Boost: Difference between revisions
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# | {{TV|Boost}} is a [[Resources#Faction_Resources|resource]] used to represent the movement of goods and people from the surface of the [[Earth]] into space. It is a critical resource in the early game, often playing a large role in the initial race to colonize [[Luna]] and [[Mars]], but it also has a number of uses in the late game as well. | ||
== Gaining Boost == | |||
Boost can be gained from [[nations]] and [[orgs]], and it can also be acquired by [[trade]] with other [[factions]]. | |||
=== Boost from [[Nations]] === | |||
Boost is most often produced by [[Nations]] who have completed the {{TV|found space program}} priority, or who are in a [[federation]] with another nation that has. | |||
Whenever the {{TV|boost priority}} is completed, a random region in the nation is selected to increase its {{TV|boost}} production. This random selection is heavily weighted to favor the regions that already produce the most {{TV|boost}}, with a slight preference for regions that would gain more {{TV|boost}} production when selected. It also heavily prefers regions that are not currently occupied by war enemies. | |||
The amount of {{TV|boost}} production a region gains depends on the latitude of its [[Launch Complex]]. Specifically, the region's annual boost production increases by 0.4 - (Launch Complex Latitude / 250), and since latitudes are rounded to the nearest 5, this means that boost output is effectively rounded to the nearest 0.02. The worst regions are Iceland and Arkhangelsk, whose latitudes of 65 mean that each only gains {{TV|boost|0.14}} to annual production when selected. The best regions are the 26 regions with Launch Facilities that are practically on the Equator: each gains {{TV|boost|0.4}} to annual production when selected. See [[Region List]] for a full list of [[Regions]] and how much {boost each gains per {{TV|boost priority}} completion. | |||
==== Distributing Boost ==== | |||
Nations in a [[federation]] share their boost with each other, using a formula that is heavily skewed towards the largest nations. All boost in the federation is added up, and then each nation gets a share that is proportional to (the number of its control points) ^ 3. If a nation is not in a federation, its boost is kept for itself. | |||
* This is most notable for {{icon|KAZ}}[[KAZ|Kazakhstan]], especially in [[2022]]. The Baikonur Cosmodrome is one of the largest launch facilities on Earth, and their federation with {{icon|RUS}}[[RUS|Russia]] results in Russia getting most of the benefit from this. (It is very common for players to rush Kazakhstan and de-federate it as soon as possible, to maximize boost income without needing to take Russia.) | |||
A nation's boost is divided evenly between the owners of its [[Control Points]]. | |||
=== Boost from [[Orgs]] === | |||
Various orgs can give Boost when equipped. These orgs are available for purchase on the market: | |||
{{#invoke:OrgLister|ListRestrictedOrgs|Not Match,chanceIncomeBoost,|Greater Than,incomeBoost,0|Not Match,allowedOnMarket,false}} | |||
These faction-linked orgs also give boost. Project Exodus Engineers is the main {{TV|Exodus}} faction organization, and the others are available via the [[Narrative_Event_List#Faction_Events|Space Mogul event]]. | |||
{{#invoke:OrgLister|ListRestrictedOrgs|Not Match,chanceIncomeBoost,|Greater Than,incomeBoost,0|Match,allowedOnMarket,false}} | |||
== Using Boost == | |||
=== Space Construction === | |||
Boost is primarily used in the early game for setting up your faction's initial [[space mining]] [[habs]], typically on [[Luna]] or [[Mars]] (except in the {{TV|2003}} scenario, where it will typically be an automated mine on an [[Other Asteroids|asteroid]] instead). Even after your initial mines are operating, it can also be used to deal with any resource shortages that may arise. | |||
One unit of boost will move ten tons (one unit) of [[resources]] from the surface of [[Earth]] to low Earth orbit. Boost can be used to move resources any distance, but the cost increases sharply as you move further from Earth. The formula is based on actual orbital calculations, the same as [[spaceships]] use for travel, so the exhaust velocity of the drive is equally important for minimizing fuel needs. | |||
