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 0.029 water and 0.029 volatiles 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.
Module
|
Tier
|
Crew
|
Module Sites
|
Mass (tons)
|
Build Time (days)
|
Support Costs
|
Build Cost (from Earth)
|
Build Cost (from space)
|
Platform Core
|
1
|
3
|
4
|
15
|
30
|
1 Mission Control 2 Money 0.087 Water 0.087 Volatiles
|
10 Money
|
1 Volatiles 1 Base Metals
|
Orbital Core
|
2
|
15
|
12
|
120
|
60
|
3 Mission Control 10 Money 0.44 Water 0.44 Volatiles
|
90 Money
|
4 Volatiles 4 Base Metals
|
Ring Core
|
3
|
75
|
20
|
600
|
90
|
5 Mission Control 20 Money 2.2 Water 2.2 Volatiles
|
720 Money
|
48 Volatiles 48 Base Metals
|
Automated Platform Core
|
1
|
0
|
4
|
20
|
30
|
2 Mission Control
|
20 Money
|
1 Volatiles 1 Base Metals
|
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.
Module |
Tier |
Crew |
Mass (tons) |
Build Time (days) |
Required Power |
Monthly Income |
Support Costs |
Build Cost (from Earth) |
Build Cost (from space)
|
Atomsmasher
|
2
|
20
|
1000
|
180
|
250
|
5 Research 0.009 Antimatter 3% Energy Research
|
20 Money 10 Water 10 Volatiles 5 Base Metals 5 Noble Metals 3 Fissiles
|
1K Money
|
2 Water 8 Volatiles 14 Base Metals 14 Noble Metals 2 Fissiles
|
Supercollider
|
3
|
100
|
8000
|
360
|
750
|
20 Research 0.1 Antimatter 5% Energy Research
|
120 Money 32 Water 32 Volatiles 20 Base Metals 20 Noble Metals 10 Fissiles
|
10K Money
|
16 Water 48 Volatiles 112 Base Metals 112 Noble Metals 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.
Module |
Tier |
Crew |
Mass (tons) |
Required Power |
Antimatter Extraction |
Support Costs |
Build Cost (from Earth) |
Build Cost (from space)
|
Antimatter Trap
|
1
|
3
|
20
|
30
|
25%
|
2 Money 0.39 Water 0.39 Volatiles
|
32 Money
|
1 Boost 1 Base Metals
|
Antimatter Harvester
|
2
|
15
|
100
|
120
|
50%
|
5 Money 1 Water 1 Volatiles
|
160 Money
|
10 Boost 5 Base Metals
|
Antimatter Farm
|
3
|
75
|
800
|
480
|
100%
|
10 Money 7.2 Water 7.2 Volatiles 5 Base Metals 2 Noble Metals 1 Fissibles
|
815 Money
|
50 Boost 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.
Module |
Crew |
Mass (tons) |
Build Time (days) |
Required Power |
Support Costs |
Build Cost (from Earth) |
Build Cost (from space) |
Faction |
Notes
|
Sentinel Complex
|
200
|
2000
|
120
|
150
|
1 Mission Control 20 Money 2.9 Water 2.9 Volatiles
|
200K Money
|
76 Volatiles 80 Base Metals 40 Noble Metals 4 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 2.3 Water 2.3 Volatiles
|
25M Money
|
2.5K Water 5K Volatiles 10K Base Metals 6K Noble Metals 500 Exotics
|
Project Exodus
|
|
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.
Module |
Tier |
Crew |
Mass (tons) |
Build Time (days) |
Support Costs |
Build Cost (from Earth) |
Build Cost (from space)
|
Outpost Core
|
1
|
5
|
20
|
30
|
1 Mission Control 3 Money 0.15 Water 0.15 Volatiles
|
15 Money
|
1 Volatiles 1 Base Metals
|
Settlement Core
|
2
|
25
|
160
|
60
|
3 Mission Control 10 Money 0.73 Water 0.73 Volatiles
|
120 Money
|
8 Volatiles 8 Base Metals
|
Colony Core
|
3
|
125
|
800
|
90
|
5 Mission Control 21 Money 3.6 Water 3.6 Volatiles
|
960 Money
|
64 Volatiles 64 Base Metals
|
Automated Outpost Core
|
1
|
0
|
20
|
30
|
2 Mission Control
|
24 Money
|
1 Volatiles 1 Base Metals
|
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.
