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<i>This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.</i> | |||
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 {{icon|cooperate}}[[The Academy]], {{icon|resist}}[[The Resistance]], {{icon|escape}}[[Project Exodus]], etc. | |||
Habs have a support cost drawn from space resources. If those are insufficient, then {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|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 {{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 == | |||
Some locations have {{icon|radiation|bgcolor=DarkSlateGray}}dangerous levels of natural radiation, and modules built in the location needs extra {{icon|metal}}base metals to protect crew and equipment from radiation. For example, every location on Mercury has {{icon|radiation|bgcolor=DarkSlateGray}}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 {{icon|metal}}20 base metal cost. | |||
== Stations == | == Stations == | ||
[[File:Orbital.JPG|thumb|320px|Station]] | [[File:Orbital.JPG|thumb|320px|Station]] | ||
| Line 11: | Line 30: | ||
! Module | ! Module | ||
! Tier | ! Tier | ||
! | ! Crew | ||
! | ! width=1% | Module Sites | ||
! Mass (tons) | |||
! Build Time (days) | |||
! Support Costs | |||
! Build Cost (from Earth) | |||
! Build Cost (from space) | |||
|- | |- | ||
| align="center" | Platform Core<br>[[File:Station T1 PlatformCore.png|80px]] | | align="center" | Platform Core<br>[[File:Station T1 PlatformCore.png|80px]] | ||
| 1 | | 1 | ||
| | | 3 | ||
| 2 | | 4 | ||
| 15 | |||
| 30 | |||
| 2 Mission Control<br>2 Money | |||
| 10 Money | |||
| 0.75 Volatiles<br>0.75 Base Metals | |||
|- | |- | ||
| align="center" | Orbital Core<br>[[File:Station T2 OrbitalCore.png|80px]] | | align="center" | Orbital Core<br>[[File:Station T2 OrbitalCore.png|80px]] | ||
| 2 | | 2 | ||
| | | 15 | ||
| 3 | | 12 | ||
| 75 | |||
| 60 | |||
| 3 Mission Control<br>10 Money | |||
| 90 Money | |||
| 3.8 Volatiles<br>3.8 Base Metals | |||
|- | |- | ||
| align="center" | Ring Core<br>[[File:Station T3 RingCore.png|80px]] | | align="center" | Ring Core<br>[[File:Station T3 RingCore.png|80px]] | ||
| 3 | | 3 | ||
| | | 75 | ||
| 4 | | 20 | ||
| 600 | |||
| 90 | |||
| 4 Mission Control<br>20 Money | |||
| 720 Money | |||
| 30 Volatiles<br>30 Base Metals | |||
|- | |- | ||
| align="center" | Automated Platform Core<br>[[File:Station T1 PlatformCore.png|80px]] | | align="center" | Automated Platform Core<br>[[File:Station T1 PlatformCore.png|80px]] | ||
| 1 | | 1 | ||
| 0 | | 0 | ||
| 1 | | 4 | ||
| 20 | |||
| 30 | |||
| 1 Mission Control | |||
| 20 Money | |||
| 0.5 Volatiles<br>1.4 Base Metals<br> 0.1 Noble Metals | |||
|} | |} | ||
| Line 144: | Line 188: | ||
| | | | ||
|} | |} | ||
== Bases == | |||
[[File:HabDesigner.JPG|thumb|320px|Base]] | |||
{{icon|base}}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. | |||
{| class="wikitable" | |||
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) | |||
|- | |||
| align="center" | Outpost Core<br>[[File:Base T1 OutpostCore.png|80px]] | |||
| 1 | |||
| 5 | |||
| 20 | |||
| 30 | |||
| 2 Mission Control<br>3 Money | |||
| 15 Money | |||
| 1 Volatiles<br>1 Base Metals | |||
|- | |||
| align="center" | Settlement Core<br>[[File:Base T2 SettlementCore.png|80px]] | |||
| 2 | |||
| 25 | |||
| 100 | |||
| 60 | |||
| 3 Mission Control<br>10 Money | |||
| 120 Money | |||
| 5 Volatiles<br>5 Base Metals | |||
|- | |||
| align="center" | Colony Core<br>[[File:Base T3 ColonyCore.png|80px]] | |||
| 3 | |||
| 125 | |||
| 800 | |||
| 90 | |||
| 4 Mission Control<br>20 Money | |||
| 960 Money | |||
| 40 Volatiles<br>40 Base Metals | |||
|- | |||
