Hab Module List

From Terra Invicta Official Wiki

This page presents a list of all hab modules in Terra Invicta, as well as their stats. For a discussion of the game mechanics for habs see Habs instead.

New Try

Hab Module Build Cost Monthly Upkeep Monthly Income Special
Deep Space Telescope 6 volatiles 12 base metals 2 noble metals 90 Days
Mass: 200 tons
3 money 20 Power consumption 15 Crew 5 research
Automated Outpost Core 0.8 volatiles 1 base metals 0.2 noble metals 30 Days
Mass: 20 tons
1 mission control
  • Max one per Hab.
Solar Farm 12 volatiles 45 base metals 3 noble metals 90 Days
Mass: 600 tons
5 money 25 Crew 240 Power
  • PowerPower scales with proximity to Sun.
Broadcast Outlet 1.05 volatiles 1.8 base metals 0.15 noble metals 30 Days
Mass: 30 tons
4 money 5 Power consumption 5 Crew 1 money 4 influence
  • Adds +1 strength to our Public Campaigns if in Earth interface orbit. Capped at +9.
  • Need ≥10000 system Populationpopulation.
  • Cannot be built in irradiated locations.
Social Science Lab 0.38 volatiles 1.13 base metals 30 Days
Mass: 15 tons
3 money 4 Power consumption 3 Crew 5 research
Research University 120 water 240 volatiles 400 base metals 40 noble metals 240 Days
Mass: 8000 tons
100 money 10 water 10 volatiles 150 Power consumption 2 mission control 1000 Crew 200 research
  • Need ≥50000 system Populationpopulation.
Materials Lab 0.04 water 0.68 volatiles 0.88 base metals 0.4 noble metals 30 Days
Mass: 20 tons
2 money 0.1 base metals 0.1 noble metals 6 Power consumption 3 Crew 5 research
Colony Core 40 volatiles 40 base metals 90 Days
Mass: 800 tons
20 money 4 mission control 125 Crew
  • Max one per Hab.
Quarters 0.6 water 1.8 volatiles 3.6 base metals 30 Days
Mass: 60 tons
0.1 water 0.1 volatiles 2 Power consumption 50 Crew 3 money 2 influence
Space Science Research Center 3 volatiles 6.5 base metals 0.5 noble metals 90 Days
Mass: 100 tons
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Climate Lab 0.4 volatiles 1.5 base metals 0.1 noble metals 30 Days
Mass: 20 tons
2 money 5 Power consumption 3 Crew 5 research
Heavy Fusion Reactor Farm 24 water 36 volatiles 103.2 base metals 72 noble metals 4.8 fissiles 240 Days
Mass: 2400 tons
36 money 10 water 6 volatiles 1 base metals 1 noble metals 0.2 fissiles 150 Crew 900 Power
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Automated Fission Pile 0.23 water 0.9 volatiles 1.43 base metals 0.3 noble metals 0.15 fissiles 30 Days
Mass: 30 tons
0.5 water 0.05 fissiles 20 Power
Fusion Reactor Farm 12 water 18 volatiles 51.6 base metals 36 noble metals 2.4 fissiles 180 Days
Mass: 1200 tons
30 money 10 water 6 volatiles 0.1 fissiles 125 Crew 500 Power
Life Science Research Center 0.5 water 7 volatiles 2.4 base metals 0.1 noble metals 90 Days
Mass: 100 tons
6 money 1 water 1 volatiles 20 Power consumption 25 Crew 10 research
Listening Post 0.25 volatiles 1.88 base metals 0.38 noble metals 45 Days
Mass: 25 tons
5 money 10 Power consumption 8 Crew 1 ops
Helium-3 Mine 12 water 36 volatiles 120 base metals 72 noble metals 180 Days
Mass: 2400 tons
30 money 2 water 2 volatiles 10 base metals 1.5 noble metals 300 Power consumption 3 mission control 75 Crew
  • Harvest He3.
  • Need gas giant orbit.
  • Need interface orbit.
  • Cannot depower.
  • Max one per Hab.
Tourist Berth 0.23 water 0.38 volatiles 0.9 base metals 30 Days
Mass: 15 tons
0.2 boost 3 Power consumption 2 Crew 20 money
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).
Energy Research Center 2 volatiles 7.4 base metals 0.5 noble metals 0.1 fissiles 90 Days
Mass: 100 tons
6 money 3 volatiles 0.1 base metals 0.1 noble metals 0.005 fissiles 40 Power consumption 20 Crew 10 research
Xenoscience Research Center 3 volatiles 6.5 base metals 0.5 noble metals 90 Days
Mass: 100 tons
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew 10 research
Antimatter Trap 0.1 water 0.5 volatiles 1 base metals 0.4 noble metals 30 Days
Mass: 20 tons
2 money 0.1 base metals 0.03 noble metals 5 Power consumption 2 Crew 5 research
Operations Center 10 volatiles 75 base metals 15 noble metals 180 Days
Mass: 1000 tons
30 money 5 volatiles 5 base metals 2.5 noble metals 100 Power consumption 200 Crew 4 mission control
  • Max one per Hab.
Ring Core 40 volatiles 40 base metals 90 Days
Mass: 800 tons
20 money 4 mission control 75 Crew
  • Max one per Hab.
Layered Defense Array 11 volatiles 38 base metals 1 noble metals 90 Days
Mass: 500 tons
10 money 1 volatiles 1 base metals 0.5 noble metals 40 Power consumption 15 Crew
Space Resort 60 water 100 volatiles 240 base metals 180 Days
Mass: 4000 tons
10 water 5 volatiles 6 boost 90 Power consumption 1000 Crew 400 money 5 influence
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).
Xenology Lab 0.6 volatiles 1.3 base metals 0.1 noble metals 30 Days
Mass: 20 tons
2 money 10 Power consumption 3 Crew 5 research
Life Science Institute 4 water 56 volatiles 19.2 base metals 0.8 noble metals 180 Days
Mass: 800 tons
18 money 3 water 3 volatiles 60 Power consumption 125 Crew 15 research
Life Science Lab 0.1 water 1.4 volatiles 0.48 base metals 0.02 noble metals 30 Days
Mass: 20 tons
2 money 0.5 water 0.5 volatiles 5 Power consumption 3 Crew 5 research
Supercollider 120 volatiles 280 base metals 320 noble metals 80 fissiles 360 Days
Mass: 8000 tons
120 money 30 water 30 volatiles 20 base metals 20 noble metals 10 fissiles 750 Power consumption 100 Crew 10 research 0.1 antimatter
Command Center 80 volatiles 600 base metals 120 noble metals 240 Days
Mass: 8000 tons
100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Heavy Fission Reactor Array 2 water 4 volatiles 10 base metals 3 noble metals 1 fissiles 90 Days
Mass: 200 tons
8 money 2 water 1 volatiles 0.3 fissiles 20 Crew 128 Power
Orbital Core 5 volatiles 5 base metals 60 Days
Mass: 100 tons
10 money 3 mission control 15 Crew
  • Max one per Hab.
Research Campus 15 water 30 volatiles 50 base metals 5 noble metals 180 Days
Mass: 1000 tons
30 money 3 water 3 volatiles 50 Power consumption 1 mission control 200 Crew 60 research
  • Need ≥10000 system Populationpopulation.
Solar Mirror Array 2.5 volatiles 17.5 base metals 5 noble metals 90 Days
Mass: 250 tons
5 money 1 base metals 0.1 noble metals 4 Power consumption 5 Crew
  • Add 6 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
Civilian Complex 24 water 72 volatiles 144 base metals 120 Days
Mass: 2400 tons
10 water 6 volatiles 2 base metals 1 boost 120 Power consumption 2500 Crew 40 money 10 influence
Space Hotel 7.5 water 12.5 volatiles 30 base metals 90 Days
Mass: 500 tons
3 water 2 volatiles 3 boost 30 Power consumption 200 Crew 120 money 2 influence
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).
Space Dock 1.6 volatiles 5.6 base metals 0.8 noble metals 45 Days
Mass: 80 tons
1 base metals 0.1 noble metals 20 Power consumption 40 Crew
Reconnaissance Array 1.25 volatiles 9.38 base metals 1.88 noble metals 120 Days
Mass: 125 tons
15 money 1 volatiles 1 base metals 0.1 noble metals 40 Power consumption 40 Crew 2 ops
Automated Platform Core 0.5 volatiles 1.4 base metals 0.1 noble metals 30 Days
Mass: 20 tons
1 mission control
  • Max one per Hab.
Hydroponics Bay 6 water 5.4 volatiles 0.6 base metals 30 Days
Mass: 120 tons
10 Power consumption 1 Crew
  • Removes Hab watervolatiles upkeep for up to 120 Crew
  • Cannot depower.
