Hab Module List

From Terra Invicta Official Wiki
Revision as of 03:38, 22 September 2025 by Redwah (talk | contribs) (Replaced content with "<i>This page presents a list of all hab modules in Terra Invicta, as well as their stats. For a discussion of the game mechanics for habs see Habs instead.</i> == Table of Hab Modules == <tabber> |-|Human modules= {{#invoke:HabModuleLister|ListHumanHabModules}} |-|Alien modules= {{#invoke:HabModuleLister|ListAlienHabModules}} </tabber> == Sources == This table is computed using data from: * TIHabModuleTemplate CSV * TIHabModuleTemplate EN * TIPro...")
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This page presents a list of all hab modules in Terra Invicta, as well as their stats. For a discussion of the game mechanics for habs see Habs instead.


Table of Hab Modules

Hab Module Build Cost Monthly Upkeep Monthly Income Special
Deep Space Telescope 6 volatiles 12 base metals 2 noble metals 90 Days
Mass: 200 tons
3 money 20 Power consumption 15 Crew 5 research
Automated Outpost Core 0.8 volatiles 1 base metals 0.2 noble metals 30 Days
Mass: 20 tons
1 mission control
  • Max one per Hab.
Solar Farm 12 volatiles 45 base metals 3 noble metals 90 Days
Mass: 600 tons
5 money 25 Crew 240 Power
  • PowerPower scales with proximity to Sun.
Broadcast Outlet 1.05 volatiles 1.8 base metals 0.15 noble metals 30 Days
Mass: 30 tons
4 money 5 Power consumption 5 Crew 1 money 4 influence
  • Adds +1 strength to our Public Campaigns if in Earth interface orbit. Capped at +9.
  • Need ≥10000 system Populationpopulation.
  • Cannot be built in irradiated locations.
Social Science Lab 0.38 volatiles 1.13 base metals 30 Days
Mass: 15 tons
3 money 4 Power consumption 3 Crew 5 research
Research University 120 water 240 volatiles 400 base metals 40 noble metals 240 Days
Mass: 8000 tons
100 money 10 water 10 volatiles 150 Power consumption 2 mission control 1000 Crew 200 research
  • Need ≥50000 system Populationpopulation.
Materials Lab 0.04 water 0.68 volatiles 0.88 base metals 0.4 noble metals 30 Days
Mass: 20 tons
2 money 0.1 base metals 0.1 noble metals 6 Power consumption 3 Crew 5 research
Colony Core 40 volatiles 40 base metals 90 Days
Mass: 800 tons
20 money 4 mission control 125 Crew
  • Max one per Hab.
Quarters 0.6 water 1.8 volatiles 3.6 base metals 30 Days
Mass: 60 tons
0.1 water 0.1 volatiles 2 Power consumption 50 Crew 3 money 2 influence
Space Science Research Center 3 volatiles 6.5 base metals 0.5 noble metals 90 Days
Mass: 100 tons
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Climate Lab 0.4 volatiles 1.5 base metals 0.1 noble metals 30 Days
Mass: 20 tons
2 money 5 Power consumption 3 Crew 5 research
Heavy Fusion Reactor Farm 24 water 36 volatiles 103.2 base metals 72 noble metals 4.8 fissiles 240 Days
Mass: 2400 tons
36 money 10 water 6 volatiles 1 base metals 1 noble metals 0.2 fissiles 150 Crew 900 Power
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Automated Fission Pile 0.23 water 0.9 volatiles 1.43 base metals 0.3 noble metals 0.15 fissiles 30 Days
Mass: 30 tons
0.5 water 0.05 fissiles 20 Power
Fusion Reactor Farm 12 water 18 volatiles 51.6 base metals 36 noble metals 2.4 fissiles 180 Days
Mass: 1200 tons
30 money 10 water 6 volatiles 0.1 fissiles 125 Crew 500 Power
Life Science Research Center 0.5 water 7 volatiles 2.4 base metals 0.1 noble metals 90 Days
Mass: 100 tons
6 money 1 water 1 volatiles 20 Power consumption 25 Crew 10 research
Listening Post 0.25 volatiles 1.88 base metals 0.38 noble metals 45 Days
Mass: 25 tons
5 money 10 Power consumption 8 Crew 1 ops
Helium-3 Mine 12 water 36 volatiles 120 base metals 72 noble metals 180 Days
Mass: 2400 tons
30 money 2 water 2 volatiles 10 base metals 1.5 noble metals 300 Power consumption 3 mission control 75 Crew
  • Harvest He3.
