Habs

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Revision as of 11:47, 23 September 2025 by Isacu (talk | contribs) (→Science Modules)

This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see Hab Module List instead.

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 AcademyThe Academy, The ResistanceThe Resistance, Project ExodusProject Exodus, etc.

Habs have a support cost drawn from space resources. If those are insufficient, then boostBoost is used. And if you are out of both, or have insufficient mission controlMission Control(MC), your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.

Life Support

Each human at a hab requires water0.35 water, volatiles0.35 volatiles, and money0.1 money per year. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money per month. Agricultural module covers water and volatiles upkeep of certain number of crews in the hab.

Radiation Shielding

Some locations have Dangerous level of radiationdangerous levels of natural radiation, and modules built in the location needs extra base metalsbase metals to protect crew and equipment from radiation. For example, every location on Mercury has Dangerous level of radiation2x 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 base metals20 base metal cost.

Stations

Station

StationStations 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 boostboost 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 Build Cost Monthly Upkeep[1]
Platform Core
1

0.75 volatiles 0.75 base metals 30 Days

2 money 2 mission control 3 Crew
Orbital Core
2

5 volatiles 5 base metals 60 Days

10 money 3 mission control 15 Crew
Ring Core
3

40 volatiles 40 base metals 90 Days

20 money 4 mission control 75 Crew
Automated Platform Core
1

0.5 volatiles 1.4 base metals 0.1 noble metals 30 Days

1 mission control

Particle Colliders

Particle Colliders are used to produce antimatterantimatter. 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 Build Cost Monthly Upkeep Monthly Income Special rule
Particle Collider
1

4 volatiles 7 base metals 8 noble metals 1 fissiles 60 Days

6 money 2 water 2 volatiles 1 base metals 1 noble metals 1 fissiles 100 Power consumption 10 Crew 2 research 0.0001 antimatter
Atomsmasher
2

20 volatiles 35 base metals 40 noble metals 5 fissiles 180 Days

20 money 10 water 10 volatiles 5 base metals 5 noble metals 3 fissiles 250 Power consumption 20 Crew 5 research 0.01 antimatter
Supercollider
3

120 volatiles 280 base metals 320 noble metals 80 fissiles 360 Days

120 money 30 water 30 volatiles 20 base metals 20 noble metals 10 fissiles 750 Power consumption 100 Crew 10 research 0.1 antimatter

Antimatter Capture

Antimatter capture modules can only be constructed in orbits that have antimatterantimatter. 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 Build Cost Monthly Upkeep Monthly Income Special Rule
Antimatter Trap
1 0.1 water 0.5 volatiles 1 base metals 0.4 noble metals 30 Days 2 money 0.1 base metals 0.03 noble metals 5 Power consumption 2 Crew 5 research
Antimatter Harvester
2 0.5 water 2.5 volatiles 5 base metals 2 noble metals 90 Days 5 money 0.5 base metals 0.1 noble metals 20 Power consumption 10 Crew 10 research
Antimatter Farm
3 4 water 20 volatiles 40 base metals 16 noble metals 180 Days 10 money 1.5 base metals 1 noble metals 80 Power consumption 50 Crew 15 research

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

Surface baseBases 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 Build Cost Monthly Upkeep[1]
Outpost Core
1 1 volatiles 1 base metals 30 Days 2 mission control 3 money 5 Crew
Settlement Core
2 5 volatiles 5 base metals 60 Days 3 mission control 10 money 25 Crew
Colony Core
3 40 volatiles 40 base metals 90 Days 4 mission control 20 money 125 Crew
Automated Outpost Core
1 0.8 volatiles 1 base metals 0.2 noble metals 30 Days 1 mission control

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 Space miningmining bases you can have. Going over it will require paying extra mission controlMC cost. This limit is raised by 3 with the Space Science Mission to the Moon tech and Space Science Mission to the Mercury tech. Space Science Mission to Mars, Space Science Mission to the Asteroids, Space Science Mission to Jupiter, Space Science Mission to Saturn, and Space Science Mission to the Outer Planets techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of Space Science Future Tech: Space Science.

Each additional mine beyond the initial limit has an escalating mission controlMission Control (MC) cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0.

So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...