Point Defense Array 2.2 volatiles 7.6 base metals 0.2 noble metals 30 Days
Mass: 100 tons
2 money 0.1 volatiles 0.1 base metals 10 Power consumption 3 Crew
Fission Reactor Array 1 water 2 volatiles 5.5 base metals 1 noble metals 0.5 fissiles 90 Days
Mass: 100 tons
6 money 2 water 1 volatiles 0.2 fissiles 20 Crew 85 Power
Battlestations 88 volatiles 304 base metals 8 noble metals 180 Days
Mass: 4000 tons
30 money 3 volatiles 3 base metals 1 noble metals 240 Power consumption 75 Crew
Spaceworks 64 volatiles 224 base metals 32 noble metals 240 Days
Mass: 3200 tons
10 base metals 1 noble metals 240 Power consumption 400 Crew
Argus Complex 10 volatiles 75 base metals 15 noble metals 240 Days
Mass: 1000 tons
30 money 3 volatiles 3 base metals 0.3 noble metals 120 Power consumption 200 Crew 3 ops
Foundry
  • Upgrades: Skunkworks
  • Project: Foundry
20 water 80 volatiles 220 base metals 80 noble metals 180 Days
Mass: 4000 tons
30 money 10 volatiles 10 base metals 1 noble metals 90 Power consumption 250 Crew 2 projects
Materials Research Center 0.2 water 3.4 volatiles 4.4 base metals 2 noble metals 90 Days
Mass: 100 tons
6 money 1 water 1 volatiles 1 base metals 0.5 noble metals 24 Power consumption 25 Crew 10 research
Farm
  • Upgrades: Hydroponics Bay
  • Project: Farm
30 water 27 volatiles 3 base metals 90 Days
Mass: 600 tons
40 Power consumption 5 Crew
  • Removes Hab watervolatiles upkeep for up to 600 Crew
  • Cannot depower.
Marine Platoon Barracks 2.4 volatiles 9.36 base metals 0.24 noble metals 30 Days
Mass: 120 tons
3 money 1 volatiles 1 base metals 0.1 noble metals 5 Power consumption 30 Crew 2 ops
  • Marine combat scoreMarine strength can be used offensively.
  • Add 10 Marine combat scoreMarine Strengthmarine strength as T1 Marines.
  • Cannot depower.
Fusion Pile 0.3 water 0.45 volatiles 1.29 base metals 0.9 noble metals 0.06 fissiles 30 Days
Mass: 30 tons
3 money 1 water 0.5 volatiles 0.02 fissiles 5 Crew 40 Power
Solar Mirror 0.5 volatiles 3.5 base metals 1 noble metals 30 Days
Mass: 50 tons
1 money 0.1 base metals 0.03 noble metals 1 Power consumption 1 Crew
  • Add 2 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
Marine Battalion Barracks 96 volatiles 374.4 base metals 9.6 noble metals 180 Days
Mass: 4800 tons
30 money 3 volatiles 3 base metals 0.3 noble metals 60 Power consumption 750 Crew 12 ops
  • Marine combat scoreMarine strength can be used offensively.
  • Add 40 Marine combat scoreMarine Strengthmarine strength as T3 Marines.
  • Cannot depower.
Residential Module 3 water 9 volatiles 18 base metals 60 Days
Mass: 300 tons
3 water 1 volatiles 1 base metals 0.5 boost 15 Power consumption 500 Crew 12 money 6 influence
Nanofacturing Complex 30 volatiles 72 base metals 18 noble metals 360 Days
Mass: 1200 tons
20 money 10 water 10 volatiles 30 base metals 3 noble metals 120 Power consumption 150 Crew 300 money
Automated Solar Collector 0.3 volatiles 1.13 base metals 0.08 noble metals 30 Days
Mass: 15 tons
20 Power
  • PowerPower scales with proximity to Sun.
Administration Complex 9.6 water 48 volatiles 60 base metals 2.4 noble metals 240 Days
Mass: 1200 tons
90 money 0.5 volatiles 0.5 base metals 0.5 noble metals 12 boost 160 Power consumption 1000 Crew 2 mission control
Heavy Fusion Reactor Array 3 water 4.5 volatiles 12.9 base metals 9 noble metals 0.6 fissiles 120 Days
Mass: 300 tons
12 money 3 water 2 volatiles 0.5 base metals 0.5 noble metals 0.08 fissiles 50 Crew 300 Power
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Antimatter Farm 4 water 20 volatiles 40 base metals 16 noble metals 180 Days
Mass: 800 tons
10 money 1.5 base metals 1 noble metals 80 Power consumption 50 Crew 15 research
Heavy Fission Pile 0.4 water 0.8 volatiles 2 base metals 0.6 noble metals 0.2 fissiles 60 Days
Mass: 40 tons
3 money 0.5 water 0.25 volatiles 0.075 fissiles 4 Crew 30 Power
Automated Supply Depot 0.18 water 0.69 volatiles 0.6 base metals 0.03 noble metals 30 Days
Mass: 15 tons
3 Power consumption
  • Cannot depower.
  • Allows Ships to resupply.
Solar Collector 0.3 volatiles 1.13 base metals 0.08 noble metals 30 Days
Mass: 15 tons
1 money 1 Crew 20 Power
  • PowerPower scales with proximity to Sun.
Settlement Mining Complex 12.5 water 12.5 volatiles 98.75 base metals 1.25 noble metals 120 Days
Mass: 1250 tons
30 money 5 water 2 volatiles 40 Power consumption 60 Crew 1.5 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Media Center 42 volatiles 72 base metals 6 noble metals 180 Days
Mass: 1200 tons
100 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 125 Crew 10 money 25 influence
  • Adds +3 strength to our Public Campaigns if in Earth interface orbit. Capped at +9.
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
Automated Solar Mirror 0.5 volatiles 3.5 base metals 1 noble metals 30 Days
Mass: 50 tons
1 money 0.1 base metals 0.03 noble metals 1 Power consumption
  • Add 2 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
Heavy Fusion Pile 0.6 water 0.9 volatiles 2.58 base metals 1.8 noble metals 0.12 fissiles 60 Days
Mass: 60 tons
5 money 1 water 0.5 volatiles 0.1 base metals 0.1 noble metals 0.02 fissiles 10 Crew 70 Power
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Information Science Research Center 4 volatiles 5.5 base metals 0.5 noble metals 90 Days
Mass: 100 tons
6 money 1 water 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew 10 research
Atomsmasher 20 volatiles 35 base metals 40 noble metals 5 fissiles 180 Days
Mass: 1000 tons
20 money 10 water 10 volatiles 5 base metals 5 noble metals 3 fissiles 250 Power consumption 20 Crew 5 research 0.01 antimatter
Agriculture Complex 240 water 216 volatiles 24 base metals 180 Days
Mass: 4800 tons
120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Climate Research Center 2 volatiles 7.5 base metals 0.5 noble metals 90 Days
Mass: 100 tons
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 15 Crew 10 research
Platform Core 0.75 volatiles 0.75 base metals 30 Days
Mass: 15 tons
2 money 2 mission control 3 Crew
  • Max one per Hab.
Social Science Institute 15 volatiles 45 base metals 180 Days
Mass: 600 tons
24 money 0.5 volatiles 0.5 base metals 0.5 noble metals 48 Power consumption 125 Crew 15 research
Communications Hub 5.25 volatiles 9 base metals 0.75 noble metals 90 Days
Mass: 150 tons
20 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 3 money 10 influence
  • Adds +2 strength to our Public Campaigns if in Earth interface orbit. Capped at +9.
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
Climate Institute 16 volatiles 60 base metals 4 noble metals 180 Days
Mass: 800 tons
20 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 75 Crew 15 research
Military Science Research Center 3.5 volatiles 6.4 base metals 0.1 noble metals 90 Days
Mass: 100 tons
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Geriatrics Facility 236.8 water 128 volatiles 256 base metals 19.2 noble metals 180 Days
Mass: 6400 tons
15 water 10 volatiles 3 boost 90 Power consumption 600 Crew 300 money
  • Need ≥10000 system Populationpopulation.
  • Adds 2.5% Life ScienceLife Science
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).
Automated Mining Complex 2.5 water 3.75 volatiles 18 base metals 0.75 noble metals 30 Days
Mass: 250 tons
2 water 0.5 volatiles 12 Power consumption 1.25 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Skunk Works 2.5 water 10 volatiles 32.5 base metals 5 noble metals 90 Days
Mass: 500 tons
10 money 3 volatiles 3 base metals 0.3 noble metals 30 Power consumption 50 Crew 1 projects
Space Science Lab 0.6 volatiles 1.3 base metals 0.1 noble metals 30 Days
Mass: 20 tons
2 money 5 Power consumption 3 Crew 5 research
Materials Institute 1.6 water 27.2 volatiles 35.2 base metals 16 noble metals 180 Days
Mass: 800 tons
18 money 3 water 3 volatiles 3 base metals 1.5 noble metals 72 Power consumption 125 Crew 15 research
Colony Mining Complex 100 water 100 volatiles 790 base metals 10 noble metals 240 Days
Mass: 10000 tons
60 money 15 water 6 volatiles 200 Power consumption 200 Crew 2 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Information Science Institute 32 volatiles 44 base metals 4 noble metals 180 Days
Mass: 800 tons
18 money 3 water 0.5 volatiles 0.5 base metals 0.5 noble metals 120 Power consumption 125 Crew 15 research
Administration Node 0.24 water 1.2 volatiles 1.5 base metals 0.06 noble metals 45 Days
Mass: 30 tons
10 money 0.03 volatiles 0.03 base metals 0.03 noble metals 1 boost 10 Power consumption 40 Crew
Soletta
  • Upgrades: Solar Mirror Array
  • Project: Soletta
20 volatiles 140 base metals 40 noble metals 180 Days
Mass: 2000 tons
10 money 3 base metals 0.5 noble metals 12 Power consumption 25 Crew
  • Add 12 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
Administration Tower 1.2 water 6 volatiles 7.5 base metals 0.3 noble metals 120 Days
Mass: 150 tons
30 money 0.1 volatiles 0.1 base metals 0.1 noble metals 4 boost 40 Power consumption 200 Crew 1 mission control
Orbital Hospital 29.6 water 16 volatiles 32 base metals 2.4 noble metals 90 Days
Mass: 800 tons
5 water 3 volatiles 1 boost 30 Power consumption 120 Crew 90 money
  • Need ≥10000 system Populationpopulation.
