Habs

From Terra Invicta Official Wiki

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.

Stations

Station

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, with two Solar Collectors and one Space Science Lab, and Tiangong Station, with no modules beyond the core. A random faction will have control of each habitat.

Stations 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)
Station T1 PlatformCore.png Platform Core 1 3 15 30 1 Mission Control
2 Money
0.087 Water
0.087 Volatiles
10 Money 1 Volatiles
1 Base Metals
Station T2 OrbitalCore.png Orbital Core 2 15 120 60 3 Mission Control
10 Money
0.44 Water
0.44 Volatiles
90 Money 4 Volatiles
4 Base Metals
Station T3 RingCore.png Ring Core 3 75 960 90 5 Mission Control
20 Money
2.2 Water
2.2 Volatiles
720 Money 48 Volatiles
48 Base Metals
Station T1 PlatformCore.png Automated Platform Core 1 0 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)
Station T2 Atomsmasher.png Atomsmasher 2 20 400 180 250 5 Research
0.001 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
Station T3 Supercollider.png Supercollider 3 100 3200 360 750 20 Research
0.009 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

Bases

Base

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 couuncil 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)
Base T1 OutpostCore.png Outpost Core 1 5 20 30 1 Mission Control
3 Money
0.15 Water
0.15 Volatiles
15 Money 1 Volatiles
1 Base Metals
Base T2 SettlementCore.png Settlement Core 2 25 160 60 3 Mission Control
10 Money
0.73 Water
0.73 Volatiles
120 Money 8 Volatiles
8 Base Metals
Base T3 ColonyCore.png Colony Core 3 125 1280 90 5 Mission Control
21 Money
3.6 Water
3.6 Volatiles
960 Money 64 Volatiles
64 Base Metals
Base T1 OutpostCore.png 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.

Module Tier Crew Mass (tons) Required Mission Control Extraction Rate
Outpost Mining Complex
Base T1 OutpostMiningComplex.png
1 12 127 1 100%
Settlement Mining Complex
Base T2 SettlementMiningComplex.png
2 60 508 2 150%
Colony Mining Complex
Base T3 ColonyMiningComplex.png
3 200 2031 3 200%
Automated Mining Complex
Base T1 OutpostMiningComplex.png
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. Modules also have a maintenance cost in space resources, which can be paid with boost and money if sufficient space resources aren't available. Some modules also have a mission control cost, as well.

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.

Many modules can be built both at stations and bases, although some are hab-type-specific. Most need a project completed to unlock them. A few are faction-specific. Several are upgrades of prior ones: The materials lab can become a materials research center, which can become a materials institute at the largest hab.

There are hab modules for research, hab modules for money and influence production, and hab modules that grant engineering project capacity. Most modules have a support cost, which is drawn from your space resources, if you have them, otherwise from your boost. 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.

Tier 1 Tier 2 Tier 3
Module Effects Module Effects Module Effects
Supply Depot Allows ships to replenish propellant and ammunition
+3 Crew
-5 Power
cannot be upgraded
Space Dock Allows ships to replenish propellant and ammunition
Shortens prospecting time
Enables ship construction
+20 Crew
-10 Power
Shipyard Allows ships to replenish propellant and ammunition
Shortens prospecting time
Enables ship construction (x4 speed)
+100 Crew
-40 Power
Spaceworks Allows ships to replenish propellant and ammunition
Shortens prospecting time
Enables ship construction (x12 speed)
+300 Crew
-120 Power
Point Defense Array Attacks enemy ships during base bombardment
+3 Crew
+5 Defense Turrets on stations
+47 Defense Turrets on bases
-10 Power
Layared Defense Array Attacks enemy ships during base bombardment
+15 Crew
+27 Defense Turrets on stations
+95 Defense Turrets on bases
-40 Power
Battlestations Attacks enemy ships during base bombardment
+75 Crew
+56 Defense Turrets on stations
+144 Defense Turrets on bases
-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
Hydroponics Bay Removes the Water and Volatiles supply costs for 30 Crew
+1 Crew
-10 Power
Farm Removes the Water and Volatiles supply costs for 250 Crew
+5 Crew
-40 Power
Agriculture Complex Removes the Water and Volatiles supply costs for 3000 Crew
+25 Crew
-120 Power
built from tier 2 Skunkworks +20 Crew
+1 Council Engineering Project Slots
-30 Power
Foundry +100 Crew
+2 Council Engineering Project Slots
-90 Power

