Habs: Difference between revisions
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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, 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, 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 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''. (This cost is normally included in the listed upkeep for each module.) | |||
== Stations == | == Stations == | ||
[[File:Orbital.JPG|thumb|320px|Station]] | [[File:Orbital.JPG|thumb|320px|Station]] | ||
Stations are built in an orbit. When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station, with two Solar Collectors and one Space Science Lab, and Tiangong Station, with no modules beyond the core | Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy's objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. | ||
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. | |||
Stations use the following core modules. They require the | Stations use the following core modules. They require the council engineering project with the same name to be constructed. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Module | ! Module | ||
! Tier | |||
! Crew | |||
! width=1% | Module Sites | |||
! Mass (tons) | |||
! Build Time (days) | |||
! Support Costs | |||
! Build Cost (from Earth) | |||
! Build Cost (from space) | |||
|- | |- | ||
| [[File:Station T1 PlatformCore.png|80px]] | | align="center" | Platform Core<br>[[File:Station T1 PlatformCore.png|80px]] | ||
| 1 | | 1 | ||
| 3 | | 3 | ||
| 4 | |||
| 15 | | 15 | ||
| 30 | | 30 | ||
| | | 2 Mission Control<br>2 Money<br>0.087 Water<br>0.087 Volatiles | ||
| 10 Money | | 10 Money | ||
| 1 Volatiles<br>1 Base Metals | | 1 Volatiles<br>1 Base Metals | ||
|- | |- | ||
| [[File:Station T2 OrbitalCore.png|80px]] | | align="center" | Orbital Core<br>[[File:Station T2 OrbitalCore.png|80px]] | ||
| 2 | | 2 | ||
| 15 | | 15 | ||
| 12 | |||
| 120 | | 120 | ||
| 60 | | 60 | ||
Line 33: | Line 51: | ||
| 4 Volatiles<br>4 Base Metals | | 4 Volatiles<br>4 Base Metals | ||
|- | |- | ||
| [[File:Station T3 RingCore.png|80px]] | | align="center" | Ring Core<br>[[File:Station T3 RingCore.png|80px]] | ||
| 3 | | 3 | ||
| 75 | | 75 | ||
| | | 20 | ||
| 600 | |||
| 90 | | 90 | ||
| | | 4 Mission Control<br>20 Money<br>2.2 Water<br>2.2 Volatiles | ||
| 720 Money | | 720 Money | ||
| 48 Volatiles<br>48 Base Metals | | 48 Volatiles<br>48 Base Metals | ||
|- | |- | ||
| [[File:Station T1 PlatformCore.png|80px]] | | align="center" | Automated Platform Core<br>[[File:Station T1 PlatformCore.png|80px]] | ||
| 1 | | 1 | ||
| 0 | | 0 | ||
| 4 | |||
| 20 | | 20 | ||
| 30 | | 30 | ||
| | | 1 Mission Control | ||
| 20 Money | | 20 Money | ||
| 1 Volatiles<br>1 Base Metals | | 1 Volatiles<br>1 Base Metals | ||
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=== Particle Colliders === | === 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. | 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. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) | ! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) | ||
|- | |- | ||
| [[File:Station T2 Atomsmasher.png|80px]] | | align="center" | Atomsmasher<br>[[File:Station T2 Atomsmasher.png|80px]] | ||
| 2 | | 2 | ||
| 20 | | 20 | ||
| | | 1000 | ||
| 180 | | 180 | ||
| 250 | | 250 | ||
| 5 Research<br>0. | | 5 Research<br>0.009 Antimatter<br>3% Energy Research | ||
| 20 Money<br>10 Water<br>10 Volatiles<br>5 Base Metals<br>5 Noble Metals<br>3 Fissiles | | 20 Money<br>10 Water<br>10 Volatiles<br>5 Base Metals<br>5 Noble Metals<br>3 Fissiles | ||
| 1K Money | | 1K Money | ||
| 2 Water<br>8 Volatiles<br>14 Base Metals<br>14 Noble Metals<br>2 Fissiles | | 2 Water<br>8 Volatiles<br>14 Base Metals<br>14 Noble Metals<br>2 Fissiles | ||
|- | |- | ||
| [[File:Station T3 Supercollider.png|80px]] | | align="center" | Supercollider<br>[[File:Station T3 Supercollider.png|80px]] | ||
