 3
Space ScienceMission to Mercury 3
Space ScienceMission to Mars 6
Space ScienceMission to the Asteroids 6
Space ScienceMission to Jupiter 6
Space ScienceMission to Saturn 6
Space ScienceMission to the Outer Planets 6
Space ScienceFuture Tech: Space Science 1
Material ScienceprojectsGold Rush
(Project ExodusProject Exodus only.)
6

So before Future Tech is reached, human Factions have a mine limit of up to 36, except for Project ExodusProject Exodus which gets 42.

When a faction has more mines than their limit, the total mission controlMission Control cost penalty they have to pay is calculated as follows:

Max(1, Floor(Excess mines ^ 2 / 2))
Excess Mines mission control 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

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 volatiles 1.35 base metals 30 Days

Monthly expenses:
3 Crew

Special Rule:
  • Cannot depower.
  • Allows Ships to resupply.
cannot be upgraded
Space Dock
Build cost:
1.6 volatiles 5.6 base metals 0.8 noble metals 45 Days

Monthly expenses:
1 base metals 0.1 noble metals 20 Power consumption 40 Crew

Special Rule:
Shipyard
Build cost:
8 volatiles 28 base metals 4 noble metals 120 Days

Monthly expenses:
3 base metals 0.5 noble metals 80 Power consumption 120 Crew

Special Rule:
Spaceworks
Build cost:
64 volatiles 224 base metals 32 noble metals 240 Days

Monthly expenses:
10 base metals 1 noble metals 240 Power consumption 400 Crew

Special Rule:
Construction Module
Build cost:
0.75 volatiles 2.1 base metals 0.15 noble metals 180 Days

Monthly expenses:
3 money 1 water 1 volatiles 3 base metals 0.25 noble metals 10 Power consumption 6 Crew

Special Rule:
Nanofactory
Build cost:
3.75 volatiles 9.75 base metals 1.5 noble metals 270 Days

Monthly expenses:
10 money 3 water 3 volatiles 10 base metals 1 noble metals 40 Power consumption 30 Crew

Monthly income:
90 money

Special Rule:
Nanofacturing Complex
Build cost:
30 volatiles 72 base metals 18 noble metals 360 Days

Monthly expenses:
20 money 10 water 10 volatiles 30 base metals 3 noble metals 120 Power consumption 150 Crew

Monthly income:
300 money

Special Rule:
Quarters
Build cost:
0.6 water 1.8 volatiles 3.6 base metals 30 Days

Monthly expenses:
0.1 water 0.1 volatiles 2 Power consumption 50 Crew

Monthly income:
3 money 2 influence

Special Rule:
Residential Module
Build cost:
3 water 9 volatiles 18 base metals 60 Days

Monthly expenses:
3 water 1 volatiles 1 base metals 0.5 boost 15 Power consumption 500 Crew

Monthly income:
12 money 6 influence

Special Rule:
Civilian Complex
Build cost:
24 water 72 volatiles 144 base metals 120 Days

Monthly expenses:
10 water 6 volatiles 2 base metals 1 boost 120 Power consumption 2500 Crew

Monthly income:
40 money 10 influence

Special Rule:
Hydroponics Bay
Build cost:
6 water 5.4 volatiles 0.6 base metals 30 Days

Monthly expenses:
10 Power consumption 1 Crew

Special Rule:
  • Removes Hab watervolatiles upkeep for up to 120 Crew
  • Cannot depower.
Farm
Build cost:
30 water 27 volatiles 3 base metals 90 Days

Monthly expenses:
40 Power consumption 5 Crew

Special Rule:
  • Removes Hab watervolatiles upkeep for up to 600 Crew
  • Cannot depower.
Agriculture Complex
Build cost:
240 water 216 volatiles 24 base metals 180 Days

Monthly expenses:
120 Power consumption 25 Crew

Special Rule:
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Marine Platoon Barracks
Build cost:
2.4 volatiles 9.36 base metals 0.24 noble metals 30 Days