  • Need gas giant orbit.
  • Need interface orbit.
  • Cannot depower.
  • Max one per Hab.
Tourist Berth 0.23 water 0.38 volatiles 0.9 base metals 30 Days
Mass: 15 tons
0.2 boost 3 Power consumption 2 Crew 20 money
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).
Energy Research Center 2 volatiles 7.4 base metals 0.5 noble metals 0.1 fissiles 90 Days
Mass: 100 tons
6 money 3 volatiles 0.1 base metals 0.1 noble metals 0.005 fissiles 40 Power consumption 20 Crew 10 research
Xenoscience Research Center 3 volatiles 6.5 base metals 0.5 noble metals 90 Days
Mass: 100 tons
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew 10 research
Antimatter Trap 0.1 water 0.5 volatiles 1 base metals 0.4 noble metals 30 Days
Mass: 20 tons
2 money 0.1 base metals 0.03 noble metals 5 Power consumption 2 Crew 5 research
Operations Center 10 volatiles 75 base metals 15 noble metals 180 Days
Mass: 1000 tons
30 money 5 volatiles 5 base metals 2.5 noble metals 100 Power consumption 200 Crew 4 mission control
  • Max one per Hab.
Ring Core 40 volatiles 40 base metals 90 Days
Mass: 800 tons
20 money 4 mission control 75 Crew
  • Max one per Hab.
Layered Defense Array 11 volatiles 38 base metals 1 noble metals 90 Days
Mass: 500 tons
10 money 1 volatiles 1 base metals 0.5 noble metals 40 Power consumption 15 Crew
Space Resort 60 water 100 volatiles 240 base metals 180 Days
Mass: 4000 tons
10 water 5 volatiles 6 boost 90 Power consumption 1000 Crew 400 money 5 influence
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).
Xenology Lab 0.6 volatiles 1.3 base metals 0.1 noble metals 30 Days
Mass: 20 tons
2 money 10 Power consumption 3 Crew 5 research
Life Science Institute 4 water 56 volatiles 19.2 base metals 0.8 noble metals 180 Days
Mass: 800 tons
18 money 3 water 3 volatiles 60 Power consumption 125 Crew 15 research
Life Science Lab 0.1 water 1.4 volatiles 0.48 base metals 0.02 noble metals 30 Days
Mass: 20 tons
2 money 0.5 water 0.5 volatiles 5 Power consumption 3 Crew 5 research
Supercollider 120 volatiles 280 base metals 320 noble metals 80 fissiles 360 Days
Mass: 8000 tons
120 money 30 water 30 volatiles 20 base metals 20 noble metals 10 fissiles 750 Power consumption 100 Crew 10 research 0.1 antimatter
Command Center 80 volatiles 600 base metals 120 noble metals 240 Days
Mass: 8000 tons
100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew 10 mission control
  • Max one per Hab.
Heavy Fission Reactor Array 2 water 4 volatiles 10 base metals 3 noble metals 1 fissiles 90 Days
Mass: 200 tons
8 money 2 water 1 volatiles 0.3 fissiles 20 Crew 128 Power
Orbital Core 5 volatiles 5 base metals 60 Days
Mass: 100 tons
10 money 3 mission control 15 Crew
  • Max one per Hab.
Research Campus 15 water 30 volatiles 50 base metals 5 noble metals 180 Days
Mass: 1000 tons
30 money 3 water 3 volatiles 50 Power consumption 1 mission control 200 Crew 60 research
  • Need ≥10000 system Populationpopulation.
