Resources: Difference between revisions
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** Other factions primarily acquire exotics via attacking and salvaging alien assets. | ** Other factions primarily acquire exotics via attacking and salvaging alien assets. | ||
* {{TV|antimatter}} is composed of particles that annihilate when they strike normal matter, producing vast amounts of energy. Exceedingly difficult to create, capture and store, it is used in advanced propulsion systems and weapons. Antimatter will appear after completing the [[Antimatter Containment]] global research. | * {{TV|antimatter}} is composed of particles that annihilate when they strike normal matter, producing vast amounts of energy. Exceedingly difficult to create, capture and store, it is used in advanced propulsion systems and weapons. Antimatter will appear after completing the [[Antimatter Containment]] global research. | ||
** Very tiny amounts of antimatter can be harvested from certain orbits. | ** Very tiny amounts of antimatter can be harvested from certain orbits. Significant amounts of antimatter can only be acquired via Particle Collider, Atomsmasher, and Supercollider hab modules. For details, see the [[Antimatter]] article. | ||
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== The Letters, What do they mean? == | == The Letters, What do they mean? == | ||
Latest revision as of 14:18, 4 September 2026
Factions must manage several key resources on Earth and, as the campaign progresses, in space.
Earth resources are generated from a variety of sources, but ![]()
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Space Resources mostly come from developing technology to mine space bodies other than Earth and using electromagnetic catapults to launch them to where they are needed.
Faction Resources
Money is used to build components on Earth for our space program, acquire many councilor orgs, conduct certain financially oriented Missions, and support our space assets. It is gained from national funding, the
Spoils Priority, Orgs, councilor traits, hab modules, and the sale of space resources on Earth.
Influence represents political capital and the ability to sway institutions and people to pursuing your goals. It is gained from favorable global public opinion about your faction's ideology, Orgs, councilor traits, and hab modules. It is also spent on maintaining your control points if the
Control Point Capacity is exceeded.
Ops is our ability to conduct small-scale combat and espionage operations. It is primarily gained from Orgs, but also can come from councilor traits and marine hab modules.
Boost represents the capability to move ten metric tons of material from Earth's surface to Low Earth Orbit via rocket launches and other conveyances. Boost can also deliver items to more distant destinations at a significant penalty. It is primarily generated from nations with a space program, but also can come from Orgs.
Mission Control accounts for all the staff and technical apparatus required to support our operations in space. Insufficient Mission Control Cap makes it much easier for other factions to seize our space assets and makes accidents far more likely. We may not build new Habs if we do not have sufficient Mission Control Cap available. Each Unused Mission Control Cap is converted into a daily income of 0.075
Research and 0.2
Money.
Research represents the efforts of our scientists and engineers. Unlike other resources, it is not accumulated but immediately distributed according to our research priorities, which are divided between global investigations into new principles and Technology and private engineering projects that only benefit our faction.
Projects represents a faction's ability to do faction specific research. The first project on any org unlocks the 2nd project slot on the research screen, and first project on any hab unlocks the 3rd project slot. In addition, each project increases faction research speed by 5% up to 100%, 3% up to 160%, and 1% thereafter.
Control Point Capacity: Exceeding this cap will incur an annual
Influence upkeep equal to the excess amount squared, and make enemy Missions targeting our control points much more likely to succeed. We may abandon control points to reduce this cost or increase our cap through research or increasing our Councilors'
Administration,
Command, and
Persuasion attributes. Administration modules near Earth can increase the
Control Point Capacity further.
Space Resources
Space Resources are primarily obtained by constructing mining modules on ground Habs. They are used to construct Spaceships and maintain Habs - if there is insufficient income for hab maintenance it will be paid with
Boost instead.
Each unit of a space resource represents ten tons of that resource, and the mass (in tons) of a ship or hab module will always equal ten times the total resource cost.
Water is vital for life support and the production of hydrogen, which is used in propellant in many advanced space propulsion systems. It is rare in the inner Solar System but increasingly abundant beyond the Asteroid Belt. It is also a source of deuterium, which is used in nuclear applications.
Volatiles are highly reactive substances like carbon, nitrogen, oxygen, sulfur, chlorine, phosphorous and many compounds that include hydrogen. These are critical for life support and self-sustaining space habitats. Carbon may also be fashioned into high-tech armors.