| align="center" | Automated Outpost Core<br>[[File:Base T1 OutpostCore.png|80px]] | |||
| 1 | |||
| 0 | |||
| 20 | |||
| 30 | |||
| 1 Mission Control | |||
| 24 Money | |||
| 0.8 Volatiles<br>1 Base Metals<br>0.2 Noble 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 are modified by [[Habs#Mining_modifier|mining modifier]]. | |||
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. | |||
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. | |||
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...<br> | |||
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ... | |||
{| class="wikitable" | |||
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)<br>(Base value) !! Build Time (days) !! Required Power<br>(Base value) !! Support Costs !! Build Cost from space<br>(Base value) | |||
|- | |||
| align="center" | Outpost Mining Complex<br>[[File:Base T1 OutpostMiningComplex.png|170px]] | |||
| 1 | |||
| 100% | |||
| 12 | |||
| 250 | |||
| 60 | |||
| 10 | |||
| 6 Money<br>1 Water<br>1 Volatiles | |||
| 2.5 Water(10%)<br>2.5 Volatiles(10%)<br>19.75 Base Metals(79%)<br>0.25 Noble Metals(1%) | |||
|- | |||
| align="center" | Settlement Mining Complex<br>[[File:Base T2 SettlementMiningComplex.png|170px]] | |||
| 2 | |||
| 150% | |||
| 60 | |||
| 1250 | |||
| 120 | |||
| 40 | |||
| 30 Money<br>3 Water<br>3 Volatiles | |||
| 12.5 Water(10%)<br>12.5 Volatiles(10%)<br>98.75 Base Metals(79%)<br>1.25 Noble Metals(1%) | |||
|- | |||
| align="center" | Colony Mining Complex<br>[[File:Base T3 ColonyMiningComplex.png|170px]] | |||
| 3 | |||
| 200% | |||
| 200 | |||
| 10000 | |||
| 240 | |||
| 200 | |||
| 60 Money<br>5 Water<br>5 Volatiles | |||
| 100 Water(10%)<br>100 Volatiles(10%)<br>790 Base Metals(79%)<br>10 Noble Metals(1%) | |||
|- | |||
| align="center" | Automated Mining Complex<br>[[File:Base T1 OutpostMiningComplex.png|170px]] | |||
| 1 | |||
| 125% | |||
| 0 | |||
| 175 | |||
| 30 | |||
| 12 | |||
| 1 Water<br>1 Volatiles | |||
| 1.75 Water(10%)<br>2.625 Volatiles(15%)<br>12.6 Base Metals(72%)<br>0.525 Noble Metals(3%) | |||
|} | |||
==== Mining modifier ==== | |||
This modifier is applied to the mining module's mass and {{icon|power consumption}}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. | |||
{| class="wikitable" | |||
! 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. | |||
{| 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 | |||
|- | |||
| Supply Depot<br>[[File:Station T1 SupplyDepot.png|100px]] | |||
| Allows ships to resupply<br>+3 Crew<br>-0 Power | |||
| colspan=4 align=center | cannot be upgraded | |||
|- | |||
| Space Dock<br>[[File:Station T1 ConstructionModule.png|100px]] | |||
| Allows ships to resupply<br>Shortens prospecting time<br>Enables ship construction<br>+40 Crew<br>-20 Power | |||
| Shipyard<br>[[File:Station T2 Shipyard.png|100px]] | |||
| Allows ships to resupply<br>Shortens prospecting time<br>Enables ship construction (faster speed)<br>+120 Crew<br>-80 Power | |||
| Spaceworks<br>[[File:Station T3 Spaceworks.png|100px]] | |||
| Allows ships to resupply<br>Shortens prospecting time<br>Enables ship construction (fastest speed)<br>+400 Crew<br>-240 Power | |||
|- | |||
| Construction Module<br>[[File:Station T1 SpaceDock.png|100px]] | |||
| Allows founding tier 1 habs<br>+6 Crew<br>+10% Construction Speed<br>-10 Power<br>-1 Water<br>-1 Volatiles<br>-3 Basic Metals<br>-0.25 Noble Metals | |||
| Nanofactory<br>[[File:Station T2 Nanofactory.png|100px]] | |||
| Allows founding tier 1-2 habs<br>+30 Crew<br>+25% Construction Speed<br>+1% Materials Research<br>-40 Power<br>+90 Money if hab isn't constructing modules<br>-10 Money otherwise <br>+2% Economy priority effect if in Earth orbit (max +30%)<br>-3 Water<br>-3 Volatiles<br>-10 Basic Metals<br>-1 Noble Metals | |||