Monthly expenses:
3 money 1 volatiles 1 base metals 0.1 noble metals 5 Power consumption 30 Crew

Monthly income:
2 ops

Special Rule:
  • Marine combat scoreMarine strength can be used offensively.
  • Add 10 Marine combat scoreMarine Strengthmarine strength as T1 Marines.
  • Cannot depower.
Marine Company Barracks
Build cost:
12 volatiles 46.8 base metals 1.2 noble metals 90 Days

Monthly expenses:
10 money 2 volatiles 2 base metals 0.2 noble metals 20 Power consumption 150 Crew

Monthly income:
6 ops

Special Rule:
  • Marine combat scoreMarine strength can be used offensively.
  • Add 20 Marine combat scoreMarine Strengthmarine strength as T2 Marines.
  • Cannot depower.
Marine Battalion Barracks
Build cost:
96 volatiles 374.4 base metals 9.6 noble metals 180 Days

Monthly expenses:
30 money 3 volatiles 3 base metals 0.3 noble metals 60 Power consumption 750 Crew

Monthly income:
12 ops

Special Rule:
  • Marine combat scoreMarine strength can be used offensively.
  • Add 40 Marine combat scoreMarine Strengthmarine strength as T3 Marines.
  • Cannot depower.
built from tier 2 Skunkworks
Build cost:
2.5 water 10 volatiles 32.5 base metals 5 noble metals 90 Days

Monthly expenses:
10 money 3 volatiles 3 base metals 0.3 noble metals 30 Power consumption 50 Crew

Monthly income:
1 projects

Special Rule:
Foundry
Build cost:
20 water 80 volatiles 220 base metals 80 noble metals 180 Days

Monthly expenses:
30 money 10 volatiles 10 base metals 1 noble metals 90 Power consumption 250 Crew

Monthly income:
2 projects

Special Rule:
built from tier 2 Research Campus
Build cost:
15 water 30 volatiles 50 base metals 5 noble metals 180 Days

Monthly expenses:
30 money 3 water 3 volatiles 50 Power consumption 1 mission control 200 Crew

Monthly income:
60 research

Special Rule:
  • Need ≥10000 system Populationpopulation.
Research University
Build cost:
120 water 240 volatiles 400 base metals 40 noble metals 240 Days

Monthly expenses:
100 money 10 water 10 volatiles 150 Power consumption 2 mission control 1000 Crew

Monthly income:
200 research

Special Rule:
  • Need ≥50000 system Populationpopulation.
built from tier 2 Operations Center
Build cost:
10 volatiles 75 base metals 15 noble metals 180 Days

Monthly expenses:
30 money 5 volatiles 5 base metals 2.5 noble metals 100 Power consumption 200 Crew

Monthly income:
4 mission control

Special Rule:
  • Max one per Hab.
Command Center
Build cost:
80 volatiles 600 base metals 120 noble metals 240 Days

Monthly expenses:
100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew

Monthly income:
10 mission control

Special Rule:
  • Max one per Hab.
built from tier 3 Helium-3 Mine
Build cost:
12 water 36 volatiles 120 base metals 72 noble metals 180 Days

Monthly expenses:
30 money 2 water 2 volatiles 10 base metals 1.5 noble metals 300 Power consumption 3 mission control 75 Crew

Special Rule:
  • Harvest He3.
  • Need gas giant orbit.
  • Need interface orbit.
  • Cannot depower.
  • Max one per Hab.
  • 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 water 0.4 volatiles 1.1 base metals 0.2 noble metals 0.1 fissiles 30 Days

Monthly expenses:
2 money 0.5 water 0.25 volatiles 0.05 fissiles 4 Crew

Monthly income:
20 Power

Special Rule:
Fission Reactor Array
Build cost:
1 water 2 volatiles 5.5 base metals 1 noble metals 0.5 fissiles 90 Days

