Resources

From Terra Invicta Official Wiki

Factions must manage several key resources on Earth and, as the campaign progresses, in space.

Earth resources are generated from a variety of sources, but space resources (water, volatiles, metals, noble metals and fissiles) can only come from developing technology to mine space bodies other than Earth and using electromagnetic catapults to launch them to where they are needed.

For readibility, Terra Invicta will occasionally use alphabetic suffixes with very large or small numbers, such as "10K".

Faction Resources

  • money Money is used to build components on Earth for our space program, acquire many councilor orgs, conduct certain financially oriented missions, and support our space assets. It is gained from national funding, the spoils priority, orgs, councilor traits, hab modules, and the sale of space resources on Earth.
  • influence Influence represents political capital and the ability to sway institutions and people to pursuing your goals. It is gained from favorable global public opinion about your faction's ideology, orgs, councilor traits, and hab modules. It is also spent on maintaining your control points each month.
  • ops Ops, or Operations, is our ability to conduct small-scale combat and espionage operations. It is primary gained from orgs, but also can come from councilor traits and certain hab modules in an Earth interface orbit.
  • boost Boost represents the capability to move ten metric tons of material from Earth's surface to Low Earth Orbit via rocket launches and other conveyances. Boost can also deliver items to more distant destinations at a significant penalty. It is primarily generated from nations with a space program, but also can come from orgs.
  • mission control Mission Control accounts for all the staff and technical apparatus required to support our operations in space. Insufficient Mission Control makes it much easier for other factions to seize our space assets and makes accidents far more likely. We may not build or acquire new habs or ships if we do not have any mission control available. Excess mission control is coverted to research and money.
  • research Research represents the efforts of our scientists and engineers. Unlike other resources, it is not accumulated but immediately distributed according to our research priorities, which are divided between global investigations into new principles and technologies and private engineering projects that only benefit our faction.
  • projects Projects represents a faction's ability to do faction specific research. First project on any councilor unlocks the 2nd project slot on the research screen, and first project on any hab unlocks the 3rd project slot. In addition, each project increases faction research speed by 5% up to 100%, 3% up to 160%, and 1% thereafter.
  • control points Control Points Cap: Exceeding this cap will reduce our Influence income and make enemy missions targeting our control points much more likely to succeed. We may abandon control points to reduce this cost or increase our cap through research or increasing out councilors' Administraction, Command and Persuasion attributes.

Space Resources

Space Resources can only be obtained by constructing base habs and mining them. They are used to construct ships and maintaing habs - if there is insufficient income for hab maintenance it will be paid with Boost instead.

  • water Water is vital for life support and the production of hydrogen, which is used in propellant in many advanced space propulsion systems. It is rare in the inner Solar System but increasingly abundant beyond the Asteroid Belt. It is also a source of deuterium, which is used in nuclear applications.
  • volatiles Volatiles are highly reactive substances like carbon, nitrogen, oxygen, sulfur, chlorine, phosphorous and many compounds that include hydrogen. These are critical for life support and self-sustaining space habitats. Carbon may also be fashioned into high-tech armors.
  • base metals Base Metals include common materials such as iron, nickel, lead, zinc, copper, aluminum and tin. They are important for construction. Alkali metals like lithium and metalloids like silicon and boron also fall in this category.
  • noble metals Noble Metals include precious metals such as silver, gold, and platinum, as well as corrosion-resistant metals such as titanium and tungsten. They are used in construction and also may be sold on Earth for profit.
  • fissiles Fissiles include isotopes of uranium, thorium and (once processed) plutonium that are used to create nuclear fission reactions. These are used in nuclear propulsion systems and weapons.

Advanced Resources

Advanced resources can only be obtained after researching certain technologies.

  • exotics Exotics are a strange class of materials that exhibit properties that would seem to violate the known laws of physics. Exotics will appear after completing the Exotic Materials council engineering project.
  • antimatter Antimatter is composed of particles that annihilate when they strike normal matter, producing vast amounts of energy. Exceedingly difficult to create, capture and store, it is used in advanced propulsion systems and weapons. Antimatter will appear after completing the Antimatter Containment global research.

Selling Resources

Once a station is built in Earth Interface Orbit, certain resources can be sold for money by clicking on their icons on the pop up window (top left of the screen) when selecting the station, or on the resources on the top bar.

The selling prices start out at 5% of the resources' value in the commodities market (under "Global" on the Intel screen), and can be increased by the following faction projects: Commercial Mining Companies (+10%), Resource Market Administration (+10%), and Integrated Resource Market (+20%). The numbers are additive to the original percentage, so researching one +10% project actually triples selling prices from 5% to 15%.

Prices vary during the course of a game. Typical prices may be as follows:

Resource Price per unit (5%) Price per unit (15%) Price per unit (25%) Price per unit (45%)
base metals Base Metals money0.5 money1.5 money2.5 money4.5
noble metals Noble Metals money2.5 money7.5 money12.5 money22.5
fissiles Fissiles money5 money15 money25 money45
antimatter Antimatter money5,000 money15,000 money25,000 money45,000
exotics Exotics money2,500 money7,500 money12,500 money22,500