Habs: Difference between revisions
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== Life Support == | == Life Support == | ||
Each human at a hab requires {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money ''per year''. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money ''per month''. | Each human at a hab requires {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money ''per year''. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money ''per month''. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews in the hab. | ||
== Radiation Shielding == | == Radiation Shielding == | ||
Revision as of 17:49, 31 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(MC), 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. Agricultural module covers
and
upkeep of certain number of crews in the hab.
Radiation Shielding
Some locations have
dangerous levels of natural radiation, and modules built in the location needs extra
base metals to protect crew and equipment from radiation. For example, every location on Mercury has
2x radiation modifier, which means the total mass of a module becomes double the amount of normal value and the difference is paid with base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional
20 base metal cost.
Stations
Stations are built in an orbit. You can build various modules on them to get benefits, and some modules have additional benefits if the station is in one of the Earth's interface orbits.
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. Those two factions start with innate
boost income to support the upkeep of those staion.
A hostile fleet may board or destroy the station. But if the station has defense module(s), the hostile fleet should fight a battle first and destroy the defense module(s). When destroying undefended station, it takes 15 minutes per each tier of the module to destroy a module.
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.
The amount of natural antimatter production is so small that it is in practice useless. For example, medium earth orbit has 33a monthly output, which is 0.000000000000000033 units of antimatter per month with the 100% efficient Antimatter Farm doing the harvesting. The largest antimatter value in the solar system is medium Saturn orbit at 2p, which is 0.000000000002.
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. A hab site should be surveyed first to build a base. Surveying can be done with a prospector probe or a ship with science module.
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 are modified by mining modifier.
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 is raised by 3 with the
Mission to the Moon tech and
Mission to the Mercury tech.
Mission to Mars/the Asteroids/Jupiter/Saturn/the Outer Planets tech increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of
Future Tech: Space Science.
Mining modifier
This modifier is applied to the mining module's mass and
power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 393.
Mining modifier is increased by several factors, which are: escape velocity of the celestial body, atmosphere of the celestial body, escape velocity from the planet it's orbiting at the body's orbit (if the celestial body is a moon), escape velocity from the sun at its orbit (does not count if luna), and the distance from the Sun to the celestial body.
The table below shows mining modifiers on notable celestial bodies.
| Celestial Body | Mining Modifier |
|---|---|
| Luna | 0.5077 |
| Mars | 0.9342 |
| Ceres | 0.7699 |
| Mercury | 1.9641 |
| Callisto | 0.9123 |
| Io | 1.4960 |
| Titan | 0.8865 |
| Pluto | 1.5029 |
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 have different output defending on the solar power module multiplier of the location. Low Earth orbit 1 has a multiplier of 0.762, so a Solar Farm on LEO 1 station would produce 240*0.762 = 182.88 ->
183 power.
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 surface bases they house 2 surface-to-orbit laser cannons and will fire at fleets that begin bombardment. They upgrade automatically when one of those global techs are researched:
Arc lasers,
Phased-Array Lasers,
Visible Combat Lasers,
Ultraviolet Combat Lasers.
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 (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull 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.
Capturing Habs
| Success Level | Capture Method | Can Happen to Alien Habs? |
|---|---|---|
| -1 | Normal Success on a Marine Assault. | Yes |
| 0 | Critical Success on a Marine Assault. | Yes |
| 1 | Normal Success on a Councilor Assault Enemy Space Asset mission. | Yes |
| 2 | Normal Success on a Councilor Control Space Asset mission. | No |
| Hab defects to faction in a random event. | No | |
| 3 | Critical Success on a Councilor Assault Enemy Space Asset mission. | Yes |
| 4 | Critical Success on a Councilor Control Space Asset mission. | No |
| 5 | Hab traded to faction. | No |
See Aliens#Alien_Habs for the rewards given when capturing an alien hab.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


