Mission Control

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mission controlMission Control, often abbreviated "MC", is a faction resource used to describe the facilities and infrastructure required to administer your space-based assets.

Gaining Mission Control

Mission control can be gained from nations, from orgs, from certain hab modules, and from certain specialized sources.

MC from Nations

If a nation has completed the Found space program priorityFound Space Program Priority priority, or it is in a federation with another nation who has completed it, then it can make use of the Mission control priorityMission Control Priority. Every 25 IP invested in this priority will improve the MC of the nation by 1, up to that nation's cap. This cap depends on the country's population, GDP, and education - for details, see Nations#Mission_Control and Nations#GDP_Per_Region.

A nation's MC will be split as evenly as possible between the control points of that nation. MC from nations requires no upkeep, other than the control pointsControl Point Capacity for holding the nation. It can be attacked by Orbital Bombardment or by the Sabotage Facilities councillor mission.

MC from Orgs

Several orgs grant MC to a faction who equips them. See Org List for a complete list.

MC from Hab Modules

The Operations Center and Administration Node families of hab modules give MC capacity, beginning at tier 2. Only one module from each family may be equipped to any given hab.

Module Tier Build Cost Monthly Upkeep Monthly Income Special rule
Operations Center
2 10 volatiles 75 base metals 15 noble metals 180 Days 30 money 5 volatiles 5 base metals 2.5 noble metals 100 Power consumption 200 Crew 4 mission control
  • Max one per Hab.
Command Center
3 80 volatiles 600 base metals 120 noble metals 240 Days 100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Administration Tower
2 1.2 water 6 volatiles 7.5 base metals 0.3 noble metals 120 Days 30 money 0.1 volatiles 0.1 base metals 0.1 noble metals 4 boost 40 Power consumption 200 Crew 1 mission control
Administration Complex
3 9.6 water 48 volatiles 60 base metals 2.4 noble metals 240 Days 90 money 0.5 volatiles 0.5 base metals 0.5 noble metals 12 boost 160 Power consumption 1000 Crew 2 mission control


Other Sources of MC

When starting a new game, the Bonus Mission Control and AI Bonus Mission Control settings will increase the base MC available to factions. The former option will increase MC for all factions including the player's faction, and the latter will increase it for all factions except the player's faction. These cannot be adjusted in any way once a game has started.

Certain factions have faction-specific projects that grant MC:

Using Mission Control

Mission control is used by a faction's habs and spaceships, as well as certain hab modules.

Hab Use

Hab MC Used
Platform Core/Outpost Core 2
Orbital Core/Settlement Core 3
Ring Core/Colony Core 4
Automated Platform Core/Automated Outpost Core 1
Hab Module MC Used
Research Campus 1
Research University 2
Helium-3 Mine 3
Mining Complex (any tier) Varies, see Habs#Mine_Limit for details
Sentinel Complex (The ProtectorateProtectorate only) 1 (even when unpowered)
Interstellar Launch Facility (Project ExodusExodus only) 20 (even when unpowered)

The Independent Habitats project reduces hab MC use by 15%.

Spaceship Use

Spaceship Hull MC Used
Escort/Gunship/Corvette 1
Monitor/Destroyer/Frigate 2
Cruiser/Battlecruiser/Battleship 3
Dreadnought/Lancer 4
Titan 5

The Independent Commands project reduces all spaceship MC use by 15%. A fleet with at least one Flag Bridge module, and at least two ships, will reduce its MC use by 20%.

MC Use and Aliens

Note that the amount of mission control used by a faction may affect alien hate for that faction. For details, see Diplomacy#Alien_Hate_for_Mission_Control_Usage.

Excesses and Shortages

If a player has more MC than they are currently using, the excess is used for a variety of commercial and technological purposes. These generate a daily income of 0.075 researchResearch and 0.2 moneyMoney, which equates to monthly incomes of 2.25 researchResearch and 6 moneyMoney. These incomes will show as being from the faction HQ when viewing the faction's ledger. Note that the money income from excess MC is lower than the money maintenance costs of MC-granting hab modules (especially once the cash value of the resource costs is considered), so it may be more better to deactivate unneeded modules than it is to leave them active.

If a player is using more MC than their current cap, then they will be unable to build or upgrade habs. There are also certain punitive events that become more likely as MC shortages get more acute. These events can be made less likely with the Devolved Space Command project, though they cannot be entirely eliminated.