Monthly expenses:
6 money 2 water 1 volatiles 0.2 fissiles 20 Crew

Monthly income:
85 Power

Special Rule:
Fission Reactor Farm
Build cost:
8 water 16 volatiles 44 base metals 8 noble metals 4 fissiles 180 Days

Monthly expenses:
18 money 6 water 3 volatiles 0.5 fissiles 100 Crew

Monthly income:
250 Power

Special Rule:
Heavy Fission Pile
Build cost:
0.4 water 0.8 volatiles 2 base metals 0.6 noble metals 0.2 fissiles 60 Days

Monthly expenses:
3 money 0.5 water 0.25 volatiles 0.075 fissiles 4 Crew

Monthly income:
30 Power

Special Rule:
Heavy Fission Reactor Array
Build cost:
2 water 4 volatiles 10 base metals 3 noble metals 1 fissiles 90 Days

Monthly expenses:
8 money 2 water 1 volatiles 0.3 fissiles 20 Crew

Monthly income:
128 Power

Special Rule:
Heavy Fission Reactor Farm
Build cost:
16 water 32 volatiles 80 base metals 24 noble metals 8 fissiles 180 Days

Monthly expenses:
24 money 6 water 3 volatiles 0.75 fissiles 100 Crew

Monthly income:
375 Power

Special Rule:
Fusion Pile
Build cost:
0.3 water 0.45 volatiles 1.29 base metals 0.9 noble metals 0.06 fissiles 30 Days

Monthly expenses:
3 money 1 water 0.5 volatiles 0.02 fissiles 5 Crew

Monthly income:
40 Power

Special Rule:
Fusion Reactor Array
Build cost:
1.5 water 2.25 volatiles 6.45 base metals 4.5 noble metals 0.3 fissiles 90 Days

Monthly expenses:
10 money 3 water 2 volatiles 0.05 fissiles 25 Crew

Monthly income:
170 Power

Special Rule:
Fusion Reactor Farm
Build cost:
12 water 18 volatiles 51.6 base metals 36 noble metals 2.4 fissiles 180 Days

Monthly expenses:
30 money 10 water 6 volatiles 0.1 fissiles 125 Crew

Monthly income:
500 Power

Special Rule:
Heavy Fusion Pile
Build cost:
0.6 water 0.9 volatiles 2.58 base metals 1.8 noble metals 0.12 fissiles 60 Days

Monthly expenses:
5 money 1 water 0.5 volatiles 0.1 base metals 0.1 noble metals 0.02 fissiles 10 Crew

Monthly income:
70 Power

Special Rule:
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Heavy Fusion Reactor Array
Build cost:
3 water 4.5 volatiles 12.9 base metals 9 noble metals 0.6 fissiles 120 Days

Monthly expenses:
12 money 3 water 2 volatiles 0.5 base metals 0.5 noble metals 0.08 fissiles 50 Crew

Monthly income:
300 Power

Special Rule:
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Heavy Fusion Reactor Farm
Build cost:
24 water 36 volatiles 103.2 base metals 72 noble metals 4.8 fissiles 240 Days

Monthly expenses:
36 money 10 water 6 volatiles 1 base metals 1 noble metals 0.2 fissiles 150 Crew

Monthly income:
900 Power

Special Rule:
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Solar Collector*
Build cost:
0.3 volatiles 1.13 base metals 0.08 noble metals 30 Days

Monthly expenses:
1 money 1 Crew

Monthly income:
20 Power

Special Rule:
  • PowerPower scales with proximity to Sun.
Solar Array
Build cost:
1.5 volatiles 5.63 base metals 0.38 noble metals 60 Days

Monthly expenses:
3 money 5 Crew

Monthly income:
80 Power

Special Rule:
  • PowerPower scales with proximity to Sun.
Solar Farm
Build cost:
12 volatiles 45 base metals 3 noble metals 90 Days

Monthly expenses:
5 money 25 Crew

Monthly income:
240 Power

Special Rule:
  • PowerPower scales with proximity to Sun.
  • exist in an automated version.