Solar Mirror Array 2.5 volatiles 17.5 base metals 5 noble metals 90 Days
Mass: 250 tons
5 money 1 base metals 0.1 noble metals 4 Power consumption 5 Crew
  • Add 6 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
Civilian Complex 24 water 72 volatiles 144 base metals 120 Days
Mass: 2400 tons
10 water 6 volatiles 2 base metals 1 boost 120 Power consumption 2500 Crew 40 money 10 influence
Space Hotel 7.5 water 12.5 volatiles 30 base metals 90 Days
Mass: 500 tons
3 water 2 volatiles 3 boost 30 Power consumption 200 Crew 120 money 2 influence
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).
Space Dock 1.6 volatiles 5.6 base metals 0.8 noble metals 45 Days
Mass: 80 tons
1 base metals 0.1 noble metals 20 Power consumption 40 Crew
Reconnaissance Array 1.25 volatiles 9.38 base metals 1.88 noble metals 120 Days
Mass: 125 tons
15 money 1 volatiles 1 base metals 0.1 noble metals 40 Power consumption 40 Crew 2 ops
Automated Platform Core 0.5 volatiles 1.4 base metals 0.1 noble metals 30 Days
Mass: 20 tons
1 mission control
  • Max one per Hab.
Hydroponics Bay 6 water 5.4 volatiles 0.6 base metals 30 Days
Mass: 120 tons
10 Power consumption 1 Crew
  • Removes Hab watervolatiles upkeep for up to 120 Crew
  • Cannot depower.
Point Defense Array 2.2 volatiles 7.6 base metals 0.2 noble metals 30 Days
Mass: 100 tons
2 money 0.1 volatiles 0.1 base metals 10 Power consumption 3 Crew
Fission Reactor Array 1 water 2 volatiles 5.5 base metals 1 noble metals 0.5 fissiles 90 Days
Mass: 100 tons
6 money 2 water 1 volatiles 0.2 fissiles 20 Crew 85 Power
Battlestations 88 volatiles 304 base metals 8 noble metals 180 Days
Mass: 4000 tons
30 money 3 volatiles 3 base metals 1 noble metals 240 Power consumption 75 Crew
Spaceworks 64 volatiles 224 base metals 32 noble metals 240 Days
Mass: 3200 tons
10 base metals 1 noble metals 240 Power consumption 400 Crew
Argus Complex 10 volatiles 75 base metals 15 noble metals 240 Days
Mass: 1000 tons
30 money 3 volatiles 3 base metals 0.3 noble metals 120 Power consumption 200 Crew 3 ops
Foundry
  • Upgrades: Skunkworks
  • Project: Foundry
20 water 80 volatiles 220 base metals 80 noble metals 180 Days
Mass: 4000 tons
30 money 10 volatiles 10 base metals 1 noble metals 90 Power consumption 250 Crew 2 projects
Materials Research Center 0.2 water 3.4 volatiles 4.4 base metals 2 noble metals 90 Days
Mass: 100 tons
6 money 1 water 1 volatiles 1 base metals 0.5 noble metals 24 Power consumption 25 Crew 10 research
Farm
  • Upgrades: Hydroponics Bay
  • Project: Farm
30 water 27 volatiles 3 base metals 90 Days
Mass: 600 tons
40 Power consumption 5 Crew
  • Removes Hab watervolatiles upkeep for up to 600 Crew
  • Cannot depower.
Marine Platoon Barracks 2.4 volatiles 9.36 base metals 0.24 noble metals 30 Days
Mass: 120 tons
3 money 1 volatiles 1 base metals 0.1 noble metals 5 Power consumption 30 Crew 2 ops
  • Marine combat scoreMarine strength can be used offensively.
  • Add 10 Marine combat scoreMarine Strengthmarine strength as T1 Marines.
  • Cannot depower.
Fusion Pile 0.3 water 0.45 volatiles 1.29 base metals 0.9 noble metals 0.06 fissiles 30 Days
Mass: 30 tons
3 money 1 water 0.5 volatiles 0.02 fissiles 5 Crew 40 Power
Solar Mirror 0.5 volatiles 3.5 base metals 1 noble metals 30 Days
Mass: 50 tons
1 money 0.1 base metals 0.03 noble metals 1 Power consumption 1 Crew
  • Add 2 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
Marine Battalion Barracks 96 volatiles 374.4 base metals 9.6 noble metals 180 Days
Mass: 4800 tons
30 money 3 volatiles 3 base metals 0.3 noble metals 60 Power consumption 750 Crew 12 ops
  • Marine combat scoreMarine strength can be used offensively.
