Solar System: Difference between revisions

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[[File:Solar_System_1.png|thumb|320px|Top view of the Solar System up to the Asteroid Belt at the beginning of the campaign]]
[[File:Solar_System_1.png|thumb|320px|Top view of the Solar System up to the Asteroid Belt at the beginning of the campaign]]
Terra Invicta models the larger bodies in [[Earth]]'s Solar System out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond [[Neptune]].
Terra Invicta [[Game Options#Solar system|models]] the larger bodies in [[Earth]]'s '''Solar System''' out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond [[Neptune]].


The Solar System also includes Lagrange Points as locations [[Fleets]] may travel to. These are stable anchorages created by the confluence of gravity between two [[Celestial Bodies]] and marked on the map with geometric shapes.
The Solar System also includes Lagrange Points as locations [[Fleets]] may travel to. These are stable anchorages created by the equilibrium of gravity between two [[Celestial Bodies]] and marked on the map with geometric shapes.


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== Gameplay and Mechanics ==
== Gameplay and Mechanics ==
All space bodies and Lagrange Points have one or more circular orbits around them where [[Factions]] can send [[Fleets]] and build a limited number of [[Habs|space stations]]. Fleets don't require any propellant to remain in their position in an orbit.
The number of objects in the solar system is chosen at the start of a new game. Regardless of the option chosen, all planets, moons, dwarf planets and major asteroids will be present.


Orbits close to a space body's surface are called interface orbits. These are orbits fleets can travel to in order to land or bombard targets on the surface. Around Earth, some hab modules grant bonuses if they are in an interface orbit as they provide greater benefits to the surface.
=== Orbits ===
All space bodies and Lagrange Points have one or more stable '''orbits''' around them, pre-defined by the game, and where [[factions]] can locate [[fleets]] and build a limited number of [[Habs#Stations|space stations]]. Fleets and stations don't require any propellant to remain in their position in a stable orbit.


Higher-altitude orbits typically cost less Delta-V to launch from to reach other moons and planetary systems.
Orbits close to a space body's surface are called interface orbits. These are orbits fleets can travel to in order to land or [[Fleets#Orbital_Bombardment|bombard]] targets on the surface. Around Earth, some hab modules grant bonuses only if they are in an interface orbit, providing greater benefits to the surface.


A few orbits also produce small amounts of {{icon|antimatter|bgcolor=DarkSlateGray}}antimatter that may be harvested with hab modules you can develop.
Higher-altitude orbits typically cost less delta-v (Δv) when launching from them to reach other moons and planetary systems. This concept is also known as "escape velocity".


The number of objects in the solar system is chosen at the start of a new game. Regardless of the option chosen all planets, moons, planetoids and major asteroids will be present.
A few orbits also produce small amounts of {{icon|antimatter|bgcolor=DarkSlateGray}} [[Resources|antimatter]] that may be harvested with hab modules that can be [[Technology|researched]].
 
The game models gravity for all space maneuvers, and technically stable orbits not pre-defined by the game, and decaying orbits, are possible to achieve. However, this will rarely occur unintentionally through normal gameplay.
 
=== Lagrange Points ===
[[File:Lagrange Screen01.png|thumb|320px|alt=An in-game top-down view of Luna and Earth in orbit, showing the positions of their five Lagrange points|The Earth-Luna system's Legrange points in Terra Invicta]]
Normally, two celestial bodies exert an unbalanced gravitational force at any given point between them, requiring a stable orbit to maintain a constant distance without the application of delta-v. An exception to this are '''Lagrange points'''.
 
Lagrange points are a location in an orbital system where gravitational forces and centrifugal forces between two celestial bodies are in equilibrium, creating a relative but consistent coordinate between two bodies where zero (null) gravity is constantly experienced.
 
For any ''planet'' and their ''planetary sattelite''(s), five Lagrange points are always possible (L1 to L5). For example, this means Earth, which has a moon but also orbits [[Sol|the Sun]], has five Lagrange points for the Earth-Luna orbital system, and another five for the Earth-Sun.
 
Terra Invicta does not provide defined Lagrange points for dwarf planets and their satellites, for asteroids and asteroidal satellites, or for comets and centaurs.
 
{{bodyIcon|L1}} L1, {{bodyIcon|L2}} L2 and {{bodyIcon|L3}} L3, always correspond to a line drawn through two celestial bodies in orbit, each providing a single stable "halo orbit". {{bodyIcon|L4}} L4 and {{bodyIcon|L5}} L5 will always correspond to a point following or preceding the orbital path of the less massive body, providing a stable leading and trailing "trojan orbit" respectively.
 
Objects at Lagrange points always require zero delta-v to remain in position, and also have an effective escape velocity of zero. This means that as a rule of thumb, they are very likely to be the most efficient locations to launch ships or probes to any given destination from, especially when targeting locations within their respective orbital system.
 
