Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for The Academy, The Resistance, Project Exodus, etc.
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient Mission Control(MC), your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.
Each human at a hab requires 0.35 water, 0.35 volatiles, and 0.1 money per year. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money per month. Agricultural module covers and upkeep of certain number of crews in the hab.
Radiation Shielding
Some locations have dangerous levels of natural radiation, and modules built in the location needs extra base metals to protect crew and equipment from radiation. For example, every location on Mercury has 2x radiation modifier, which means the total mass of a module becomes double the amount of normal value and the difference is paid with base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional 20 base metal cost.
Stations
Station
Stations are built in an orbit. You can build various modules on them to get benefits, and some modules have additional benefits if the station is in one of the Earth's interface orbits.
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. Those two factions start with innate boost income to support the upkeep of those staion.
A hostile fleet may board or destroy the station. But if the station has defense module(s), the hostile fleet should fight a battle first and destroy the defense module(s). When destroying undefended station, it takes 15 minutes per each tier of the module to destroy a module.
Stations use the following core modules. They require the council engineering project with the same name to be constructed.
Module
Tier
Crew
Module Sites
Mass (tons)
Build Time (days)
Support Costs
Build Cost (from Earth)
Build Cost (from space)
Platform Core
1
3
4
15
30
2 Mission Control 2 Money
10 Money
0.75 Volatiles 0.75 Base Metals
Orbital Core
2
15
12
75
60
3 Mission Control 10 Money
90 Money
3.8 Volatiles 3.8 Base Metals
Ring Core
3
75
20
600
90
4 Mission Control 20 Money
720 Money
30 Volatiles 30 Base Metals
Automated Platform Core
1
0
4
20
30
1 Mission Control
20 Money
0.5 Volatiles 1.4 Base Metals 0.1 Noble Metals
Particle Colliders
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.
Colliders can only be built in orbit.
Module
Tier
Crew
Mass (tons)
Build Time (days)
Required Power
Monthly Income
Support Costs
Build Cost (from Earth)
Build Cost (from space)
Particle Collider
1
10
200
60
100
2 Research 0.001 Antimatter 1% Energy Research
6 Money 2 Water 2 Volatiles 1 Base Metals 1 Noble Metals 1 Fissiles
200 Money
1 Water 4 Volatiles 7 Base Metals 7 Noble Metals 1 Fissiles
Atomsmasher
2
20
1000
180
250
5 Research 0.009 Antimatter 2.5% Energy Research
20 Money 10 Water 10 Volatiles 5 Base Metals 5 Noble Metals 3 Fissiles
1K Money
5 Water 20 Volatiles 35 Base Metals 35 Noble Metals 5 Fissiles
Supercollider
3
100
8000
360
750
10 Research 0.1 Antimatter 5% Energy Research
120 Money 32 Water 32 Volatiles 20 Base Metals 20 Noble Metals 10 Fissiles
10K Money
40 Water 120 Volatiles 280 Base Metals 280 Noble Metals 80 Fissiles
Antimatter Capture
Antimatter capture modules can only be constructed in orbits that have antimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.
The amount of natural antimatter production is so small that it is in practice useless. For example, medium earth orbit has 33a monthly output, which is 0.000000000000000033 units of antimatter per month with the 100% efficient Antimatter Farm doing the harvesting. The largest antimatter value in the solar system is
medium Saturn orbit at 2p, which is 0.000000000002.
Module
Tier
Crew
Mass (tons)
Required Power
Monthly Output
Support Costs
Build Cost (from Earth)
Build Cost (from space)
Antimatter Trap
1
3
20
15
25% of antimatter in the orbit +5 Research +5% Energy Research
2 Money 0.3 Water 0.3 Volatiles
32 Money
0.1 Water 0.5 Volatiles 1 Base Metals 0.4 Noble Metals
Antimatter Harvester
2
15
100
60
50% of antimatter in the orbit +10 Research +20% Energy Research
5 Money 0.6 Water 0.6 Volatiles
160 Money
0.5 Water 2.5 Volatiles 5 Base Metals 2 Noble Metals
Antimatter Farm
3
75
800
240
100% of antimatter in the orbit +15 Research +50% Energy Research
10 Money 5 Water 5 Volatiles 5 Base Metals 2 Noble Metals 1 Fissibles
815 Money
4 Water 20 Volatiles 40 Base Metals 16 Noble Metals
Campaign Modules
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.