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 consumptionpower 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
Build cost:
0.15 volatiles 1.35 base metals 30 Days

Monthly expenses:
3 Crew

Special Rule:
  • Cannot depower.
  • Allows Ships to resupply.
cannot be upgraded
Space Dock
Build cost:
1.6 volatiles 5.6 base metals 0.8 noble metals 45 Days

Monthly expenses:
1 base metals 0.1 noble metals 20 Power consumption 40 Crew

Special Rule:
Shipyard
Build cost:
8 volatiles 28 base metals 4 noble metals 120 Days

Monthly expenses:
3 base metals 0.5 noble metals 80 Power consumption 120 Crew

Special Rule:
Spaceworks
Build cost:
64 volatiles 224 base metals 32 noble metals 240 Days

Monthly expenses:
10 base metals 1 noble metals 240 Power consumption 400 Crew

Special Rule:
Construction Module
Build cost:
0.75 volatiles 2.1 base metals 0.15 noble metals 180 Days

Monthly expenses:
3 money 1 water 1 volatiles 3 base metals 0.25 noble metals 10 Power consumption 6 Crew

Special Rule:
Nanofactory
Build cost:
3.75 volatiles 9.75 base metals 1.5 noble metals 270 Days

Monthly expenses:
10 money 3 water 3 volatiles 10 base metals 1 noble metals 40 Power consumption 30 Crew

Monthly income:
90 money

Special Rule:
Nanofacturing Complex
Build cost:
30 volatiles 72 base metals 18 noble metals 360 Days

Monthly expenses:
20 money 10 water 10 volatiles 30 base metals 3 noble metals 120 Power consumption 150 Crew

Monthly income:
300 money

Special Rule:
Quarters
Build cost:
0.6 water 1.8 volatiles 3.6 base metals 30 Days

Monthly expenses:
0.1 water 0.1 volatiles 2 Power consumption 50 Crew

Monthly income:
3 money 2 influence

Special Rule:
Residential Module
Build cost:
3 water 9 volatiles 18 base metals 60 Days

Monthly expenses:
3 water 1 volatiles 1 base metals 0.5 boost 15 Power consumption 500 Crew

Monthly income:
12 money 6 influence

Special Rule:
Civilian Complex
Build cost:
24 water 72 volatiles 144 base metals 120 Days

Monthly expenses:
10 water 6 volatiles 2 base metals 1 boost 120 Power consumption 2500 Crew

Monthly income:
40 money 10 influence

Special Rule:
Hydroponics Bay
Build cost:
6 water 5.4 volatiles 0.6 base metals 30 Days

Monthly expenses:
10 Power consumption 1 Crew

Special Rule:
  • Removes Hab watervolatiles upkeep for up to 120 Crew
  • Cannot depower.
Farm
Build cost:
30 water 27 volatiles 3 base metals 90 Days

Monthly expenses:
40 Power consumption 5 Crew

Special Rule:
  • Removes Hab watervolatiles upkeep for up to 600 Crew
  • Cannot depower.
Agriculture Complex
Build cost:
240 water 216 volatiles 24 base metals 180 Days

Monthly expenses:
120 Power consumption 25 Crew

Special Rule:
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Marine Platoon Barracks
Build cost:
2.4 volatiles 9.36 base metals 0.24 noble metals 30 Days

Monthly expenses:
3 money 1 volatiles 1 base metals 0.1 noble metals 5 Power consumption 30 Crew

Monthly income:
2 ops

Special Rule:
  • Marine combat scoreMarine strength can be used offensively.
  • Add 10 Marine combat scoreMarine Strengthmarine strength as T1 Marines.
  • Cannot depower.
Marine Company Barracks
Build cost:
12 volatiles 46.8 base metals 1.2 noble metals 90 Days

Monthly expenses:
10 money 2 volatiles 2 base metals 0.2 noble metals 20 Power consumption 150 Crew

Monthly income:
6 ops

Special Rule:
  • Marine combat scoreMarine strength can be used offensively.
  • Add 20 Marine combat scoreMarine Strengthmarine strength as T2 Marines.
  • Cannot depower.
Marine Battalion Barracks
Build cost:
96 volatiles 374.4 base metals 9.6 noble metals 180 Days

Monthly expenses:
30 money 3 volatiles 3 base metals 0.3 noble metals 60 Power consumption 750 Crew