If a [[Solar Mirror]], [[Automated Solar Mirror]] or [[Solar Array]] is built on a space station in orbit of any {{bodyIcon|L1}} L1, {{bodyIcon|L4}} L4 or {{bodyIcon|L5}} L5 location between a planet and one of its moons, it will provide a bonus to solar energy production for any bases using solar power modules on that planet or that moon. The {{bodyIcon|L1}} L1 between a planet and the Sun will apply this bonus to all bases in that planetary system.


=== Hab Sites ===
=== Hab Sites ===
With the exception of the hellish world of [[Venus]], and the gas giants [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]], all space bodies have at least one [[Habs|hab]] site where factions may build a base with a mine and other modules. Larger bodies will have up to 25 hab sites, depending on their size.
With the exception of the Sun, the hellish world of [[Venus]], and the gas giants [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]], all space bodies have at least one [[Habs|hab]] site where factions may build a [[Habs#Bases|base]] (a hab on the surface of a body) by constructing any apllicable "core" module at that site. Planets and other larger bodies will have up to 25 hab sites able to build {{BodyIcon|Tier 3}} Tier 3 base modules, and this number will decrease roughly in proportion to a body's diameter. Smaller bodies are also more likely to only allow contruction of {{bodyIcon|Tier 1}} Tier 1 or {{bodyIcon|Tier 2}} Tier 2 modules.


When a mine is built, a hab site will provide certain space resources to the faction that controls the mine. The type of resources generally depends on the composition of the space body.
==== Mining ====
When a [[Habs#Mining Complexes|mine]] module is constructed, a base will continuously output a quantity of one or more [[resources]] to the faction that controls the mine. The type of resources generally depends on the composition of the space body.


When first viewing the Solar System, factions will only have estimates of the space resources a mine at a particular hab site can provide. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.
When first viewing the Solar System, factions will only have estimates of the mining potential of a particular hab site. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.


==== Prospecting ====
==== Prospecting ====
To build a [[Habs#Bases|base]], a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal the exact mining output values of available hab sites.
To build a base, a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal the exact mining output values of available hab sites.


Prospecting can be conducted by a probe launched from [[Earth]] or from a [[Spaceships#Construction|shipyard]] at a hab, or by [[Spaceships|ships]] equipped with a [[Mobile Space Science Lab]] module. Prospecting data may also be stolen from other factions using {{MissionIcon|Turn}}[[Turn Councilor|turned councilors]], or shared with an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].
Prospecting can be conducted by a probe launched from [[Earth]] or from a [[Spaceships#Construction|shipyard]] at a hab, or by [[Spaceships|ships]] equipped with a [[Mobile Space Science Lab]] module. Prospecting data may also be stolen from other factions using {{MissionIcon|Turn}} [[Turn Councilor|turned councilors]], or shared with an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].


Each planet requires a separate Space Science [[Technology]] to prospect. Moons are unlocked by their parent planets, except for [[Luna]] which requires a separate but cheaper technology.
Each planet, with the exception of [[Mission to the Outer Planets|Neptune and Uranus]] requires a separate Space Science [[technology]] to prospect it and its satellites. The asteroid belt also needs a [[Mission to the Asteroids|specific technology]] to begin prospecting there. Moons are unlocked by their parent planets, except for [[Luna]] which requires a separate but cheaper technology.


=== Ship Interactions in the Solar System ===
=== Ship Interactions in the Solar System ===
Orbital bodies provide an important role for spacefaring vessels when travelling. Depending on the Delta-V of a vessel, travel might be carried out by "hopping" between bodies for resupply, thus making their position crucial, while at the same time several maneuvers such as aerobraking and other utilizations of celestial bodies to "pivot" on a journey can be enabled by the player when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing the factions' interests.
Orbital bodies provide an important role for space faring vessels when travelling. Depending on the Delta-V of a vessel, travel might be carried out by "hopping" between bodies for resupply, thus making their position crucial, while at the same time several maneuvers such as aero-braking and other utilizations of celestial bodies to "pivot" on a journey can be enabled by the player when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing the factions' interests.
 
== See also ==
* [[Celestial Bodies]]
* [[Habs]]
 
=== External Links ===
* [https://en.wikipedia.org/wiki/Delta-v Delta-v] (Wikipedia)
* [https://en.wikipedia.org/wiki/Escape_velocity Escape velocity] (Wikipedia)
* [https://en.wikipedia.org/wiki/Lagrange_point Lagrange point] (Wikipedia)


{{Celestial Bodies Navbox}}
{{Celestial Bodies Navbox}}
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[[Category: Solar System]]
[[Category: Solar System]]
[[Category: Major Articles]]

Revision as of 18:43, 15 December 2025

Top view of the Solar System up to the Asteroid Belt at the beginning of the campaign

Terra Invicta models the larger bodies in Earth's Solar System out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond Neptune.

The Solar System also includes Lagrange Points as locations Fleets may travel to. These are stable anchorages created by the equilibrium of gravity between two Celestial Bodies and marked on the map with geometric shapes.