Power Modules

Power Modules produce Power to the hab.

Tier 1 Tier 2 Tier 3 Tier 3 upgraded
Module Effects Module Effects Module Effects Module Effects
Solar Collector
Station T1 SolarCollector.png
+1 Crew
Power depending on proximity to the Sun
Solar Array
Station T2 SolarArray.png
+5 Crew
Power depending on proximity to the Sun (x4)
Solar Farm
Station T3 SolarFarm.png
+25 Crew
Power depending on proximity to the Sun (x12)
Fission Pile
Station T1 FissionPile.png
+4 Crew
+10 Power
Fission Reactor Array
Station T2 FissionReactorArray.png
+20 Crew
+42 Power
Fission Reactor Farm
Station T3 FissionReactorFarm.png
+100 Crew
+125 Power
Fusion Pile
Station T1 FusionPile.png
+5 Crew
+20 Power
Fusion Reactor Array
Station T2 FusionReactorArray.png
+25 Crew
+85 Power
Fusion Reactor Farm
Station T3 FusionReactorFarm.png
+125 Crew
+250 Power
Heavy Fusion Reactor Farm
Station T3 TerawattFusionReactor.png
+250 Crew
+450 Power

Science Modules

Science Modules produce Research in a certain field and have additinal effects if built in Earth 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
Station T1 EnergyLab.png
+3 Crew
+5 Research
+3% Energy Research
-8 Power
+3% Boost priority effect if in Earth orbit (max +30%)
Energy Research Center
Station T2 EnergyResearchCenter.png
+25 Crew
+10 Research
+10% Energy Research
-32 Power
+6% Boost priority effect if in Earth orbit (max +30%)
Energy Institute
Station T3 EnergyInstitute.png
+125 Crew
+20 Research
+25% Energy Research
-96 Power
+10% Boost priority effect if in Earth orbit (max +30%)
Information Science Lab
Station T1 InformationScienceLab.png
+3 Crew
+5 Research
+3% Information Science Research
-6 Power
+3% Knowledge priority effect if in Earth orbit (max +30%)
Information Science Research Center
Station T2 InformationScienceResearchCenter.png
+25 Crew
+10 Research
+10% Information Science Research
-24 Power
+6% Knowledge priority effect if in Earth orbit (max +30%)
Information Science Institute
Station T3 InformationScienceInstitute.png
+125 Crew
+20 Research
+25% Information Science Research
-72 Power
+10% Knowledge priority effect if in Earth orbit (max +30%)
Life Science Lab
Station T1 LifeScienceLab.png
+3 Crew
+5 Research
+3% Life Science Research
-5 Power
+3% Welfare priority effect if in Earth orbit (max +30%)
Life Science Research Center
Station T2 LifeScienceResearchCenter.png
+25 Crew
+10 Research
+10% Life Science Research
-20 Power
+6% Welfare priority effect if in Earth orbit (max +30%)
Life Science Institute
Station T3 LifeScienceInstitute.png
+125 Crew
+20 Research
+25% Life Science Research
-60 Power
+10% Welfare priority effect if in Earth orbit (max +30%)
Materials Lab
Station T1 MaterialsLab.png
+3 Crew
+5 Research
+3% Materials Research
-5 Power
+3% Military priority effect if in Earth orbit (max +30%)
Materials Research Center
Station T2 MaterialsResearchCenter.png
+25 Crew
+10 Research
+10% Materials Research
-20 Power
+6% Military priority effect if in Earth orbit (max +30%)
Materials Institute
Station T3 MaterialsInstitute.png
+125 Crew
+20 Research
+25% Materials Research
-60 Power
+10% Military priority effect if in Earth orbit (max +30%)
Military Science Lab
Station T1 MilitaryScienceLab.png
+3 Crew
+5 Research
+3% Military Science Research
-5 Power
+0.03 Miltech if in Earth orbit (max +0.3)
Military Science Research Center
Station T2 MilitaryScienceResearchCenter.png
+25 Crew
+10 Research
+10% Military Science Research
-20 Power
+0.06 Miltech if in Earth orbit (max +0.3)
Military Science Institute
Station T3 MilitaryScienceInstitute.png
+125 Crew
+20 Research
+25% Military Science Research
-60 Power
+0.1 Miltech if in Earth orbit (max +0.3)
Space Science Lab
Station T1 SpaceScienceLab.png
+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
Station T2 SpaceScienceResearchCenter.png
+25 Crew
+10 Research
+10% Space Science Research
-20 Power
+6% Mission Control priority effect if in Earth orbit (max +30%)
Space Science Institute
Station T3 SpaceScienceInstitute.png
+125 Crew
+20 Research
+25% Space Science Research
-60 Power
+10% Mission Control priority effect if in Earth orbit (max +30%)
Xenology Lab
Station T1 XenologyLab.png
+3 Crew
+5 Research
+10% Xenology Science Research
-5 Power
+1 Alien Detection if in Earth orbit (max +9)
Xenoscience Research Center
Station T2 XenoscienceResearchCenter.png
+25 Crew
+10 Research
+25% Xenology Science Research
-20 Power
+2 Alien Detection if in Earth orbit (max +9)
Xenoscience Institute
Station T3 XenoscienceInstitute.png
+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 leat 50000 population. They cannot be build in irradiated locations.