| 3 | | 3 | ||
| 100 | | 100 | ||
| | | 8000 | ||
| 360 | | 360 | ||
| 750 | | 750 | ||
| 20 Research<br>0. | | 20 Research<br>0.1 Antimatter<br>5% Energy Research | ||
| 120 Money<br>32 Water<br>32 Volatiles<br>20 Base Metals<br>20 Noble Metals<br>10 Fissiles | | 120 Money<br>32 Water<br>32 Volatiles<br>20 Base Metals<br>20 Noble Metals<br>10 Fissiles | ||
| 10K Money | | 10K Money | ||
| 16 Water<br>48 Volatiles<br>112 Base Metals<br>112 Noble Metals<br>32 Fissiles | | 16 Water<br>48 Volatiles<br>112 Base Metals<br>112 Noble Metals<br>32 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. | |||
Note that antimatter stats in an orbit are given in micrograms per year, whereas the units of production for most other production facilities are given in units of dekatons per month. That means that each point of antimatter in an orbit is 1/120,000,000,000,000 units per month, or 8.3 femto-units, even with the 100% efficient Antimatter Farm doing the harvesting. Since the largest antimatter value in the solar system is Mimas, at 880, this means that the best possible production from an antimatter capture facility is is 7.3 pico-units per month. | |||
{| class="wikitable" | |||
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) | |||
|- | |||
| align="center" | Antimatter Trap<br>[[File:Station T1 AntimatterTrap.png|80px]] | |||
| 1 | |||
| 3 | |||
| 20 | |||
| 30 | |||
| 25% | |||
| 2 Money<br>0.39 Water<br>0.39 Volatiles | |||
| 32 Money | |||
| 1 Boost<br>1 Base Metals | |||
|- | |||
| align="center" | Antimatter Harvester<br>[[File:Station T2 AntimatterHarvester.png|80px]] | |||
| 2 | |||
| 15 | |||
| 100 | |||
| 120 | |||
| 50% | |||
| 5 Money<br>1 Water<br>1 Volatiles | |||
| 160 Money | |||
| 10 Boost<br>5 Base Metals | |||
|- | |||
| align="center" | Antimatter Farm<br>[[File:Station T3 AntimatterFarm.png|80px]] | |||
| 3 | |||
| 75 | |||
| 800 | |||
| 480 | |||
| 100% | |||
| 10 Money<br>7.2 Water<br>7.2 Volatiles<br>5 Base Metals<br>2 Noble Metals<br>1 Fissibles | |||
| 815 Money | |||
| 50 Boost<br>25 Base 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. | |||
{| class="wikitable" | |||
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes | |||
|- | |||
| align="center" | Sentinel Complex<br>[[File:Station T3 SentinelComplex.png|80px]] | |||
| 200 | |||
| 2000 | |||
| 120 | |||
| 150 | |||
| 1 Mission Control<br>20 Money<br>2.9 Water<br>2.9 Volatiles | |||
| 200K Money | |||
| 76 Volatiles<br>80 Base Metals<br>40 Noble Metals<br>4 Exotics | |||
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate | |||
| Will defend the station<br>May only be built in Low Earth Orbit | |||
|- | |||
| align="center" | Interstellar Launch Facility<br>[[File:Station T3 InterstellarLaunchingLaser.png|80px]] | |||
| 80 | |||
| 250000 | |||
| 720 | |||
| 5000 | |||
| 20 Mission Control<br>20 Money<br>2.3 Water<br>2.3 Volatiles | |||
| 25M Money | |||
| 2.5K Water<br>5K Volatiles<br>10K Base Metals<br>6K Noble Metals<br>500 Exotics | |||
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus | |||
| | |||
|} | |} | ||
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Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched. | Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched. | ||
Bases use the following core modules. They require the | Bases use the following core modules. They require the council engineering project with the same name to be constructed. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) | ! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) | ||
|- | |- | ||
| [[File:Base T1 OutpostCore.png|80px]] | | align="center" | Outpost Core<br>[[File:Base T1 OutpostCore.png|80px]] | ||
| 1 | | 1 | ||
| 5 | | 5 | ||
Line 97: | Line 187: | ||
| 1 Volatiles<br>1 Base Metals | | 1 Volatiles<br>1 Base Metals | ||
|- | |- | ||
| [[File:Base T2 SettlementCore.png|80px]] | | align="center" | Settlement Core<br>[[File:Base T2 SettlementCore.png|80px]] | ||