  • Add 40 Marine combat scoreMarine Strengthmarine strength as T3 Marines.
  • Cannot depower.
Residential Module 3 water 9 volatiles 18 base metals 60 Days
Mass: 300 tons
3 water 1 volatiles 1 base metals 0.5 boost 15 Power consumption 500 Crew 12 money 6 influence
Nanofacturing Complex 30 volatiles 72 base metals 18 noble metals 360 Days
Mass: 1200 tons
20 money 10 water 10 volatiles 30 base metals 3 noble metals 120 Power consumption 150 Crew 300 money
Automated Solar Collector 0.3 volatiles 1.13 base metals 0.08 noble metals 30 Days
Mass: 15 tons
20 Power
  • PowerPower scales with proximity to Sun.
Administration Complex 9.6 water 48 volatiles 60 base metals 2.4 noble metals 240 Days
Mass: 1200 tons
90 money 0.5 volatiles 0.5 base metals 0.5 noble metals 12 boost 160 Power consumption 1000 Crew 2 mission control
Heavy Fusion Reactor Array 3 water 4.5 volatiles 12.9 base metals 9 noble metals 0.6 fissiles 120 Days
Mass: 300 tons
12 money 3 water 2 volatiles 0.5 base metals 0.5 noble metals 0.08 fissiles 50 Crew 300 Power
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Antimatter Farm 4 water 20 volatiles 40 base metals 16 noble metals 180 Days
Mass: 800 tons
10 money 1.5 base metals 1 noble metals 80 Power consumption 50 Crew 15 research
Heavy Fission Pile 0.4 water 0.8 volatiles 2 base metals 0.6 noble metals 0.2 fissiles 60 Days
Mass: 40 tons
3 money 0.5 water 0.25 volatiles 0.075 fissiles 4 Crew 30 Power
Automated Supply Depot 0.18 water 0.69 volatiles 0.6 base metals 0.03 noble metals 30 Days
Mass: 15 tons
3 Power consumption
  • Cannot depower.
  • Allows Ships to resupply.
Solar Collector 0.3 volatiles 1.13 base metals 0.08 noble metals 30 Days
Mass: 15 tons
1 money 1 Crew 20 Power
  • PowerPower scales with proximity to Sun.
Settlement Mining Complex 12.5 water 12.5 volatiles 98.75 base metals 1.25 noble metals 120 Days
Mass: 1250 tons
30 money 5 water 2 volatiles 40 Power consumption 60 Crew 1.5 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Media Center 42 volatiles 72 base metals 6 noble metals 180 Days
Mass: 1200 tons
100 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 125 Crew 10 money 25 influence
  • Adds +3 strength to our Public Campaigns if in Earth interface orbit. Capped at +9.
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
Automated Solar Mirror 0.5 volatiles 3.5 base metals 1 noble metals 30 Days
Mass: 50 tons
1 money 0.1 base metals 0.03 noble metals 1 Power consumption
  • Add 2 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
Heavy Fusion Pile 0.6 water 0.9 volatiles 2.58 base metals 1.8 noble metals 0.12 fissiles 60 Days
Mass: 60 tons
5 money 1 water 0.5 volatiles 0.1 base metals 0.1 noble metals 0.02 fissiles 10 Crew 70 Power
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Information Science Research Center 4 volatiles 5.5 base metals 0.5 noble metals 90 Days
Mass: 100 tons
6 money 1 water 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew 10 research
Atomsmasher 20 volatiles 35 base metals 40 noble metals 5 fissiles 180 Days
Mass: 1000 tons
20 money 10 water 10 volatiles 5 base metals 5 noble metals 3 fissiles 250 Power consumption 20 Crew 5 research 0.01 antimatter
Agriculture Complex 240 water 216 volatiles 24 base metals 180 Days
Mass: 4800 tons
120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Climate Research Center 2 volatiles 7.5 base metals 0.5 noble metals 90 Days
Mass: 100 tons
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 15 Crew 10 research
Platform Core 0.75 volatiles 0.75 base metals 30 Days
Mass: 15 tons
2 money 2 mission control 3 Crew
  • Max one per Hab.
