Control Point Capacity: Difference between revisions
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== Hab Modules == | == Hab Modules == | ||
{{#invoke:HabModuleLister| | {{#invoke:HabModuleLister|ListRestrictedHabModules|Not Match,alienModule,true|Not Match,controlPointCapacity,0|Not Match,controlPointCapacity,}} | ||
== Events == | == Events == | ||
Revision as of 05:12, 19 January 2026
This page provides a list of all sources of
Control Point Capacity. For information on the mechanics, see Nations or Resources instead
Campaign Settings
See Game_Options for details on how the initial
Control Point Capacity for each Faction is calculated.
Councilors
Every point of
Administration,
Persuasion, or
Command on a Councilor that is not
Detained adds 1 point of
Control Point Capacity.
Orgs
Orgs do not add
Control Point Capacity directly. They only help by improving Councilor attributes.
Traits
Traits do not add
Control Point Capacity directly. They only help by improving Councilor attributes.
Hab Modules
| Hab Module | Build Cost | Monthly Upkeep | Monthly Income | Special |
|---|---|---|---|---|
Administration Complex
|
9.6 Mass: 1200 tons |
90 |
2 |
|
Administration Node
|
0.24 Mass: 30 tons |
10 |
| |
Administration Tower
|
1.2 Mass: 150 tons |
30 |
1 |
|
Events
Events do not add
Control Point Capacity.
Techs
Techs do not add
Control Point Capacity.