| 2 | | 2 | ||
| 25 | | 25 | ||
Line 106: | Line 196: | ||
| 8 Volatiles<br>8 Base Metals | | 8 Volatiles<br>8 Base Metals | ||
|- | |- | ||
| [[File:Base T3 ColonyCore.png|80px]] | | align="center" | Colony Core<br>[[File:Base T3 ColonyCore.png|80px]] | ||
| 3 | | 3 | ||
| 125 | | 125 | ||
| | | 800 | ||
| 90 | | 90 | ||
| 5 Mission Control<br>21 Money<br>3.6 Water<br>3.6 Volatiles | | 5 Mission Control<br>21 Money<br>3.6 Water<br>3.6 Volatiles | ||
Line 115: | Line 205: | ||
| 64 Volatiles<br>64 Base Metals | | 64 Volatiles<br>64 Base Metals | ||
|- | |- | ||
| [[File:Base T1 OutpostCore.png|80px]] | | align="center" | Automated Outpost Core<br>[[File:Base T1 OutpostCore.png|80px]] | ||
| 1 | | 1 | ||
| 0 | | 0 | ||
Line 127: | Line 217: | ||
=== Mining Complexes === | === 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 scale with the escape velocity of the celestial body and its distance from Earth. | 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 scale with the escape velocity of the celestial body and its distance from Earth. | ||
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate | ! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate | ||
|- | |- | ||
| Outpost Mining Complex<br>[[File:Base T1 OutpostMiningComplex.png|170px]] | | align="center" | Outpost Mining Complex<br>[[File:Base T1 OutpostMiningComplex.png|170px]] | ||
| 1 | | 1 | ||
| 12 | | 12 | ||
| 127 | | 127 | ||
| | | 0 | ||
| 100% | | 100% | ||
|- | |- | ||
| Settlement Mining Complex<br>[[File:Base T2 SettlementMiningComplex.png|170px]] | | align="center" | Settlement Mining Complex<br>[[File:Base T2 SettlementMiningComplex.png|170px]] | ||
| 2 | | 2 | ||
| 60 | | 60 | ||
| | | 635 | ||
| | | 0 | ||
| 150% | | 150% | ||
|- | |- | ||
| Colony Mining Complex<br>[[File:Base T3 ColonyMiningComplex.png|170px]] | | align="center" | Colony Mining Complex<br>[[File:Base T3 ColonyMiningComplex.png|170px]] | ||
| 3 | | 3 | ||
| 200 | | 200 | ||
| | | 5077 | ||
| | | 0 | ||
| 200% | | 200% | ||
|- | |- | ||
| Automated Mining Complex<br>[[File:Base T1 OutpostMiningComplex.png|170px]] | | align="center" | Automated Mining Complex<br>[[File:Base T1 OutpostMiningComplex.png|170px]] | ||
| 1 | | 1 | ||
| 0 | | 0 | ||
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== Modules == | == 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 | 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. | 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. | ||
{| class="wikitable" | |||
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 | |||
|- | |||
! width=1% | Module | |||
! Effects | |||
! width=1% | Module | |||
! Effects | |||
! width=1% | Module | |||
! Effects | |||
|- | |||
| Supply Depot<br>[[File:Station T1 SupplyDepot.png|100px]] | |||
| Allows ships to resupply<br>+3 Crew<br>-5 Power | |||
| colspan=4 align=center | cannot be upgraded | |||
|- | |||
| Space Dock<br>[[File:Station T1 ConstructionModule.png|100px]] | |||
| Allows ships to resupply<br>Shortens prospecting time<br>Enables ship construction<br>+40 Crew<br>-10 Power | |||
| Shipyard<br>[[File:Station T2 Shipyard.png|100px]] | |||
| Allows ships to resupply<br>Shortens prospecting time<br>Enables ship construction (x1.5 speed)<br>+120 Crew<br>-40 Power | |||
| Spaceworks<br>[[File:Station T3 Spaceworks.png|100px]] | |||
| Allows ships to resupply<br>Shortens prospecting time<br>Enables ship construction (x2 speed)<br>+400 Crew<br>-120 Power | |||
|- | |||
| Construction Module<br>[[File:Station T1 SpaceDock.png|100px]] | |||
| Allows founding tier 1 habs<br>+6 Crew<br>+10% Construction Speed<br>-10 Power | |||
| Nanofactory<br>[[File:Station T2 Nanofactory.png|100px]] | |||
| Allows founding tier 1-2 habs<br>+30 Crew<br>+25% Construction Speed<br>+1% Materials Research<br>-40 Power<br>+80 Money if hab isn't constructing modules<br>+2% Economy priority effect if in Earth orbit (max +30%) | |||