Social Science Institute 15 volatiles 45 base metals 180 Days
Mass: 600 tons
24 money 0.5 volatiles 0.5 base metals 0.5 noble metals 48 Power consumption 125 Crew 15 research
Communications Hub 5.25 volatiles 9 base metals 0.75 noble metals 90 Days
Mass: 150 tons
20 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 3 money 10 influence
  • Adds +2 strength to our Public Campaigns if in Earth interface orbit. Capped at +9.
  • Need ≥50000 system Populationpopulation.
  • Cannot be built in irradiated locations.
Climate Institute 16 volatiles 60 base metals 4 noble metals 180 Days
Mass: 800 tons
20 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 75 Crew 15 research
Military Science Research Center 3.5 volatiles 6.4 base metals 0.1 noble metals 90 Days
Mass: 100 tons
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew 10 research
Geriatrics Facility 236.8 water 128 volatiles 256 base metals 19.2 noble metals 180 Days
Mass: 6400 tons
15 water 10 volatiles 3 boost 90 Power consumption 600 Crew 300 money
  • Need ≥10000 system Populationpopulation.
  • Adds 2.5% Life ScienceLife Science
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).
Automated Mining Complex 2.5 water 3.75 volatiles 18 base metals 0.75 noble metals 30 Days
Mass: 250 tons
2 water 0.5 volatiles 12 Power consumption 1.25 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Skunk Works 2.5 water 10 volatiles 32.5 base metals 5 noble metals 90 Days
Mass: 500 tons
10 money 3 volatiles 3 base metals 0.3 noble metals 30 Power consumption 50 Crew 1 projects
Space Science Lab 0.6 volatiles 1.3 base metals 0.1 noble metals 30 Days
Mass: 20 tons
2 money 5 Power consumption 3 Crew 5 research
Materials Institute 1.6 water 27.2 volatiles 35.2 base metals 16 noble metals 180 Days
Mass: 800 tons
18 money 3 water 3 volatiles 3 base metals 1.5 noble metals 72 Power consumption 125 Crew 15 research
Colony Mining Complex 100 water 100 volatiles 790 base metals 10 noble metals 240 Days
Mass: 10000 tons
60 money 15 water 6 volatiles 200 Power consumption 200 Crew 2 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Information Science Institute 32 volatiles 44 base metals 4 noble metals 180 Days
Mass: 800 tons
18 money 3 water 0.5 volatiles 0.5 base metals 0.5 noble metals 120 Power consumption 125 Crew 15 research
Administration Node 0.24 water 1.2 volatiles 1.5 base metals 0.06 noble metals 45 Days
Mass: 30 tons
10 money 0.03 volatiles 0.03 base metals 0.03 noble metals 1 boost 10 Power consumption 40 Crew
Soletta
  • Upgrades: Solar Mirror Array
  • Project: Soletta
20 volatiles 140 base metals 40 noble metals 180 Days
Mass: 2000 tons
10 money 3 base metals 0.5 noble metals 12 Power consumption 25 Crew
  • Add 12 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
Administration Tower 1.2 water 6 volatiles 7.5 base metals 0.3 noble metals 120 Days
Mass: 150 tons
30 money 0.1 volatiles 0.1 base metals 0.1 noble metals 4 boost 40 Power consumption 200 Crew 1 mission control
Orbital Hospital 29.6 water 16 volatiles 32 base metals 2.4 noble metals 90 Days
Mass: 800 tons
5 water 3 volatiles 1 boost 30 Power consumption 120 Crew 90 money
  • Need ≥10000 system Populationpopulation.
  • Adds 2.5% Life ScienceLife Science
  • Cannot be built in irradiated locations.
  • Destroyer commits an Atrocity.
  • If destroyed, the owner loses public support as if they committed an Atrocity (but does not actually commit an atrocity).