| Nanofacturing Complex<br>[[File:Station T3 NanofacturingComplex.png|100px]] | |||
| Allows founding tier 1-3 habs<br>+150 Crew<br>+40% Construction Speed<br>+2% Materials Research<br>-120 Power<br>+300 Money if hab isn't constructing modules<br>-20 Money otherwise<br>+5% Economy priority effect if in Earth orbit (max +30%)<br>-10 Water<br>-10 Volatiles<br>-30 Basic Metals<br>-3 Noble Metals | |||
|- | |||
| Quarters<br>[[File:Station T1 Quarters.png|100px]] | |||
| +3 Control Space Asset Defense<br>+3 Money<br>+2 Influence<br>+50 Crew<br>-2 Power<br>''• destroying is atrocity'' | |||
| Residential Module<br>[[File:Station T2 ResidentialModule.png|100px]] | |||
| +6 Control Space Asset Defense<br>+12 Money<br>+6 Influence<br>+500 Crew<br>-15 Power<br>-1 Boost<br>''• destroying is atrocity'' | |||
| Civilian Complex<br>[[File:Station T3 CivilianComplex.png|100px]] | |||
| +12 Control Space Asset Defense<br>+40 Money<br>+12 Influence<br>+2500 Crew<br>-120 Power<br>-3 Boost<br>''• destroying is atrocity'' | |||
|- | |||
| Hydroponics Bay<br>[[File:Station T1 HydroponicsBay.png|100px]] | |||
| Remove Water and Volatiles upkeep for up to 60 Crew<br>+1 Crew<br>-10 Power | |||
| Farm<br>[[File:Station T2 Farm.png|100px]] | |||
| Remove Water and Volatiles upkeep for up to 600 Crew<br>+5 Crew<br>-40 Power | |||
| Agriculture Complex<br>[[File:Station T3 AgricultureComplex.png|100px]] | |||
| Remove Water and Volatiles upkeep for up to 3000 Crew<br>+25 Crew<br>-120 Power | |||
|- | |||
| Marine Platoon Barracks<br>[[File:Station T1 MarinePlatoonBarracks.png|100px]] | |||
| Enables Assault Enemy Space Asset missions (strength 2)<br>Protects against Assault Enemy Space Asset missions<br>+30 Crew<br>+5 Ops<br>-5 Power | |||
| Marine Company Barracks<br>[[File:Station T2 MarineCompanyBarracks.png|100px]] | |||
| Enables Assault Enemy Space Asset missions (strength 6)<br>Protects against Assault Enemy Space Asset missions (x4)<br>+150 Crew<br>+12 Ops<br>-20 Power | |||
| Marine Battalion Barracks<br>[[File:Station T3 MarineBattalionBarracks.png|100px]] | |||
| Enables Assault Enemy Space Asset missions (strength 15)<br>Protects against Assault Enemy Space Asset missions (x14)<br>+750 Crew<br>+30 Ops<br>-60Power | |||
|- | |||
| colspan=2 align=center | built from tier 2 | |||
| Skunkworks<br>[[File:Station T2 SkunkWorks.png|100px]] | |||
| +20 Crew<br>+1 Council Engineering Project Slots<br>-30 Power | |||
| Foundry<br>[[File:Station T3 Foundry.png|100px]] | |||
| +100 Crew<br>+2 Council Engineering Project Slots<br>-90 Power | |||
|- | |||
| colspan=2 align=center | built from tier 2 | |||
| Research Campus<br>[[File:Station T2 ResearchCampus.png|100px]] | |||
| +200 Crew<br>+60 Research<br>-30 Power<br>-1 Mission Control<br>''• destroying is atrocity'' | |||
| Research University<br>[[File:Station T3 ResearchUniversity.png|100px]] | |||
| +1000 Crew<br>+200 Research<br>-90 Power<br>-2 Mission Control<br>''• destroying is atrocity'' | |||
|- | |||
| colspan=2 align=center | built from tier 2 | |||
| Operations Center<br>[[File:Station T2 OperationsCenter.png|100px]] | |||
| +50 Crew<br>+1 Mission Control<br>-40 Power | |||
| Command Center<br>[[File:Station T3 CommandCenter.png|100px]] | |||
| +250 Crew<br>+2 Mission Control<br>-120 Power | |||
|} | |||
=== Power Modules === | |||
Power Modules produce {{icon|power|bgcolor=DarkSlateGray}}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 -> {{icon|power|bgcolor=DarkSlateGray}}183 power. | |||
{| class="wikitable" | |||
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 | |||
|- | |||