  • Adds 2.5% Life ScienceLife Science
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).
Fission Pile 0.2 water 0.4 volatiles 1.1 base metals 0.2 noble metals 0.1 fissiles 30 Days
Mass: 20 tons
2 money 0.5 water 0.25 volatiles 0.05 fissiles 4 Crew 20 Power
Space Science Institute 24 volatiles 52 base metals 4 noble metals 180 Days
Mass: 800 tons
18 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 125 Crew 15 research
Social Science Research Center 1.88 volatiles 5.63 base metals 90 Days
Mass: 75 tons
8 money 0.1 volatiles 0.1 base metals 0.1 noble metals 16 Power consumption 25 Crew 10 research
Outpost Core 1 volatiles 1 base metals 30 Days
Mass: 20 tons
3 money 2 mission control 5 Crew
  • Max one per Hab.
Particle Collider 4 volatiles 7 base metals 8 noble metals 1 fissiles 60 Days
Mass: 200 tons
6 money 2 water 2 volatiles 1 base metals 1 noble metals 1 fissiles 100 Power consumption 10 Crew 2 research 0.0001 antimatter
Heavy Fission Reactor Farm 16 water 32 volatiles 80 base metals 24 noble metals 8 fissiles 180 Days
Mass: 1600 tons
24 money 6 water 3 volatiles 0.75 fissiles 100 Crew 375 Power
Settlement Core 5 volatiles 5 base metals 60 Days
Mass: 100 tons
10 money 3 mission control 25 Crew
  • Max one per Hab.
Outpost Mining Complex 2.5 water 2.5 volatiles 19.75 base metals 0.25 noble metals 60 Days
Mass: 250 tons
6 money 2 water 0.5 volatiles 10 Power consumption 12 Crew 1 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Supply Depot 0.15 volatiles 1.35 base metals 30 Days
Mass: 15 tons
3 Crew
  • Cannot depower.
  • Allows Ships to resupply.
Construction Module 0.75 volatiles 2.1 base metals 0.15 noble metals 180 Days
Mass: 30 tons
3 money 1 water 1 volatiles 3 base metals 0.25 noble metals 10 Power consumption 6 Crew
Military Science Lab 0.7 volatiles 1.28 base metals 0.02 noble metals 30 Days
Mass: 20 tons
2 money 5 Power consumption 3 Crew 5 research
Solar Array 1.5 volatiles 5.63 base metals 0.38 noble metals 60 Days
Mass: 75 tons
3 money 5 Crew 80 Power
  • PowerPower scales with proximity to Sun.
Energy Institute 16 volatiles 59.2 base metals 4 noble metals 0.8 fissiles 180 Days
Mass: 800 tons
18 money 10 volatiles 0.5 base metals 0.5 noble metals 0.01 fissiles 120 Power consumption 100 Crew 15 research
Nanofactory 3.75 volatiles 9.75 base metals 1.5 noble metals 270 Days
Mass: 150 tons
10 money 3 water 3 volatiles 10 base metals 1 noble metals 40 Power consumption 30 Crew 90 money
Sentinel Complex 20 water 380 volatiles 400 base metals 200 noble metals 120 Days
Mass: 10000 tons
20 money 150 Power consumption 1 mission control 100 Crew
Energy Lab 0.4 volatiles 1.48 base metals 0.1 noble metals 0.02 fissiles 30 Days
Mass: 20 tons
2 money 1 volatiles 0.001 fissiles 10 Power consumption 3 Crew 5 research
Antimatter Harvester 0.5 water 2.5 volatiles 5 base metals 2 noble metals 90 Days
Mass: 100 tons
5 money 0.5 base metals 0.1 noble metals 20 Power consumption 10 Crew 10 research
Marine Company Barracks 12 volatiles 46.8 base metals 1.2 noble metals 90 Days
Mass: 600 tons
10 money 2 volatiles 2 base metals 0.2 noble metals 20 Power consumption 150 Crew 6 ops
  • Marine combat scoreMarine strength can be used offensively.
  • Add 20 Marine combat scoreMarine Strengthmarine strength as T2 Marines.
  • Cannot depower.
Fusion Reactor Array 1.5 water 2.25 volatiles 6.45 base metals 4.5 noble metals 0.3 fissiles 90 Days
Mass: 150 tons
10 money 3 water 2 volatiles 0.05 fissiles 25 Crew 170 Power
Interstellar Launching Laser 2350 water 5000 volatiles 11000 base metals 6250 noble metals 400 exotics 720 Days
Mass: 250000 tons
20 money 5000 Power consumption 20 mission control 80 Crew
Fission Reactor Farm 8 water 16 volatiles 44 base metals 8 noble metals 4 fissiles 180 Days
Mass: 800 tons
18 money 6 water 3 volatiles 0.5 fissiles 100 Crew 250 Power
Information Science Lab 0.8 volatiles 1.1 base metals 0.1 noble metals 30 Days
Mass: 20 tons
2 money 10 Power consumption 3 Crew 5 research
Military Science Institute 28 volatiles 51.2 base metals 0.8 noble metals 180 Days
Mass: 800 tons
18 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 125 Crew 15 research
Xenoscience Institute 24 volatiles 52 base metals 3.2 noble metals 0.8 exotics 180 Days
Mass: 800 tons
18 money 0.5 volatiles 0.5 base metals 0.5 noble metals 120 Power consumption 125 Crew 15 research
Shipyard 8 volatiles 28 base metals 4 noble metals 120 Days
Mass: 400 tons
3 base metals 0.5 noble metals 80 Power consumption 120 Crew

Hab Module Build Cost Monthly Upkeep Monthly Income Special
Alien Shipyard 7.5 volatiles 15 base metals 2.5 noble metals 180 Days
Mass: 250 tons
30 Power consumption 20 Crew
Alien Settlement Mining Complex
  • Upgrades: Small Alien Mining Complex
  • Project: The AliensAlien Only
50 water 37.5 volatiles 160 base metals 2.5 noble metals 240 Days
Mass: 2500 tons
2 water 60 Power consumption 5 Crew 2 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Alien Garrison 17.5 volatiles 27.5 base metals 5 noble metals 90 Days
Mass: 500 tons
30 Power consumption 96 Crew
  • Add 24 Marine combat scoreMarine Strengthmarine strength as Salamanders.
  • Add 24 Marine combat scoreMarine Strengthmarine strength as War Dogs.
  • Marine combat scoreMarine strength can be used offensively.
  • Cannot depower.
Alien Observation Post 0.4 volatiles 4.5 base metals 0.1 noble metals 60 Days
Mass: 50 tons
15 Power consumption 16 Crew 4 influence
Alien Nanofactory 3 volatiles 3 base metals 1.5 noble metals 180 Days
Mass: 75 tons
50 Power consumption 5 Crew 0.02 antimatter
Alien Platform Core 0.8 volatiles 1.2 base metals 90 Days
Mass: 20 tons
1 Crew
Alien Outpost Core 0.8 volatiles 1.2 base metals 90 Days
Mass: 20 tons
1 Crew
Alien Orbital Core 4 volatiles 6 base metals 120 Days
Mass: 100 tons
5 Crew
Alien Citadel 87.5 volatiles 137.5 base metals 25 noble metals 120 Days
Mass: 2500 tons
60 Power consumption 256 Crew
  • Add 48 Marine combat scoreMarine Strengthmarine strength as Salamanders.
  • Add 48 Marine combat scoreMarine Strengthmarine strength as War Dogs.
  • Marine combat scoreMarine strength can be used offensively.
  • Cannot depower.
Alien Watchtower
  • Upgrades: Alien Surveillance Array
  • Project: The AliensAlien Only
10 volatiles 112.5 base metals 2.5 noble metals 120 Days
Mass: 1250 tons
80 Power consumption 64 Crew 25 influence
Alien Fusion Reactor Farm
  • Upgrades: Alien Fusion Reactor Array
  • Project: The AliensAlien Only
2.5 water 15 volatiles 20 base metals 11.5 noble metals 0.5 fissiles 0.5 exotics 180 Days
Mass: 500 tons
0.01 fissiles 10 Crew 300 Power
Alien Spacedock 1.5 volatiles 3 base metals 0.5 noble metals 90 Days
Mass: 50 tons
15 Power consumption 5 Crew
Alien Spaceworks 37.5 volatiles 75 base metals 12.5 noble metals 360 Days
Mass: 1250 tons
60 Power consumption 40 Crew
Alien Nanofacturing Complex 15 volatiles 15 base metals 7.5 noble metals 360 Days
Mass: 375 tons
100 Power consumption 10 Crew 0.04 antimatter
  • Can build new T3 Habs in System.
  • Can build new T2 Habs in System.
  • Can build new T1 Habs in System.
  • 0.5× base time modifier to hab module construction.
  • Allows Ships to resupply.