Fission Pile 0.2 water 0.4 volatiles 1.1 base metals 0.2 noble metals 0.1 fissiles 30 Days
Mass: 20 tons
2 money 0.5 water 0.25 volatiles 0.05 fissiles 4 Crew 20 Power
Space Science Institute 24 volatiles 52 base metals 4 noble metals 180 Days
Mass: 800 tons
18 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 125 Crew 15 research
Social Science Research Center 1.88 volatiles 5.63 base metals 90 Days
Mass: 75 tons
8 money 0.1 volatiles 0.1 base metals 0.1 noble metals 16 Power consumption 25 Crew 10 research
Outpost Core 1 volatiles 1 base metals 30 Days
Mass: 20 tons
3 money 2 mission control 5 Crew
  • Max one per Hab.
Particle Collider 4 volatiles 7 base metals 8 noble metals 1 fissiles 60 Days
Mass: 200 tons
6 money 2 water 2 volatiles 1 base metals 1 noble metals 1 fissiles 100 Power consumption 10 Crew 2 research 0.0001 antimatter
Heavy Fission Reactor Farm 16 water 32 volatiles 80 base metals 24 noble metals 8 fissiles 180 Days
Mass: 1600 tons
24 money 6 water 3 volatiles 0.75 fissiles 100 Crew 375 Power
Settlement Core 5 volatiles 5 base metals 60 Days
Mass: 100 tons
10 money 3 mission control 25 Crew
  • Max one per Hab.
Outpost Mining Complex 2.5 water 2.5 volatiles 19.75 base metals 0.25 noble metals 60 Days
Mass: 250 tons
6 money 2 water 0.5 volatiles 10 Power consumption 12 Crew 1 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Supply Depot 0.15 volatiles 1.35 base metals 30 Days
Mass: 15 tons
3 Crew
  • Cannot depower.
  • Allows Ships to resupply.
Construction Module 0.75 volatiles 2.1 base metals 0.15 noble metals 180 Days
Mass: 30 tons
3 money 1 water 1 volatiles 3 base metals 0.25 noble metals 10 Power consumption 6 Crew
Military Science Lab 0.7 volatiles 1.28 base metals 0.02 noble metals 30 Days
Mass: 20 tons
2 money 5 Power consumption 3 Crew 5 research
Solar Array 1.5 volatiles 5.63 base metals 0.38 noble metals 60 Days
Mass: 75 tons
3 money 5 Crew 80 Power
  • PowerPower scales with proximity to Sun.
Energy Institute 16 volatiles 59.2 base metals 4 noble metals 0.8 fissiles 180 Days
Mass: 800 tons
18 money 10 volatiles 0.5 base metals 0.5 noble metals 0.01 fissiles 120 Power consumption 100 Crew 15 research
Nanofactory 3.75 volatiles 9.75 base metals 1.5 noble metals 270 Days
Mass: 150 tons
10 money 3 water 3 volatiles 10 base metals 1 noble metals 40 Power consumption 30 Crew 90 money
Sentinel Complex 20 water 380 volatiles 400 base metals 200 noble metals 120 Days
Mass: 10000 tons
20 money 150 Power consumption 1 mission control 100 Crew
Energy Lab 0.4 volatiles 1.48 base metals 0.1 noble metals 0.02 fissiles 30 Days
Mass: 20 tons
2 money 1 volatiles 0.001 fissiles 10 Power consumption 3 Crew 5 research
Antimatter Harvester 0.5 water 2.5 volatiles 5 base metals 2 noble metals 90 Days
Mass: 100 tons
5 money 0.5 base metals 0.1 noble metals 20 Power consumption 10 Crew 10 research
Marine Company Barracks 12 volatiles 46.8 base metals 1.2 noble metals 90 Days
Mass: 600 tons
10 money 2 volatiles 2 base metals 0.2 noble metals 20 Power consumption 150 Crew 6 ops
  • Marine combat scoreMarine strength can be used offensively.
  • Add 20 Marine combat scoreMarine Strengthmarine strength as T2 Marines.
  • Cannot depower.
