Resources: Difference between revisions

From Terra Invicta Official Wiki
Kami-sama (talk | contribs)
Alsadius (talk | contribs)
Moved the orbital collection details to a new Antimatter article.
 
(46 intermediate revisions by 5 users not shown)
Line 1: Line 1:
Factions must manage several key resources on Earth and, as the campaign progresses, in space.
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 space resources (water, volatiles, metals, noble metals and fissiles) can only come from developing technology to mine space bodies other than Earth and using electromagnetic catapults to launch them to where they are needed.
Earth resources are generated from a variety of sources, but {{TV|spaceresources}} mostly come from developing technology to mine space bodies other than Earth and using electromagnetic catapults to launch them to where they are needed.
 
For readibility, Terra Invicta will occasionally use alphabetic suffixes with very large or small numbers, such as "10K".


== Faction Resources ==
== Faction Resources ==
* <span style="background-color: DarkSlateGray; display: inline-block;">[[File:ICO currency.png|30px]]</span> '''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.
* {{TV|money}} is used to build components on Earth for our space program, acquire many councilor [[Orgs|orgs]], conduct certain financially oriented [[Missions]], and support our space assets. It is gained from national [[Nations#Funding|funding]], the {{TV|spoils}}, [[Orgs]], councilor traits, [[Habs|hab modules]], and the sale of space resources on Earth.
* <span style="background-color: DarkSlateGray; display: inline-block;">[[File:ICO influence.png|30px]]</span> '''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 each month.
* {{TV|influence}} represents political capital and the ability to sway institutions and people to pursuing your goals. It is gained from favorable global [[Nations#Public_Opinion|public opinion]] about your faction's ideology, [[Orgs]], councilor traits, and [[Habs|hab modules]]. It is also spent on maintaining your control points if the {{TV|cp}} is exceeded.
* <span style="background-color: DarkSlateGray; display: inline-block;">[[File:ICO ops.png|30px]]</span> '''Ops''', or Operations, is our ability to conduct small-scale combat and espionage operations. It is primary gained from orgs, but also can come from councilor traits and certain hab modules in an Earth interface orbit.
* {{TV|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.
* <span style="background-color: DarkSlateGray; display: inline-block;">[[File:ICO boost.png|30px]]</span> '''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.
* {{TV|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]].
* <span style="background-color: DarkSlateGray; display: inline-block;">[[File:ICO mission control.png|30px]]</span> '''Mission Control''' accounts for all the staff and technical apparatus required to support our operations in space. Insufficient Mission Control makes it much easier for other factions to seize our space assets and makes accidents far more likely. We may not build or acquire new habs or ships if we do not have any mission control available. Excess mission control is coverted to research and money.
* {{TV|mc}} 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 {{TV|research|0.075}} and {{TV|money|0.2}}.
* <span style="background-color: DarkSlateGray; display: inline-block;">[[File:ICO research.png|30px]]</span> '''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 technologies and private engineering projects that only benefit our faction.
* {{TV|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.
* <span style="background-color: DarkSlateGray; display: inline-block;">[[File:ICO projects.png|30px]]</span> '''Projects''': The projects resource represents a faction's ability to engineer specific objects or outcomes. The number a faction has determines how many simultaneous projects a faction may pursue and how fast it completes them.
* {{TV|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.
* <span style="background-color: DarkSlateGray; display: inline-block;">[[File:ICO ControlPoint empty.png|30px]]</span> '''Control Points Cap''': Exceeding this cap will reduce our Influence income 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 out councilors' Administraction, Command and Persuasion attributes.
* {{TV|cp}}: Exceeding this cap will incur an annual {{TV|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]]' {{TV|administration}}, {{TV|command}}, and {{TV|persuasion}} attributes. Administration modules near Earth can increase the {{TV|cp}} further.


== Space Resources ==
== Space Resources ==
Space Resources can only be obtained by constructing base habs and mining them. They are used to construct ships and maintaing habs - if there is insufficient income for hab maintenance it will be paid with Boost instead.
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 {{TV|boost}} instead.
* [[File:ICO water.png|30px]] 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.
 
