Habs: Difference between revisions
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| Solar Collector<br>[[File:Station T1 SolarCollector.png|120px]] | | Solar Collector<br>[[File:Station T1 SolarCollector.png|120px]] | ||
| +1 Crew<br> | | +1 Crew<br>20 power at 1 Solar power module multiplier | ||
| Solar Array<br>[[File:Station T2 SolarArray.png|120px]] | | Solar Array<br>[[File:Station T2 SolarArray.png|120px]] | ||
| +5 Crew<br> | | +5 Crew<br>80 power at 1 Solar power module multiplier | ||
| Solar Farm<br>[[File:Station T3 SolarFarm.png|120px]] | | Solar Farm<br>[[File:Station T3 SolarFarm.png|120px]] | ||
| +25 Crew<br> | | +25 Crew<br>120 power at 1 Solar power module multiplier | ||
| | | | ||
|- | |- | ||
| Fission Pile<br>[[File:Station T1 FissionPile.png|120px]] | | Fission Pile<br>[[File:Station T1 FissionPile.png|120px]] | ||
| +4 Crew<br>+ | | +4 Crew<br>+20 Power | ||
| Fission Reactor Array<br>[[File:Station T2 FissionReactorArray.png|120px]] | | Fission Reactor Array<br>[[File:Station T2 FissionReactorArray.png|120px]] | ||
| +20 Crew<br>+ | | +20 Crew<br>+85 Power | ||
| Fission Reactor Farm<br>[[File:Station T3 FissionReactorFarm.png|120px]] | | Fission Reactor Farm<br>[[File:Station T3 FissionReactorFarm.png|120px]] | ||
| +100 Crew<br>+ | | +100 Crew<br>+250 Power | ||
| | | | ||
|- | |- | ||
| Heavy Fission Pile<br>[[File:Station T1 HeavyFissionPile.png|120px]] | | Heavy Fission Pile<br>[[File:Station T1 HeavyFissionPile.png|120px]] | ||
| +4 Crew<br>+ | | +4 Crew<br>+30 Power | ||
| Heavy Fission Reactor Array<br>[[File:Station T2 HeavyFissionReactorArray.png|120px]] | | Heavy Fission Reactor Array<br>[[File:Station T2 HeavyFissionReactorArray.png|120px]] | ||
| +20 Crew<br>+ | | +20 Crew<br>+128 Power | ||
| Heavy Fission Reactor Farm<br>[[File:Station T3 HeavyFissionReactorFarm.png|120px]] | | Heavy Fission Reactor Farm<br>[[File:Station T3 HeavyFissionReactorFarm.png|120px]] | ||
| +100 Crew<br>+ | | +100 Crew<br>+375 Power | ||
| | | | ||
|- | |- | ||
| Fusion Pile<br>[[File:Station T1 FusionPile.png|120px]] | | Fusion Pile<br>[[File:Station T1 FusionPile.png|120px]] | ||
| +5 Crew<br>+ | | +5 Crew<br>+40 Power | ||
| Fusion Reactor Array<br>[[File:Station T2 FusionReactorArray.png|120px]] | | Fusion Reactor Array<br>[[File:Station T2 FusionReactorArray.png|120px]] | ||
| +25 Crew<br>+ | | +25 Crew<br>+170 Power | ||
| Fusion Reactor Farm<br>[[File:Station T3 FusionReactorFarm.png|120px]] | | Fusion Reactor Farm<br>[[File:Station T3 FusionReactorFarm.png|120px]] | ||
| +125 Crew<br>+ | | +125 Crew<br>+500 Power | ||
| Heavy Fusion Reactor Farm<br>[[File:Station T3 TerawattFusionReactor.png|120px]] | | Heavy Fusion Reactor Farm<br>[[File:Station T3 TerawattFusionReactor.png|120px]] | ||
| +250 Crew<br>+ | | +250 Crew<br>+900 Power | ||
|} | |} | ||
Revision as of 02:45, 8 May 2025
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.
Life Support
Each human at a hab requires 0.35 water, 0.35 volatiles, and 0.1 money per year. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money per month. (This cost is normally included in the listed upkeep for each module.)
Stations
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 (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core.
Stations use the following core modules. They require the council engineering project with the same name to be constructed.
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.
Colliders can only be built in orbit.
Antimatter Capture
Antimatter capture modules can only be constructed in orbits that have antimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.
Note that antimatter stats in an orbit are given in micrograms per year, whereas the units of production for most other production facilities are given in units of dekatons per month. That means that each point of antimatter in an orbit is 1/120,000,000,000,000 units per month, or 8.3 femto-units, even with the 100% efficient Antimatter Farm doing the harvesting. Since the largest antimatter value in the solar system is Mimas, at 880, this means that the best possible production from an antimatter capture facility is is 7.3 pico-units per month.
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.
Bases
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.
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. Going over it will require paying extra MC cost. This limit start at 3 mines it is then raised by 3 with the Mission to the Moon tech and by 6 by each tech Mission to Mars/the Asteroids/Jupiter/Saturn/the Outer Planets for a maximum of 36 mines. This can then be raised further with every level of Future Tech: Space Science.
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.
Power Modules
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet's shadow.
Experimental update (v 0.4.53)
All solar modules have roughly 2x baseline production as current.
Modules orbiting space bodies receive a penalty based on how much of their orbit they are in the planet's shadow. For Earth LEO, it's about a 25% penalty. So an LEO T1 solar is going to be 15 power sted the old 10.
Power plants on planetary surfaces receive 50% power because of night. Asteroids receive 60%, which is a simple way of portraying that you can build solar panels high enough on small, low-gravity bodies that they'll catch rays that would be beyond the horizon for larger bodies. Power plants very close to Mercury's poles also get extra solar. We might do the more complex version of the bonuses in the future. This puts lunar and Mars surface solar back where they started, at 10 for a T1 solar at Luna.
Power plants still receive reduced production in atmosphere (which really only matters on Mars.)
L-1, L-3, L-4 and L-5 points get full solar. L-2 varies whether the orbit around the point is in the planetary shadow, but Mercury, Venus and Earth L-2s all receive full solar.
Modules on or above moons receive an additional penalty for how often the moon is inside the planet's shadow. Until I can figure out more complex versions of this, it only affects planets + moon combos with very low inclination relative to the Sun. Ultimately I think this only hits gas giant moons where solar isn't particularly tenable anyways, so I don't think this is terribly relevant, but it's there for completeness.
- Farm modules will only eliminate water and volatiles consumption of actual crew, not all hab support.
- Doubled power output and increased mass of fission/fusion plants.
- Increased power consumption of antimatter-manufacturing modules, information and energy labs, and ship-construction facilities.
Defense Modules
Defense modules house weapons to defend habs and prevent enemy Assault Hab fleet operations.
When built on bases they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser) and will fire at fleets that begin bombardment. They upgrade automatically when new global techs are researched.
When built on stations 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). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock weapons are researched.
Administration Modules
Administration modules help with faction management. Each hab may only have one administration module.
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.
Civilian Modules
Civilian Modules must be constructed either in stations in Earth or Luna orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.
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.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


