Habs: Difference between revisions
(→Modules: note boost cost for civilian modules) |
Zephyrinius (talk | contribs) (Correct mission control costs (as of patch 0.4.41)) |
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== Life Support == | == Life Support == | ||
Each human at a hab requires 0.029 water | 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 == | ||
Line 37: | Line 37: | ||
| 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 | ||
Line 57: | Line 57: | ||
| 600 | | 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 | ||
Line 67: | Line 67: | ||
| 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) | ||
Line 223: | Line 226: | ||
| 12 | | 12 | ||
| 127 | | 127 | ||
| | | 0 | ||
| 100% | | 100% | ||
|- | |- | ||
Line 230: | Line 233: | ||
| 60 | | 60 | ||
| 635 | | 635 | ||
| | | 0 | ||
| 150% | | 150% | ||
|- | |- | ||
Line 237: | Line 240: | ||
| 200 | | 200 | ||
| 5077 | | 5077 | ||
| | | 0 | ||
| 200% | | 200% | ||
|- | |- | ||
Line 284: | Line 287: | ||
| +3 Control Space Asset Defense<br>+3 Money<br>+2 Influence<br>+30 Crew<br>-3 Power | | +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]] | | 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 | | +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]] | | 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 | | +12 Control Space Asset Defense<br>+40 Money<br>+12 Influence<br>+2500 Crew<br>-120 Power<br>-3 Boost | ||
Line 505: | Line 508: | ||
|- | |- | ||
| Tourist Berth<br>[[File:Station T1 TouristBerth.png|100px]] | | Tourist Berth<br>[[File:Station T1 TouristBerth.png|100px]] | ||
| +1 Crew<br>+12 Money<br>+1 Influence<br>-3 Power<br>-0.1 Boost | | +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|100px]] | | Space Hotel<br>[[File:Station T2 SpaceHotel.png|100px]] | ||
| +100 Crew<br>+80 Money<br>+2 Influence<br>-30 Power<br>-3 Boost | | +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|100px]] | | 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|100px]] | | Social Science Lab<br>[[File:Station T1 SocialScienceLab.png|100px]] |
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 |