The following projects assist with using Boost outside LEO with higher speed/efficiency: | |||
* {{icon|space}}[[Solid-Fuel Space Rockets]]: 2.6 kps exhaust velocity | |||
* {{icon|space}}[[Liquid-Fuel Space Rockets]]: 3.3 kps exhaust velocity | |||
* {{icon|space}}[[Cryogenic-Fuel Space Rockets]]: 4.44 kps exhaust velocity | |||
* {{icon|space}}[[Interplanetary Chemical Rockets]]: 5.6 kps exhaust velocity | |||
* {{icon|energy}}[[High Thrust Probes]]: +100% probe speed | |||
* {{icon|energy}}[[Space Tugs]]: +11.1% delivery speed (=90% delivery time) | |||
* {{icon|energy}}[[Solar Steamers]]: Delivery time penalty for being outside ideal launch window reduced by 25% | |||
* {{icon|energy}}[[Nuclear Freighters]]: 10 kps exhaust velocity, +17.6% delivery speed (=85% delivery time) | |||
* {{icon|space}}[[Advanced Chemical Rockets]]: 21.6 kps exhaust velocity | |||
* {{icon|energy}}[[Fusion Freighters]]: +66.7% delivery speed (=60% delivery time) | |||
=== Boost for [[Hab]] Upkeep === | |||
Some hab modules require Boost as a form of upkeep for operating the module. | |||
{| class="wikitable" | |||
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 | |||
|- | |||
! width=1% | Module | |||
! Effects | |||
! width=1% | Module | |||
! Effects | |||
! width=1% | Module | |||
! Effects | |||
|- | |||
| colspan=2 align=center | No Boost cost for Quarters | |||
| Residential Module<br>[[File:Station T2 ResidentialModule.png|100px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Residential Module|true|true|true|true|list}} | |||
| Civilian Complex<br>[[File:Station T3 CivilianComplex.png|100px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Civilian Complex|true|true|true|true|list}} | |||
|- | |||
| Administration Node <br>[[File:AdministrationNode.png|80px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Administration Node|true|true|true|true|list}} | |||
| Administration Tower<br>[[File:Station T2 AdministrationTower.png|80px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Administration Tower|true|true|true|true|list}} | |||
| Administration Complex<br>[[File:Station T3 AdministrationComplex.png|80px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Administration Complex|true|true|true|true|list}} | |||
|- | |||
| Tourist Berth<br>[[File:Station T1 TouristBerth.png|100px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Tourist Berth|true|true|true|true|list}} | |||
| Space Hotel<br>[[File:Station T2 SpaceHotel.png|100px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Hotel|true|true|true|true|list}} | |||
| Space Resort<br>[[File:Station T3 SpaceResort.png|100px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Resort|true|true|true|true|list}} | |||
|- | |||
| colspan=2 align=center | built from tier 2 | |||
| Medical Center<br>[[File:Station T2 OrbitalHospital.png|100px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Medical Center|true|true|true|true|list}} | |||
| Space Hospital<br>[[File:Station T3 GeriatricsFacility.png|100px]] | |||
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Hospital|true|true|true|true|list}} | |||
|} | |||
=== [[Orgs]] with Boost upkeep === | |||
All random orgs that give bonuses to [[space mining]] require Boost as an upkeep cost. | |||
{{#invoke:OrgLister|ListRestrictedOrgs|Not Match,chanceIncomeBoost,|Less Than,incomeBoost,0}} | |||
=== Other Boost Costs === | |||
* Rescuing [[crew]] when scttling [[spaceships]] can cost boost, if there are not enough other ships nearby to rescue the stranded crew. | |||
* The Combat Astronaut [[trait]] costs 10 [[XP]], 100 {{icon|money}}, 1 {{icon|ops}}, and 1 {{icon|boost}}. | |||
* Certain [[events]] cost boost and/or damage boost income. | |||
{{Resources Navbox}} | |||
Latest revision as of 07:21, 14 September 2026
Boost is a resource used to represent the movement of goods and people from the surface of the Earth into space. It is a critical resource in the early game, often playing a large role in the initial race to colonize Luna and Mars, but it also has a number of uses in the late game as well.
Gaining Boost
Boost can be gained from nations and orgs, and it can also be acquired by trade with other factions.
Boost from Nations
Boost is most often produced by Nations who have completed the
Found Space Program Priority priority, or who are in a federation with another nation that has.
