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=== Civilian Modules ===
=== Civilian Modules ===
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at leaat 50000 population. They cannot be build in irradiated locations.
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.
{| class="wikitable"
{| class="wikitable"
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3

Revision as of 23:35, 12 November 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.

Life Support

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 18 960 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.

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%

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

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.