! Module !! Effects !! Module !! Effects !! Module !! Effects | |||
|- | |||
| Solar Collector<br>[[File:Station T1 SolarCollector.png|120px]] | |||
| +1 Crew<br>+20 power per 1 Solar power module multiplier | |||
| Solar Array<br>[[File:Station T2 SolarArray.png|120px]] | |||
| +5 Crew<br>+80 power per 1 Solar power module multiplier | |||
| Solar Farm<br>[[File:Station T3 SolarFarm.png|120px]] | |||
| +25 Crew<br>+240 power per 1 Solar power module multiplier | |||
| | |||
|- | |||
| Fission Pile<br>[[File:Station T1 FissionPile.png|120px]] | |||
| +4 Crew<br>+20 Power | |||
| Fission Reactor Array<br>[[File:Station T2 FissionReactorArray.png|120px]] | |||
| +20 Crew<br>+85 Power | |||
| Fission Reactor Farm<br>[[File:Station T3 FissionReactorFarm.png|120px]] | |||
| +100 Crew<br>+250 Power | |||
| | |||
|- | |||
| Heavy Fission Pile<br>[[File:Station T1 HeavyFissionPile.png|120px]] | |||
| +4 Crew<br>+30 Power | |||
| Heavy Fission Reactor Array<br>[[File:Station T2 HeavyFissionReactorArray.png|120px]] | |||
| +20 Crew<br>+128 Power | |||
| Heavy Fission Reactor Farm<br>[[File:Station T3 HeavyFissionReactorFarm.png|120px]] | |||
| +100 Crew<br>+375 Power | |||
| | |||
|- | |||
| Fusion Pile<br>[[File:Station T1 FusionPile.png|120px]] | |||
| +5 Crew<br>+40 Power | |||
| Fusion Reactor Array<br>[[File:Station T2 FusionReactorArray.png|120px]] | |||
| +25 Crew<br>+170 Power | |||
| Fusion Reactor Farm<br>[[File:Station T3 FusionReactorFarm.png|120px]] | |||
| +125 Crew<br>+500 Power | |||
|- | |||
| Heavy Fusion Pile | |||
| +10 Crew<br>+70 Power | |||
| Heavy Fusion Reactor Array | |||
| +50 Crew<br>+300 Power | |||
| Heavy Fusion Reactor Farm<br>[[File:Station T3 TerawattFusionReactor.png|120px]] | |||
| +150 Crew<br>+900 Power | |||
|} | |||
==== Experimental update (v 0.4.53) ==== | |||
<blockquote>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.</blockquote > | |||
=== 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: {{icon|energy}}Arc lasers, {{icon|energy}}Phased-Array Lasers, {{icon|military}}Visible Combat Lasers, {{icon|military}}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. | |||
{| class="wikitable" | |||
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) | |||
|- | |||
| Point Defense Array<br>[[File:Station T1 PointDefenseArray.png|80px]] | |||
| 1 | |||
| Small | |||
| 3 | |||
| 150 | |||
| 10 | |||
| 2 Money<br>0.1 Base Metals | |||
| 145 Money | |||
| 3.3 Volatiles<br>11.4 Base Metals<br>0.3 Noble Metals | |||
|- | |||
| Layered Defense Array<br>[[File:Station T2 LayeredDefenseArray.png|80px]] | |||
| 2 | |||
| Medium | |||
| 15 | |||
| 750 | |||
| 40 | |||
| 10 Money<br>1 Base Metals<br>0.5 Noble Metals | |||
| 725 Money | |||
| 16.5 Volatiles<br>57 Base Metals<br>1.5 Noble Metals | |||
|- | |||
| Battlestations<br>[[File:Station T3 Battlestations.png|80px]] | |||
| 3 | |||
| Large | |||
| 75 | |||
| 6000 | |||
| 240 | |||
| 30 Money<br>3 Base Metals<br>1 Noble Metals | |||
| 5.8K Money | |||
| 132 Volatiles<br>456 Base Metals<br>12 Noble Metals | |||
|} | |||
=== Administration Modules === | |||
Administration modules help with faction management. Each hab may only have one administration module. | |||
{| class="wikitable" | |||
! Module !! Tier !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) | |||
|- | |||
| Administration Tower<br>[[File:Station T2 AdministrationTower.png|80px]] | |||
| 2 | |||
| 1 | |||
| 10 | |||
| 200 | |||
| 150 | |||
| 30 | |||
| 1 Boost<br>21.5 Money<br>0.1 Base Metals | |||
| 120 | |||
| 1.2 Water<br>6 Volatiles<br>7.5 Base Metals<br>0.3 Noble Metals | |||
|- | |||
| Administration Complex<br>[[File:Station T3 AdministrationComplex.png|80px]] | |||