Whenever the
Boost Priority is completed, a random region in the nation is selected to increase its
Boost production. This random selection is heavily weighted to favor the regions that already produce the most
Boost, with a slight preference for regions that would gain more
Boost production when selected. It also heavily prefers regions that are not currently occupied by war enemies.
The amount of
Boost production a region gains depends on the latitude of its Launch Complex. Specifically, the region's annual boost production increases by 0.4 - (Launch Complex Latitude / 250), and since latitudes are rounded to the nearest 5, this means that boost output is effectively rounded to the nearest 0.02. The worst regions are Iceland and Arkhangelsk, whose latitudes of 65 mean that each only gains 0.14
Boost to annual production when selected. The best regions are the 26 regions with Launch Facilities that are practically on the Equator: each gains 0.4
Boost to annual production when selected. See Region List for a full list of Regions and how much {boost each gains per
Boost Priority completion.
Distributing Boost
Nations in a federation share their boost with each other, using a formula that is heavily skewed towards the largest nations. All boost in the federation is added up, and then each nation gets a share that is proportional to (the number of its control points) ^ 3. If a nation is not in a federation, its boost is kept for itself.
- This is most notable for
Kazakhstan, especially in 2022. The Baikonur Cosmodrome is one of the largest launch facilities on Earth, and their federation with
Russia results in Russia getting most of the benefit from this. (It is very common for players to rush Kazakhstan and de-federate it as soon as possible, to maximize boost income without needing to take Russia.)
A nation's boost is divided evenly between the owners of its Control Points.
Boost from Orgs
Various orgs can give Boost when equipped. These orgs are available for purchase on the market:
| Org Stars |
Stats and Missions | Bonuses and Resource Incomes | Affinities and Requirements | Purchase Cost |
|---|---|---|---|---|
| 3 |
2% |
Washington Government |
200 | |
| 50%: 1 to 2 |
1% |
Affinity: Banned: Cybernetics |
500 to 1000 | |
| 4 to 5 |
3% |
Affinity: Advanced Chemical Rocketry |
2000 to 3000 | |
| Random Aerospace31 |
50%: 6% to 8% |
Affinity: Next-Generation Aerospace |
600 to 800 | |
| Random Aerospace21 |
35%: 4% to 6% |
Affinity: Advanced Chemical Rocketry |
400 to 500 | |
| Random Aerospace13 |
25%: 2% to 4% |
Next-Generation Aerospace |
250 to 550 | |
| 1 |
2% to 3% |
Affinity: Mission to Mars |
1000 to 1500 | |
| 1 |
2% |
Affinity: Banned: Space Commerce |
1250 to 1750 | |
| 2 |
2% |
Affinity: Banned: Advanced Chemical Rocketry Stockholm |
350 to 600 | |
| 3 |
1 |
Affinity: Banned: Applied Artificial Intelligence |
1000 to 2000 | |
| Random Aerospace33 |
20%: 4 |
25%: 2% to 4% |
Networked Global Defense |
2000 to 2500 |
| 3 to 4 |
50%: 1 to 15 |
Affinity: Banned: Space Mining and Refining Dallas |
350 to 600 | |
| 3 to 4 |
2% |
Affinity: Banned: Advanced Chemical Rocketry |
350 to 700 | |
| 2 |
2% to 3% |
750 to 1000 | ||
| 3 |
3% |
Affinity: Banned: Ad Astra |
1500 to 2500 | |
| 2 |
25%: 1% to 2% |
Affinity: Banned: Advanced Chemical Rocketry |
250 to 500 | |
| Random Aerospace23 |
25%: 2% to 4% |
Terrestrial Military Science |
600 to 1200 | |
| Random Aerospace11 |
20%: 2% to 4% |
Affinity: |
250 to 300 |
These faction-linked orgs also give boost. Project Exodus Engineers is the main
Project Exodus faction organization, and the others are available via the Space Mogul event.
| Org Stars |
Stats and Missions | Bonuses and Resource Incomes | Affinities and Requirements | Purchase Cost |
|---|---|---|---|---|
| 5% |
Affinity: Banned: Not on Market |
|||
| 5% |
Affinity: Banned: Not on Market |
|||
| 5% |
Affinity: Banned: Not on Market |
|||
| 5% |
Affinity: Banned: Not on Market |
|||
| 3 |
5% |
Affinity: Banned: Not on Market |
||
| 5% |
Affinity: Banned: Not on Market |
|||
| 5% |
Affinity: Banned: Not on Market |
|||
| 5% |
Affinity: Banned: Not on Market |
Using Boost
Space Construction
Boost is primarily used in the early game for setting up your faction's initial space mining habs, typically on Luna or Mars (except in the
2003 scenario, where it will typically be an automated mine on an asteroid instead). Even after your initial mines are operating, it can also be used to deal with any resource shortages that may arise.