| Nanofacturing Complex<br>[[File:Station T3 NanofacturingComplex.png|100px]] | |||
| Allows founding tier 1-3 habs<br>+150 Crew<br>+40% Construction Speed<br>+2% Materials Research<br>-120 Power<br>+300 Money if hab isn't constructing modules<br>+5% Economy priority effect if in Earth orbit (max +30%) | |||
|- | |||
| Quarters<br>[[File:Station T1 Quarters.png|100px]] | |||
| +3 Control Space Asset Defense<br>+3 Money<br>+2 Influence<br>+30 Crew<br>-3 Power | |||
| Residential Module<br>[[File:Station T2 ResidentialModule.png|100px]] | |||
| +6 Control Space Asset Defense<br>+12 Money<br>+6 Influence<br>+500 Crew<br>-15 Power<br>-1 Boost | |||
| Civilian Complex<br>[[File:Station T3 CivilianComplex.png|100px]] | |||
| +12 Control Space Asset Defense<br>+40 Money<br>+12 Influence<br>+2500 Crew<br>-120 Power<br>-3 Boost | |||
|- | |||
| Hydroponics Bay<br>[[File:Station T1 HydroponicsBay.png|100px]] | |||
| -1.5 Water and Volatiles Upkeep<br>+1 Crew<br>-10 Power | |||
| Farm<br>[[File:Station T2 Farm.png|100px]] | |||
| -8.8 Water and Volatiles Upkeep<br>+5 Crew<br>-40 Power | |||
| Agriculture Complex<br>[[File:Station T3 AgricultureComplex.png|100px]] | |||
| -87.5 Water and Volatiles Upkeep<br>+25 Crew<br>-120 Power | |||
|- | |||
| Marine Platoon Barracks<br>[[File:Station T1 MarinePlatoonBarracks.png|100px]] | |||
| Enables Assault Enemy Space Asset missions (strength 2)<br>Protects against Assault Enemy Space Asset missions<br>+30 Crew<br>+5 Ops<br>-5 Power | |||
| Marine Company Barracks<br>[[File:Station T2 MarineCompanyBarracks.png|100px]] | |||
| Enables Assault Enemy Space Asset missions (strength 6)<br>Protects against Assault Enemy Space Asset missions (x4)<br>+150 Crew<br>+12 Ops<br>-20 Power | |||
| Marine Battalion Barracks<br>[[File:Station T3 MarineBattalionBarracks.png|100px]] | |||
| Enables Assault Enemy Space Asset missions (strength 15)<br>Protects against Assault Enemy Space Asset missions (x14)<br>+750 Crew<br>+30 Ops<br>-60Power | |||
|- | |||
| colspan=2 align=center | built from tier 2 | |||
| Skunkworks<br>[[File:Station T2 SkunkWorks.png|100px]] | |||
| +20 Crew<br>+1 Council Engineering Project Slots<br>-30 Power | |||
| Foundry<br>[[File:Station T3 Foundry.png|100px]] | |||
| +100 Crew<br>+2 Council Engineering Project Slots<br>-90 Power | |||
|- | |||
| colspan=2 align=center | built from tier 2 | |||
| Research Campus<br>[[File:Station T2 ResearchCampus.png|100px]] | |||
| +200 Crew<br>+80 Research<br>-30 Power<br>-1 Mission Control | |||
| Research University<br>[[File:Station T3 ResearchUniversity.png|100px]] | |||
| +1000 Crew<br>+200 Research<br>-90 Power<br>-1 Mission Control | |||
|- | |||
| colspan=2 align=center | built from tier 2 | |||
| Operations Center<br>[[File:Station T2 OperationsCenter.png|100px]] | |||
| +50 Crew<br>+1 Mission Control<br>-40 Power | |||
| Command Center<br>[[File:Station T3 CommandCenter.png|100px]] | |||
| +250 Crew<br>+2 Mission Control<br>-120 Power | |||
|} | |||
=== Power Modules === | |||
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet's shadow. | |||
{| class="wikitable" | |||
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded | |||
|- | |||
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects | |||
|- | |||
| Solar Collector<br>[[File:Station T1 SolarCollector.png|120px]] | |||
| +1 Crew<br>Power depending on proximity to the Sun (Mercury 67, Venus 19, Earth 10, Mars 3) | |||
| Solar Array<br>[[File:Station T2 SolarArray.png|120px]] | |||
| +5 Crew<br>Power depending on proximity to the Sun (x4) (Mercury 280, Venus 80, Earth 42, Mars 14) | |||
| Solar Farm<br>[[File:Station T3 SolarFarm.png|120px]] | |||
| +25 Crew<br>Power depending on proximity to the Sun (x12) (Mercury 834, Venus 239, Earth 125, Mars 40) | |||
| | |||
|- | |||
