Mission Control: Difference between revisions
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== Gaining Mission Control == | == Gaining Mission Control == | ||
Mission control can be gained from [[nations]], from [[orgs]], from | Mission control can be gained from [[nations]], from [[orgs]], from [[hab]] modules, and more. | ||
=== MC from Nations === | === MC from Nations === | ||
If a nation has completed the {{TV|found space program}} priority, or it is in a [[federation]] with another nation who has completed it, then it can make use of the {{TV|mission control priority}}. Every 25 [[IP]] invested in this priority will improve the MC of the nation by 1, up to that nation's cap | If a nation has completed the {{TV|found space program}} priority, or it is in a [[federation]] with another nation who has completed it, then it can make use of the {{TV|mission control priority}}. Every 25 [[IP]] invested in this priority will improve the MC of the nation by 1, up to that nation's cap. | ||
A nation's MC will be split as evenly as possible between the control points of that nation. MC from nations requires no upkeep, other than the {{TV|CP}} for holding the nation. It can be attacked by [[Orbital Bombardment]] or by the [[Sabotage Facilities]] councillor mission. | Whenever the {{TV|mission control priority}} is completed, a random region in the nation is selected to gain {{TV|mc|1}}. This random selection is slightly weighted to favor {{icon|capital|bgcolor=DarkSlateGray}}capital and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions over {{icon|colony|bgcolor=DarkSlateGray}}colony regions. It cannot select regions that are currently occupied by war enemies. It also cannot select any regions that have reached (or exceeded) their Maximum Mission Control. | ||
The Maximum Mission Control of a region is calculated as 1 + [[#GDP_Per_Region|Region GDP]] in billions / Max(200, 300 - 6 * {{TV|education}}), rounded down to the nearest integer. | |||
In practice, this formula is dominated by the region {{TV|pop}} and nation {{TV|gdppc}} factors, so players who wish to rapidly increase their nation's Maximum Mission Control should focus on the {{TV|economy}} over the {{TV|knowledge}}. | |||
A nation's MC will be split as evenly as possible between the control points of that nation, with any leftover amounts going to the rightmost control points. MC will appear on the map in [[Mission Control Facility]] locations, with one for each [[Region]]. MC from nations requires no upkeep, other than the {{TV|CP}} for holding the nation. It can be attacked by [[Orbital Bombardment]], [[Terrestrial_Warfare#Nuclear_Warfare|nuclear weapons]], or by the [[Sabotage Facilities]] councillor mission. | |||
=== MC from Orgs === | === MC from Orgs === | ||
Various orgs can give MC when equipped. These orgs are available for purchase on the market: | |||
{{#invoke:OrgLister|ListRestrictedOrgs|Not Match,chanceIncomeMissionControl,|Not Match,chanceIncomeMissionControl,0|Not Match,allowedOnMarket,false}} | |||
These faction-linked orgs also give MC. Project Exodus Engineers is the main {{TV|Exodus}} faction organization, and the others are available via the [[Narrative_Event_List#Faction_Events|Space Mogul event]]. | |||
{{#invoke:OrgLister|ListRestrictedOrgs|Not Match,chanceIncomeMissionControl,|Not Match,chanceIncomeMissionControl,0|Match,allowedOnMarket,false}} | |||
=== MC from Hab Modules === | === MC from Hab Modules === | ||
| Line 42: | Line 52: | ||
* [[Project Exodus]] has the [[Gold Rush]] project, which gives 20 MC and bonuses to space mining. | * [[Project Exodus]] has the [[Gold Rush]] project, which gives 20 MC and bonuses to space mining. | ||
* [[The Resistance]] has the [[Operational Security]] project, which gives 20 MC and reduces the impact of MC usage on alien hate. | * [[The Resistance]] has the [[Operational Security]] project, which gives 20 MC and reduces the impact of MC usage on alien hate. | ||
* [[The Servants]] have the [[Alien Bandwidth]] project, which gives 100 MC. | * [[The Servants]] have the [[Alien Bandwidth]] project, which gives 100 MC. | ||
== Using Mission Control == | == Using Mission Control == | ||