Power Modules produce PowerPower 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: EnergyArc lasers, EnergyPhased-Array Lasers, Military ScienceVisible Combat Lasers, Military ScienceUltraviolet 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 exoticsExotics, 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 exoticsExotics, 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 volatiles 7.6 base metals 0.2 noble metals 30 Days 2 money 0.1 volatiles 0.1 base metals 10 Power consumption 3 Crew
Layered Defense Array
2 Medium 10 11 volatiles 38 base metals 1 noble metals 90 Days 10 money 1 volatiles 1 base metals 0.5 noble metals 40 Power consumption 15 Crew
Battlestations
3 Large 15 88 volatiles 304 base metals 8 noble metals 180 Days 30 money 3 volatiles 3 base metals 1 noble metals 240 Power consumption 75 Crew

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 water 1.2 volatiles 1.5 base metals 0.06 noble metals 45 Days 10 money 0.03 volatiles 0.03 base metals 0.03 noble metals 1 boost 10 Power consumption 40 Crew
Administration Tower
2 1.2 water 6 volatiles 7.5 base metals 0.3 noble metals 120 Days 30 money 0.1 volatiles 0.1 base metals 0.1 noble metals 4 boost 40 Power consumption 200 Crew 1 mission control
Administration Complex
3 9.6 water 48 volatiles 60 base metals 2.4 noble metals 240 Days 90 money 0.5 volatiles 0.5 base metals 0.5 noble metals 12 boost 160 Power consumption 1000 Crew 2 mission control

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 volatiles 1.5 base metals 0.1 noble metals 30 Days

Monthly expenses:
2 money 5 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Climate Research Center
Build cost:
2 volatiles 7.5 base metals 0.5 noble metals 90 Days

Monthly expenses:
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 15 Crew

Monthly income:
10 research

Special Rule:
Climate Institute
Build cost:
16 volatiles 60 base metals 4 noble metals 180 Days

Monthly expenses:
20 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 75 Crew

Monthly income:
15 research

Special Rule:
Energy Lab
Build cost:
0.4 volatiles 1.48 base metals 0.1 noble metals 0.02 fissiles 30 Days

Monthly expenses:
2 money 1 volatiles 0.001 fissiles 10 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Energy Research Center
Build cost:
2 volatiles 7.4 base metals 0.5 noble metals 0.1 fissiles 90 Days

Monthly expenses:
6 money 3 volatiles 0.1 base metals 0.1 noble metals 0.005 fissiles 40 Power consumption 20 Crew

Monthly income:
10 research

Special Rule:
Energy Institute
Build cost:
16 volatiles 59.2 base metals 4 noble metals 0.8 fissiles 180 Days

Monthly expenses:
18 money 10 volatiles 0.5 base metals 0.5 noble metals 0.01 fissiles 120 Power consumption 100 Crew

Monthly income:
15 research

Special Rule:
Information Science Lab
Build cost:
0.8 volatiles 1.1 base metals 0.1 noble metals 30 Days

Monthly expenses:
2 money 10 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Information Science Research Center
Build cost:
4 volatiles 5.5 base metals 0.5 noble metals 90 Days

Monthly expenses:
6 money 1 water 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew

Monthly income:
10 research

Special Rule:
Information Science Institute
Build cost:
32 volatiles 44 base metals 4 noble metals 180 Days

Monthly expenses:
18 money 3 water 0.5 volatiles 0.5 base metals 0.5 noble metals 120 Power consumption 125 Crew

Monthly income:
15 research

Special Rule:
Life Science Lab
Build cost:
0.1 water 1.4 volatiles 0.48 base metals 0.02 noble metals 30 Days