| 3 | |||
| 2 | |||
| 30 | |||
| 1000 | |||
| 750 | |||
| 120 | |||
| 3 Boost<br>100 Money<br>1 Base Metals | |||
| 600 | |||
| 6 Water<br>30 Volatiles<br>37.5 Base Metals<br>1.5 Noble Metals | |||
|} | |||
=== 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. | |||
{| 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 | |||
|- | |||
| Energy Lab<br>[[File:Station T1 EnergyLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+3% Energy Research<br>-8 Power<br>+3% Boost priority effect if in Earth orbit (max +30%) | |||
| Energy Research Center<br>[[File:Station T2 EnergyResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+10% Energy Research<br>-32 Power<br>+6% Boost priority effect if in Earth orbit (max +30%) | |||
| Energy Institute<br>[[File:Station T3 EnergyInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+25% Energy Research<br>-96 Power<br>+10% Boost priority effect if in Earth orbit (max +30%) | |||
|- | |||
| Information Science Lab<br>[[File:Station T1 InformationScienceLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+3% Information Science Research<br>-6 Power<br>+3% Knowledge priority effect if in Earth orbit (max +30%) | |||
| Information Science Research Center<br>[[File:Station T2 InformationScienceResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+10% Information Science Research<br>-24 Power<br>+6% Knowledge priority effect if in Earth orbit (max +30%) | |||
| Information Science Institute<br>[[File:Station T3 InformationScienceInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+25% Information Science Research<br>-72 Power<br>+10% Knowledge priority effect if in Earth orbit (max +30%) | |||
|- | |||
| Life Science Lab<br>[[File:Station T1 LifeScienceLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+3% Life Science Research<br>-5 Power<br>+3% Welfare priority effect if in Earth orbit (max +30%) | |||
| Life Science Research Center<br>[[File:Station T2 LifeScienceResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+10% Life Science Research<br>-20 Power<br>+6% Welfare priority effect if in Earth orbit (max +30%) | |||
| Life Science Institute<br>[[File:Station T3 LifeScienceInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+25% Life Science Research<br>-60 Power<br>+10% Welfare priority effect if in Earth orbit (max +30%) | |||
|- | |||
| Materials Lab<br>[[File:Station T1 MaterialsLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+3% Materials Research<br>-5 Power<br>+3% Military priority effect if in Earth orbit (max +30%) | |||
| Materials Research Center<br>[[File:Station T2 MaterialsResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+10% Materials Research<br>-20 Power<br>+6% Military priority effect if in Earth orbit (max +30%) | |||
| Materials Institute<br>[[File:Station T3 MaterialsInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+25% Materials Research<br>-60 Power<br>+10% Military priority effect if in Earth orbit (max +30%) | |||
|- | |||
| Military Science Lab<br>[[File:Station T1 MilitaryScienceLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+3% Military Science Research<br>-5 Power<br>+0.03 Miltech if in Earth orbit (max +0.3) | |||
| Military Science Research Center<br>[[File:Station T2 MilitaryScienceResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+10% Military Science Research<br>-20 Power<br>+0.06 Miltech if in Earth orbit (max +0.3) | |||
| Military Science Institute<br>[[File:Station T3 MilitaryScienceInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+25% Military Science Research<br>-60 Power<br>+0.1 Miltech if in Earth orbit (max +0.3) | |||
|- | |||