Mission control is used by a faction's [[habs]] and [[spaceships]], as well as certain hab modules. | Mission control is used by a faction's [[habs]] and [[spaceships]], as well as certain [[Habs#Modules|hab modules]]. | ||
=== Hab Use === | === Hab Use === | ||
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| Ring Core/Colony Core || 4 | | Ring Core/Colony Core || 4 | ||
|- | |- | ||
| Automated Platform Core/ | | Automated Platform Core/Outpost Core || 1 | ||
|} | |} | ||
| Line 96: | Line 106: | ||
|} | |} | ||
The [[Independent Commands]] project reduces all spaceship MC use by 15%. A fleet with at least one [[Flag Bridge]] module, and at least two ships, will reduce | The [[Independent Commands]] project reduces all spaceship MC use by 15%. A fleet with at least one [[Flag Bridge]] module, and at least two ships, will reduce the MC use of ships in that fleet by 20%. These bonuses stack. | ||
=== MC Use and Aliens === | === MC Use and Aliens === | ||
The amount of mission control used by a faction may affect [[alien]] hate for that faction. For details, see [[Diplomacy#Alien_Hate_for_Mission_Control_Usage]]. | |||
== Excesses and Shortages == | == Excesses and Shortages == | ||
If a player has more MC than they are currently using, the excess is used for a variety of commercial and technological purposes. These generate a ''daily'' income of {{TV|research|0.075}} and {{TV|money|0.2}}, which equates to ''monthly'' incomes of {{TV|research|2.25}} and {{TV|money|6}}. These incomes will show as being from the faction HQ when viewing the faction's ledger. | If a player has more MC than they are currently using, the excess is used for a variety of commercial and technological purposes. These generate a ''daily'' income of {{TV|research|0.075}} and {{TV|money|0.2}}, which equates to ''monthly'' incomes of {{TV|research|2.25}} and {{TV|money|6}}. These incomes will show as being from the faction HQ when viewing the faction's ledger. Note that the money income from excess MC is lower than the money maintenance costs of MC-granting hab modules (especially once the cash value of the resource costs is considered), so it may be better to deactivate unneeded modules than it is to leave them active. | ||
If a player is using more MC than their current cap, then they will be unable to build or upgrade habs. The [[Control Space Asset]] mission will also give the attacker a bonus if the defender has a MC shortage, and will give the defender a bonus if the attacker has a MC shortage. | |||
=== Events from MC Surplus/Deficit === | |||
Having excess MC will enable certain beneficial events. | |||
{{#invoke:NarrativeEventLister|ListNarrativeEvents|In List,targetConditions/{i}/$type,TIFactionCondition_bHasSpareMissionControl}} | |||
There are also certain punitive [[Narrative_Event_List#Hab_Events|events]] that become more likely as MC shortages get more acute. These events can be made less likely with the [[Devolved Space Command]] project, though they cannot be entirely eliminated. | |||
{{#invoke:NarrativeEventLister|ListNarrativeEvents|In List,targetConditions/{i}/$type,TIFactionCondition_fMissionControlBalance}} | |||
{{Resources_Navbox}} | |||
Latest revision as of 07:29, 14 September 2026
Mission Control, often abbreviated "MC", is a faction resource used to describe the facilities and infrastructure required to administer your space-based assets.
Gaining Mission Control
Mission control can be gained from nations, from orgs, from hab modules, and more.
MC from Nations
If a nation has completed the
Found Space Program Priority priority, or it is in a federation with another nation who has completed it, then it can make use of the
Mission Control Priority. Every 25 IP invested in this priority will improve the MC of the nation by 1, up to that nation's cap.
Whenever the
Mission Control Priority is completed, a random region in the nation is selected to gain 1
Mission Control. This random selection is slightly weighted to favor
capital and
core economic regions over
colony regions. It cannot select regions that are currently occupied by war enemies. It also cannot select any regions that have reached (or exceeded) their Maximum Mission Control.