Gameplay and Mechanics

The number of objects in the solar system is chosen at the start of a new game. Regardless of the option chosen, all planets, moons, dwarf planets and major asteroids will be present.

Orbits

All space bodies and Lagrange Points have one or more stable orbits around them, pre-defined by the game, and where factions can locate fleets and build a limited number of space stations. Fleets and stations don't require any propellant to remain in their position in a stable orbit.

Orbits close to a space body's surface are called interface orbits. These are orbits fleets can travel to in order to land or bombard targets on the surface. Around Earth, some hab modules grant bonuses only if they are in an interface orbit, providing greater benefits to the surface.

Higher-altitude orbits typically cost less delta-v (Δv) when launching from them to reach other moons and planetary systems. This concept is also known as "escape velocity".

A few orbits also produce small amounts of antimatter antimatter that may be harvested with hab modules that can be researched.

The game models gravity for all space maneuvers, and technically stable orbits not pre-defined by the game, and decaying orbits, are possible to achieve. However, this will rarely occur unintentionally through normal gameplay.

Lagrange Points

An in-game top-down view of Luna and Earth in orbit, showing the positions of their five Lagrange points
The Earth-Luna system's Legrange points in Terra Invicta

Normally, two celestial bodies exert an unbalanced gravitational force at any given point between them, requiring a stable orbit to maintain a constant distance without the application of delta-v. An exception to this are Lagrange points.

Lagrange points are a location in an orbital system where gravitational forces and centrifugal forces between two celestial bodies are in equilibrium, creating a relative but consistent coordinate between two bodies where zero (null) gravity is constantly experienced.

For any planet and their planetary sattelite(s), five Lagrange points are always possible (L1 to L5). For example, this means Earth, which has a moon but also orbits the Sun, has five Lagrange points for the Earth-Luna orbital system, and another five for the Earth-Sun.

Terra Invicta does not provide defined Lagrange points for dwarf planets and their satellites, for asteroids and asteroidal satellites, or for comets and centaurs.

The L1 Lagrange point L1, The L2 Lagrange point L2 and The L3 Lagrange point L3, always correspond to a line drawn through two celestial bodies in orbit, each providing a single stable "halo orbit". The L4 Lagrange point L4 and The L5 Lagrange point L5 will always correspond to a point following or preceding the orbital path of the less massive body, providing a stable leading and trailing "trojan orbit" respectively.

Objects at Lagrange points always require zero delta-v to remain in position, and also have an effective escape velocity of zero. This means that as a rule of thumb, they are very likely to be the most efficient locations to launch ships or probes to any given destination from, especially when targeting locations within their respective orbital system.

If a Solar Mirror, Automated Solar Mirror or Solar Array is built on a space station in orbit of any The L1 Lagrange point L1, The L4 Lagrange point L4 or The L5 Lagrange point L5 location between a planet and one of its moons, it will provide a bonus to solar energy production for any bases using solar power modules on that planet or that moon. The The L1 Lagrange point L1 between a planet and the Sun will apply this bonus to all bases in that planetary system.

Hab Sites

With the exception of the Sun, the hellish world of Venus, and the gas giants Jupiter, Saturn, Uranus, and Neptune, all space bodies have at least one hab site where factions may build a base (a hab on the surface of a body) by constructing any apllicable "core" module at that site. Planets and other larger bodies will have up to 25 hab sites able to build This space body is large enough to support up to Tier 3 habitats Tier 3 base modules, and this number will decrease roughly in proportion to a body's diameter. Smaller bodies are also more likely to only allow contruction of This space body is large enough to support up to Tier 1 habitats Tier 1 or This space body is large enough to support up to Tier 2 habitats Tier 2 modules.

Mining

When a mine module is constructed, a base will continuously output a quantity of one or more resources to the faction that controls the mine. The type of resources generally depends on the composition of the space body.

When first viewing the Solar System, factions will only have estimates of the mining potential of a particular hab site. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.

Prospecting

To build a base, a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal the exact mining output values of available hab sites.

Prospecting can be conducted by a probe launched from Earth or from a shipyard at a hab, or by ships equipped with a Mobile Space Science Lab module. Prospecting data may also be stolen from other factions using Turn Councilor turned councilors, or shared with an Intel Sharing Agreement.

Each planet, with the exception of Neptune and Uranus requires a separate Space Science technology to prospect it and its satellites. The asteroid belt also needs a specific technology to begin prospecting there. Moons are unlocked by their parent planets, except for Luna which requires a separate but cheaper technology.

Ship Interactions in the Solar System

Orbital bodies provide an important role for space faring vessels when travelling. Depending on the Delta-V of a vessel, travel might be carried out by "hopping" between bodies for resupply, thus making their position crucial, while at the same time several maneuvers such as aero-braking and other utilizations of celestial bodies to "pivot" on a journey can be enabled by the player when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing the factions' interests.

See also

External Links