Base Metals include common materials such as iron, nickel, lead, zinc, copper, aluminum and tin. They are important for construction. Alkali metals like lithium and metalloids like silicon and boron also fall in this category.
Noble Metals include precious metals such as silver, gold, and platinum, as well as corrosion-resistant metals such as titanium and tungsten. They are used in construction and also may be sold on Earth for profit.
Fissiles include isotopes of uranium, thorium and (once processed) plutonium that are used to create nuclear fission reactions. These are used in nuclear propulsion systems and weapons.
Advanced Resources
Advanced resources are unlocked after researching certain technologies (but may be silently accumulated even before they are researched).
Exotics are a strange class of materials that exhibit properties that would seem to violate the known laws of physics. Exotics will appear after completing the Exotic Materials council engineering project.
- Pro-alien factions primarily acquire exotics via trade with the aliens or alien gifts.
- Other factions primarily acquire exotics via attacking and salvaging alien assets.
Antimatter is composed of particles that annihilate when they strike normal matter, producing vast amounts of energy. Exceedingly difficult to create, capture and store, it is used in advanced propulsion systems and weapons. Antimatter will appear after completing the Antimatter Containment global research.
- Very tiny amounts of antimatter can be harvested from certain orbits. Significant amounts of antimatter can only be acquired via Particle Collider, Atomsmasher, and Supercollider hab modules. For details, see the Antimatter article.
The Letters, What do they mean?
For readability, Terra Invicta will occasionally use alphabetic suffixes with very large or small numbers, such as "10K." Capital letters are for big numbers greater than 1,000:
- K: Thousands (1,000)
- M: Millions (1,000,000)
- B: Billions (1,000,000,000)
- T: Trillions (1,000,000,000,000)
- Q: Quadrillions (1,000,000,000,000,000)
Small letters are for fractional numbers less than 1:
- m: milli- (.001)
- u: micro- (.000 001)
- n: nano- (.000 000 001)
- p: pico- (.000 000 000 001)
- f: femto- (.000 000 000 000 001)
- a: atto- (.000 000 000 000 000 001)
- z: zepto- (.000 000 000 000 000 000 001)
- y: yocto- (.000 000 000 000 000 000 000 001)
~ Terra Invicta Codex, Version 1.0.28
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Buying and Selling Space Resources
Whenever a space asset begins construction, factions can choose to buy the construction materials on Earth for
Money and
Boost.
Once a
station is built in Earth Interface Orbit, certain space resources can be sold for
Money by clicking on their icons on the pop up window (top left of the screen) when selecting the
station, or on the resources on the top bar.
The selling prices start out at 5% of the resources' buy price in the commodities market (under "Global" on the Intel screen), and can be increased by the following faction projects: Commercial Mining Companies (+100%), Resource Market Administration (+100%), and Integrated Resource Market (+200%). Researching all projects increases the selling prices from 5% to 25%.
At the start of the game, the prices are as follows:
| Resource | Buy Price per unit | Sell Price per unit without any projects (5%) | Sell Price per unit with all projects (25%) |
|---|---|---|---|
| 1 |
Cannot be Sold | Cannot be Sold | |
| 5 |
Cannot be Sold | Cannot be Sold | |
| 10 |
0.5 |
2.5 | |
| 50 |
2.5 |
12.5 | |
| 100 |
5 |
25 | |
| Cannot be bought | 2500 |
12500 | |
| Cannot be bought | 75 |
375 |
These prices change over the course of the game as follows:
| Trigger | Resource Type | Price Multiplied By |
|---|---|---|
| 1.00001 to 1.00002 | ||
| 1.000005 to 1.00001 | ||
| 1.0001 to 1.0002 | ||
| 1.00005 to 1.0001 | ||
| 1.00001 to 1.00006 | ||
| Economic Recession event effect occurs | 1 - (0.0001 to 0.0002) * Number of Control Points in Nation ^ 2 | |
| 1 - (0.00005 to 0.0001) * Number of Control Points in Nation ^ 2 | ||
| Space Resources Sold[1] | Type of Resource Sold | 1 - (0.000001 to 0.000002) * Number of Resources Sold[2] |
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