Alien Surveillance Array
  • Upgrades: Alien Observation Post
  • Project: The AliensAlien Only
2 volatiles 22.5 base metals 0.5 noble metals 90 Days
Mass: 250 tons
40 Power consumption 32 Crew 10 influence
Alien Barracks 3.5 volatiles 5.5 base metals 1 noble metals 60 Days
Mass: 100 tons
10 Power consumption 24 Crew
  • Add 12 Marine combat scoreMarine Strengthmarine strength as Salamanders.
  • Add 12 Marine combat scoreMarine Strengthmarine strength as War Dogs.
  • Marine combat scoreMarine strength can be used offensively.
  • Cannot depower.
Alien Outpost Mining Complex 10 water 7.5 volatiles 32 base metals 0.5 noble metals 120 Days
Mass: 500 tons
1 water 30 Power consumption 3 Crew 1 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Alien Colony Core
  • Upgrades: Alien Settlement Core
  • Project: The AliensAlien Only
20 volatiles 30 base metals 180 Days
Mass: 500 tons
10 Crew 20 mission control
Alien Battlestations
  • Upgrades: Alien Layered Defense Array
  • Project: The AliensAlien Only
72.5 volatiles 150 base metals 25 noble metals 2.5 exotics 180 Days
Mass: 2500 tons
150 Power consumption 10 Crew
Alien Layered Defense Array
  • Upgrades: Alien Point Defense Array
  • Project: The AliensAlien Only
15 volatiles 30 base metals 5 noble metals 120 Days
Mass: 500 tons
75 Power consumption 5 Crew
Alien Point Defense Array 3 volatiles 6 base metals 1 noble metals 90 Days
Mass: 100 tons
25 Power consumption 3 Crew
Alien Wormhole Facility 250 volatiles 250 base metals 200 noble metals 100 fissiles 150 exotics 360 Days
Mass: 10000 tons
200 volatiles 200 base metals 50 noble metals 10 fissiles 10 exotics 0.01 antimatter 100 mission control
  • Add 20 Marine combat scoreMarine Strengthmarine strength as Salamanders.
  • Alien Wormhole. Cannot be destroyed.
  • Cannot depower.
  • Max one per Hab.
Alien Assembler 0.6 volatiles 0.6 base metals 0.3 noble metals 90 Days
Mass: 15 tons
15 Power consumption 3 Crew
Alien Fusion Reactor Array 0.5 water 3 volatiles 4 base metals 2.3 noble metals 0.1 fissiles 0.1 exotics 120 Days
Mass: 100 tons
0.01 fissiles 5 Crew 100 Power
Alien Fusion Pile 0.1 water 0.6 volatiles 0.8 base metals 0.46 noble metals 0.02 fissiles 0.02 exotics 90 Days
Mass: 20 tons
0.01 fissiles 3 Crew 30 Power
Alien Settlement Core 4 volatiles 6 base metals 120 Days
Mass: 100 tons
5 Crew 5 mission control
Alien Colony Mining Complex
  • Upgrades: Large Alien Mining Complex
  • Project: The AliensAlien Only
250 water 187.5 volatiles 800 base metals 12.5 noble metals 360 Days
Mass: 12500 tons
3 water 150 Power consumption 10 Crew 4 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Alien Ring Core 20 volatiles 30 base metals 180 Days
Mass: 500 tons
10 Crew

Table of Hab Modules

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Table of Human Hab Modules
Hab Module Build Cost Monthly Upkeep[1] Monthly Income Special
Administration Node 0.24water 1.2volatiles 1.5base metals 0.06noble metals 45Days 10money 0.03volatiles 0.03base metals 0.03noble metals 1boost 10Power consumption Expression error: Unexpected < operator. 40 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add 4 control pointsControl Point capacity if in Earth interface orbit.
  • Add +2.5% bonus to Hab's moneyinfluenceopsresearchwatervolatilesbase metalsnoble metalsfissiles income.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Administration Tower 1.2water 6volatiles 7.5base metals 0.3noble metals 120Days 30money 0.1volatiles 0.1base metals 0.1noble metals 4boost 40Power consumption 200 Crew 1mission control Expression error: Unexpected > operator.
  • Add 12 control pointsControl Point capacity if in Earth interface orbit.
  • Add +5% bonus to Hab's moneyinfluenceopsresearchwatervolatilesbase metalsnoble metalsfissiles income.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Administration Complex 9.6water 48volatiles 60base metals 2.4noble metals 240Days 90money 0.5volatiles 0.5base metals 0.5noble metals 12boost 160Power consumption 1000 Crew 2mission control Expression error: Unexpected > operator.
  • Add 30 control pointsControl Point capacity if in Earth interface orbit.
  • Add +10% bonus to Hab's moneyinfluenceopsresearchwatervolatilesbase metalsnoble metalsfissiles income.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Antimatter Trap 0.1water 0.5volatiles 1base metals 0.4noble metals 30Days 2money 0.1base metals 0.03noble metals 5Power consumption Expression error: Unexpected < operator. 2 Crew 5research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Harvests 25% of Orbit's antimatterAntimatter. Max one per orbit.
  • Adds +10% Energyenergy research bonus.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Antimatter Harvester 0.5water 2.5volatiles 5base metals 2noble metals 90Days 5money 0.5base metals 0.1noble metals 20Power consumption Expression error: Unexpected < operator. 10 Crew 10research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Harvests 50% of Orbit's antimatterAntimatter. Max one per orbit.
  • Adds +25% Energyenergy research bonus.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Antimatter Farm 4water 20volatiles 40base metals 16noble metals 180Days 10money 1.5base metals 1noble metals 80Power consumption Expression error: Unexpected < operator. 50 Crew 15research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Harvests 100% of Orbit's antimatterAntimatter. Max one per orbit.
  • Adds +50% Energyenergy research bonus.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Automated Fission Pile 0.225water 0.9volatiles 1.425base metals 0.3noble metals 0.15fissiles 30Days 0.5water 0.05fissiles Expression error: Unexpected < operator. Expression error: Unexpected > operator. 20Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Automated Mining Complex 2.5water 3.75volatiles 18base metals 0.75noble metals 30Days 2water 0.5volatiles 12Power consumption Expression error: Unexpected < operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator. 1.25 × Hab Site Resources
  • Build cost and Power consumption scale with escape velocity and distance from home space body.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Automated Outpost Core 0.8volatiles 1base metals 0.2noble metals 30Days Expression error: Unexpected < operator. 1mission control Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Automated Platform Core 0.5volatiles 1.4base metals 0.1noble metals 30Days Expression error: Unexpected < operator. 1mission control Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Automated Solar Collector 0.3volatiles 1.125base metals 0.075noble metals 30Days Expression error: Unexpected < operator. Expression error: Unexpected > operator. 20Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • PowerPower scales with proximity to Sun.
  • {{{specialrules/5}}}.
Automated Supply Depot 0.18water 0.69volatiles 0.6base metals 0.03noble metals 30Days 3Power consumption Expression error: Unexpected < operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Cannot depower.
  • {{{specialrules/5}}}.
  • Allows Ships to resupply.
Broadcast Outlet 1.05volatiles 1.8base metals 0.15noble metals 30Days 4money 5Power consumption Expression error: Unexpected < operator. 5 Crew 1money 4influence Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Adds +1 strength to our Public Campaigns if in Earth interface orbit. Capped at +9.
  • Need ≥10000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • {{{specialrules/5}}}.
Communications Hub 5.25volatiles 9base metals 0.75noble metals 90Days 20money 0.1volatiles 0.1base metals 0.1noble metals 20Power consumption Expression error: Unexpected < operator. 25 Crew 3money 10influence Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Adds +2 strength to our Public Campaigns if in Earth interface orbit. Capped at +9.
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • {{{specialrules/5}}}.
Media Center 42volatiles 72base metals 6noble metals 180Days 100money 0.5volatiles 0.5base metals 0.5noble metals 60Power consumption Expression error: Unexpected < operator. 125 Crew 10money 25influence Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Adds +3 strength to our Public Campaigns if in Earth interface orbit. Capped at +9.
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • {{{specialrules/5}}}.
Climate Lab 0.4volatiles 1.5base metals 0.1noble metals 30Days 2money 5Power consumption Expression error: Unexpected < operator. 3 Crew 5research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +3% bonus to the Environment priorityEnvironment priority if in Earth interface orbit. Capped at +30%.
  • Adds +2.5% Life Sciencelife research bonus.
  • Need Earth interface orbit.
  • {{{specialrules/5}}}.
Climate Research Center 2volatiles 7.5base metals 0.5noble metals 90Days 6money 0.1volatiles 0.1base metals 0.1noble metals 20Power consumption Expression error: Unexpected < operator. 15 Crew 10research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +6% bonus to the Environment priorityEnvironment priority if in Earth interface orbit. Capped at +30%.
  • Adds +10% Life Sciencelife research bonus.
  • Need Earth interface orbit.
  • {{{specialrules/5}}}.
Climate Institute 16volatiles 60base metals 4noble metals 180Days 20money 0.5volatiles 0.5base metals 0.5noble metals 60Power consumption Expression error: Unexpected < operator. 75 Crew 15research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +10% bonus to the Environment priorityEnvironment priority if in Earth interface orbit. Capped at +30%.
  • Adds +25% Life Sciencelife research bonus.
  • Need Earth interface orbit.
  • {{{specialrules/5}}}.
Construction Module 0.75volatiles 2.1base metals 0.15noble metals 180Days 3money 1water 1volatiles 3base metals 0.25noble metals 10Power consumption Expression error: Unexpected < operator. 6 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Can build new T1 Habs in System.