* [[File:ICO volatiles.png|30px]] 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.
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.  
* [[File:ICO metal.png|30px]] 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.
* {{TV|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.
* [[File:ICO metal noble.png|30px]] 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.
* {{TV|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.
* [[File:ICO fissile.png|30px]] 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.
* {{TV|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.
* {{TV|nobles}} 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.
* {{TV|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 ==
Advanced resources can only be obtained after researching certain technologies.
Advanced resources are unlocked after researching certain technologies (but may be silently accumulated even before they are researched).
* [[File:ICO exotics.png|30px]] 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.
* {{TV|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.  
* [[File:ICO antimatter.png|30px]] 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.
** 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.
* {{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. 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? ==


== Selling Resources ==
<blockquote>
Certain resources can be sold for Money by clicking on them.
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)
</blockquote>
~ Terra Invicta Codex, Version 1.0.28
 
{|
|- style="vertical-align:top;"
|
{| class="wikitable"
{| class="wikitable"
! Resource !! Money per unit
|-
|-
| [[File:ICO metal.png|25px]] Base Metals || 4.5
! Letter !! 10 ^
|-
|-
| [[File:ICO metal noble.png|25px]] Noble Metals || 22.5
| K || 3
|-
|-
| [[File:ICO fissile.png|25px]] Fissiles || 45
| M || 6
|-
|-
| [[File:ICO exotics.png|25px]] Exotics || 22500
| B || 9
|-
| T || 12
|-
| Q || 15
|-
|-
| [[File:ICO antimatter.png|25px]] Antimatter || 45000
|}
|}
|
{| class="wikitable"
|-
! Letter !! 10 ^
|-
| m || -3
|-
| u || -6
|-
| n || -9
|-
| p || -12
|-
| f || -15
|-
| a || -18
|-
| z || -21
|-
| y || -24
|-
|}
|-
|}
== Buying and Selling Space Resources ==
Whenever a space asset begins construction, factions can choose to buy the construction materials on [[Earth]] for {{TV|money}} and {{TV|boost}}.
Once a {{icon|station}}station is built in [[Earth]] Interface Orbit, certain space resources can be sold for {{TV|money}} by clicking on their icons on the pop up window (top left of the screen) when selecting the {{icon|station}}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 [[Technology|projects]]: [[Commercial Mining Companies]] (+100%), [[Resource Market Administration]] (+100%), and [[Integrated Resource Market]] (+200%). Researching all [[Technology|projects]] increases the selling prices from 5% to 25%.
At the start of the game, the prices are as follows:
{| class="wikitable sortable" style="text-align:center;"
! style="width: 20%" | Resource
! style="width: 20%" | Buy Price per unit
! style="width: 20%" | Sell Price per unit without any projects (5%)
! style="width: 20%" | Sell Price per unit with all projects (25%)
|-
|  {{TV|water}}
| {{TV|money|1}} || Cannot be Sold || Cannot be Sold
|-
|  {{TV|volatiles}}
| {{TV|money|5}} || Cannot be Sold || Cannot be Sold
|-
|  {{TV|metals}}
| {{TV|money|10}} || {{TV|money|0.5}} || {{TV|money|2.5}}
|-
|  {{TV|nobles}}
| {{TV|money|50}} || {{TV|money|2.5}} || {{TV|money|12.5}}
|-
|  {{TV|fissiles}}
| {{TV|money|100}} || {{TV|money|5}} || {{TV|money|25}}
|-
|  {{TV|antimatter}}
| Cannot be bought || {{TV|money|2500}} || {{TV|money|12500}}
|-
|  {{TV|exotics}}
| Cannot be bought || {{TV|money|75}} || {{TV|money|375}}
|}
These prices change over the course of the game as follows:
{| class="wikitable sortable" style="text-align:center;"
|-
! Trigger !! Resource Type !! Price Multiplied By
|-
| rowspan=2 | {{TV|economy}} completes || {{TV|metals}}|| 1.00001 to 1.00002
|-
| {{TV|nobles}}|| 1.000005 to 1.00001
|-
| rowspan=2 | {{TV|build army}} or {{TV|build navy}} completes || {{TV|metals}} || 1.0001 to 1.0002
|-
| {{TV|nobles}} || 1.00005 to 1.0001
|-
| {{TV|nuclear weapons}} or {{TV|develop atomic bomb}} completes || {{TV|fissiles}} || 1.00001 to 1.00006
|-
| rowspan=2 | Economic Recession [[Events|event]] effect occurs || {{TV|metals}} || 1 - (0.0001 to 0.0002) * Number of [[Nations#Control_Points|Control Points]] in Nation ^ 2
|-
| {{TV|nobles}}|| 1 - (0.00005 to 0.0001) * Number of [[Nations#Control_Points|Control Points]] in Nation ^ 2
|-
| Space Resources Sold<ref>This cannot decrease the market price below {{TV|money|0.001}}.</ref> || Type of Resource Sold || 1 - (0.000001 to 0.000002) * Number of Resources Sold<ref>This means selling resources in bulk is more profitable than selling them 1 by 1, but reduces the market prices harder.</ref>
|-
|}
<references />
{{Mechanics_Navbox}}