Module
Crew
Mass (tons)
Build Time (days)
Required Power
Support Costs
Build Cost (from Earth)
Build Cost (from space)
Faction
Notes
Sentinel Complex
200
10000
120
150
1 Mission Control 20 Money
200K Money
380 Volatiles 400 Base Metals 200 Noble Metals 20 Exotics
The Protectorate
Will defend the station May only be built in Low Earth Orbit
Interstellar Launch Facility
80
250000
720
5000
20 Mission Control 20 Money
25M Money
2350 Water 5000 Volatiles 11000 Base Metals 6250 Noble Metals 400 Exotics
Project Exodus
Bases
Base
Bases are built at a hab site. A hab site should be surveyed first to build a base. Surveying can be done with a prospector probe or a ship with science module.
Bases use the following core modules. They require the council engineering project with the same name to be constructed.
Module
Tier
Crew
Mass (tons)
Build Time (days)
Support Costs
Build Cost (from Earth)
Build Cost (from space)
Outpost Core
1
5
20
30
2 Mission Control 3 Money
15 Money
1 Volatiles 1 Base Metals
Settlement Core
2
25
100
60
3 Mission Control 10 Money
120 Money
5 Volatiles 5 Base Metals
Colony Core
3
125
800
90
4 Mission Control 20 Money
960 Money
40 Volatiles 40 Base Metals
Automated Outpost Core
1
0
20
30
1 Mission Control
24 Money
0.8 Volatiles 1 Base Metals 0.2 Noble Metals
Mining Complexes
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption are modified by mining modifier.
There is a soft limit on the number of mining bases you can have. Going over it will require paying extra MC cost. This limit is raised by 3 with the Mission to the Moon tech and Mission to the Mercury tech. Mission to Mars/the Asteroids/Jupiter/Saturn/the Outer Planets tech increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of Future Tech: Space Science.
Module
Tier
Extraction Rate
Crew
Mass (tons) (Base value)
Build Time (days)
Required Power (Base value)
Support Costs
Build Cost from space (Base value)
Outpost Mining Complex
1
100%
12
250
60
10
6 Money 1 Water 1 Volatiles
2.5 Water(10%) 2.5 Volatiles(10%) 19.75 Base Metals(79%) 0.25 Noble Metals(1%)
Settlement Mining Complex
2
150%
60
1250
120
40
30 Money 3 Water 3 Volatiles
12.5 Water(10%) 12.5 Volatiles(10%) 98.75 Base Metals(79%) 1.25 Noble Metals(1%)
Colony Mining Complex
3
200%
200
10000
240
200
60 Money 5 Water 5 Volatiles
100 Water(10%) 100 Volatiles(10%) 790 Base Metals(79%) 10 Noble Metals(1%)
Automated Mining Complex
1
125%
0
175
30
12
1 Water 1 Volatiles
1.75 Water(10%) 2.625 Volatiles(15%) 12.6 Base Metals(72%) 0.525 Noble Metals(3%)
Mining modifier
This modifier is applied to the mining module's mass and power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 393.
Mining modifier is increased by several factors, which are: escape velocity of the celestial body, atmosphere of the celestial body, escape velocity from the planet it's orbiting at the body's orbit (if the celestial body is a moon), escape velocity from the sun at its orbit (does not count if luna), and the distance from the Sun to the celestial body.
The table below shows mining modifiers on notable celestial bodies.
Celestial Body
Mining Modifier
Luna
0.5077
Mars
0.9342
Ceres
0.7699
Mercury
1.9641
Callisto
0.9123
Io
1.4960
Titan
0.8865
Pluto
1.5029
Modules
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.