| Space Science Lab<br>[[File:Station T1 SpaceScienceLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+3% Space Science Research<br>-5 Power<br>+3% Mission Control priority effect if in Earth orbit (max +30%) | |||
| Space Science Research Center<br>[[File:Station T2 SpaceScienceResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+10% Space Science Research<br>-20 Power<br>+6% Mission Control priority effect if in Earth orbit (max +30%) | |||
| Space Science Institute<br>[[File:Station T3 SpaceScienceInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+25% Space Science Research<br>-60 Power<br>+10% Mission Control priority effect if in Earth orbit (max +30%) | |||
|- | |||
| Xenology Lab<br>[[File:Station T1 XenologyLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+10% Xenology Science Research<br>-5 Power<br>+1 Alien Detection if in Earth orbit (max +9) | |||
| Xenoscience Research Center<br>[[File:Station T2 XenoscienceResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+25% Xenology Science Research<br>-20 Power<br>+2 Alien Detection if in Earth orbit (max +9) | |||
| Xenoscience Institute<br>[[File:Station T3 XenoscienceInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+50% Xenology Science Research<br>-60 Power<br>+3 Alien Detection if in Earth orbit (max +9) | |||
|} | |||
=== 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. | |||
{| 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 | |||
|- | |||
| Tourist Berth<br>[[File:Station T1 TouristBerth.png|100px]] | |||
| +1 Crew<br>+12 Money<br>+1 Influence<br>-3 Power<br>''• stations only''<br>''• destroying is atrocity'' | |||
| Space Hotel<br>[[File:Station T2 SpaceHotel.png|100px]] | |||
| +100 Crew<br>+80 Money<br>+2 Influence<br>-30 Power<br>-3 Boost<br>''• stations only''<br>''• destroying is atrocity'' | |||
| Space Resort<br>[[File:Station T3 SpaceResort.png|100px]] | |||
| +500 Crew<br>+250 Money<br>+5 Influence<br>-90 Power<br>-6 Boost<br>''• stations only''<br>''• destroying is atrocity'' | |||
|- | |||
| Social Science Lab<br>[[File:Station T1 SocialScienceLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+3% Social Science Research<br>-3 Power<br>+1 Public Campaign strength if in Earth orbit (max +9) | |||
| Social Science Research Center<br>[[File:Station T2 SocialScienceResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+10% Social Science Research<br>-12 Power<br>+2 Public Campaign strength if in Earth orbit (max +9) | |||
| Social Science Institute<br>[[File:Station T3 SocialScienceInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+25% Social Science Research<br>-36 Power<br>+3 Public Campaign strength if in Earth orbit (max +9) | |||
|- | |||
| Broadcast Outlet<br>[[File:Station T1 BroadcastOutlet.png|100px]] | |||
| +5 Crew<br>+5 Influence<br>-8 Power | |||
| Communications Hub<br>[[File:Station T2 CommunicationsHub.png|100px]] | |||
| +25 Crew<br>+12 Influence<br>-32 Power<br>+1% Unity priority effect if in Earth orbit (max +30%) | |||
| Media Center<br>[[File:Station T3 MediaCenter.png|100px]] | |||
| +125 Crew<br>+30 Influence<br>-96 Power<br>+2% Unity priority effect if in Earth orbit (max +30%) | |||
|- | |||
| colspan=2 align=center | built from tier 2 | |||
| Medical Center<br>[[File:Station T2 OrbitalHospital.png|100px]] | |||
| +120 Crew<br>+60 Money<br>+2.5% Life Science Research<br>-30 Power<br>-1.5 Boost<br>''• destroying is atrocity'' | |||
| Space Hospital<br>[[File:Station T3 GeriatricsFacility.png|100px]] | |||
| +600 Crew<br>+250 Money<br>+2.5% Life Science Research<br>-90 Power<br>-3 Boost<br>''• destroying is atrocity'' | |||
|} | |||
=== Deep Space Telesope === | |||
