TI Space Nations/Colony Worlds and Cities

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This page is part of the TI Space Nations mod.

Colony worlds

A colony world is a planet or moon that allows tier-4 habs and has at least 4 hab sites. Only these 29 worlds can have cities and colony nations. Each hab site is the core of one region of the world, and each region is divided into provinces.

World Hab sites Provinces per site Provinces in total
Mars 25 4 100
Ganymede, Callisto, Titan 16 each 4 64 each
Luna, Io, Europa, Triton, Pluto, Eris 9 each 6 54 each
Mercury 8 7 56
Ceres, Tethys, Dione, Rhea, Iapetus, Titania, Oberon, Umbriel, Ariel, Charon, Quaoar, Makemake, Haumea, Orcus, Salacia, Achlys, Máni, Gonggong 4 each 10 40 each

In total there are 1,392 provinces and 207 possible colony nations.

Not colony worlds: Enceladus and Vesta (only 2 hab sites), Phobos and Deimos (tier-3 limit), Lagrange points and orbital stations (stations stay at tier 3).

On colony worlds the body panel and the hab screen show tier 4 as the maximum (This space body is large enough to support up to Tier 4 habitats.).

The possible colony nations are named after their hab site, for example Arcadia Planitia Colony (Mars), Kraken Mare Colony (Titan) or Shackleton Crater Colony (Luna).

Cities

A city is a surface base on a colony world whose City Core is finished (and not destroyed). The City Core makes the base a tier-4 hab, which unlocks the other tier-4 modules. A city with enough crew can declare a nation.

Tier-4 modules

Each tier-4 module is an upgrade of a vanilla tier-3 module (see Hab Module List). They can only be built in bases on colony worlds.

Module Upgrades from Research Crew Power Build time Mass Effect Monthly upkeep
City Core (one per hab) Colony Core City Core project 1,000 0 180 days 1,600 t Makes the base a tier-4 city. Mission control −6. 40 money, 1 volatiles, 1 base metals
Arcology Civilian Complex Arcology project 5,000 −240 240 days 4,800 t +90 money, +25 influence, stability 20 2 boost, 20 water, 12 volatiles, 4 base metals
Colonial Administration (one per hab) Administration Complex Colonial Administration project 2,000 −240 300 days 2,400 t +45 control point capacity, mission control +4, efficiency 0.15 140 money, 16 boost, 1 volatiles, 1 base metals, 1 noble metals
Garrison Citadel Marine Battalion Barracks Garrison Citadel project 1,500 −120 240 days 9,600 t +24 ops, marines and drop troops 80 60 money, 6 volatiles, 6 base metals, 0.6 noble metals
Hydroponic Megaplex Agriculture Complex Hydroponic Megaplex project 150 −240 240 days 9,600 t Farm 12,000 - feeds large crews -

For comparison, the tier-3 modules they replace: Colony Core 125 crew, mission control −4 · Civilian Complex 2,500 crew, +40 money, +10 influence, stability 12 · Administration Complex 1,000 crew, +30 control point capacity, mission control +2, efficiency 0.1 · Marine Battalion Barracks 750 crew, +12 ops, marines 40 · Agriculture Complex 25 crew, farm 3,000.

The research projects are listed on Technologies and Projects.

Rules

  • The City Core needs a tier-3 base. All other tier-4 modules need a City Core.
  • Modules that are limited to one per hab stay limited: a hab with a Colonial Administration cannot have a second Administration chain. Arcologies can be built several times.
  • The aliens never build city modules. AI factions build them only while the setting AI declares colony nations and pursues whole worlds is on - see AI.
  • A destroyed tier-4 module leaves a Destroyed Module ruin like a tier-3 module.
  • Crew for a nation: a City Core (1,000) and two Arcologies (2 × 5,000) give 11,000 crew - enough for the default threshold of 10,000.

See also