Template:HabModuleSpecial: Difference between revisions

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  | DropTroops = {{icon|marine}}Marine strength can be used offensively.
  | DropTroops = {{icon|marine}}Marine strength can be used offensively.
  | Cost_Scales_With_Gravity = Build cost and {{icon|power consumption}} scale with escape velocity and distance from home space body.
  | Cost_Scales_With_Gravity = Build cost and {{icon|power consumption}} scale with escape velocity and distance from home space body.
  | Shipyard = Builds [[Spaceships|Ships]] with {{{constructionTimeModifier}}}× base time modifier.
  | Shipyard = Builds [[Spaceships|Ships]] with {{{constructionTimeModifier}}}× [[Spaceships#Construction|base time modifier]].
  | Requires_Colonized_Body = Need ≥10000 system {{icon|pop}}population.
  | Requires_Colonized_Body = Need ≥10000 system {{icon|pop}}population.
  | Requires_Inhabited_Body = Need ≥50000 system {{icon|pop}}population.
  | Requires_Inhabited_Body = Need ≥50000 system {{icon|pop}}population.
  | Requires_GasGiant_Orbit = Need gas giant orbit.
  | Requires_GasGiant_Orbit = Need gas giant orbit.
  | Requires_Interface_Orbit = Need interface orbit.
  | Requires_Interface_Orbit = Need interface orbit.
  | Solar_Power_Variable_Output = {{icon|power}}Power scales with proximity to Sun.
  | Solar_Power_Variable_Output = {{icon|power|bgcolor=DarkSlateGray}}Power scales with proximity to Sun.
  | CanFoundTier1Habs = Allows founding platforms and outposts.
  | CanFoundTier1Habs = Can build new T1 [[Habs]] in System.
  | CanFoundTier2Habs = Allows founding orbitals and settlements.
  | CanFoundTier2Habs = Can build new T2 [[Habs]] in System.
  | CanFoundTier3Habs = Allows founding rings and colonies.
  | CanFoundTier3Habs = Can build new T3 [[Habs]] in System.
  | MarinePlatoon = Add {{{specialRulesValue}}} {{icon|marine}}marine strength.
  | MarinePlatoon = Add {{{specialRulesValue}}} {{icon|marine}}marine strength as T1 Marines.
  | MarineCompany = Add {{{specialRulesValue}}} {{icon|marine}}marine strength.
  | MarineCompany = Add {{{specialRulesValue}}} {{icon|marine}}marine strength as T2 Marines.
  | MarineBattalion = Add {{{specialRulesValue}}} {{icon|marine}}marine strength.
  | MarineBattalion = Add {{{specialRulesValue}}} {{icon|marine}}marine strength as T3 Marines.
  | Griffins = Add {{{specialRulesValue}}} {{icon|marine}}marine strength.
  | Griffins = Add {{{specialRulesValue}}} {{icon|marine}}marine strength as Griffins.
  | WarDogs = Add {{{specialRulesValue}}} {{icon|marine}}marine strength.
  | WarDogs = Add {{{specialRulesValue}}} {{icon|marine}}marine strength as War Dogs.
  | Salamanders = Add {{{specialRulesValue}}} {{icon|marine}}marine strength.
  | Salamanders = Add {{{specialRulesValue}}} {{icon|marine}}marine strength as Salamanders.
  | PowerFirst = Cannot depower.
  | PowerFirst = Cannot depower.
  | SentinelModule = Enables the [[Dominate Nation]] mission.
  | SentinelModule = Enables the [[Dominate Nation]] mission.
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  | ConsumesMCWhenUnpowered = Has {{icon|mc}} Mission Control upkeep even when unpowered.