The Maximum Mission Control of a region is calculated as 1 + Region GDP in billions / Max(200, 300 - 6 *
Education), rounded down to the nearest integer.
In practice, this formula is dominated by the region
Population and nation
GDPPC factors, so players who wish to rapidly increase their nation's Maximum Mission Control should focus on the
Economy Priority over the
Knowledge Priority.
A nation's MC will be split as evenly as possible between the control points of that nation, with any leftover amounts going to the rightmost control points. MC will appear on the map in Mission Control Facility locations, with one for each Region. MC from nations requires no upkeep, other than the
Control Point Capacity for holding the nation. It can be attacked by Orbital Bombardment, nuclear weapons, or by the Sabotage Facilities councillor mission.
MC from Orgs
Various orgs can give MC when equipped. These orgs are available for purchase on the market:
| Org Stars |
Stats and Missions | Bonuses and Resource Incomes | Affinities and Requirements | Purchase Cost |
|---|---|---|---|---|
| Random Aerospace34 |
20%: 4 to 5 |
3% to 11% |
Affinity: Administration Algorithms |
2000 to 2800 |
| 50%: 1 |
3% |
Affinity: Banned: Terrestrial Military Science |
500 to 1000 | |
| 3 |
2% |
Washington Government |
200 | |
| 1 |
7 to 14 |
Affinity: Banned: Advanced Chemical Rocketry Almaty Criminal |
500 to 750 | |
| Random Aerospace14 |
3% to 5% |
Affinity: Augmented Reality |
500 to 550 | |
| Random Aerospace31 |
50%: 6% to 8% |
Affinity: Next-Generation Aerospace |
600 to 800 | |
| 3 |
3% |
Affinity: Banned: Advanced Neural Networks |
1000 to 1500 | |
| Random Aerospace21 |
35%: 4% to 6% |
Affinity: Advanced Chemical Rocketry |
400 to 500 | |
| 2 |
2% |
Affinity: NOT Criminal |
160 | |
| 2 |
2% |
Affinity: Banned: Advanced Chemical Rocketry Stockholm |
350 to 600 | |
| Random Aerospace33 |
20%: 4 |
25%: 2% to 4% |
Networked Global Defense |
2000 to 2500 |
| 3 to 4 |
2% |
Affinity: Banned: Advanced Chemical Rocketry |
350 to 700 | |
| 3 |
3% |
Washington Government |
200 | |
| 1 |
1% |
Affinity: Los Angeles NOT Criminal |
150 | |
| Random Aerospace24 |
3% to 8% |
Affinity: Advanced Neural Networks |
1200 to 1800 | |
| Random Aerospace23 |
25%: 2% to 4% |
Terrestrial Military Science |
600 to 1200 | |
| 2 |
1% to 2% |
Affinity: Banned: |
250 to 500 |
These faction-linked orgs also give MC. Project Exodus Engineers is the main
Project Exodus faction organization, and the others are available via the Space Mogul event.
| Org Stars |
Stats and Missions | Bonuses and Resource Incomes | Affinities and Requirements | Purchase Cost |
|---|---|---|---|---|
| 5% |
Affinity: Banned: Not on Market |
|||
| 5% |
Affinity: Banned: Not on Market |
|||
| 5% |
Affinity: Banned: Not on Market |
|||
| 5% |
Affinity: Banned: Not on Market |
|||
| 3 |
5% |
Affinity: Banned: Not on Market |
||
| 5% |
Affinity: Banned: Not on Market |
|||
| 5% |
Affinity: Banned: Not on Market |
|||
| 5% |
Affinity: Banned: Not on Market |
MC from Hab Modules
The Operations Center and Administration Node families of hab modules give MC capacity, beginning at tier 2. Only one module from each family may be equipped to any given hab.
| Module | Tier | Build Cost | Monthly Upkeep | Monthly Income | Special rule |
|---|---|---|---|---|---|
| Operations Center |
2 | 10 |
30 |
4 |
|
| Command Center |
3 | 80 |
100 |
10 |
|
| Administration Tower |
2 | 1.2 |
30 |
1 |
|
| Administration Complex |
3 | 9.6 |
90 |
2 |
|
Other Sources of MC
When starting a new game, the Bonus Mission Control and AI Bonus Mission Control settings will increase the base MC available to factions. The former option will increase MC for all factions including the player's faction, and the latter will increase it for all factions except the player's faction. These cannot be adjusted in any way once a game has started.