Monthly income:
12 ops

Special Rule:
  • Marine combat scoreMarine strength can be used offensively.
  • Add 40 Marine combat scoreMarine Strengthmarine strength as T3 Marines.
  • Cannot depower.
built from tier 2 Skunkworks
Build cost:
2.5 water 10 volatiles 32.5 base metals 5 noble metals 90 Days

Monthly expenses:
10 money 3 volatiles 3 base metals 0.3 noble metals 30 Power consumption 50 Crew

Monthly income:
1 projects

Special Rule:
Foundry
Build cost:
20 water 80 volatiles 220 base metals 80 noble metals 180 Days

Monthly expenses:
30 money 10 volatiles 10 base metals 1 noble metals 90 Power consumption 250 Crew

Monthly income:
2 projects

Special Rule:
built from tier 2 Research Campus
Build cost:
15 water 30 volatiles 50 base metals 5 noble metals 180 Days

Monthly expenses:
30 money 3 water 3 volatiles 50 Power consumption 1 mission control 200 Crew

Monthly income:
60 research

Special Rule:
  • Need ≥10000 system Populationpopulation.
Research University
Build cost:
120 water 240 volatiles 400 base metals 40 noble metals 240 Days

Monthly expenses:
100 money 10 water 10 volatiles 150 Power consumption 2 mission control 1000 Crew

Monthly income:
200 research

Special Rule:
  • Need ≥50000 system Populationpopulation.
built from tier 2 Operations Center
Build cost:
10 volatiles 75 base metals 15 noble metals 180 Days

Monthly expenses:
30 money 5 volatiles 5 base metals 2.5 noble metals 100 Power consumption 200 Crew

Monthly income:
4 mission control

Special Rule:
  • Max one per Hab.
Command Center
Build cost:
80 volatiles 600 base metals 120 noble metals 240 Days

Monthly expenses:
100 money 10 volatiles 10 base metals 5 noble metals 300 Power consumption 1000 Crew

Monthly income:
10 mission control

Special Rule:
  • Max one per Hab.


Power Modules

Tier 1 Tier 2 Tier 3
Module Effects Module Effects Module Effects
Fission Pile
Build cost:
0.2 water 0.4 volatiles 1.1 base metals 0.2 noble metals 0.1 fissiles 30 Days

Monthly expenses:
2 money 0.5 water 0.25 volatiles 0.05 fissiles 4 Crew

Monthly income:
20 Power

Special Rule:
Fission Reactor Array
Build cost:
1 water 2 volatiles 5.5 base metals 1 noble metals 0.5 fissiles 90 Days

Monthly expenses:
6 money 2 water 1 volatiles 0.2 fissiles 20 Crew

Monthly income:
85 Power

Special Rule:
Fission Reactor Farm
Build cost:
8 water 16 volatiles 44 base metals 8 noble metals 4 fissiles 180 Days

Monthly expenses:
18 money 6 water 3 volatiles 0.5 fissiles 100 Crew

Monthly income:
250 Power

Special Rule:
Heavy Fission Pile
Build cost:
0.4 water 0.8 volatiles 2 base metals 0.6 noble metals 0.2 fissiles 60 Days

Monthly expenses:
3 money 0.5 water 0.25 volatiles 0.075 fissiles 4 Crew

Monthly income:
30 Power

Special Rule:
Heavy Fission Reactor Array
Build cost:
2 water 4 volatiles 10 base metals 3 noble metals 1 fissiles 90 Days

Monthly expenses:
8 money 2 water 1 volatiles 0.3 fissiles 20 Crew

Monthly income:
128 Power

Special Rule:
Heavy Fission Reactor Farm
Build cost:
16 water 32 volatiles 80 base metals 24 noble metals 8 fissiles 180 Days

Monthly expenses:
24 money 6 water 3 volatiles 0.75 fissiles 100 Crew

Monthly income:
375 Power

Special Rule:
Fusion Pile
Build cost:
0.3 water 0.45 volatiles 1.29 base metals 0.9 noble metals 0.06 fissiles 30 Days

Monthly expenses:
3 money 1 water 0.5 volatiles 0.02 fissiles 5 Crew

Monthly income:
40 Power

Special Rule:
Fusion Reactor Array
Build cost:
1.5 water 2.25 volatiles 6.45 base metals 4.5 noble metals 0.3 fissiles 90 Days

