Solar System: Difference between revisions

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''(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&t=28979 Terra Invicta Dev Diary #12: The Solar System] as well as user experience from Terra Invicta's Demo version''.)
[[File:Solar_System_1.png|thumb|320px|Top view of the Solar System up to the Asteroid Belt at the beginning of the campaign]]
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Terra Invicta models the larger bodies in Earth's Solar System out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond Neptune.
== Introduction ==
The [https://en.wikipedia.org/wiki/Solar_System Solar System] modelled in Terra Invicta encompasses real-life orbital bodies (planets and moons) as well as the major present asteroid and planetoid bodies. Each body has simulated Keplerian orbits which can significantly affect gameplay.


Bodies across the Solar System may be colonized and developed by factions as the game progresses, leading to rapid industrialization of space which forms a core component of the game. All bodies with available sites for base construction can be probed in order to see their existing resources, and be exploited. Orbital stations can also be constructed around bodies.
The Solar System also includes Lagrange Points as locations fleets may travel to. These are stable anchorages created by the confluence of gravity between two bodies and marked on the map with geometric shapes.


Terra Invicta models the larger bodies in the System up to roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt and the group of icy bodies orbiting beyond Neptune.
All space bodies and Lagrange Points have one or more circular orbits around them where factions can send fleets and build a limited number of space stations. Fleets don't require any propellant to remain in their position in an orbit.


The Solar System also includes [[Lagrange Points]] as locations fleets may travel to and [[Habs]] be constructed at. These are stable anchorages created by the confluence of gravity between two bodies and marked on the map with geometric shapes.
Orbits close to a space body's surface are called interface orbits. These are orbits fleets can travel to in order to land or bombard targets on the surface. Around Earth, some hab modules grant bonuses if they are in an interface orbit as they provide greater benefits to the surface.


[[File:Solar_System_1.png|upright=0.75|framed|right|Top view of the Solar System up to the Asteroid Belt at the beginning of the campaign.]]
Higher-altitude orbits typically cost less Delta-V to launch from to reach other moons and planetary systems.
 
A few orbits also produce small amounts of antimatter that may be harvested with hab modules you can develop.
 
== Hab Sites ==
With the exception of the hellish world of Venus, and the gas giants Jupiter, Saturn, Uranus, and Neptune, all space bodies have at least one hab site where factions may build a base with a mine and other modules. Larger bodies will have four, eight, nine or 16 hab sites, depending on their size.
 
When a mine is built, a hab site will provide certain space resources to the faction that controls the mine. The type of resources generally depends on the composition of the space body.
 
When first viewing the Solar System, factions will only have estimates of the space resources a mine at a particular hab site can provide. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.
 
=== Prospecting ===
To build a base, a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal its precising mining output.
 
Prospecting can be conducted by a probe launched from Earth or from a shipyard at a hab, or by ships equipped with a space science lab module. Prospecting data may also be stolen from other factions.


== System Size Configuration and Space Objects ==
== System Size Configuration and Space Objects ==
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Further detail about space objects and their properties can be found in the [[Celestial Bodies]] page.
Further detail about space objects and their properties can be found in the [[Celestial Bodies]] page.
== Space Exploration and Colonization ==
Interacting with different sections of the System is restricted to the player mainly by technology. At the start of the game any faction is able to interact with Earth and her orbits. Probing other bodies for resources as well as constructing Habs requires different technologies in order to have segments of the system available to humanity, or a vessel that can travel to a given place and interact with it.
The basic exploration techs must be researched on the global research tree, and they grant probing and construction access to the Moon, Mars, the Asteroid Belt, the Inner Planets, Jupiter and Saturn for each corresponding tech. The use of Lagrange Points in given locations of the System is also restricted to these technologies.
== Hab interactions in the System ==
Habitats, both orbital and ground bases, may be set up as soon as the technology requirements for a particular section of the Solar System is unlocked; though ground based Habs will typically require prior probing of the Celestial Body.
Once set up, no further restriction other than specific projects limit the construction and expansion of a hab. Further reading on modules and interactions can be found [[Habs|here]].


== Ship Interactions in the Solar System ==
== Ship Interactions in the Solar System ==
 
Orbital bodies provide an important role for spacefaring vessels when travelling. Depending on the Delta-V of a vessel, travel might be carried out by "hopping" between bodies for resupply, thus making their position crucial, while at the same time several manoeuvres such as aerobraking and other utilizations of celestial bodies to "pivot" on a journey can be enabled by the player when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing the factions' interests.
Orbital bodies provide an important role for spacefaring vessels when travelling.
 
Depending on the Delta-V of a vessel, travel might be carried out by "hopping" between bodies for resupply, thus making their position crucial, while at the same time several manoeuvres such as aerobraking and other utilizations of celestial bodies to "pivot" on a journey can be enabled by the player when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing the factions' interests.

Revision as of 15:06, 6 October 2022

Top view of the Solar System up to the Asteroid Belt at the beginning of the campaign

Terra Invicta models the larger bodies in Earth's Solar System out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond Neptune.

The Solar System also includes Lagrange Points as locations fleets may travel to. These are stable anchorages created by the confluence of gravity between two bodies and marked on the map with geometric shapes.

All space bodies and Lagrange Points have one or more circular orbits around them where factions can send fleets and build a limited number of space stations. Fleets don't require any propellant to remain in their position in an orbit.

Orbits close to a space body's surface are called interface orbits. These are orbits fleets can travel to in order to land or bombard targets on the surface. Around Earth, some hab modules grant bonuses if they are in an interface orbit as they provide greater benefits to the surface.

Higher-altitude orbits typically cost less Delta-V to launch from to reach other moons and planetary systems.

A few orbits also produce small amounts of antimatter that may be harvested with hab modules you can develop.

Hab Sites

With the exception of the hellish world of Venus, and the gas giants Jupiter, Saturn, Uranus, and Neptune, all space bodies have at least one hab site where factions may build a base with a mine and other modules. Larger bodies will have four, eight, nine or 16 hab sites, depending on their size.

When a mine is built, a hab site will provide certain space resources to the faction that controls the mine. The type of resources generally depends on the composition of the space body.

When first viewing the Solar System, factions will only have estimates of the space resources a mine at a particular hab site can provide. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.

Prospecting

To build a base, a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal its precising mining output.

Prospecting can be conducted by a probe launched from Earth or from a shipyard at a hab, or by ships equipped with a space science lab module. Prospecting data may also be stolen from other factions.

System Size Configuration and Space Objects

The amount of bodies in the system is variable, configured at the start of a campaign through the setup menu. Four setups are available for the player to choose from:

-Full Solar System - 350 Space Objects
-Medium Solar System - 250 Space Objects
-Light Solar System - 110 Space Objects
-Minimal Solar System - 70 Space Objects

While System size alters the availability of in-game resources, the main purpose of this customization is game performance. Changing the size of the system may also affect gameplay significantly however because of the different interactions and expansion approach the AI may carry out.

Further detail about space objects and their properties can be found in the Celestial Bodies page.

Ship Interactions in the Solar System

Orbital bodies provide an important role for spacefaring vessels when travelling. Depending on the Delta-V of a vessel, travel might be carried out by "hopping" between bodies for resupply, thus making their position crucial, while at the same time several manoeuvres such as aerobraking and other utilizations of celestial bodies to "pivot" on a journey can be enabled by the player when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing the factions' interests.