  • {{{specialrules/5}}}.
Nanofactory 3.75volatiles 9.75base metals 1.5noble metals 270Days 10money 3water 3volatiles 10base metals 1noble metals 40Power consumption Expression error: Unexpected < operator. 30 Crew 90money Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +2% bonus to the Economy priorityEconomy priority if in Earth interface orbit. Capped at +30%.
  • Can build new T2 Habs in System.
  • Can build new T1 Habs in System.
  • Adds +1% Material Sciencematerial research bonus.
  • {{{specialrules/5}}}.
Nanofacturing Complex 30volatiles 72base metals 18noble metals 360Days 20money 10water 10volatiles 30base metals 3noble metals 120Power consumption Expression error: Unexpected < operator. 150 Crew 300money Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +5% bonus to the Economy priorityEconomy priority if in Earth interface orbit. Capped at +30%.
  • Can build new T3 Habs in System.
  • Can build new T2 Habs in System.
  • Can build new T1 Habs in System.
  • Adds +2% Material Sciencematerial research bonus.
  • {{{specialrules/5}}}.
Energy Lab 0.4volatiles 1.48base metals 0.1noble metals 0.02fissiles 30Days 2money 1volatiles 0.001fissiles 10Power consumption Expression error: Unexpected < operator. 3 Crew 5research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +3% bonus to the Boost priorityBoost priority if in Earth interface orbit. Capped at +30%.
  • Adds +2.5% Energyenergy research bonus.
  • {{{specialrules/5}}}.
Energy Research Center 2volatiles 7.4base metals 0.5noble metals 0.1fissiles 90Days 6money 3volatiles 0.1base metals 0.1noble metals 0.005fissiles 40Power consumption Expression error: Unexpected < operator. 20 Crew 10research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +6% bonus to the Boost priorityBoost priority if in Earth interface orbit. Capped at +30%.
  • Adds +10% Energyenergy research bonus.
  • {{{specialrules/5}}}.
Energy Institute 16volatiles 59.2base metals 4noble metals 0.8fissiles 180Days 18money 10volatiles 0.5base metals 0.5noble metals 0.01fissiles 120Power consumption Expression error: Unexpected < operator. 100 Crew 15research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +10% bonus to the Boost priorityBoost priority if in Earth interface orbit. Capped at +30%.
  • Adds +25% Energyenergy research bonus.
  • {{{specialrules/5}}}.
Fission Pile 0.2water 0.4volatiles 1.1base metals 0.2noble metals 0.1fissiles 30Days 2money 0.5water 0.25volatiles 0.05fissiles Expression error: Unexpected < operator. 4 Crew 20Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Fission Reactor Array 1water 2volatiles 5.5base metals 1noble metals 0.5fissiles 90Days 6money 2water 1volatiles 0.2fissiles Expression error: Unexpected < operator. 20 Crew 85Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Fission Reactor Farm 8water 16volatiles 44base metals 8noble metals 4fissiles 180Days 18money 6water 3volatiles 0.5fissiles Expression error: Unexpected < operator. 100 Crew 250Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Fusion Pile 0.3water 0.45volatiles 1.29base metals 0.9noble metals 0.06fissiles 30Days 3money 1water 0.5volatiles 0.02fissiles Expression error: Unexpected < operator. 5 Crew 40Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Fusion Reactor Array 1.5water 2.25volatiles 6.45base metals 4.5noble metals 0.3fissiles 90Days 10money 3water 2volatiles 0.05fissiles Expression error: Unexpected < operator. 25 Crew 170Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Fusion Reactor Farm 12water 18volatiles 51.6base metals 36noble metals 2.4fissiles 180Days 30money 10water 6volatiles 0.1fissiles Expression error: Unexpected < operator. 125 Crew 500Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Heavy Fission Pile 0.4water 0.8volatiles 2base metals 0.6noble metals 0.2fissiles 60Days 3money 0.5water 0.25volatiles 0.075fissiles Expression error: Unexpected < operator. 4 Crew 30Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Heavy Fission Reactor Array 2water 4volatiles 10base metals 3noble metals 1fissiles 90Days 8money 2water 1volatiles 0.3fissiles Expression error: Unexpected < operator. 20 Crew 128Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Heavy Fission Reactor Farm 16water 32volatiles 80base metals 24noble metals 8fissiles 180Days 24money 6water 3volatiles 0.75fissiles Expression error: Unexpected < operator. 100 Crew 375Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Heavy Fusion Pile 0.6water 0.9volatiles 2.58base metals 1.8noble metals 0.12fissiles 60Days 5money 1water 0.5volatiles 0.1base metals 0.1noble metals 0.02fissiles Expression error: Unexpected < operator. 10 Crew 70Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • If Faction is harvesting He3, then change fissiles build cost and upkeep into water.
  • {{{specialrules/5}}}.
Heavy Fusion Reactor Array 3water 4.5volatiles 12.9base metals 9noble metals 0.6fissiles 120Days 12money 3water 2volatiles 0.5base metals 0.5noble metals 0.08fissiles Expression error: Unexpected < operator. 50 Crew 300Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • If Faction is harvesting He3, then change fissiles build cost and upkeep into water.
  • {{{specialrules/5}}}.
Heavy Fusion Reactor Farm 24water 36volatiles 103.2base metals 72noble metals 4.8fissiles 240Days 36money 10water 6volatiles 1base metals 1noble metals 0.2fissiles Expression error: Unexpected < operator. 150 Crew 900Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • If Faction is harvesting He3, then change fissiles build cost and upkeep into water.
  • {{{specialrules/5}}}.
Hydroponics Bay 6water 5.4volatiles 0.6base metals 30Days 10Power consumption Expression error: Unexpected < operator. 1 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Removes Hab's waterwater and volatilesvolatiles upkeep for up to 120 crew.
  • Cannot depower.
  • {{{specialrules/5}}}.
Farm 30water 27volatiles 3base metals 90Days 40Power consumption Expression error: Unexpected < operator. 5 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Removes Hab's waterwater and volatilesvolatiles upkeep for up to 600 crew.
  • Cannot depower.
  • {{{specialrules/5}}}.
Agriculture Complex 240water 216volatiles 24base metals 180Days 120Power consumption Expression error: Unexpected < operator. 25 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Removes Hab's waterwater and volatilesvolatiles upkeep for up to 3000 crew.
  • Cannot depower.
  • {{{specialrules/5}}}.
Information Science Lab 0.8volatiles 1.1base metals 0.1noble metals 30Days 2money 10Power consumption Expression error: Unexpected < operator. 3 Crew 5research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +3% bonus to the Knowledge priorityKnowledge priority if in Earth interface orbit. Capped at +30%.
  • Adds +2.5% Information Scienceinformation research bonus.
  • {{{specialrules/5}}}.
Information Science Research Center 4volatiles 5.5base metals 0.5noble metals 90Days 6money 1water 0.1volatiles 0.1base metals 0.1noble metals 40Power consumption Expression error: Unexpected < operator. 25 Crew 10research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +6% bonus to the Knowledge priorityKnowledge priority if in Earth interface orbit. Capped at +30%.
  • Adds +10% Information Scienceinformation research bonus.
  • {{{specialrules/5}}}.
Information Science Institute 32volatiles 44base metals 4noble metals 180Days 18money 3water 0.5volatiles 0.5base metals 0.5noble metals 120Power consumption Expression error: Unexpected < operator. 125 Crew 15research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +10% bonus to the Knowledge priorityKnowledge priority if in Earth interface orbit. Capped at +30%.
  • Adds +25% Information Scienceinformation research bonus.
  • {{{specialrules/5}}}.
Life Science Lab 0.1water 1.4volatiles 0.48base metals 0.02noble metals 30Days 2money 0.5water 0.5volatiles 5Power consumption Expression error: Unexpected < operator. 3 Crew 5research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +3% bonus to the Welfare priorityWelfare priority if in Earth interface orbit. Capped at +30%.
  • Adds +2.5% Life Sciencelife research bonus.
  • {{{specialrules/5}}}.
Life Science Research Center 0.5water 7volatiles 2.4base metals 0.1noble metals 90Days 6money 1water 1volatiles 20Power consumption Expression error: Unexpected < operator. 25 Crew 10research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +6% bonus to the Welfare priorityWelfare priority if in Earth interface orbit. Capped at +30%.
  • Adds +10% Life Sciencelife research bonus.
  • {{{specialrules/5}}}.
Life Science Institute 4water 56volatiles 19.2base metals 0.8noble metals 180Days 18money 3water 3volatiles 60Power consumption Expression error: Unexpected < operator. 125 Crew 15research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +10% bonus to the Welfare priorityWelfare priority if in Earth interface orbit. Capped at +30%.
  • Adds +25% Life Sciencelife research bonus.
  • {{{specialrules/5}}}.
Listening Post 0.25volatiles 1.875base metals 0.375noble metals 45Days 5money 10Power consumption Expression error: Unexpected < operator. 8 Crew 1ops Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +3% bonus to the Oppression priorityOppression priority if in Earth interface orbit. Capped at +30%.
  • LEOBonusHumanDetection.
  • Need Earth interface orbit.
  • Adds +2.5% Social Sciencesocial research bonus.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Reconnaissance Array 1.25volatiles 9.375base metals 1.875noble metals 120Days 15money 1volatiles 1base metals 0.1noble metals 40Power consumption Expression error: Unexpected < operator. 40 Crew 2ops Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +6% bonus to the Oppression priorityOppression priority if in Earth interface orbit. Capped at +30%.