Fusion Reactor Array 1.5 water 2.25 volatiles 6.45 base metals 4.5 noble metals 0.3 fissiles 90 Days
Mass: 150 tons
10 money 3 water 2 volatiles 0.05 fissiles 25 Crew 170 Power
Interstellar Launching Laser 2350 water 5000 volatiles 11000 base metals 6250 noble metals 400 exotics 720 Days
Mass: 250000 tons
20 money 5000 Power consumption 20 mission control 80 Crew
Fission Reactor Farm 8 water 16 volatiles 44 base metals 8 noble metals 4 fissiles 180 Days
Mass: 800 tons
18 money 6 water 3 volatiles 0.5 fissiles 100 Crew 250 Power
Information Science Lab 0.8 volatiles 1.1 base metals 0.1 noble metals 30 Days
Mass: 20 tons
2 money 10 Power consumption 3 Crew 5 research
Military Science Institute 28 volatiles 51.2 base metals 0.8 noble metals 180 Days
Mass: 800 tons
18 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 125 Crew 15 research
Xenoscience Institute 24 volatiles 52 base metals 3.2 noble metals 0.8 exotics 180 Days
Mass: 800 tons
18 money 0.5 volatiles 0.5 base metals 0.5 noble metals 120 Power consumption 125 Crew 15 research
Shipyard 8 volatiles 28 base metals 4 noble metals 120 Days
Mass: 400 tons
3 base metals 0.5 noble metals 80 Power consumption 120 Crew

Hab Module Build Cost Monthly Upkeep Monthly Income Special
Alien Shipyard 7.5 volatiles 15 base metals 2.5 noble metals 180 Days
Mass: 250 tons
30 Power consumption 20 Crew
Alien Settlement Mining Complex
  • Upgrades: Small Alien Mining Complex
  • Project: The AliensAlien Only
50 water 37.5 volatiles 160 base metals 2.5 noble metals 240 Days
Mass: 2500 tons
2 water 60 Power consumption 5 Crew 2 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Alien Garrison 17.5 volatiles 27.5 base metals 5 noble metals 90 Days
Mass: 500 tons
30 Power consumption 96 Crew
  • Add 24 Marine combat scoreMarine Strengthmarine strength as Salamanders.
  • Add 24 Marine combat scoreMarine Strengthmarine strength as War Dogs.
  • Marine combat scoreMarine strength can be used offensively.
  • Cannot depower.
Alien Observation Post 0.4 volatiles 4.5 base metals 0.1 noble metals 60 Days
Mass: 50 tons
15 Power consumption 16 Crew 4 influence
Alien Nanofactory 3 volatiles 3 base metals 1.5 noble metals 180 Days
Mass: 75 tons
50 Power consumption 5 Crew 0.02 antimatter
Alien Platform Core 0.8 volatiles 1.2 base metals 90 Days
Mass: 20 tons
1 Crew
Alien Outpost Core 0.8 volatiles 1.2 base metals 90 Days
Mass: 20 tons
1 Crew
Alien Orbital Core 4 volatiles 6 base metals 120 Days
Mass: 100 tons
5 Crew
Alien Citadel 87.5 volatiles 137.5 base metals 25 noble metals 120 Days
Mass: 2500 tons
60 Power consumption 256 Crew
  • Add 48 Marine combat scoreMarine Strengthmarine strength as Salamanders.
  • Add 48 Marine combat scoreMarine Strengthmarine strength as War Dogs.
  • Marine combat scoreMarine strength can be used offensively.
  • Cannot depower.
Alien Watchtower
  • Upgrades: Alien Surveillance Array
  • Project: The AliensAlien Only
10 volatiles 112.5 base metals 2.5 noble metals 120 Days
Mass: 1250 tons
80 Power consumption 64 Crew 25 influence
Alien Fusion Reactor Farm
  • Upgrades: Alien Fusion Reactor Array
  • Project: The AliensAlien Only
2.5 water 15 volatiles 20 base metals 11.5 noble metals 0.5 fissiles 0.5 exotics 180 Days
Mass: 500 tons
0.01 fissiles 10 Crew 300 Power
Alien Spacedock 1.5 volatiles 3 base metals 0.5 noble metals 90 Days
Mass: 50 tons
15 Power consumption 5 Crew
Alien Spaceworks 37.5 volatiles 75 base metals 12.5 noble metals 360 Days
Mass: 1250 tons
60 Power consumption 40 Crew
Alien Nanofacturing Complex 15 volatiles 15 base metals 7.5 noble metals 360 Days
Mass: 375 tons
100 Power consumption 10 Crew 0.04 antimatter
  • Can build new T3 Habs in System.