  | ConsumesMCWhenUnpowered = Has {{icon|mc}} Mission Control upkeep even when unpowered.
  | TechBonusDiminishingReturns = Adds +{{#expr: {{{techBonus}}} * 100}}% {{icon|{{{techCat}}} }}{{{techCat}}} research bonus.
  | TechBonusDiminishingReturns = Adds +{{#expr: {{{techBonus}}} * 100}}% {{icon|{{{techCat}}} }}{{{techCat}}} research bonus.
  | LEOBonusArmyCombatValue = Adds +{{{specialRulesValue}}} to the {{icon|miltech}}[[Nations#Miltech|Miltech]] to our armies if in [[Earth]] interface orbit. Capped at +0.3.
  | LEOBonusArmyCombatValue = Adds +{{{specialRulesValue}}} to the {{icon|miltech}}[[Miltech]] to our armies if in [[Earth]] interface orbit. Capped at +0.3.
  | LEOBonusPropagandaStrength = Adds +{{{specialRulesValue}}} [[Nations#Changing_Public_Opinion|strength]] to our [[Public Campaign]]s if in [[Earth]] interface orbit. Capped at +9.
  | LEOBonusPropagandaStrength = Adds +{{{specialRulesValue}}} [[Propaganda|strength]] to our [[Public Campaign]]s if in [[Earth]] interface orbit. Capped at +9.
  | LEOBonusAlienDetection = Add +{{{specialRulesValue}}} bonus to [[Aliens#Alien_Agents|alien]] [[Councilors#Detection|detection]] on [[Earth]] if in [[Earth]] interface orbit. Capped at +9.
  | LEOBonusAlienDetection = Add +{{{specialRulesValue}}} bonus to [[Aliens#Alien_Agents|alien]] [[Councilors#Detection|detection]] on [[Earth]] if in [[Earth]] interface orbit. Capped at +9.
  | LEOBonusMiltech = Add +{{#expr: {{{specialRulesValue}}} * 100}}% bonus to the {{icon|military priority}}Military priority if in [[Earth]] interface orbit. Capped at +30%.
  | LEOBonusMiltech = Add +{{#expr: {{{specialRulesValue}}} * 100}}% bonus to the {{icon|military priority}}Military priority if in [[Earth]] interface orbit. Capped at +30%.
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  | Efficiency = Add +{{#expr: {{{specialRulesValue}}} * 100}}% bonus to [[Habs|Hab's]] {{icon|money}}{{icon|influence|bgcolor=DarkSlateGray}}{{icon|ops|bgcolor=DarkSlateGray}}{{icon|research}}{{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|noble metals}}{{icon|fissiles}} income.
  | Efficiency = Add +{{#expr: {{{specialRulesValue}}} * 100}}% bonus to [[Habs|Hab's]] {{icon|money}}{{icon|influence|bgcolor=DarkSlateGray}}{{icon|ops|bgcolor=DarkSlateGray}}{{icon|research}}{{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|noble metals}}{{icon|fissiles}} income.
  | HarvestHelium3 = Harvest He3.
  | HarvestHelium3 = Harvest He3.
  | UsesHelium3 = If He3 Harvesting Active, then change {{icon|fissile}} build cost and upkeep into {{icon|water}}.
  | UsesHelium3 = If Faction is harvesting He3, then change {{icon|fissile}} build cost and upkeep into {{icon|water}}.
  | RepairsMarineShipModules = Allows building and repairing [[Spaceships|Ship]] {{icon|marine}}Marines.
  | RepairsMarineShipModules = Allows building and repairing [[Spaceships|Ship]] {{icon|marine}}Marines.
  | RepairsHabKitShipModules = Allows building and repairing [[Spaceships|Ship]] [[Spaceships#Kit|colony kits]].
  | RepairsHabKitShipModules = Allows building and repairing [[Spaceships|Ship]] [[Spaceships#Kit|colony kits]].