Module |
Tier |
Crew |
Mass (tons) |
Required Mission Control |
Extraction Rate
|
Outpost Mining Complex
|
1
|
12
|
127
|
1
|
100%
|
Settlement Mining Complex
|
2
|
60
|
635
|
2
|
150%
|
Colony Mining Complex
|
3
|
200
|
5077
|
3
|
200%
|
Automated Mining Complex
|
1
|
0
|
89
|
2
|
100%
|
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
|
Allows ships to resupply +3 Crew -5 Power
|
cannot be upgraded
|
Space Dock
|
Allows ships to resupply Shortens prospecting time Enables ship construction +40 Crew -10 Power
|
Shipyard
|
Allows ships to resupply Shortens prospecting time Enables ship construction (x1.5 speed) +120 Crew -40 Power
|
Spaceworks
|
Allows ships to resupply Shortens prospecting time Enables ship construction (x2 speed) +400 Crew -120 Power
|
Construction Module
|
Allows founding tier 1 habs +6 Crew +10% Construction Speed -10 Power
|
Nanofactory
|
Allows founding tier 1-2 habs +30 Crew +25% Construction Speed +1% Materials Research -40 Power +80 Money if hab isn't constructing modules +2% Economy priority effect if in Earth orbit (max +30%)
|
Nanofacturing Complex
|
Allows founding tier 1-3 habs +150 Crew +40% Construction Speed +2% Materials Research -120 Power +300 Money if hab isn't constructing modules +5% Economy priority effect if in Earth orbit (max +30%)
|
Hydroponics Bay
|
-1.5 Water and Volatiles Upkeep +1 Crew -10 Power
|
Farm
|
-8.8 Water and Volatiles Upkeep +5 Crew -40 Power
|
Agriculture Complex
|
-87.5 Water and Volatiles Upkeep +25 Crew -120 Power
|
Marine Platoon Barracks
|
Enables Assault Enemy Space Asset missions (strength 2) Protects against Assault Enemy Space Asset missions +30 Crew +5 Ops -5 Power
|
Marine Company Barracks
|
Enables Assault Enemy Space Asset missions (strength 6) Protects against Assault Enemy Space Asset missions (x4) +150 Crew +12 Ops -20 Power
|
Marine Battalion Barracks
|
Enables Assault Enemy Space Asset missions (strength 15) Protects against Assault Enemy Space Asset missions (x14) +750 Crew +30 Ops -60Power
|
built from tier 2
|
Skunkworks
|
+20 Crew +1 Council Engineering Project Slots -30 Power
|
Foundry
|
+100 Crew +2 Council Engineering Project Slots -90 Power
|
built from tier 2
|
Research Campus
|
+200 Crew +80 Research -30 Power -1 Mission Control
|
Research University
|
+1000 Crew +200 Research -90 Power -1 Mission Control
|
built from tier 2
|
Operations Center
|
+50 Crew +1 Mission Control -40 Power
|
Command Center
|
+250 Crew +2 Mission Control -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.
Tier 1 |
Tier 2 |
Tier 3 |
Tier 3 upgraded
|
Module |
Effects |
Module |
Effects |
Module |
Effects |
Module |
Effects
|
Solar Collector
|
+1 Crew Power depending on proximity to the Sun (Mercury 67, Venus 19, Earth 10, Mars 3)
|
Solar Array
|
+5 Crew Power depending on proximity to the Sun (x4) (Mercury 280, Venus 80, Earth 42, Mars 14)
|
Solar Farm
|
+25 Crew Power depending on proximity to the Sun (x12) (Mercury 834, Venus 239, Earth 125, Mars 40)
|
|
Fission Pile
|
+4 Crew +10 Power
|
Fission Reactor Array
|
+20 Crew +42 Power
|
Fission Reactor Farm
|
+100 Crew +125 Power
|
|
Fusion Pile
|
+5 Crew +20 Power
|
Fusion Reactor Array
|
+25 Crew +85 Power
|
Fusion Reactor Farm
|
+125 Crew +250 Power
|
Heavy Fusion Reactor Farm
|
+250 Crew +450 Power
|
Defense Modules
Defense modules houses weapons to defend habs against enemy assault.
When built on the surface, they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser). Small, large, or huge cannons are used according to module tier. They upgrade automatically when the new global techs are researched.
When built in space, 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). Light, regular/medium, or heavy batteries are used according to module tier. Unlike modules built on the surface, batteries and point defense faction projects need to be researched to upgrade space defense module weapons.