  • LEOBonusHumanDetection.
  • Need Earth interface orbit.
  • Adds +10% Social Sciencesocial research bonus.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Argus Complex 10volatiles 75base metals 15noble metals 240Days 30money 3volatiles 3base metals 0.3noble metals 120Power consumption Expression error: Unexpected < operator. 200 Crew 3ops Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +10% bonus to the Oppression priorityOppression priority if in Earth interface orbit. Capped at +30%.
  • LEOBonusHumanDetection.
  • Need Earth interface orbit.
  • Adds +25% Social Sciencesocial research bonus.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Marine Platoon Barracks 2.4volatiles 9.36base metals 0.24noble metals 30Days 3money 1volatiles 1base metals 0.1noble metals 5Power consumption Expression error: Unexpected < operator. 30 Crew 2ops Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Marine combat scoreMarine strength can be used offensively.
  • Add 10 Marine combat scoremarine strength as T1 Marines.
  • Cannot depower.
  • {{{specialrules/5}}}.
Marine Company Barracks 12volatiles 46.8base metals 1.2noble metals 90Days 10money 2volatiles 2base metals 0.2noble metals 20Power consumption Expression error: Unexpected < operator. 150 Crew 6ops Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Marine combat scoreMarine strength can be used offensively.
  • Add 20 Marine combat scoremarine strength as T2 Marines.
  • Cannot depower.
  • {{{specialrules/5}}}.
Marine Battalion Barracks 96volatiles 374.4base metals 9.6noble metals 180Days 30money 3volatiles 3base metals 0.3noble metals 60Power consumption Expression error: Unexpected < operator. 750 Crew 12ops Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Marine combat scoreMarine strength can be used offensively.
  • Add 40 Marine combat scoremarine strength as T3 Marines.
  • Cannot depower.
  • {{{specialrules/5}}}.
Materials Lab 0.04water 0.68volatiles 0.88base metals 0.4noble metals 30Days 2money 0.1base metals 0.1noble metals 6Power consumption Expression error: Unexpected < operator. 3 Crew 5research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +3% bonus to the Military priorityMilitary priority if in Earth interface orbit. Capped at +30%.
  • Adds +2.5% Material Sciencematerial research bonus.
  • {{{specialrules/5}}}.
Materials Research Center 0.2water 3.4volatiles 4.4base metals 2noble metals 90Days 6money 1water 1volatiles 1base metals 0.5noble metals 24Power consumption Expression error: Unexpected < operator. 25 Crew 10research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +6% bonus to the Military priorityMilitary priority if in Earth interface orbit. Capped at +30%.
  • Adds +10% Material Sciencematerial research bonus.
  • {{{specialrules/5}}}.
Materials Institute 1.6water 27.2volatiles 35.2base metals 16noble metals 180Days 18money 3water 3volatiles 3base metals 1.5noble metals 72Power consumption Expression error: Unexpected < operator. 125 Crew 15research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +10% bonus to the Military priorityMilitary priority if in Earth interface orbit. Capped at +30%.
  • Adds +25% Material Sciencematerial research bonus.
  • {{{specialrules/5}}}.
Military Science Lab 0.7volatiles 1.28base metals 0.02noble metals 30Days 2money 5Power consumption Expression error: Unexpected < operator. 3 Crew 5research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Adds +0.03 to the Military TechnologyMiltech to our armies if in Earth interface orbit. Capped at +0.3.
  • Adds +2.5% Military Sciencemilitary research bonus.
  • {{{specialrules/5}}}.
Military Science Research Center 3.5volatiles 6.4base metals 0.1noble metals 90Days 6money 0.1volatiles 0.1base metals 0.1noble metals 20Power consumption Expression error: Unexpected < operator. 25 Crew 10research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Adds +0.06 to the Military TechnologyMiltech to our armies if in Earth interface orbit. Capped at +0.3.
  • Adds +10% Military Sciencemilitary research bonus.
  • {{{specialrules/5}}}.
Military Science Institute 28volatiles 51.2base metals 0.8noble metals 180Days 18money 0.5volatiles 0.5base metals 0.5noble metals 60Power consumption Expression error: Unexpected < operator. 125 Crew 15research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Adds +0.1 to the Military TechnologyMiltech to our armies if in Earth interface orbit. Capped at +0.3.
  • Adds +25% Military Sciencemilitary research bonus.
  • {{{specialrules/5}}}.
Outpost Core 1volatiles 1base metals 30Days 3money Expression error: Unexpected < operator. 2mission control 5 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Settlement Core 5volatiles 5base metals 60Days 10money Expression error: Unexpected < operator. 3mission control 25 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Colony Core 40volatiles 40base metals 90Days 20money Expression error: Unexpected < operator. 4mission control 125 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Outpost Mining Complex 2.5water 2.5volatiles 19.75base metals 0.25noble metals 60Days 6money 2water 0.5volatiles 10Power consumption Expression error: Unexpected < operator. 12 Crew Expression error: Unexpected > operator. 1 × Hab Site Resources
  • Build cost and Power consumption scale with escape velocity and distance from home space body.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Settlement Mining Complex 12.5water 12.5volatiles 98.75base metals 1.25noble metals 120Days 30money 5water 2volatiles 40Power consumption Expression error: Unexpected < operator. 60 Crew Expression error: Unexpected > operator. 1.5 × Hab Site Resources
  • Build cost and Power consumption scale with escape velocity and distance from home space body.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Colony Mining Complex 100water 100volatiles 790base metals 10noble metals 240Days 60money 15water 6volatiles 200Power consumption Expression error: Unexpected < operator. 200 Crew Expression error: Unexpected > operator. 2 × Hab Site Resources
  • Build cost and Power consumption scale with escape velocity and distance from home space body.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Particle Collider 4volatiles 7base metals 8noble metals 1fissiles 60Days 6money 2water 2volatiles 1base metals 1noble metals 1fissiles 100Power consumption Expression error: Unexpected < operator. 10 Crew 2research 0.0001antimatter Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Adds +1% Energyenergy research bonus.
  • {{{specialrules/5}}}.
Atomsmasher 20volatiles 35base metals 40noble metals 5fissiles 180Days 20money 10water 10volatiles 5base metals 5noble metals 3fissiles 250Power consumption Expression error: Unexpected < operator. 20 Crew 5research 0.01antimatter Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Adds +2.5% Energyenergy research bonus.
  • {{{specialrules/5}}}.
Supercollider 120volatiles 280base metals 320noble metals 80fissiles 360Days 120money 30water 30volatiles 20base metals 20noble metals 10fissiles 750Power consumption Expression error: Unexpected < operator. 100 Crew 10research 0.1antimatter Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Adds +5% Energyenergy research bonus.
  • {{{specialrules/5}}}.
Platform Core 0.75volatiles 0.75base metals 30Days 2money Expression error: Unexpected < operator. 2mission control 3 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Orbital Core 5volatiles 5base metals 60Days 10money Expression error: Unexpected < operator. 3mission control 15 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Ring Core 40volatiles 40base metals 90Days 20money Expression error: Unexpected < operator. 4mission control 75 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Point Defense Array 2.2volatiles 7.6base metals 0.2noble metals 30Days 2money 0.1volatiles 0.1base metals 10Power consumption Expression error: Unexpected < operator. 3 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Cannot depower.
  • FleetTargeting.
  • FleetECM.
  • {{{specialrules/5}}}.
Layered Defense Array 11volatiles 38base metals 1noble metals 90Days 10money 1volatiles 1base metals 0.5noble metals 40Power consumption Expression error: Unexpected < operator. 15 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Cannot depower.
  • FleetTargeting.
  • FleetECM.
  • {{{specialrules/5}}}.
Battlestations 88volatiles 304base metals 8noble metals 180Days 30money 3volatiles 3base metals 1noble metals 240Power consumption Expression error: Unexpected < operator. 75 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Cannot depower.
  • FleetTargeting.
  • FleetECM.
  • {{{specialrules/5}}}.
Quarters 0.6water 1.8volatiles 3.6base metals 30Days 0.1water 0.1volatiles 2Power consumption Expression error: Unexpected < operator. 50 Crew 3money 2influence Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add 3 defense against Control Space Asset and module's crew has zero moneymoney upkeep.
  • {{{specialrules/5}}}.
Residential Module 3water 9volatiles 18base metals 60Days 3water 1volatiles 1base metals 0.5boost 15Power consumption Expression error: Unexpected < operator. 500 Crew 12money 6influence Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add 6 defense against Control Space Asset and module's crew has zero moneymoney upkeep.
  • Destroyer commits an Atrocity.
  • AtrocityToLose.
  • {{{specialrules/5}}}.
Civilian Complex 24water 72volatiles 144base metals 120Days 10water 6volatiles 2base metals 1boost 120Power consumption Expression error: Unexpected < operator. 2500 Crew 40money 10influence Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add 12 defense against Control Space Asset and module's crew has zero moneymoney upkeep.
  • Destroyer commits an Atrocity.
  • AtrocityToLose.
  • {{{specialrules/5}}}.
Social Science Lab 0.375volatiles 1.125base metals 30Days 3money 4Power consumption Expression error: Unexpected < operator. 3 Crew 5research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +3% bonus to the Government priorityGovernment priority if in Earth interface orbit. Capped at +30%.
  • Need ≥10000 system Populationpopulation.
  • Adds +2.5% Social Sciencesocial research bonus.