Tier 1
Tier 2
Tier 3
Module
Effects
Module
Effects
Module
Effects
Supply Depot
Allows ships to resupply +3 Crew -0 Power
cannot be upgraded
Space Dock
Allows ships to resupply Shortens prospecting time Enables ship construction +40 Crew -20 Power
Shipyard
Allows ships to resupply Shortens prospecting time Enables ship construction (x1.5 speed) +120 Crew -80 Power
Spaceworks
Allows ships to resupply Shortens prospecting time Enables ship construction (x2 speed) +400 Crew -240 Power
Construction Module
Allows founding tier 1 habs +6 Crew +10% Construction Speed -10 Power -1 Water -1 Volatiles -3 Basic Metals -0.25 Noble Metals
Nanofactory
Allows founding tier 1-2 habs +30 Crew +25% Construction Speed +1% Materials Research -40 Power +90 Money if hab isn't constructing modules -10 Money otherwise +2% Economy priority effect if in Earth orbit (max +30%) -3 Water -3 Volatiles -10 Basic Metals -1 Noble Metals
Nanofacturing Complex
Allows founding tier 1-3 habs +150 Crew +40% Construction Speed +2% Materials Research -120 Power +300 Money if hab isn't constructing modules -20 Money otherwise +5% Economy priority effect if in Earth orbit (max +30%) -10 Water -10 Volatiles -30 Basic Metals -3 Noble Metals
Quarters
+3 Control Space Asset Defense +3 Money +2 Influence +50 Crew -2 Power • destroying is atrocity
Residential Module
+6 Control Space Asset Defense +12 Money +6 Influence +500 Crew -15 Power -1 Boost • destroying is atrocity
Civilian Complex
+12 Control Space Asset Defense +40 Money +12 Influence +2500 Crew -120 Power -3 Boost • destroying is atrocity
Hydroponics Bay
Remove Water and Volatiles upkeep for up to 60 Crew +1 Crew -10 Power
Farm
Remove Water and Volatiles upkeep for up to 600 Crew +5 Crew -40 Power
Agriculture Complex
Remove Water and Volatiles upkeep for up to 3000 Crew +25 Crew -120 Power
Marine Platoon Barracks
Enables Assault Enemy Space Asset missions (strength 2) Protects against Assault Enemy Space Asset missions +30 Crew +5 Ops -5 Power
Marine Company Barracks
Enables Assault Enemy Space Asset missions (strength 6) Protects against Assault Enemy Space Asset missions (x4) +150 Crew +12 Ops -20 Power
Marine Battalion Barracks
Enables Assault Enemy Space Asset missions (strength 15) Protects against Assault Enemy Space Asset missions (x14) +750 Crew +30 Ops -60Power
built from tier 2
Skunkworks
+20 Crew +1 Council Engineering Project Slots -30 Power
Foundry
+100 Crew +2 Council Engineering Project Slots -90 Power
built from tier 2
Research Campus
+200 Crew +60 Research -30 Power -1 Mission Control • destroying is atrocity
Research University
+1000 Crew +200 Research -90 Power -2 Mission Control • destroying is atrocity
built from tier 2
Operations Center
+50 Crew +1 Mission Control -40 Power
Command Center
+250 Crew +2 Mission Control -120 Power
Power Modules
Power Modules produce Power to the hab. Solar power modules have different output defending on the solar power module multiplier of the location. Low Earth orbit 1 has a multiplier of 0.762, so a Solar Farm on LEO 1 station would produce 240*0.762 = 182.88 -> 183 power.
Tier 1
Tier 2
Tier 3
Module
Effects
Module
Effects
Module
Effects
Solar Collector
+1 Crew +20 power per 1 Solar power module multiplier
Solar Array
+5 Crew +80 power per 1 Solar power module multiplier
Solar Farm
+25 Crew +240 power per 1 Solar power module multiplier
Fission Pile
+4 Crew +20 Power
Fission Reactor Array
+20 Crew +85 Power
Fission Reactor Farm
+100 Crew +250 Power
Heavy Fission Pile
+4 Crew +30 Power
Heavy Fission Reactor Array
+20 Crew +128 Power
Heavy Fission Reactor Farm
+100 Crew +375 Power
Fusion Pile
+5 Crew +40 Power
Fusion Reactor Array
+25 Crew +170 Power
Fusion Reactor Farm
+125 Crew +500 Power
Heavy Fusion Pile
+10 Crew +70 Power
Heavy Fusion Reactor Array
+50 Crew +300 Power
Heavy Fusion Reactor Farm
+150 Crew +900 Power
Experimental update (v 0.4.53)
All solar modules have roughly 2x baseline production as current.
Modules orbiting space bodies receive a penalty based on how much of their orbit they are in the planet's shadow. For Earth LEO, it's about a 25% penalty. So an LEO T1 solar is going to be 15 power sted the old 10.
Power plants on planetary surfaces receive 50% power because of night. Asteroids receive 60%, which is a simple way of portraying that you can build solar panels high enough on small, low-gravity bodies that they'll catch rays that would be beyond the horizon for larger bodies. Power plants very close to Mercury's poles also get extra solar. We might do the more complex version of the bonuses in the future. This puts lunar and Mars surface solar back where they started, at 10 for a T1 solar at Luna.
Power plants still receive reduced production in atmosphere (which really only matters on Mars.)
L-1, L-3, L-4 and L-5 points get full solar. L-2 varies whether the orbit around the point is in the planetary shadow, but Mercury, Venus and Earth L-2s all receive full solar.