Tier 1 |
Tier 2 |
Tier 3
|
Module |
Effects |
Module |
Effects |
Module |
Effects
|
Point Defense Array
|
Attacks enemy ships during base bombardment Prevents enemy Assault Hab fleet operations +3 Crew -10 Power
|
Layered Defense Array
|
Attacks enemy ships during base bombardment Prevents enemy Assault Hab fleet operations +15 Crew -40 Power
|
Battlestations
|
Attacks enemy ships during base bombardment Prevents enemy Assault Hab fleet operations +75 Crew -240 Power
|
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
|
+3 Crew +5 Research +3% Energy Research -8 Power +3% Boost priority effect if in Earth orbit (max +30%)
|
Energy Research Center
|
+25 Crew +10 Research +10% Energy Research -32 Power +6% Boost priority effect if in Earth orbit (max +30%)
|
Energy Institute
|
+125 Crew +20 Research +25% Energy Research -96 Power +10% Boost priority effect if in Earth orbit (max +30%)
|
Information Science Lab
|
+3 Crew +5 Research +3% Information Science Research -6 Power +3% Knowledge priority effect if in Earth orbit (max +30%)
|
Information Science Research Center
|
+25 Crew +10 Research +10% Information Science Research -24 Power +6% Knowledge priority effect if in Earth orbit (max +30%)
|
Information Science Institute
|
+125 Crew +20 Research +25% Information Science Research -72 Power +10% Knowledge priority effect if in Earth orbit (max +30%)
|
Life Science Lab
|
+3 Crew +5 Research +3% Life Science Research -5 Power +3% Welfare priority effect if in Earth orbit (max +30%)
|
Life Science Research Center
|
+25 Crew +10 Research +10% Life Science Research -20 Power +6% Welfare priority effect if in Earth orbit (max +30%)
|
Life Science Institute
|
+125 Crew +20 Research +25% Life Science Research -60 Power +10% Welfare priority effect if in Earth orbit (max +30%)
|
Materials Lab
|
+3 Crew +5 Research +3% Materials Research -5 Power +3% Military priority effect if in Earth orbit (max +30%)
|
Materials Research Center
|
+25 Crew +10 Research +10% Materials Research -20 Power +6% Military priority effect if in Earth orbit (max +30%)
|
Materials Institute
|
+125 Crew +20 Research +25% Materials Research -60 Power +10% Military priority effect if in Earth orbit (max +30%)
|
Military Science Lab
|
+3 Crew +5 Research +3% Military Science Research -5 Power +0.03 Miltech if in Earth orbit (max +0.3)
|
Military Science Research Center
|
+25 Crew +10 Research +10% Military Science Research -20 Power +0.06 Miltech if in Earth orbit (max +0.3)
|
Military Science Institute
|
+125 Crew +20 Research +25% Military Science Research -60 Power +0.1 Miltech if in Earth orbit (max +0.3)
|
Space Science Lab
|
+3 Crew +5 Research +3% Space Science Research -5 Power +3% Mission Control priority effect if in Earth orbit (max +30%)
|
Space Science Research Center
|
+25 Crew +10 Research +10% Space Science Research -20 Power +6% Mission Control priority effect if in Earth orbit (max +30%)
|
Space Science Institute
|
+125 Crew +20 Research +25% Space Science Research -60 Power +10% Mission Control priority effect if in Earth orbit (max +30%)
|
Xenology Lab
|
+3 Crew +5 Research +10% Xenology Science Research -5 Power +1 Alien Detection if in Earth orbit (max +9)
|
Xenoscience Research Center
|
+25 Crew +10 Research +25% Xenology Science Research -20 Power +2 Alien Detection if in Earth orbit (max +9)
|
Xenoscience Institute
|
+125 Crew +20 Research +50% Xenology Science Research -60 Power +3 Alien Detection if in Earth orbit (max +9)
|
Civilian Modules
Civilian Modules must be constructed either in stations in Earth 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 -0.1 Boost
|
Space Hotel
|
+100 Crew +80 Money +2 Influence -30 Power -3 Boost
|
Space Resort
|
+500 Crew +250 Money +5 Influence -90 Power -6 Boost
|
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
|
Space Hospital
|
+120 Crew +60 Money +3% Life Science Research -30 Power -1.5 Boost
|
Geriatrics Facility
|
+300 Crew +250 Money +3% Life Science Research -90 Power -3 Boost
|
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.