  • {{{specialrules/5}}}.
Social Science Research Center 1.875volatiles 5.625base metals 90Days 8money 0.1volatiles 0.1base metals 0.1noble metals 16Power consumption Expression error: Unexpected < operator. 25 Crew 10research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +6% bonus to the Government priorityGovernment priority if in Earth interface orbit. Capped at +30%.
  • Need ≥50000 system Populationpopulation.
  • Adds +10% Social Sciencesocial research bonus.
  • {{{specialrules/5}}}.
Social Science Institute 15volatiles 45base metals 180Days 24money 0.5volatiles 0.5base metals 0.5noble metals 48Power consumption Expression error: Unexpected < operator. 125 Crew 15research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +10% bonus to the Government priorityGovernment priority if in Earth interface orbit. Capped at +30%.
  • Need ≥50000 system Populationpopulation.
  • Adds +25% Social Sciencesocial research bonus.
  • {{{specialrules/5}}}.
Solar Collector 0.3volatiles 1.125base metals 0.075noble metals 30Days 1money Expression error: Unexpected < operator. 1 Crew 20Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • PowerPower scales with proximity to Sun.
  • {{{specialrules/5}}}.
Solar Array 1.5volatiles 5.625base metals 0.375noble metals 60Days 3money Expression error: Unexpected < operator. 5 Crew 80Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • PowerPower scales with proximity to Sun.
  • {{{specialrules/5}}}.
Solar Farm 12volatiles 45base metals 3noble metals 90Days 5money Expression error: Unexpected < operator. 25 Crew 240Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • PowerPower scales with proximity to Sun.
  • {{{specialrules/5}}}.
Solar Mirror 0.5volatiles 3.5base metals 1noble metals 30Days 1money 0.1base metals 0.03noble metals 1Power consumption Expression error: Unexpected < operator. 1 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • SolarMirror.
  • {{{specialrules/5}}}.
Solar Mirror Array 2.5volatiles 17.5base metals 5noble metals 90Days 5money 1base metals 0.1noble metals 4Power consumption Expression error: Unexpected < operator. 5 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • SolarMirror.
  • {{{specialrules/5}}}.
Soletta 20volatiles 140base metals 40noble metals 180Days 10money 3base metals 0.5noble metals 12Power consumption Expression error: Unexpected < operator. 25 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • SolarMirror.
  • {{{specialrules/5}}}.
Automated Solar Mirror 0.5volatiles 3.5base metals 1noble metals 30Days 1money 0.1base metals 0.03noble metals 1Power consumption Expression error: Unexpected < operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • SolarMirror.
  • {{{specialrules/5}}}.
Space Dock 1.6volatiles 5.6base metals 0.8noble metals 45Days 1base metals 0.1noble metals 20Power consumption Expression error: Unexpected < operator. 40 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
Shipyard 8volatiles 28base metals 4noble metals 120Days 3base metals 0.5noble metals 80Power consumption Expression error: Unexpected < operator. 120 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
Spaceworks 64volatiles 224base metals 32noble metals 240Days 10base metals 1noble metals 240Power consumption Expression error: Unexpected < operator. 400 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
Space Science Lab 0.6volatiles 1.3base metals 0.1noble metals 30Days 2money 5Power consumption Expression error: Unexpected < operator. 3 Crew 5research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +3% bonus to the Mission control priorityMission Control priority if in Earth interface orbit. Capped at +30%.
  • Adds +2.5% Space Sciencespace research bonus.
  • {{{specialrules/5}}}.
Space Science Research Center 3volatiles 6.5base metals 0.5noble metals 90Days 6money 0.1volatiles 0.1base metals 0.1noble metals 20Power consumption Expression error: Unexpected < operator. 25 Crew 10research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +6% bonus to the Mission control priorityMission Control priority if in Earth interface orbit. Capped at +30%.
  • Adds +10% Space Sciencespace research bonus.
  • {{{specialrules/5}}}.
Space Science Institute 24volatiles 52base metals 4noble metals 180Days 18money 0.5volatiles 0.5base metals 0.5noble metals 60Power consumption Expression error: Unexpected < operator. 125 Crew 15research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add +10% bonus to the Mission control priorityMission Control priority if in Earth interface orbit. Capped at +30%.
  • Adds +25% Space Sciencespace research bonus.
  • {{{specialrules/5}}}.
Supply Depot 0.15volatiles 1.35base metals 30Days Expression error: Unexpected < operator. Expression error: Unexpected < operator. 3 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Cannot depower.
  • {{{specialrules/5}}}.
  • Allows Ships to resupply.
Tourist Berth 0.225water 0.375volatiles 0.9base metals 30Days 0.2boost 3Power consumption Expression error: Unexpected < operator. 2 Crew 20money Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • AtrocityToLose.
  • {{{specialrules/5}}}.
Space Hotel 7.5water 12.5volatiles 30base metals 90Days 3water 2volatiles 3boost 30Power consumption Expression error: Unexpected < operator. 200 Crew 120money 2influence Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • AtrocityToLose.
  • {{{specialrules/5}}}.
Space Resort 60water 100volatiles 240base metals 180Days 10water 5volatiles 6boost 90Power consumption Expression error: Unexpected < operator. 1000 Crew 400money 5influence Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • AtrocityToLose.
  • {{{specialrules/5}}}.
Xenology Lab 0.6volatiles 1.3base metals 0.1noble metals 30Days 2money 10Power consumption Expression error: Unexpected < operator. 3 Crew 5research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add + bonus to alien detection on Earth if in Earth interface orbit. Capped at +9.
  • Adds +10% Xenologyxenology research bonus.
  • {{{specialrules/5}}}.
Xenoscience Research Center 3volatiles 6.5base metals 0.5noble metals 90Days 6money 0.1volatiles 0.1base metals 0.1noble metals 40Power consumption Expression error: Unexpected < operator. 25 Crew 10research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add + bonus to alien detection on Earth if in Earth interface orbit. Capped at +9.
  • Adds +25% Xenologyxenology research bonus.
  • {{{specialrules/5}}}.
Xenoscience Institute 24volatiles 52base metals 3.2noble metals 0.8exotics 180Days 18money 0.5volatiles 0.5base metals 0.5noble metals 120Power consumption Expression error: Unexpected < operator. 125 Crew 15research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add + bonus to alien detection on Earth if in Earth interface orbit. Capped at +9.
  • Adds +50% Xenologyxenology research bonus.
  • {{{specialrules/5}}}.
Deep Space Telescope 6volatiles 12base metals 2noble metals 90Days 3money 20Power consumption Expression error: Unexpected < operator. 15 Crew 5research Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Cannot depower.
  • Adds +25% Space Sciencespace research bonus.
  • {{{specialrules/5}}}.
Operations Center 10volatiles 75base metals 15noble metals 180Days 30money 5volatiles 5base metals 2.5noble metals 100Power consumption 200 Crew 4mission control Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Command Center 80volatiles 600base metals 120noble metals 240Days 100money 10volatiles 10base metals 5noble metals 300Power consumption 1000 Crew 10mission control Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Orbital Hospital 29.6water 16volatiles 32base metals 2.4noble metals 90Days 5water 3volatiles 1boost 30Power consumption Expression error: Unexpected < operator. 120 Crew 90money Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Need ≥10000 system Populationpopulation.
  • Adds +2.5% Life Sciencelife research bonus.
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • AtrocityToLose.
  • {{{specialrules/5}}}.
Geriatrics Facility 236.8water 128volatiles 256base metals 19.2noble metals 180Days 15water 10volatiles 3boost 90Power consumption Expression error: Unexpected < operator. 600 Crew 300money Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Need ≥10000 system Populationpopulation.
  • Adds +2.5% Life Sciencelife research bonus.
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • AtrocityToLose.
  • {{{specialrules/5}}}.
Research Campus 15water 30volatiles 50base metals 5noble metals 180Days 30money 3water 3volatiles 50Power consumption 1mission control 200 Crew 60research Expression error: Unexpected > operator.
  • Need ≥10000 system Populationpopulation.
  • {{{specialrules/5}}}.
Research University 120water 240volatiles 400base metals 40noble metals 240Days 100money 10water 10volatiles 150Power consumption 2mission control 1000 Crew 200research Expression error: Unexpected > operator.
  • Need ≥50000 system Populationpopulation.
  • {{{specialrules/5}}}.
Skunk Works 2.5water 10volatiles 32.5base metals 5noble metals 90Days 10money 3volatiles 3base metals 0.3noble metals 30Power consumption Expression error: Unexpected < operator. 50 Crew 1projects Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Foundry 20water 80volatiles 220base metals 80noble metals 180Days 30money 10volatiles 10base metals 1noble metals 90Power consumption Expression error: Unexpected < operator. 250 Crew 2projects Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Helium-3 Mine 12water 36volatiles 120base metals 72noble metals 180Days 30money 2water 2volatiles 10base metals 1.5noble metals 300Power consumption 3mission control 75 Crew Expression error: Unexpected > operator.
  • Harvest He3.
  • Need gas giant orbit.
  • Need interface orbit.
  • Cannot depower.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Interstellar Launching Laser 2350water 5000volatiles 11000base metals 6250noble metals 400exotics 720Days 20money 5000Power consumption 20mission control 80 Crew Expression error: Unexpected > operator.
  • Victory module for Project ExodusProject Exodus.
  • Has mission control Mission Control upkeep even when unpowered.
  • {{{specialrules/5}}}.
