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 scale with the escape velocity of the celestial body and its distance from Earth.
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 scale with the escape velocity of the celestial body and its distance from Earth.
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.
{| class="wikitable"
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! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate
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==== Mining base Mission Control rule ====
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.
== Modules ==
== Modules ==
Revision as of 10:21, 8 December 2022
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 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 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 command 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 Academy, The Resistance, Project Exodus, etc.
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. 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.
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)
Stations
Station
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy's objective will be to destroy the modules. After the battle, the station can be boarded or destroyed.
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station, with two Solar Collectors and one Space Science Lab, and Tiangong Station, with no modules beyond the core. A random faction will have control of each habitat.
Stations use the following core modules. They require the council engineering project with the same name to be constructed.
Module
Tier
Crew
Module Sites
Mass (tons)
Build Time (days)
Support Costs
Build Cost (from Earth)
Build Cost (from space)
Platform Core
1
3
4
15
30
1 Mission Control 2 Money 0.087 Water 0.087 Volatiles
10 Money
1 Volatiles 1 Base Metals
Orbital Core
2
15
12
120
60
3 Mission Control 10 Money 0.44 Water 0.44 Volatiles
90 Money
4 Volatiles 4 Base Metals
Ring Core
3
75
20
960
90
5 Mission Control 20 Money 2.2 Water 2.2 Volatiles
720 Money
48 Volatiles 48 Base Metals
Automated Platform Core
1
0
4
20
30
2 Mission Control
20 Money
1 Volatiles 1 Base Metals
Particle Colliders
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.
Module
Tier
Crew
Mass (tons)
Build Time (days)
Required Power
Monthly Income
Support Costs
Build Cost (from Earth)
Build Cost (from space)
Atomsmasher
2
20
1000
180
250
5 Research 0.009 Antimatter 3% Energy Research
20 Money 10 Water 10 Volatiles 5 Base Metals 5 Noble Metals 3 Fissiles
1K Money
2 Water 8 Volatiles 14 Base Metals 14 Noble Metals 2 Fissiles
Supercollider
3
100
8000
360
750
20 Research 0.1 Antimatter 5% Energy Research
120 Money 32 Water 32 Volatiles 20 Base Metals 20 Noble Metals 10 Fissiles
10K Money
16 Water 48 Volatiles 112 Base Metals 112 Noble Metals 32 Fissiles
Antimatter Capture
Antimatter capture modules can only be constructed in orbits that have antimatter.
Module
Tier
Crew
Mass (tons)
Required Power
Antimatter Extraction
Support Costs
Build Cost (from Earth)
Build Cost (from space)
Antimatter Trap
1
3
20
30
5%
2 Money 0.39 Water 0.39 Volatiles
32 Money
2 Boost 1 Base Metals
Antimatter Harvester
2
15
100
120
20%
5 Money 1 Water 1 Volatiles
160 Money
10 Boost 5 Base Metals
Antimatter Farm
3
75
500
480
50%
10 Money 7.2 Water 7.2 Volatiles 5 Base Metals 2 Noble Metals 1 Fissibles
815 Money
50 Boost 25 Base Metals
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
Crew
Mass (tons)
Build Time (days)
Required Power
Support Costs
Build Cost (from Earth)
Build Cost (from space)
Faction
Notes
Sentinel Complex
200
2000
120
150
1 Mission Control 20 Money 2.9 Water 2.9 Volatiles
200K Money
76 Volatiles 80 Base Metals 40 Noble Metals 4 Exotics
The Protectorate
Will defend the station May only be built in Low Earth Orbit
Interstellar Launch Facility
80
250000
720
5000
20 Mission Control 20 Money 2.3 Water 2.3 Volatiles
25M Money
2.5K Water 5K Volatiles 10K Base Metals 6K Noble Metals 500 Exotics
Project Exodus
Bases
Base
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.
Bases use the following core modules. They require the council engineering project with the same name to be constructed.
Module
Tier
Crew
Mass (tons)
Build Time (days)
Support Costs
Build Cost (from Earth)
Build Cost (from space)
Outpost Core
1
5
20
30
1 Mission Control 3 Money 0.15 Water 0.15 Volatiles
15 Money
1 Volatiles 1 Base Metals
Settlement Core
2
25
160
60
3 Mission Control 10 Money 0.73 Water 0.73 Volatiles
120 Money
8 Volatiles 8 Base Metals
Colony Core
3
125
1280
90
5 Mission Control 21 Money 3.6 Water 3.6 Volatiles
960 Money
64 Volatiles 64 Base Metals
Automated Outpost Core
1
0
20
30
2 Mission Control
24 Money
1 Volatiles 1 Base Metals
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 scale with the escape velocity of the celestial body and its distance from Earth.