  • Can build new T2 Habs in System.
  • Can build new T1 Habs in System.
  • 0.5× base time modifier to hab module construction.
  • Allows Ships to resupply.
Alien Surveillance Array
  • Upgrades: Alien Observation Post
  • Project: The AliensAlien Only
2 volatiles 22.5 base metals 0.5 noble metals 90 Days
Mass: 250 tons
40 Power consumption 32 Crew 10 influence
Alien Barracks 3.5 volatiles 5.5 base metals 1 noble metals 60 Days
Mass: 100 tons
10 Power consumption 24 Crew
  • Add 12 Marine combat scoreMarine Strengthmarine strength as Salamanders.
  • Add 12 Marine combat scoreMarine Strengthmarine strength as War Dogs.
  • Marine combat scoreMarine strength can be used offensively.
  • Cannot depower.
Alien Outpost Mining Complex 10 water 7.5 volatiles 32 base metals 0.5 noble metals 120 Days
Mass: 500 tons
1 water 30 Power consumption 3 Crew 1 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Alien Colony Core
  • Upgrades: Alien Settlement Core
  • Project: The AliensAlien Only
20 volatiles 30 base metals 180 Days
Mass: 500 tons
10 Crew 20 mission control
Alien Battlestations
  • Upgrades: Alien Layered Defense Array
  • Project: The AliensAlien Only
72.5 volatiles 150 base metals 25 noble metals 2.5 exotics 180 Days
Mass: 2500 tons
150 Power consumption 10 Crew
Alien Layered Defense Array
  • Upgrades: Alien Point Defense Array
  • Project: The AliensAlien Only
15 volatiles 30 base metals 5 noble metals 120 Days
Mass: 500 tons
75 Power consumption 5 Crew
Alien Point Defense Array 3 volatiles 6 base metals 1 noble metals 90 Days
Mass: 100 tons
25 Power consumption 3 Crew
Alien Wormhole Facility 250 volatiles 250 base metals 200 noble metals 100 fissiles 150 exotics 360 Days
Mass: 10000 tons
200 volatiles 200 base metals 50 noble metals 10 fissiles 10 exotics 0.01 antimatter 100 mission control
  • Add 20 Marine combat scoreMarine Strengthmarine strength as Salamanders.
  • Alien Wormhole. Cannot be destroyed.
  • Cannot depower.
  • Max one per Hab.
Alien Assembler 0.6 volatiles 0.6 base metals 0.3 noble metals 90 Days
Mass: 15 tons
15 Power consumption 3 Crew
Alien Fusion Reactor Array 0.5 water 3 volatiles 4 base metals 2.3 noble metals 0.1 fissiles 0.1 exotics 120 Days
Mass: 100 tons
0.01 fissiles 5 Crew 100 Power
Alien Fusion Pile 0.1 water 0.6 volatiles 0.8 base metals 0.46 noble metals 0.02 fissiles 0.02 exotics 90 Days
Mass: 20 tons
0.01 fissiles 3 Crew 30 Power
Alien Settlement Core 4 volatiles 6 base metals 120 Days
Mass: 100 tons
5 Crew 5 mission control
Alien Colony Mining Complex
  • Upgrades: Large Alien Mining Complex
  • Project: The AliensAlien Only
250 water 187.5 volatiles 800 base metals 12.5 noble metals 360 Days
Mass: 12500 tons
3 water 150 Power consumption 10 Crew 4 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Alien Ring Core 20 volatiles 30 base metals 180 Days
Mass: 500 tons
10 Crew

Sources

This table is computed using data from: