Control Point Capacity
This page provides a list of all sources of
Control Point Capacity. For information on the mechanics, see Nations or Resources instead
Campaign Settings
See Game Options for details on how the initial
Control Point Capacity for each Faction is calculated.
Councilors
Every point of
Administration,
Persuasion, or
Command on a Councilor that is not
Detained adds 1 point of
Control Point Capacity.
Orgs
Orgs do not add
Control Point Capacity directly. They only help by improving Councilor attributes.
Traits
Traits do not add
Control Point Capacity directly. They only help by improving Councilor attributes.
Hab Modules
| Hab Module | Build Cost | Monthly Upkeep | Monthly Income | Special |
|---|---|---|---|---|
Administration Complex
|
9.6 Mass: 1200 tons |
90 |
2 |
|
Administration Node
|
0.24 Mass: 30 tons |
10 |
| |
Administration Tower
|
1.2 Mass: 150 tons |
30 |
1 |
|
Events
Events do not add
Control Point Capacity.
Techs
Techs do not add
Control Point Capacity.
Projects
To find the maximum possible control point cap, add the faction-specific value above to the base control point cap (125 by default in an eight-faction game), then add 450 for councillor stats (six councilors, each of whom has 25
, 25
, and 25
) plus 540 from interface bonuses (18 stations in Earth interface orbits, each with an Administration Complex). In a standard game, these will add a total of 1,115 to the faction project bonus. This is increased by another +5 for each completion of Management Research after the first.
| Pages listing Sources for each type of Bonus | |
|---|---|
| Space Related | Mine Limit ● |
| Nation Priorities | |
| Other | |
Parts of these pages are automatically updated using Terra Invicta's template files, found in \Terra Invicta\TerraInvicta_Data\StreamingAssets\Templates, whenever newer versions are uploaded to the wiki. Note: For efficiency, the JSONs have to be converted into CSVs before being uploaded. | |