Certain factions have faction-specific projects that grant MC:
- Project Exodus has the Gold Rush project, which gives 20 MC and bonuses to space mining.
- The Resistance has the Operational Security project, which gives 20 MC and reduces the impact of MC usage on alien hate.
- The Servants have the Alien Bandwidth project, which gives 100 MC.
Using Mission Control
Mission control is used by a faction's habs and spaceships, as well as certain hab modules.
Hab Use
| Hab | MC Used |
|---|---|
| Platform Core/Outpost Core | 2 |
| Orbital Core/Settlement Core | 3 |
| Ring Core/Colony Core | 4 |
| Automated Platform Core/Outpost Core | 1 |
| Hab Module | MC Used |
|---|---|
| Research Campus | 1 |
| Research University | 2 |
| Helium-3 Mine | 3 |
| Mining Complex (any tier) | Varies, see Habs#Mine_Limit for details |
| Sentinel Complex ( |
1 (even when unpowered) |
| Interstellar Launch Facility ( |
20 (even when unpowered) |
The Independent Habitats project reduces hab MC use by 15%.
Spaceship Use
| Spaceship Hull | MC Used |
|---|---|
| Escort/Gunship/Corvette | 1 |
| Monitor/Destroyer/Frigate | 2 |
| Cruiser/Battlecruiser/Battleship | 3 |
| Dreadnought/Lancer | 4 |
| Titan | 5 |
The Independent Commands project reduces all spaceship MC use by 15%. A fleet with at least one Flag Bridge module, and at least two ships, will reduce the MC use of ships in that fleet by 20%. These bonuses stack.
MC Use and Aliens
The amount of mission control used by a faction may affect alien hate for that faction. For details, see Diplomacy#Alien_Hate_for_Mission_Control_Usage.
Excesses and Shortages
If a player has more MC than they are currently using, the excess is used for a variety of commercial and technological purposes. These generate a daily income of 0.075
Research and 0.2
Money, which equates to monthly incomes of 2.25
Research and 6
Money. These incomes will show as being from the faction HQ when viewing the faction's ledger. Note that the money income from excess MC is lower than the money maintenance costs of MC-granting hab modules (especially once the cash value of the resource costs is considered), so it may be better to deactivate unneeded modules than it is to leave them active.
If a player is using more MC than their current cap, then they will be unable to build or upgrade habs. The Control Space Asset mission will also give the attacker a bonus if the defender has a MC shortage, and will give the defender a bonus if the attacker has a MC shortage.
Events from MC Surplus/Deficit
Having excess MC will enable certain beneficial events.
| Narrative Event | Base Weight | Requirements | Potential Effects | |||||
|---|---|---|---|---|---|---|---|---|
| Rising Talent | 3 Alt: 5 |
|
| |||||
| Rich Pocket | 4 |
|
| |||||
| Meritorious Performance | 3 Alt: 5 |
|
|
There are also certain punitive events that become more likely as MC shortages get more acute. These events can be made less likely with the Devolved Space Command project, though they cannot be entirely eliminated.
| Narrative Event | Base Weight | Requirements | Potential Effects | |||||
|---|---|---|---|---|---|---|---|---|
| Shipboard Malfunction | Forced |
|
| |||||
| Hab Module Malfunction | Forced |
|
|
| Terra Invicta Resources | |
|---|---|
| Faction Resources | |
| Basic Space Resources | |
| Advanced Space Resources | |