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] 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 borders 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 == | |||
{| class="wikitable sortable" | |||
|+ Different Hab Capture Methods and Success Level | |||
|- | |||
! 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 | |||
|- | |||
| rowspan=2 | 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 | |||
|} | |||
{| class="wikitable" | |||
|+ Rewards and Penalties for Capturing a Human Hab | |||
|- | |||
! Reward or Penalty Category !! Reward Amount !! Valid Success Levels | |||
|- | |||
| colspan=2 | Reveal all Target Councilors to Capturing Faction || All | |||
|- | |||
| colspan=2 | Release every {{MissionIcon|Detain}}[[Detain]]ed Councilor of every Faction on Hab || All | |||
|- | |||
| rowspan=6 | Gain Intel on Target Faction || 2 × Hab Tier || -1 | |||
|- | |||
| 5 × Hab Tier || 0 | |||
|- | |||
| 10 × Hab Tier || 1 | |||
|- | |||
| 15 × Hab Tier || 2 | |||
|- | |||
| 20 × Hab Tier || 3 | |||
|- | |||
| 30 × Hab Tier || 4 | |||
|- | |||
| colspan=2 | Destroy All Story Modules || All | |||
|- | |||
| colspan=2 | Destroy All Marine Modules || -1, 0, 1, 3 | |||
|- | |||
| Destroy Other Non-Core Modules || 10% Chance × (4 - Success Level) Each || -1, 0, 1, 3 | |||
|- | |||
| Sabotage Project Research of Target Faction || Success Level × 3 Months of Hab Research {{icon|research|bgcolor=transparent|size=20px}} Output || 1, 2, 3, 4 | |||
|- | |||
| Capturing Faction Gains Bonus Research {{icon|research|bgcolor=transparent|size=20px}} || Amount Sabotaged from Target Faction || 1, 2, 3, 4 | |||
|- | |||
| Apply {{MissionIcon|Defend Interests}}[[Defend Interests]] on Hab || Duration: Success Level × 1.5 Months || 2, 4 | |||
|- | |||
| colspan=2 | If Hab produces Research {{icon|research|bgcolor=transparent|size=20px}}, then instantly complete a random Project that Capturing Faction can Steal from Target Faction || 2, 3, 4 | |||
|} | |||
See [[Aliens#Alien_Habs]] for the rewards given when capturing an alien hab. | |||
{{Mechanics_Navbox}} | |||
Revision as of 22:06, 19 August 2025
This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see Hab Module List instead.
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, then
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,
Mission to the Asteroids,
Mission to Jupiter,
Mission to Saturn, and
Mission to the Outer Planets techs 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.
Each additional mine beyond the initial limit has an escalating
Mission Control (MC) cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0.
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...
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 borders 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 |
| Reward or Penalty Category | Reward Amount | Valid Success Levels |
|---|---|---|
| Reveal all Target Councilors to Capturing Faction | All | |
| Release every |
All | |
| Gain Intel on Target Faction | 2 × Hab Tier | -1 |
| 5 × Hab Tier | 0 | |
| 10 × Hab Tier | 1 | |
| 15 × Hab Tier | 2 | |
| 20 × Hab Tier | 3 | |
| 30 × Hab Tier | 4 | |
| Destroy All Story Modules | All | |
| Destroy All Marine Modules | -1, 0, 1, 3 | |
| Destroy Other Non-Core Modules | 10% Chance × (4 - Success Level) Each | -1, 0, 1, 3 |
| Sabotage Project Research of Target Faction | Success Level × 3 Months of Hab Research |
1, 2, 3, 4 |
| Capturing Faction Gains Bonus Research |
Amount Sabotaged from Target Faction | 1, 2, 3, 4 |
| Apply |
Duration: Success Level × 1.5 Months | 2, 4 |
| If Hab produces Research |
2, 3, 4 | |
See Aliens#Alien_Habs for the rewards given when capturing an alien hab.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