Monthly expenses:
2 money 0.5 water 0.5 volatiles 5 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Life Science Research Center
Build cost:
0.5 water 7 volatiles 2.4 base metals 0.1 noble metals 90 Days

Monthly expenses:
6 money 1 water 1 volatiles 20 Power consumption 25 Crew

Monthly income:
10 research

Special Rule:
Life Science Institute
Build cost:
4 water 56 volatiles 19.2 base metals 0.8 noble metals 180 Days

Monthly expenses:
18 money 3 water 3 volatiles 60 Power consumption 125 Crew

Monthly income:
15 research

Special Rule:
Materials Lab
Build cost:
0.04 water 0.68 volatiles 0.88 base metals 0.4 noble metals 30 Days

Monthly expenses:
2 money 0.1 base metals 0.1 noble metals 6 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Materials Research Center
Build cost:
0.2 water 3.4 volatiles 4.4 base metals 2 noble metals 90 Days

Monthly expenses:
6 money 1 water 1 volatiles 1 base metals 0.5 noble metals 24 Power consumption 25 Crew

Monthly income:
10 research

Special Rule:
Materials Institute
Build cost:
1.6 water 27.2 volatiles 35.2 base metals 16 noble metals 180 Days

Monthly expenses:
18 money 3 water 3 volatiles 3 base metals 1.5 noble metals 72 Power consumption 125 Crew

Monthly income:
15 research

Special Rule:
Military Science Lab
Build cost:
0.7 volatiles 1.28 base metals 0.02 noble metals 30 Days

Monthly expenses:
2 money 5 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Military Science Research Center
Build cost:
3.5 volatiles 6.4 base metals 0.1 noble metals 90 Days

Monthly expenses:
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew

Monthly income:
10 research

Special Rule:
Military Science Institute
Build cost:
28 volatiles 51.2 base metals 0.8 noble metals 180 Days

Monthly expenses:
18 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 125 Crew

Monthly income:
15 research

Special Rule:
Social Science Lab
Build cost:
0.38 volatiles 1.13 base metals 30 Days

Monthly expenses:
3 money 4 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Social Science Research Center
Build cost:
1.88 volatiles 5.63 base metals 90 Days

Monthly expenses:
8 money 0.1 volatiles 0.1 base metals 0.1 noble metals 16 Power consumption 25 Crew

Monthly income:
10 research

Special Rule:
Social Science Institute
Build cost:
15 volatiles 45 base metals 180 Days

Monthly expenses:
24 money 0.5 volatiles 0.5 base metals 0.5 noble metals 48 Power consumption 125 Crew

Monthly income:
15 research

Special Rule:
Space Science Lab
Build cost:
0.6 volatiles 1.3 base metals 0.1 noble metals 30 Days

Monthly expenses:
2 money 5 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Space Science Research Center
Build cost:
3 volatiles 6.5 base metals 0.5 noble metals 90 Days

Monthly expenses:
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew

Monthly income:
10 research

Special Rule:
Space Science Institute
Build cost:
24 volatiles 52 base metals 4 noble metals 180 Days

Monthly expenses:
18 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 125 Crew

Monthly income:
15 research

Special Rule:
Xenology Lab
Build cost:
0.6 volatiles 1.3 base metals 0.1 noble metals 30 Days

Monthly expenses:
2 money 10 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Xenoscience Research Center
Build cost:
3 volatiles 6.5 base metals 0.5 noble metals 90 Days

Monthly expenses:
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew

Monthly income:
10 research

Special Rule:
Xenoscience Institute
Build cost:
24 volatiles 52 base metals 3.2 noble metals 0.8 exotics 180 Days

Monthly expenses:
18 money 0.5 volatiles 0.5 base metals 0.5 noble metals 120 Power consumption 125 Crew

Monthly income:
15 research

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 water 0.38 volatiles 0.9 base metals 30 Days