| Fission Pile<br>[[File:Station T1 FissionPile.png|120px]] | |||
| +4 Crew<br>+10 Power | |||
| Fission Reactor Array<br>[[File:Station T2 FissionReactorArray.png|120px]] | |||
| +20 Crew<br>+42 Power | |||
| Fission Reactor Farm<br>[[File:Station T3 FissionReactorFarm.png|120px]] | |||
| +100 Crew<br>+125 Power | |||
| | |||
|- | |||
| Heavy Fission Pile<br>[[File:Station T1 HeavyFissionPile.png|120px]] | |||
| +4 Crew<br>+15 Power | |||
| Heavy Fission Reactor Array<br>[[File:Station T2 HeavyFissionReactorArray.png|120px]] | |||
| +20 Crew<br>+64 Power | |||
| Heavy Fission Reactor Farm<br>[[File:Station T3 HeavyFissionReactorFarm.png|120px]] | |||
| +100 Crew<br>+187 Power | |||
| | |||
|- | |||
| Fusion Pile<br>[[File:Station T1 FusionPile.png|120px]] | |||
| +5 Crew<br>+20 Power | |||
| Fusion Reactor Array<br>[[File:Station T2 FusionReactorArray.png|120px]] | |||
| +25 Crew<br>+85 Power | |||
| Fusion Reactor Farm<br>[[File:Station T3 FusionReactorFarm.png|120px]] | |||
| +125 Crew<br>+250 Power | |||
| Heavy Fusion Reactor Farm<br>[[File:Station T3 TerawattFusionReactor.png|120px]] | |||
| +250 Crew<br>+450 Power | |||
|} | |||
=== Defense Modules === | |||
Defense modules house weapons to defend habs and prevent enemy Assault Hab fleet operations. | |||
When built on bases they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser) and will fire at fleets that begin bombardment. They upgrade automatically when new global techs are researched. | |||
: | 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 (laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock weapons are researched. | ||
{| class="wikitable" | |||
: | ! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) | ||
|- | |||
: | | Point Defense Array<br>[[File:Station T1 PointDefenseArray.png|80px]] | ||
| 1 | |||
| Small | |||
| 3 | |||
| 150 | |||
| 10 | |||
| 2 Money<br>0.1 Base Metals | |||
| 145 Money | |||
| 3.3 Volatiles<br>11.4 Base Metals<br>0.3 Noble Metals | |||
|- | |||
| Layered Defense Array<br>[[File:Station T2 LayeredDefenseArray.png|80px]] | |||
| 2 | |||
| Medium | |||
| 15 | |||
| 750 | |||
| 40 | |||
| 10 Money<br>1 Base Metals<br>0.5 Noble Metals | |||
| 725 Money | |||
| 16.5 Volatiles<br>57 Base Metals<br>1.5 Noble Metals | |||
|- | |||
| Battlestations<br>[[File:Station T3 Battlestations.png|80px]] | |||
| 3 | |||
| Large | |||
| 75 | |||
| 6000 | |||
| 240 | |||
| 30 Money<br>3 Base Metals<br>1 Noble Metals | |||
| 5.8K Money | |||
| 132 Volatiles<br>456 Base Metals<br>12 Noble Metals | |||
|} | |||
=== | === Administration Modules === | ||
Administration modules help with faction management. Each hab may only have one administration module. | |||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Module !! Tier !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) | ||
| | |- | ||
| | | Administration Tower<br>[[File:Station T2 AdministrationTower.png|80px]] | ||
|1 | | 2 | ||
| | | 1 | ||
| | | 10 | ||
| 200 | |||
| 150 | |||
| 30 | | 30 | ||
| | | 1 Boost<br>21.5 Money<br>0.1 Base Metals | ||
| 120 | |||
| 1.2 Water<br>6 Volatiles<br>7.5 Base Metals<br>0.3 Noble Metals | |||
|- | |||
| Administration Complex<br>[[File:Station T3 AdministrationComplex.png|80px]] | |||
| | |||
|2 | |||
|- | |||
| | |||
| 3 | | 3 | ||
| | | 2 | ||
| 30 | |||
| 1000 | |||
| 750 | |||
| 120 | |||
| 3 Boost<br>100 Money<br>1 Base Metals | |||
| 600 | |||
| 6 Water<br>30 Volatiles<br>37.5 Base Metals<br>1.5 Noble Metals | |||
|30 | |||
| | |||
| | |||
| | |||
|3 | |||
| | |||
|30 | |||
|} | |} | ||
=== 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. | |||
{| class="wikitable" | {| class="wikitable" | ||
! width= | ! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 | ||
|- | |||
! width=1% | Module | |||
! Effects | |||
! width=1% | Module | |||
! Effects | |||
! width=1% | Module | |||
! Effects | |||
|- | |||