Sentinel Complex 20water 380volatiles 400base metals 200noble metals 120Days 20money 150Power consumption 1mission control 100 Crew Expression error: Unexpected > operator.
  • Enables the Dominate Nation mission.
  • Add 6 Marine combat scoremarine strength as T2 Marines.
  • Cannot depower.
  • Need Earth interface orbit.
  • Has mission control Mission Control upkeep even when unpowered.
  • {{{specialrules/5}}}.
Table of Alien Hab Modules
Hab Module Build Cost Monthly Upkeep[1] Monthly Income Special
Alien Outpost Core 0.8volatiles 1.2base metals 90Days Expression error: Unexpected < operator. Expression error: Unexpected < operator. 1 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add 6 Marine combat scoremarine strength as Salamanders.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Alien Settlement Core
  • Upgrades: Alien Outpost Core
4volatiles 6base metals 120Days Expression error: Unexpected < operator. 5 Crew Expression error: Unexpected > operator. 5mission control Expression error: Unexpected > operator.
  • Add 10 Marine combat scoremarine strength as Salamanders.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Alien Colony Core
  • Upgrades: Alien Settlement Core
20volatiles 30base metals 180Days Expression error: Unexpected < operator. 10 Crew Expression error: Unexpected > operator. 20mission control Expression error: Unexpected > operator.
  • Add 14 Marine combat scoremarine strength as Salamanders.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Alien Platform Core 0.8volatiles 1.2base metals 90Days Expression error: Unexpected < operator. Expression error: Unexpected < operator. 1 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add 6 Marine combat scoremarine strength as Salamanders.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Alien Orbital Core
  • Upgrades: Alien Platform Core
4volatiles 6base metals 120Days Expression error: Unexpected < operator. Expression error: Unexpected < operator. 5 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add 10 Marine combat scoremarine strength as Salamanders.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Alien Ring Core
  • Upgrades: Alien Orbital Core
20volatiles 30base metals 180Days Expression error: Unexpected < operator. Expression error: Unexpected < operator. 10 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add 14 Marine combat scoremarine strength as Salamanders.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Alien Spacedock 1.5volatiles 3base metals 0.5noble metals 90Days 15Power consumption Expression error: Unexpected < operator. 5 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
Alien Shipyard
  • Upgrades: Alien Spacedock
7.5volatiles 15base metals 2.5noble metals 180Days 30Power consumption Expression error: Unexpected < operator. 20 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
Alien Spaceworks
  • Upgrades: Alien Shipyard
37.5volatiles 75base metals 12.5noble metals 360Days 60Power consumption Expression error: Unexpected < operator. 40 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
Alien Fusion Pile 0.1water 0.6volatiles 0.8base metals 0.46noble metals 0.02fissiles 0.02exotics 90Days 0.01fissiles Expression error: Unexpected < operator. 3 Crew 30Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Alien Fusion Reactor Array
  • Upgrades: Alien Fusion Pile
0.5water 3volatiles 4base metals 2.3noble metals 0.1fissiles 0.1exotics 120Days 0.01fissiles Expression error: Unexpected < operator. 5 Crew 100Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Alien Fusion Reactor Farm
  • Upgrades: Alien Fusion Reactor Array
2.5water 15volatiles 20base metals 11.5noble metals 0.5fissiles 0.5exotics 180Days 0.01fissiles Expression error: Unexpected < operator. 10 Crew 300Power Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • {{{specialrules/5}}}.
Alien Assembler 0.6volatiles 0.6base metals 0.3noble metals 90Days 15Power consumption Expression error: Unexpected < operator. 3 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Can build new T1 Habs in System.
  • {{{specialrules/5}}}.
  • Allows Ships to resupply.
Alien Nanofactory
  • Upgrades: Alien Assembler
3volatiles 3base metals 1.5noble metals 180Days 50Power consumption Expression error: Unexpected < operator. 5 Crew 0.02antimatter Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Can build new T2 Habs in System.
  • Can build new T1 Habs in System.
  • {{{specialrules/5}}}.
  • Allows Ships to resupply.
Alien Nanofacturing Complex
  • Upgrades: Alien Nanofactory
15volatiles 15base metals 7.5noble metals 360Days 100Power consumption Expression error: Unexpected < operator. 10 Crew 0.04antimatter Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Can build new T3 Habs in System.
  • Can build new T2 Habs in System.
  • Can build new T1 Habs in System.
  • {{{specialrules/5}}}.
  • Allows Ships to resupply.
Alien Wormhole Facility 250volatiles 250base metals 200noble metals 100fissiles 150exotics 50antimatter 360Days Expression error: Unexpected < operator. Expression error: Unexpected > operator. 200volatiles 200base metals 50noble metals 10fissiles 10exotics 0.01antimatter Expression error: Unexpected > operator. 100mission control Expression error: Unexpected > operator.
  • Add 20 Marine combat scoremarine strength as Salamanders.
  • Alien Wormhole. Cannot be destroyed.
  • Cannot depower.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Alien Point Defense Array 3volatiles 6base metals 1noble metals 90Days 25Power consumption Expression error: Unexpected < operator. 3 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add 2 Marine combat scoremarine strength as Griffins.
  • Cannot depower.
  • {{{specialrules/5}}}.
Alien Layered Defense Array
  • Upgrades: Alien Point Defense Array
15volatiles 30base metals 5noble metals 120Days 75Power consumption Expression error: Unexpected < operator. 5 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add 4 Marine combat scoremarine strength as War Dogs.
  • Add 4 Marine combat scoremarine strength as Griffins.
  • Cannot depower.
  • {{{specialrules/5}}}.
Alien Battlestations
  • Upgrades: Alien Layered Defense Array
72.5volatiles 150base metals 25noble metals 2.5exotics 180Days 150Power consumption Expression error: Unexpected < operator. 10 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add 6 Marine combat scoremarine strength as Salamanders.
  • Add 6 Marine combat scoremarine strength as War Dogs.
  • Add 6 Marine combat scoremarine strength as Griffins.
  • Cannot depower.
  • {{{specialrules/5}}}.
Alien Outpost Mining Complex 10water 7.5volatiles 32base metals 0.5noble metals 120Days 1water 30Power consumption Expression error: Unexpected < operator. 3 Crew Expression error: Unexpected > operator. 1 × Hab Site Resources
  • Build cost and Power consumption scale with escape velocity and distance from home space body.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Alien Settlement Mining Complex
  • Upgrades: Alien Outpost Mining Complex
50water 37.5volatiles 160base metals 2.5noble metals 240Days 2water 60Power consumption Expression error: Unexpected < operator. 5 Crew Expression error: Unexpected > operator. 2 × Hab Site Resources
  • Build cost and Power consumption scale with escape velocity and distance from home space body.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Alien Colony Mining Complex
  • Upgrades: Alien Settlement Mining Complex
250water 187.5volatiles 800base metals 12.5noble metals 360Days 3water 150Power consumption Expression error: Unexpected < operator. 10 Crew Expression error: Unexpected > operator. 4 × Hab Site Resources
  • Build cost and Power consumption scale with escape velocity and distance from home space body.
  • {{{specialrules/5}}}.
  • Max one per Hab.
Alien Barracks 3.5volatiles 5.5base metals 1noble metals 60Days 10Power consumption Expression error: Unexpected < operator. 24 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add 12 Marine combat scoremarine strength as Salamanders.
  • Add 12 Marine combat scoremarine strength as War Dogs.
  • Marine combat scoreMarine strength can be used offensively.
  • Cannot depower.
  • {{{specialrules/5}}}.
Alien Garrison
  • Upgrades: Alien Barracks
17.5volatiles 27.5base metals 5noble metals 90Days 30Power consumption Expression error: Unexpected < operator. 96 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add 24 Marine combat scoremarine strength as Salamanders.
  • Add 24 Marine combat scoremarine strength as War Dogs.
  • Marine combat scoreMarine strength can be used offensively.
  • Cannot depower.
  • {{{specialrules/5}}}.
Alien Citadel
  • Upgrades: Alien Garrison
87.5volatiles 137.5base metals 25noble metals 120Days 60Power consumption Expression error: Unexpected < operator. 256 Crew Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  • Add 48 Marine combat scoremarine strength as Salamanders.
  • Add 48 Marine combat scoremarine strength as War Dogs.
  • Marine combat scoreMarine strength can be used offensively.
  • Cannot depower.
  • {{{specialrules/5}}}.
Alien Observation Post 0.4volatiles 4.5base metals 0.1noble metals 60Days 15Power consumption Expression error: Unexpected < operator. 16 Crew 4influence Expression error: Unexpected > operator. Expression error: Unexpected > operator.
Alien Surveillance Array
  • Upgrades: Alien Observation Post
2volatiles 22.5base metals 0.5noble metals 90Days 40Power consumption Expression error: Unexpected < operator. 32 Crew 10influence Expression error: Unexpected > operator. Expression error: Unexpected > operator.
Alien Watchtower
  • Upgrades: Alien Surveillance Array
10volatiles 112.5base metals 2.5noble metals 120Days 80Power consumption Expression error: Unexpected < operator. 64 Crew 25influence Expression error: Unexpected > operator. Expression error: Unexpected > operator.
  1. ↑ 1.0 1.1 Does not include crew upkeep. Each crew consumes 0.35water and 0.35volatiles per year. Human crew also consume 0.1money per year.

Sources

This table is computed using data from TIHabModuleTemplate CSV and RawProjectDisplayName.