TI Space Nations/Economy and Priorities
This page is part of the TI Space Nations mod.
Colony nations and unions use the normal national priorities, with two new ones and several changed ones. Holding control points in a colony nation also gives your faction a supply network in that planet's system.
New priorities
Frontier Settlement
Replaces the Environment priority off Earth (colony nations and unions).
- Each completion settles one free province next to the nation's land - first provinces of the nation's own hab site, then the province with the most shared borders.
- The capital province of another hab site is never settled; it stays reserved for that site's city.
- Population needed: 75,000 residents for every province the nation already holds. A nation with 2 provinces needs 150,000 residents to settle a third.
- Cost per completion: the vanilla Environment cost (1
in the standard game). - Notification: <province> is settled - Settlers of <nation> found new communities in <province>.
Living Space
Replaces the Build Navy priority off Earth (every off-Earth nation).
- Each completion adds 10,000 residents.
- Resource cost per completion: 40
metals, 2
noble metals and 2
water, paid by the controlling factions in proportion to their control points. The IP cost is that of Build Navy (100
in the standard game). - A faction that cannot pay its full share pays what it can and brings that share of the people (The controlling factions can pay n % of the cost right now…). If nobody can pay, the completion waits.
- There is no population cap.
- The new people go mostly to the city provinces (weighted by crew); each settled province without a city gets 10 % (at most 40 % together).
- Artificial gestation (projects, see Technologies and Projects): a faction with Gestation Wards brings +25,000 residents per completion once the nation has 500,000; with Gestation Arcologies +50,000 from 1,000,000. This only applies to that faction's share of the payment.
Blocked completions
The two rows never disappear. When a completion is not possible right now, the row turns yellow with a
warning icon, and its tooltip gives the reason (Not enough residents to settle another province…, No free province borders the nation's territory., No controlling faction can pay…). Completed investment is kept until this is possible again. The warning updates as soon as the situation changes, also while the game is paused.
Changed priorities off Earth
| Priority | Below 10,000 residents | 10,000 - 10 million | Above 10 million |
|---|---|---|---|
| × 0.5 | × 0.8 | × 1.1 | |
| × 3 | × 2 | × 1.25 | |
| +10,000 residents | +4 % population | vanilla |
Boost is multiplied by Earth's escape velocity divided by the world's (at most × 10): about × 2.2 on Mars, × 10 on Ceres.
No nuclear program and no nuclear weapons off Earth.
Mission Control: the capital province can reach 1 + crew ÷ 5,000 mission control (3 for a city with 10,000 crew).- The population never drops below the city's residents (10 per crew member); it updates as soon as a module is finished.
Province power bonus
A surface base that stands in its hab site's capital province gets +50 % power from its power plants × your control share of the nation that holds that province. Example: a Fission Reactor Farm (250 power) gives 375 at 100 % control. Stations, bases in unclaimed provinces and owners without a control point get nothing.
Supply network
If your faction holds control points in a colony nation or union, that nation supplies you on its world and every body that orbits the same planet (Mars: also Phobos and Deimos; Ganymede: all moons of Jupiter; Luna: only Luna, never Earth). All benefits grow with your share of the nation's control points; if several nations cover a body, the best share counts.
| Benefit | At 100 % control |
|---|---|
| Boost cost of construction material (modules, bases, ships, refits, resupply) | −50 % |
| Transfer time of material | as if launched from the nation's world, at most −75 % |
| Module and hab construction time | −25 % (at least 1 day) |
| Hab upkeep (materials and crew) | −25 % |
| Mission control used by habs there | −50 % |
| Hab resource output (not mission control or research) | up to +50 % × √(population ÷ 1 million): about +16 % at 100,000 residents, +25 % at 250,000, +50 % from 1 million |
| Energy of surface bases in the nation's own provinces | +50 % |
The Sustainability row of a space nation (nation panel and nations list) shows Supply network: n %, and its tooltip lists every benefit at your current share. Without a control point: We hold no control point here, so this nation supplies us with nothing yet.
World population
A colony world's population is the population of its settled provinces plus the crew of every hab there that is not a city with its own nation. It is used for the vanilla module requirements "colonized" and "populous". Earth no longer counts colony provinces.
See also
- Priorities - the vanilla priority system
- TI Space Nations/Colony Nations
| TI Space Nations (mod) | |
|---|---|
| Colonies | Colony Worlds and Cities • Colony Nations • Economy and Priorities • Unions and the United Nations |
| Military | Colonial Armies |
| Content | Technologies and Projects • Events |
| Opponents | Aliens |
| Related | Mods • Nations • Habs • Celestial Bodies • TI Multiplayer |