| Energy Lab<br>[[File:Station T1 EnergyLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+3% Energy Research<br>-8 Power<br>+3% Boost priority effect if in Earth orbit (max +30%) | |||
| Energy Research Center<br>[[File:Station T2 EnergyResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+10% Energy Research<br>-32 Power<br>+6% Boost priority effect if in Earth orbit (max +30%) | |||
| Energy Institute<br>[[File:Station T3 EnergyInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+25% Energy Research<br>-96 Power<br>+10% Boost priority effect if in Earth orbit (max +30%) | |||
|- | |||
| Information Science Lab<br>[[File:Station T1 InformationScienceLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+3% Information Science Research<br>-6 Power<br>+3% Knowledge priority effect if in Earth orbit (max +30%) | |||
| Information Science Research Center<br>[[File:Station T2 InformationScienceResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+10% Information Science Research<br>-24 Power<br>+6% Knowledge priority effect if in Earth orbit (max +30%) | |||
| Information Science Institute<br>[[File:Station T3 InformationScienceInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+25% Information Science Research<br>-72 Power<br>+10% Knowledge priority effect if in Earth orbit (max +30%) | |||
|- | |- | ||
| Life Science Lab<br>[[File:Station T1 LifeScienceLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+3% Life Science Research<br>-5 Power<br>+3% Welfare priority effect if in Earth orbit (max +30%) | |||
| Life Science Research Center<br>[[File:Station T2 LifeScienceResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+10% Life Science Research<br>-20 Power<br>+6% Welfare priority effect if in Earth orbit (max +30%) | |||
| Life Science Institute<br>[[File:Station T3 LifeScienceInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+25% Life Science Research<br>-60 Power<br>+10% Welfare priority effect if in Earth orbit (max +30%) | |||
|- | |||
| Materials Lab<br>[[File:Station T1 MaterialsLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+3% Materials Research<br>-5 Power<br>+3% Military priority effect if in Earth orbit (max +30%) | |||
| Materials Research Center<br>[[File:Station T2 MaterialsResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+10% Materials Research<br>-20 Power<br>+6% Military priority effect if in Earth orbit (max +30%) | |||
| Materials Institute<br>[[File:Station T3 MaterialsInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+25% Materials Research<br>-60 Power<br>+10% Military priority effect if in Earth orbit (max +30%) | |||
|- | |||
| Military Science Lab<br>[[File:Station T1 MilitaryScienceLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+3% Military Science Research<br>-5 Power<br>+0.03 Miltech if in Earth orbit (max +0.3) | |||
| Military Science Research Center<br>[[File:Station T2 MilitaryScienceResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+10% Military Science Research<br>-20 Power<br>+0.06 Miltech if in Earth orbit (max +0.3) | |||
| Military Science Institute<br>[[File:Station T3 MilitaryScienceInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+25% Military Science Research<br>-60 Power<br>+0.1 Miltech if in Earth orbit (max +0.3) | |||
|- | |||
| Space Science Lab<br>[[File:Station T1 SpaceScienceLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+3% Space Science Research<br>-5 Power<br>+3% Mission Control priority effect if in Earth orbit (max +30%) | |||
| Space Science Research Center<br>[[File:Station T2 SpaceScienceResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+10% Space Science Research<br>-20 Power<br>+6% Mission Control priority effect if in Earth orbit (max +30%) | |||
| Space Science Institute<br>[[File:Station T3 SpaceScienceInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+25% Space Science Research<br>-60 Power<br>+10% Mission Control priority effect if in Earth orbit (max +30%) | |||