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.
Module
Tier
Crew
Mass (tons)
Required Mission Control
Extraction Rate
Outpost Mining Complex
1
12
127
1
100%
Settlement Mining Complex
2
60
508
2
150%
Colony Mining Complex
3
200
2031
3
200%
Automated Mining Complex
1
0
89
2
100%
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
Allows ships to resupply +3 Crew -5 Power
cannot be upgraded
Space Dock
Allows ships to resupply Shortens prospecting time Enables ship construction +20 Crew -10 Power
Shipyard
Allows ships to resupply Shortens prospecting time Enables ship construction (x4 speed) +100 Crew -40 Power
Spaceworks
Allows ships to resupply Shortens prospecting time Enables ship construction (x12 speed) +300 Crew -120 Power
Construction Module
Allows founding tier 1 habs +6 Crew +10% Construction Speed -10 Power
Nanofactory
Allows founding tier 1-2 habs +30 Crew +25% Construction Speed +1% Materials Research -40 Power +80 Money if hab isn't constructing modules +2% Economy priority effect if in Earth orbit (max +30%)
Nanofacturing Complex
Allows founding tier 1-3 habs +150 Crew +40% Construction Speed +2% Materials Research -120 Power +300 Money if hab isn't constructing modules +5% Economy priority effect if in Earth orbit (max +30%)
Hydroponics Bay
Reduces the Water and Volatiles upkeep of the station by up to 0.87 each (equivalent to 30 crew*) +1 Crew -10 Power
Farm
Reduces the Water and Volatiles upkeep of the station by up to 7.25 each (equivalent to 250 crew*) +5 Crew -40 Power
Agriculture Complex
Reduces the Water and Volatiles upkeep of the station by up to 87.5 each (equivalent to 3000 crew*) +25 Crew -120 Power
*Agricultural modules reduce water or volatile upkeep costs from any source, not just crew.
Marine Platoon Barracks
Enables Assault Enemy Space Asset missions (strength 2) Protects against Assault Enemy Space Asset missions +30 Crew +5 Ops -5 Power
Marine Company Barracks
Enables Assault Enemy Space Asset missions (strength 6) Protects against Assault Enemy Space Asset missions (x4) +150 Crew +12 Ops -20 Power
Marine Battalion Barracks
Enables Assault Enemy Space Asset missions (strength 15) Protects against Assault Enemy Space Asset missions (x14) +750 Crew +30 Ops -60Power
built from tier 2
Skunkworks
+20 Crew +1 Council Engineering Project Slots -30 Power
Foundry
+100 Crew +2 Council Engineering Project Slots -90 Power
built from tier 2
Research Campus
+100 Crew +100 Research -30 Power
Research University
+500 Crew +200 Research -90 Power -1 Mission Control
built from tier 2
Operations Center
+50 Crew +1 Mission Control -40 Power
Command Center
+250 Crew +2 Mission Control -120 Power
Power Modules
Power Modules produce Power to the hab.
Tier 1
Tier 2
Tier 3
Tier 3 upgraded
Module
Effects
Module
Effects
Module
Effects
Module
Effects
Solar Collector
+1 Crew Power depending on proximity to the Sun
Solar Array
+5 Crew Power depending on proximity to the Sun (x4)
Solar Farm
+25 Crew Power depending on proximity to the Sun (x12)
Fission Pile
+4 Crew +10 Power
Fission Reactor Array
+20 Crew +42 Power
Fission Reactor Farm
+100 Crew +125 Power
Fusion Pile
+5 Crew +20 Power
Fusion Reactor Array
+25 Crew +85 Power
Fusion Reactor Farm
+125 Crew +250 Power
Heavy Fusion Reactor Farm
+250 Crew +450 Power
Defense Modules
Defense modules houses weapons to defend habs against enemy assault.
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser). Small, large, or huge cannons are used according to module tier. They upgrade automatically when the new global techs are researched.
When built in space, they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (laser / arc laser / phaser). Light, regular/medium, or heavy batteries are used according to module tier. Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.