Monthly expenses:
10 money 3 water 2 volatiles 0.05 fissiles 25 Crew

Monthly income:
170 Power

Special Rule:
Fusion Reactor Farm
Build cost:
12 water 18 volatiles 51.6 base metals 36 noble metals 2.4 fissiles 180 Days

Monthly expenses:
30 money 10 water 6 volatiles 0.1 fissiles 125 Crew

Monthly income:
500 Power

Special Rule:
Heavy Fusion Pile
Build cost:
0.6 water 0.9 volatiles 2.58 base metals 1.8 noble metals 0.12 fissiles 60 Days

Monthly expenses:
5 money 1 water 0.5 volatiles 0.1 base metals 0.1 noble metals 0.02 fissiles 10 Crew

Monthly income:
70 Power

Special Rule:
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Heavy Fusion Reactor Array
Build cost:
3 water 4.5 volatiles 12.9 base metals 9 noble metals 0.6 fissiles 120 Days

Monthly expenses:
12 money 3 water 2 volatiles 0.5 base metals 0.5 noble metals 0.08 fissiles 50 Crew

Monthly income:
300 Power

Special Rule:
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Heavy Fusion Reactor Farm
Build cost:
24 water 36 volatiles 103.2 base metals 72 noble metals 4.8 fissiles 240 Days

Monthly expenses:
36 money 10 water 6 volatiles 1 base metals 1 noble metals 0.2 fissiles 150 Crew

Monthly income:
900 Power

Special Rule:
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Solar Collector
Build cost:
0.3 volatiles 1.13 base metals 0.08 noble metals 30 Days

Monthly expenses:
1 money 1 Crew

Monthly income:
20 Power

Special Rule:
  • PowerPower scales with proximity to Sun.
Solar Array
Build cost:
1.5 volatiles 5.63 base metals 0.38 noble metals 60 Days

Monthly expenses:
3 money 5 Crew

Monthly income:
80 Power

Special Rule:
  • PowerPower scales with proximity to Sun.
Solar Farm
Build cost:
12 volatiles 45 base metals 3 noble metals 90 Days

Monthly expenses:
5 money 25 Crew

Monthly income:
240 Power

Special Rule:
  • PowerPower scales with proximity to Sun.

Power Modules produce PowerPower to the hab. Solar power modules have different output defending on the solar power module multiplier of the location which represent how much solar power it received from the Sun on average. Here is a list of the solar power multiplier for different locations in the solar system.

Location Solar Multiplier Power T1 Power T2 Power T3
Mercury Surface 334% 67 267 801
Mercury Low orbit 604% 121 483 1449
Mercury High orbit 641% 128 513 1538
Venus Low orbit 173% 35 138 415
Venus High orbit 190% 38 152 456
Earth Low orbit 76% 15 61 182
Earth High orbit 98% 19 78 234
Luna Surface 50% 10 40 120
Luna Low Orbit 78% 16 62 187
Luna High Orbit 98% 20 78 235
Mars Surface 16% 3 13 39
Mars Low orbit 33% 7 27 80
Mars High orbit 43% 9 34 102

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: EnergyArc lasers, EnergyPhased-Array Lasers, Military ScienceVisible Combat Lasers, Military ScienceUltraviolet 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
Build cost:
0.4 volatiles 1.48 base metals 0.1 noble metals 0.02 fissiles 30 Days

Monthly expenses:
2 money 1 volatiles 0.001 fissiles 10 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Energy Research Center
Build cost:
2 volatiles 7.4 base metals 0.5 noble metals 0.1 fissiles 90 Days

Monthly expenses:
6 money 3 volatiles 0.1 base metals 0.1 noble metals 0.005 fissiles 40 Power consumption 20 Crew

Monthly income:
10 research

Special Rule:
Energy Institute
Build cost:
16 volatiles 59.2 base metals 4 noble metals 0.8 fissiles 180 Days

Monthly expenses:
18 money 10 volatiles 0.5 base metals 0.5 noble metals 0.01 fissiles 120 Power consumption 100 Crew

Monthly income:
15 research

Special Rule:
Information Science Lab
Build cost:
0.8 volatiles 1.1 base metals 0.1 noble metals 30 Days

Monthly expenses:
2 money 10 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Information Science Research Center
Build cost:
4 volatiles 5.5 base metals 0.5 noble metals 90 Days

Monthly expenses:
6 money 1 water 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew