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 watervolatilesbase metalsnoble metalsfissilesSpace 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

  • moneyMoney 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 prioritySpoils Priority, Orgs, councilor traits, hab modules, and the sale of space resources on Earth.
  • influenceInfluence 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 pointsControl Point Capacity is exceeded.
  • opsOps 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.
  • boostBoost 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 controlMission 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 researchResearch and 0.2 moneyMoney.
  • researchResearch 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.
  • projectsProjects 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 pointsControl Point Capacity: Exceeding this cap will incur an annual influenceInfluence 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' AdministrationAdministration, CommandCommand, and PersuasionPersuasion attributes. Administration modules near Earth can increase the control pointsControl 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 boostBoost 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.

  • waterWater 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.
  • volatilesVolatiles 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 metalsBase 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 metalsNoble 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.
  • fissilesFissiles 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).

  • exoticsExotics 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.
  • antimatterAntimatter 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

Letter 10 ^
K 3
M 6
B 9
T 12
Q 15
Letter 10 ^
m -3
u -6
n -9
p -12
f -15
a -18
z -21
y -24

Buying and Selling Space Resources

Whenever a space asset begins construction, factions can choose to buy the construction materials on Earth for moneyMoney and boostBoost.

Once a Stationstation is built in Earth Interface Orbit, certain space resources can be sold for moneyMoney by clicking on their icons on the pop up window (top left of the screen) when selecting the Stationstation, 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%)
waterWater 1 moneyMoney Cannot be Sold Cannot be Sold
volatilesVolatiles 5 moneyMoney Cannot be Sold Cannot be Sold
base metalsBase Metals 10 moneyMoney 0.5 moneyMoney 2.5 moneyMoney
noble metalsNoble Metals 50 moneyMoney 2.5 moneyMoney 12.5 moneyMoney
fissilesFissiles 100 moneyMoney 5 moneyMoney 25 moneyMoney
antimatterAntimatter Cannot be bought 2500 moneyMoney 12500 moneyMoney
exoticsExotics Cannot be bought 75 moneyMoney 375 moneyMoney

These prices change over the course of the game as follows:

Trigger Resource Type Price Multiplied By
Economy priorityEconomy Priority completes base metalsBase Metals 1.00001 to 1.00002
noble metalsNoble Metals 1.000005 to 1.00001
Build army priorityBuild Army Priority or Build navy priorityBuild Navy Priority completes base metalsBase Metals 1.0001 to 1.0002
noble metalsNoble Metals 1.00005 to 1.0001
Nuclear weapons priorityNuclear Weapons Priority or Develop atomic bomb priorityDevelop Atomic Bomb Priority completes fissilesFissiles 1.00001 to 1.00006
Economic Recession event effect occurs base metalsBase Metals 1 - (0.0001 to 0.0002) * Number of Control Points in Nation ^ 2
noble metalsNoble Metals 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]
  1. ↑ This cannot decrease the market price below 0.001 moneyMoney.
  2. ↑ This means selling resources in bulk is more profitable than selling them 1 by 1, but reduces the market prices harder.