Modules on or above moons receive an additional penalty for how often the moon is inside the planet's shadow. Until I can figure out more complex versions of this, it only affects planets + moon combos with very low inclination relative to the Sun. Ultimately I think this only hits gas giant moons where solar isn't particularly tenable anyways, so I don't think this is terribly relevant, but it's there for completeness.
- Farm modules will only eliminate water and volatiles consumption of actual crew, not all hab support.
- Doubled power output and increased mass of fission/fusion plants.
- Increased power consumption of antimatter-manufacturing modules, information and energy labs, and ship-construction facilities.
Defense Modules
Defense modules house weapons to defend habs and prevent enemy Assault Hab fleet operations.
When built on surface bases they house 2 surface-to-orbit laser cannons and will fire at fleets that begin bombardment. They upgrade automatically when one of those global techs are researched: Arc lasers, Phased-Array Lasers, Visible Combat Lasers, Ultraviolet Combat Lasers.
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.
Module
Tier
Weapon Size
Crew
Mass (tons)
Required Power
Support Costs
Build Cost (from Earth)
Build Cost (from space)
Point Defense Array
1
Small
3
150
10
2 Money 0.1 Base Metals
145 Money
3.3 Volatiles 11.4 Base Metals 0.3 Noble Metals
Layered Defense Array
2
Medium
15
750
40
10 Money 1 Base Metals 0.5 Noble Metals
725 Money
16.5 Volatiles 57 Base Metals 1.5 Noble Metals
Battlestations
3
Large
75
6000
240
30 Money 3 Base Metals 1 Noble Metals
5.8K Money
132 Volatiles 456 Base Metals 12 Noble Metals
Administration Modules
Administration modules help with faction management. Each hab may only have one administration module.
Module
Tier
Mission Control
Control Point Cap
Crew
Mass (tons)
Required Power
Support Costs
Build Cost (from Earth)
Build Cost (from space)
Administration Tower
2
1
10
200
150
30
1 Boost 21.5 Money 0.1 Base Metals
120
1.2 Water 6 Volatiles 7.5 Base Metals 0.3 Noble Metals
Administration Complex
3
2
30
1000
750
120
3 Boost 100 Money 1 Base Metals
600
6 Water 30 Volatiles 37.5 Base Metals 1.5 Noble Metals
Science Modules
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.
Tier 1
Tier 2
Tier 3
Module
Effects
Module
Effects
Module
Effects
Energy Lab
+3 Crew +5 Research +3% Energy Research -8 Power +3% Boost priority effect if in Earth orbit (max +30%)
Energy Research Center
+25 Crew +10 Research +10% Energy Research -32 Power +6% Boost priority effect if in Earth orbit (max +30%)
Energy Institute
+125 Crew +20 Research +25% Energy Research -96 Power +10% Boost priority effect if in Earth orbit (max +30%)
Information Science Lab
+3 Crew +5 Research +3% Information Science Research -6 Power +3% Knowledge priority effect if in Earth orbit (max +30%)
Information Science Research Center
+25 Crew +10 Research +10% Information Science Research -24 Power +6% Knowledge priority effect if in Earth orbit (max +30%)
Information Science Institute
+125 Crew +20 Research +25% Information Science Research -72 Power +10% Knowledge priority effect if in Earth orbit (max +30%)
Life Science Lab
+3 Crew +5 Research +3% Life Science Research -5 Power +3% Welfare priority effect if in Earth orbit (max +30%)
Life Science Research Center
+25 Crew +10 Research +10% Life Science Research -20 Power +6% Welfare priority effect if in Earth orbit (max +30%)
Life Science Institute
+125 Crew +20 Research +25% Life Science Research -60 Power +10% Welfare priority effect if in Earth orbit (max +30%)
Materials Lab
+3 Crew +5 Research +3% Materials Research -5 Power +3% Military priority effect if in Earth orbit (max +30%)
Materials Research Center
+25 Crew +10 Research +10% Materials Research -20 Power +6% Military priority effect if in Earth orbit (max +30%)
Materials Institute
+125 Crew +20 Research +25% Materials Research -60 Power +10% Military priority effect if in Earth orbit (max +30%)
Military Science Lab
+3 Crew +5 Research +3% Military Science Research -5 Power +0.03 Miltech if in Earth orbit (max +0.3)
Military Science Research Center
+25 Crew +10 Research +10% Military Science Research -20 Power +0.06 Miltech if in Earth orbit (max +0.3)
Military Science Institute
+125 Crew +20 Research +25% Military Science Research -60 Power +0.1 Miltech if in Earth orbit (max +0.3)
Space Science Lab
+3 Crew +5 Research +3% Space Science Research -5 Power +3% Mission Control priority effect if in Earth orbit (max +30%)
Space Science Research Center
+25 Crew +10 Research +10% Space Science Research -20 Power +6% Mission Control priority effect if in Earth orbit (max +30%)
Space Science Institute
+125 Crew +20 Research +25% Space Science Research -60 Power +10% Mission Control priority effect if in Earth orbit (max +30%)
Xenology Lab
+3 Crew +5 Research +10% Xenology Science Research -5 Power +1 Alien Detection if in Earth orbit (max +9)
Xenoscience Research Center
+25 Crew +10 Research +25% Xenology Science Research -20 Power +2 Alien Detection if in Earth orbit (max +9)
Xenoscience Institute
+125 Crew +20 Research +50% Xenology Science Research -60 Power +3 Alien Detection if in Earth orbit (max +9)
Civilian Modules
Civilian Modules must be constructed either in stations in Earth or Luna orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.