Tier 1
Tier 2
Tier 3
Module
Effects
Module
Effects
Module
Effects
Point Defense Array
Attacks enemy ships during base bombardment +3 Crew -10 Power
Layered Defense Array
Attacks enemy ships during base bombardment +15 Crew -40 Power
Battlestations
Attacks enemy ships during base bombardment +75 Crew -240 Power
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
Energy Lab
+3 Crew +5 Research +3% Energy Research -8 Power +3% Boost priority effect if in Earth orbit (max +30%)
Energy Research Center
+25 Crew +10 Research +10% Energy Research -32 Power +6% Boost priority effect if in Earth orbit (max +30%)
Energy Institute
+125 Crew +20 Research +25% Energy Research -96 Power +10% Boost priority effect if in Earth orbit (max +30%)
Information Science Lab
+3 Crew +5 Research +3% Information Science Research -6 Power +3% Knowledge priority effect if in Earth orbit (max +30%)
Information Science Research Center
+25 Crew +10 Research +10% Information Science Research -24 Power +6% Knowledge priority effect if in Earth orbit (max +30%)
Information Science Institute
+125 Crew +20 Research +25% Information Science Research -72 Power +10% Knowledge priority effect if in Earth orbit (max +30%)
Life Science Lab
+3 Crew +5 Research +3% Life Science Research -5 Power +3% Welfare priority effect if in Earth orbit (max +30%)
Life Science Research Center
+25 Crew +10 Research +10% Life Science Research -20 Power +6% Welfare priority effect if in Earth orbit (max +30%)
Life Science Institute
+125 Crew +20 Research +25% Life Science Research -60 Power +10% Welfare priority effect if in Earth orbit (max +30%)
Materials Lab
+3 Crew +5 Research +3% Materials Research -5 Power +3% Military priority effect if in Earth orbit (max +30%)
Materials Research Center
+25 Crew +10 Research +10% Materials Research -20 Power +6% Military priority effect if in Earth orbit (max +30%)
Materials Institute
+125 Crew +20 Research +25% Materials Research -60 Power +10% Military priority effect if in Earth orbit (max +30%)
Military Science Lab
+3 Crew +5 Research +3% Military Science Research -5 Power +0.03 Miltech if in Earth orbit (max +0.3)
Military Science Research Center
+25 Crew +10 Research +10% Military Science Research -20 Power +0.06 Miltech if in Earth orbit (max +0.3)
Military Science Institute
+125 Crew +20 Research +25% Military Science Research -60 Power +0.1 Miltech if in Earth orbit (max +0.3)
Space Science Lab
+3 Crew +5 Research +3% Space Science Research -5 Power +3% Mission Control priority effect if in Earth orbit (max +30%)
Space Science Research Center
+25 Crew +10 Research +10% Space Science Research -20 Power +6% Mission Control priority effect if in Earth orbit (max +30%)
Space Science Institute
+125 Crew +20 Research +25% Space Science Research -60 Power +10% Mission Control priority effect if in Earth orbit (max +30%)
Xenology Lab
+3 Crew +5 Research +10% Xenology Science Research -5 Power +1 Alien Detection if in Earth orbit (max +9)
Xenoscience Research Center
+25 Crew +10 Research +25% Xenology Science Research -20 Power +2 Alien Detection if in Earth orbit (max +9)
Xenoscience Institute
+125 Crew +20 Research +50% Xenology Science Research -60 Power +3 Alien Detection if in Earth orbit (max +9)
Civilian Modules
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.
Tier 1
Tier 2
Tier 3
Module
Effects
Module
Effects
Module
Effects
Tourist Berth
+1 Crew +12 Money +1 Influence -3 Power -0.1 Boost
Space Hotel
+100 Crew +80 Money +2 Influence -30 Power -3 Boost
Space Resort
+500 Crew +250 Money +5 Influence -90 Power -6 Boost
Social Science Lab
+3 Crew +5 Research +3% Social Science Research -3 Power +1 Public Campaign strength if in Earth orbit (max +9)
Social Science Research Center
+25 Crew +10 Research +10% Social Science Research -12 Power +2 Public Campaign strength if in Earth orbit (max +9)
Social Science Institute
+125 Crew +20 Research +25% Social Science Research -36 Power +3 Public Campaign strength if in Earth orbit (max +9)
Broadcast Outlet
+5 Crew +5 Influence -8 Power
Communications Hub
+25 Crew +10 Influence -32 Power -1 Mission Control +1% Unity priority effect if in Earth orbit (max +30%)
Media Center
+125 Crew +30 Influence -96 Power -1 Mission Control +2% Unity priority effect if in Earth orbit (max +30%)
built from tier 2
Space Hospital
+120 Crew +60 Money +3% Life Science Research -30 Power -1.5 Boost
Geriatrics Facility
+300 Crew +250 Money +3% Life Science Research -90 Power -3 Boost
Deep Space Telesope
The Deep Space Telesope is a tier 2 module only available to the Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.
Finding the UI
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders 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.