Latest revision as of 08:13, 15 September 2026

A template for translating Hab Module Special Rules into human readable format.

Usage

To get the Solar_Power_Variable_Output Special Rule for example:

{{HabModuleSpecial|Solar_Power_Variable_Output}}

This would output:

PowerPower scales with proximity to Sun.

Words for Special Rules are shown in the following table. Some special rules require additional parameters.

Resources

name parameter(s) output
DropTroops Marine combat scoreMarine strength can be used offensively.
Cost_Scales_With_Gravity Build cost and Power consumption scale with escape velocity and distance from home space body.
Shipyard constructionTimeModifier=0.5 Builds Ships with 0.5× base time modifier.
Requires_Colonized_Body Need ≥10000 system Populationpopulation.
Requires_Inhabited_Body Need ≥50000 system Populationpopulation.
Requires_GasGiant_Orbit Need gas giant orbit.
Requires_Interface_Orbit Need interface orbit.
Solar_Power_Variable_Output PowerPower scales with proximity to Sun.
CanFoundTier1Habs Can build new T1 Habs in System.
CanFoundTier2Habs Can build new T2 Habs in System.
CanFoundTier3Habs Can build new T3 Habs in System.
MarinePlatoon specialRulesValue=3 Add 3 Marine combat scoremarine strength as T1 Marines.
MarineCompany specialRulesValue=3 Add 3 Marine combat scoremarine strength as T2 Marines.
MarineBattalion specialRulesValue=3 Add 3 Marine combat scoremarine strength as T3 Marines.
Griffins specialRulesValue=3 Add 3 Marine combat scoremarine strength as Griffins.
WarDogs specialRulesValue=3 Add 3 Marine combat scoremarine strength as War Dogs.
Salamanders specialRulesValue=3 Add 3 Marine combat scoremarine strength as Salamanders.
PowerFirst Cannot depower.
SentinelModule Enables the Dominate Nation mission.
InterstellarLaunchModule Victory module for Project ExodusProject Exodus.
EarthLEOOnly Need Earth interface orbit.
HarvestAntimatter specialRulesValue=3 Harvests 300% of Orbit's antimatterAntimatter. Max one per orbit.
Farm specialRulesValue=3 Removes Hab's waterwater and volatilesvolatiles upkeep for up to 3 crew.
AlienWormhole Alien Wormhole. Cannot be destroyed.
MoneyIfNotBuilding constructionTimeModifier=0.5 Produces moneymoney if no modules under construction. Otherwise 0.5× base time modifier to hab module construction.
NotInIrradiated Cannot be built in irradiated locations.
ConsumesMCWhenUnpowered Has mission control Mission Control upkeep even when unpowered.
TechBonusDiminishingReturns techBonus=0.1
techCat=energy
Adds +10% Energyenergy research bonus.
LEOBonusArmyCombatValue specialRulesValue=3 Adds +3 to the Military TechnologyMiltech to our armies if in Earth interface orbit. Capped at +0.3.
LEOBonusPropagandaStrength specialRulesValue=3 Adds +3 strength to our Public Campaigns if in Earth interface orbit. Capped at +9.
LEOBonusAlienDetection specialRulesValue=3 Add +3 bonus to alien detection on Earth if in Earth interface orbit. Capped at +9.
LEOBonusMiltech specialRulesValue=3 Add +300% bonus to the Military priorityMilitary priority if in Earth interface orbit. Capped at +30%.
LEOBonusWelfare specialRulesValue=3 Add +300% bonus to the Welfare priorityWelfare priority if in Earth interface orbit. Capped at +30%.
LEOBonusLaunchFacilities specialRulesValue=3 Add +300% bonus to the Boost priorityBoost priority if in Earth interface orbit. Capped at +30%.
LEOBonusKnowledge specialRulesValue=3 Add +300% bonus to the Knowledge priorityKnowledge priority if in Earth interface orbit. Capped at +30%.
LEOBonusMissionControl specialRulesValue=3 Add +300% bonus to the Mission control priorityMission Control priority if in Earth interface orbit. Capped at +30%.
LEOBonusEconomy specialRulesValue=3 Add +300% bonus to the Economy priorityEconomy priority if in Earth interface orbit. Capped at +30%.
LEOBonusUnity specialRulesValue=3 Add +300% bonus to the Unity priorityUnity priority if in Earth interface orbit. Capped at +30%.
LEOBonusOppression specialRulesValue=3 Add +300% bonus to the Oppression priorityOppression priority if in Earth interface orbit. Capped at +30%.
LEOBonusEnvironment specialRulesValue=3 Add +300% bonus to the Environment priorityEnvironment priority if in Earth interface orbit. Capped at +30%.
LEOBonusGovernment specialRulesValue=3 Add +300% bonus to the Government priorityGovernment priority if in Earth interface orbit. Capped at +30%.
LEOControlPointCapacity controlPointCapacity Add 3 control pointsControl Point capacity if in Earth interface orbit.
AtrocityToKill Destroyer commits an Atrocity.
AtrocityToKill_Populous Destroyer commits an Atrocity if ≥50000 system Populationpopulation.
Stability specialRulesValue=3 Add 3 defense against Control Space Asset and module's crew has zero moneymoney upkeep.
Efficiency specialRulesValue=3 Add +300% bonus to Hab's moneyinfluenceopsresearchwatervolatilesbase metalsnoble metalsfissiles income.
HarvestHelium3 Harvest He3.
UsesHelium3 If Faction is harvesting He3, then change fissiles build cost and upkeep into water.
RepairsMarineShipModules Allows building and repairing Ship Marine combat scoreMarines.
RepairsHabKitShipModules Allows building and repairing Ship colony kits.
StaticHab Part of an Unchangeable Hab.
AlienSurveillance Alien Surveillance.