Monthly expenses:
0.2 boost 3 Power consumption 2 Crew

Monthly income:
20 money

Special Rule:
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).
Space Hotel
Build cost:
7.5 water 12.5 volatiles 30 base metals 90 Days

Monthly expenses:
3 water 2 volatiles 3 boost 30 Power consumption 200 Crew

Monthly income:
120 money 2 influence

Special Rule:
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).
Space Resort
Build cost:
60 water 100 volatiles 240 base metals 180 Days

Monthly expenses:
10 water 5 volatiles 6 boost 90 Power consumption 1000 Crew

Monthly income:
400 money 5 influence

Special Rule:
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).
Broadcast Outlet
Build cost:
1.05 volatiles 1.8 base metals 0.15 noble metals 30 Days

Monthly expenses:
4 money 5 Power consumption 5 Crew

Monthly income:
1 money 4 influence

Special Rule:
  • Adds +1 strength to our Public Campaigns if in Earth interface orbit. Capped at +9.
  • Need ≥10000 system Populationpopulation.
  • Cannot be built in irradiated locations.
Communications Hub
Build cost:
5.25 volatiles 9 base metals 0.75 noble metals 90 Days

Monthly expenses:
20 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew

Monthly income:
3 money 10 influence

Special Rule:
  • Adds +2 strength to our Public Campaigns if in Earth interface orbit. Capped at +9.
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
Media Center
Build cost:
42 volatiles 72 base metals 6 noble metals 180 Days

Monthly expenses:
100 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 125 Crew

Monthly income:
10 money 25 influence

Special Rule:
  • Adds +3 strength to our Public Campaigns if in Earth interface orbit. Capped at +9.
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
Listening Post
Build cost:
0.25 volatiles 1.88 base metals 0.38 noble metals 45 Days

Monthly expenses:
5 money 10 Power consumption 8 Crew

Monthly income:
1 ops

Special Rule:
Reconnaissance Array
Build cost:
1.25 volatiles 9.38 base metals 1.88 noble metals 120 Days

Monthly expenses:
15 money 1 volatiles 1 base metals 0.1 noble metals 40 Power consumption 40 Crew

Monthly income:
2 ops

Special Rule:
Argus Complex
Build cost:
10 volatiles 75 base metals 15 noble metals 240 Days

Monthly expenses:
30 money 3 volatiles 3 base metals 0.3 noble metals 120 Power consumption 200 Crew

Monthly income:
3 ops

Special Rule:
built from tier 2 Medical Center
Build cost:
29.6 water 16 volatiles 32 base metals 2.4 noble metals 90 Days

Monthly expenses:
5 water 3 volatiles 1 boost 30 Power consumption 120 Crew

Monthly income:
90 money

Special Rule:
  • Need ≥10000 system Populationpopulation.
  • Adds 2.5% Life ScienceLife Science
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).
Space Hospital
Build cost:
236.8 water 128 volatiles 256 base metals 19.2 noble metals 180 Days

Monthly expenses:
15 water 10 volatiles 3 boost 90 Power consumption 600 Crew

Monthly income:
300 money

Special Rule:
  • Need ≥10000 system Populationpopulation.
  • Adds 2.5% Life ScienceLife Science
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).

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

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
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
Rewards and Penalties for Capturing a Human Hab
Reward or Penalty Category Reward Amount Valid Success Levels
Reveal all Target Councilors to Capturing Faction All
Release every Detain CouncilorDetained Councilor of every Faction on Hab 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 research Output 1, 2, 3, 4
Capturing Faction Gains Bonus Research research Amount Sabotaged from Target Faction 1, 2, 3, 4
Apply Defend InterestsDefend Interests on Hab Duration: Success Level × 1.5 Months 2, 4
If Hab produces Research research, 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.


  1. ↑ 1.0 1.1 Does not include crew upkeep. Each crew consumes 0.35water and 0.35volatiles per year. Human crew also consume 0.1money per year.