|- | |||
| Xenology Lab<br>[[File:Station T1 XenologyLab.png|100px]] | |||
| +3 Crew<br>+5 Research<br>+10% Xenology Science Research<br>-5 Power<br>+1 Alien Detection if in Earth orbit (max +9) | |||
| Xenoscience Research Center<br>[[File:Station T2 XenoscienceResearchCenter.png|100px]] | |||
| +25 Crew<br>+10 Research<br>+25% Xenology Science Research<br>-20 Power<br>+2 Alien Detection if in Earth orbit (max +9) | |||
| Xenoscience Institute<br>[[File:Station T3 XenoscienceInstitute.png|100px]] | |||
| +125 Crew<br>+20 Research<br>+50% Xenology Science Research<br>-60 Power<br>+3 Alien Detection if in Earth orbit (max +9) | |||
|} | |} | ||
=== Civilian Modules === | === Civilian Modules === | ||
Civilian Modules must be constructed either in stations in Earth orbit or on bases on celestial bodies with at | 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 | ! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 | ||
|- | |- | ||
! Module | ! width=1% | Module | ||
! Effects | |||
! width=1% | Module | |||
! Effects | |||
! width=1% | Module | |||
! Effects | |||
|- | |- | ||
| Tourist Berth<br>[[File:Station T1 TouristBerth.png| | | Tourist Berth<br>[[File:Station T1 TouristBerth.png|100px]] | ||
| +1 Crew<br>+ | | +1 Crew<br>+12 Money<br>+1 Influence<br>-3 Power<br>-0.1 Boost<br>''can only be built in orbit'' | ||
| Space Hotel<br>[[File:Station T2 SpaceHotel.png| | | Space Hotel<br>[[File:Station T2 SpaceHotel.png|100px]] | ||
| +100 Crew<br>+ | | +100 Crew<br>+80 Money<br>+2 Influence<br>-30 Power<br>-3 Boost<br>''can only be built in orbit'' | ||
| Space Resort<br>[[File:Station T3 SpaceResort.png| | | Space Resort<br>[[File:Station T3 SpaceResort.png|100px]] | ||
| +500 Crew<br>+250 Money<br>+5 Influence<br>-90 Power<br>-6 Boost | | +500 Crew<br>+250 Money<br>+5 Influence<br>-90 Power<br>-6 Boost<br>''can only be built in orbit'' | ||
|- | |- | ||
| Social Science Lab<br>[[File:Station T1 SocialScienceLab.png| | | Social Science Lab<br>[[File:Station T1 SocialScienceLab.png|100px]] | ||
| +3 Crew<br>+5 Research<br>+3% Social Science Research<br>-3 Power<br>+1 Public Campaign strength if in Earth orbit (max +9) | | +3 Crew<br>+5 Research<br>+3% Social Science Research<br>-3 Power<br>+1 Public Campaign strength if in Earth orbit (max +9) | ||
| Social Science Research Center<br>[[File:Station T2 SocialScienceResearchCenter.png| | | Social Science Research Center<br>[[File:Station T2 SocialScienceResearchCenter.png|100px]] | ||
| +25 Crew<br>+10 Research<br>+10% Social Science Research<br>-12 Power<br>+2 Public Campaign strength if in Earth orbit (max +9) | | +25 Crew<br>+10 Research<br>+10% Social Science Research<br>-12 Power<br>+2 Public Campaign strength if in Earth orbit (max +9) | ||
| Social Science Institute<br>[[File:Station T3 SocialScienceInstitute.png| | | Social Science Institute<br>[[File:Station T3 SocialScienceInstitute.png|100px]] | ||
| +125 Crew<br>+20 Research<br>+25% Social Science Research<br>-36 Power<br>+3 Public Campaign strength if in Earth orbit (max +9) | | +125 Crew<br>+20 Research<br>+25% Social Science Research<br>-36 Power<br>+3 Public Campaign strength if in Earth orbit (max +9) | ||
|- | |- | ||
| Broadcast Outlet<br>[[File:Station T1 BroadcastOutlet.png| | | Broadcast Outlet<br>[[File:Station T1 BroadcastOutlet.png|100px]] | ||
| +5 Crew<br>+5 Influence<br>-8 Power | | +5 Crew<br>+5 Influence<br>-8 Power | ||
| Communications Hub<br>[[File:Station T2 CommunicationsHub.png| | | Communications Hub<br>[[File:Station T2 CommunicationsHub.png|100px]] | ||
| +25 Crew<br>+ | | +25 Crew<br>+12 Influence<br>-32 Power<br>+1% Unity priority effect if in Earth orbit (max +30%) | ||
| Media Center<br>[[File:Station T3 MediaCenter.png| | | Media Center<br>[[File:Station T3 MediaCenter.png|100px]] | ||