One unit of boost will move ten tons (one unit) of resources from the surface of Earth to low Earth orbit. Boost can be used to move resources any distance, but the cost increases sharply as you move further from Earth. The formula is based on actual orbital calculations, the same as spaceships use for travel, so the exhaust velocity of the drive is equally important for minimizing fuel needs.
The following projects assist with using Boost outside LEO with higher speed/efficiency:
Solid-Fuel Space Rockets: 2.6 kps exhaust velocity
Liquid-Fuel Space Rockets: 3.3 kps exhaust velocity
Cryogenic-Fuel Space Rockets: 4.44 kps exhaust velocity
Interplanetary Chemical Rockets: 5.6 kps exhaust velocity
High Thrust Probes: +100% probe speed
Space Tugs: +11.1% delivery speed (=90% delivery time)
Solar Steamers: Delivery time penalty for being outside ideal launch window reduced by 25%
Nuclear Freighters: 10 kps exhaust velocity, +17.6% delivery speed (=85% delivery time)
Advanced Chemical Rockets: 21.6 kps exhaust velocity
Fusion Freighters: +66.7% delivery speed (=60% delivery time)
Boost for Hab Upkeep
Some hab modules require Boost as a form of upkeep for operating the module.
| Tier 1 | Tier 2 | Tier 3 | |||
|---|---|---|---|---|---|
| Module | Effects | Module | Effects | Module | Effects |
| No Boost cost for Quarters | Residential Module |
Build cost: 3 Monthly expenses: 3 Monthly income: 12 Special Rule:
|
Civilian Complex |
Build cost: 24 Monthly expenses: 10 Monthly income: 40 Special Rule:
| |
| Administration Node |
Build cost: 0.24 Monthly expenses: 10 Special Rule:
|
Administration Tower |
Build cost: 1.2 Monthly expenses: 30 Monthly income: 1 Special Rule:
|
Administration Complex |
Build cost: 9.6 Monthly expenses: 90 Monthly income: 2 Special Rule:
|
| Tourist Berth |
Build cost: 0.23 Monthly expenses: 0.2 Monthly income: 20 Special Rule:
|
Space Hotel |
Build cost: 7.5 Monthly expenses: 3 Monthly income: 120 Special Rule:
|
Space Resort |
Build cost: 60 Monthly expenses: 10 Monthly income: 400 Special Rule:
|
| built from tier 2 | Medical Center |
Build cost: 29.6 Monthly expenses: 5 Monthly income: 90 Special Rule:
|
Space Hospital |
Build cost: 236.8 Monthly expenses: 15 Monthly income: 300 Special Rule:
| |
Orgs with Boost upkeep
All random orgs that give bonuses to space mining require Boost as an upkeep cost.
| Org Stars |
Stats and Missions | Bonuses and Resource Incomes | Affinities and Requirements | Purchase Cost |
|---|---|---|---|---|
| Random SpaceMining12 |
2% |
Affinity: Space Commerce |
1000 to 1500 | |
| Random SpaceMining11 |
1% |
Affinity: Industrialization of Space |
500 to 750 | |
| Random SpaceMining13 |
3% |
Affinity: Integrated Earth-Space Economy |
1500 to 2000 |
Other Boost Costs
- Rescuing crew when scttling spaceships can cost boost, if there are not enough other ships nearby to rescue the stranded crew.
- The Combat Astronaut trait costs 10 XP, 100
, 1
, and 1
. - Certain events cost boost and/or damage boost income.
| Terra Invicta Resources | |
|---|---|
| Faction Resources | |
| Basic Space Resources | |
| Advanced Space Resources | |