Monthly income:
10 research

Special Rule:
Information Science Institute
Build cost:
32 volatiles 44 base metals 4 noble metals 180 Days

Monthly expenses:
18 money 3 water 0.5 volatiles 0.5 base metals 0.5 noble metals 120 Power consumption 125 Crew

Monthly income:
15 research

Special Rule:
Life Science Lab
Build cost:
0.1 water 1.4 volatiles 0.48 base metals 0.02 noble metals 30 Days

Monthly expenses:
2 money 0.5 water 0.5 volatiles 5 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Life Science Research Center
Build cost:
0.5 water 7 volatiles 2.4 base metals 0.1 noble metals 90 Days

Monthly expenses:
6 money 1 water 1 volatiles 20 Power consumption 25 Crew

Monthly income:
10 research

Special Rule:
Life Science Institute
Build cost:
4 water 56 volatiles 19.2 base metals 0.8 noble metals 180 Days

Monthly expenses:
18 money 3 water 3 volatiles 60 Power consumption 125 Crew

Monthly income:
15 research

Special Rule:
Materials Lab
Build cost:
0.04 water 0.68 volatiles 0.88 base metals 0.4 noble metals 30 Days

Monthly expenses:
2 money 0.1 base metals 0.1 noble metals 6 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Materials Research Center
Build cost:
0.2 water 3.4 volatiles 4.4 base metals 2 noble metals 90 Days

Monthly expenses:
6 money 1 water 1 volatiles 1 base metals 0.5 noble metals 24 Power consumption 25 Crew

Monthly income:
10 research

Special Rule:
Materials Institute
Build cost:
1.6 water 27.2 volatiles 35.2 base metals 16 noble metals 180 Days

Monthly expenses:
18 money 3 water 3 volatiles 3 base metals 1.5 noble metals 72 Power consumption 125 Crew

Monthly income:
15 research

Special Rule:
Military Science Lab
Build cost:
0.7 volatiles 1.28 base metals 0.02 noble metals 30 Days

Monthly expenses:
2 money 5 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Military Science Research Center
Build cost:
3.5 volatiles 6.4 base metals 0.1 noble metals 90 Days

Monthly expenses:
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew

Monthly income:
10 research

Special Rule:
Military Science Institute
Build cost:
28 volatiles 51.2 base metals 0.8 noble metals 180 Days

Monthly expenses:
18 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 125 Crew

Monthly income:
15 research

Special Rule:
Space Science Lab
Build cost:
0.6 volatiles 1.3 base metals 0.1 noble metals 30 Days

Monthly expenses:
2 money 5 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Space Science Research Center
Build cost:
3 volatiles 6.5 base metals 0.5 noble metals 90 Days

Monthly expenses:
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 20 Power consumption 25 Crew

Monthly income:
10 research

Special Rule:
Space Science Institute
Build cost:
24 volatiles 52 base metals 4 noble metals 180 Days

Monthly expenses:
18 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 125 Crew

Monthly income:
15 research

Special Rule:
Xenology Lab
Build cost:
0.6 volatiles 1.3 base metals 0.1 noble metals 30 Days

Monthly expenses:
2 money 10 Power consumption 3 Crew

Monthly income:
5 research

Special Rule:
Xenoscience Research Center
Build cost:
3 volatiles 6.5 base metals 0.5 noble metals 90 Days

Monthly expenses:
6 money 0.1 volatiles 0.1 base metals 0.1 noble metals 40 Power consumption 25 Crew

Monthly income:
10 research

Special Rule:
Xenoscience Institute
Build cost:
24 volatiles 52 base metals 3.2 noble metals 0.8 exotics 180 Days

Monthly expenses:
18 money 0.5 volatiles 0.5 base metals 0.5 noble metals 120 Power consumption 125 Crew

Monthly income:
15 research

Special Rule:

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
• 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 borders 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 Detain CouncilorDetained 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 research Output 1, 2, 3, 4
Capturing Faction Gains Bonus Research research Amount Sabotaged from Target Faction 1, 2, 3, 4
Apply Defend InterestsDefend Interests on Hab Duration: Success Level × 1.5 Months 2, 4
If Hab produces Research 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.



  1. ↑ 1.0 1.1 Does not include crew upkeep. Each crew consumes 0.35water and 0.35volatiles per year. Human crew also consume 0.1money per year.