| +125 Crew<br>+30 Influence<br>-96 Power | | +125 Crew<br>+30 Influence<br>-96 Power<br>+2% Unity priority effect if in Earth orbit (max +30%) | ||
|- | |- | ||
| colspan=2 align=center | built from tier 2 | | colspan=2 align=center | built from tier 2 | ||
| Space Hospital<br>[[File:Station T2 OrbitalHospital.png| | | Space Hospital<br>[[File:Station T2 OrbitalHospital.png|100px]] | ||
| +120 Crew<br>+ | | +120 Crew<br>+60 Money<br>+3% Life Science Research<br>-30 Power<br>-1.5 Boost | ||
| Geriatrics Facility<br>[[File:Station T3 GeriatricsFacility.png| | | Geriatrics Facility<br>[[File:Station T3 GeriatricsFacility.png|100px]] | ||
| +300 Crew<br>+ | | +300 Crew<br>+250 Money<br>+3% Life Science Research<br>-90 Power<br>-3 Boost | ||
|} | |} | ||
== | === Deep Space Telesope === | ||
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module. | |||
== Finding the UI == | == 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. | 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. | ||
{{Mechanics_Navbox}} |
Latest revision as of 16:15, 12 October 2024
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, 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 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. (This cost is normally included in the listed upkeep for each module.)
Stations
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy's objective will be to destroy the modules. After the battle, the station can be boarded or destroyed.
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.
Stations use the following core modules. They require the council engineering project with the same name to be constructed.
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.
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.
Note that antimatter stats in an orbit are given in micrograms per year, whereas the units of production for most other production facilities are given in units of dekatons per month. That means that each point of antimatter in an orbit is 1/120,000,000,000,000 units per month, or 8.3 femto-units, even with the 100% efficient Antimatter Farm doing the harvesting. Since the largest antimatter value in the solar system is Mimas, at 880, this means that the best possible production from an antimatter capture facility is is 7.3 pico-units per month.
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.
Bases
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.
Bases use the following core modules. They require the council engineering project with the same name to be constructed.
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 scale with the escape velocity of the celestial body and its distance from Earth.
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.
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.
Power Modules
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet's shadow.
Defense Modules
Defense modules house weapons to defend habs and prevent enemy Assault Hab fleet operations.
When built on bases they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser) and will fire at fleets that begin bombardment. They upgrade automatically when new global techs are researched.
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 (laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock weapons are researched.
Administration Modules
Administration modules help with faction management. Each hab may only have one administration module.
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.
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.
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.
Terra Invicta mechanics | |
---|---|
Factions | Factions • Resources • Technology • Aliens • Diplomacy • Events |
Council | Councilors • Missions • Orgs • RNG |
Earth | Nations • Regions • Terrestrial Warfare • Climate Change |
Space | The Solar System • Celestial Bodies • Habs • Spaceships • Fleets |
Modding | Mod tools • Console Commands |