Tier 1
Tier 2
Tier 3
Module
Effects
Module
Effects
Module
Effects
Tourist Berth
+1 Crew +12 Money +1 Influence -3 Power -0.1 Boost • stations only • destroying is atrocity
Space Hotel
+100 Crew +80 Money +2 Influence -30 Power -3 Boost • stations only • destroying is atrocity
Space Resort
+500 Crew +250 Money +5 Influence -90 Power -6 Boost • stations only • destroying is atrocity
Social Science Lab
+3 Crew +5 Research +3% Social Science Research -3 Power +1 Public Campaign strength if in Earth orbit (max +9)
Social Science Research Center
+25 Crew +10 Research +10% Social Science Research -12 Power +2 Public Campaign strength if in Earth orbit (max +9)
Social Science Institute
+125 Crew +20 Research +25% Social Science Research -36 Power +3 Public Campaign strength if in Earth orbit (max +9)
Broadcast Outlet
+5 Crew +5 Influence -8 Power
Communications Hub
+25 Crew +12 Influence -32 Power +1% Unity priority effect if in Earth orbit (max +30%)
Media Center
+125 Crew +30 Influence -96 Power +2% Unity priority effect if in Earth orbit (max +30%)
built from tier 2
Medical Center
+120 Crew +60 Money +2.5% Life Science Research -30 Power -1.5 Boost • destroying is atrocity
Space Hospital
+600 Crew +250 Money +2.5% Life Science Research -90 Power -3 Boost • destroying is atrocity
Deep Space Telesope
The Deep Space Telesope is a tier 2 module only available to the Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.
Finding the UI
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren't shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.
Capturing Habs
Different Hab Capture Methods and Success Level
Success Level
Capture Method
Can Happen to Alien Habs?
-1
Normal Success on a Marine Assault.
Yes
0
Critical Success on a Marine Assault.
Yes
1
Normal Success on a Councilor Assault Enemy Space Asset mission.
Yes
2
Normal Success on a Councilor Control Space Asset mission.
No
Hab defects to faction in a random event.
No
3
Critical Success on a Councilor Assault Enemy Space Asset mission.
Yes
4
Critical Success on a Councilor Control Space Asset mission.
No
5
Hab traded to faction.
No
Rewards and Penalties for Capturing a Human Hab
Reward or Penalty Category
Reward Amount
Valid Success Levels
Reveal all Target Councilors to Capturing Faction
All
Release every detained Councilor of every Faction on Hab
All
Gain Intel on Target Faction
2 × Hab Tier
-1
5 × Hab Tier
0
10 × Hab Tier
1
15 × Hab Tier
2
20 × Hab Tier
3
30 × Hab Tier
4
Destroy All Story Modules
All
Destroy All Marine Modules
-1, 0, 1, 3
Destroy Other Non-Core Modules
10% Chance × (4 - Success Level) Each
-1, 0, 1, 3
Sabotage Project Research of Target Faction
Success Level × 3 Months of Hab Research Output
1, 2, 3, 4
Capturing Faction Gains Bonus Research
Amount Sabotaged from Target Faction
1, 2, 3, 4
Apply Defend Interest on Hab
Duration: Success Level × 1.5 Months
2, 4
If Hab produces Research , then instantly complete a random Project that Capturing Faction can Steal from Target Faction
2, 3, 4
See Aliens#Alien_Habs for the rewards given when capturing an alien hab.