Tier 1 Tier 2 Tier 3
Module Effects Module Effects Module Effects
Tourist Berth
Station T1 TouristBerth.png
+1 Crew
+8 Money
+1 Influence
-3 Power
-0.1 Boost
Space Hotel
Station T2 SpaceHotel.png
+100 Crew
+60 Money
+2 Influence
-30 Power
-3 Boost
Space Resort
Station T3 SpaceResort.png
+500 Crew
+250 Money
+5 Influence
-90 Power
-6 Boost
Social Science Lab
Station T1 SocialScienceLab.png
+3 Crew
+5 Research
+3% Social Science Research
-3 Power
+1 Public Campaign strength if in Earth orbit (max +9)
Social Science Research Center
Station T2 SocialScienceResearchCenter.png
+25 Crew
+10 Research
+10% Social Science Research
-12 Power
+2 Public Campaign strength if in Earth orbit (max +9)
Social Science Institute
Station T3 SocialScienceInstitute.png
+125 Crew
+20 Research
+25% Social Science Research
-36 Power
+3 Public Campaign strength if in Earth orbit (max +9)
Broadcast Outlet
Station T1 BroadcastOutlet.png
+5 Crew
+5 Influence
-8 Power
Communications Hub
Station T2 CommunicationsHub.png
+25 Crew
+10 Influence
-32 Power
-1 Mission Control
+1% Unity priority effect if in Earth orbit (max +30%)
Media Center
Station T3 MediaCenter.png
+125 Crew
+30 Influence
-96 Power
-2 Mission Control
+2% Unity priority effect if in Earth orbit (max +30%)
built from tier 2 Space Hospital
Station T2 OrbitalHospital.png
+120 Crew
+40 Money
+3% Life Science Research
-30 Power
-1.5 Boost
Geriatrics Facility
Station T3 GeriatricsFacility.png
+300 Crew
+180 Money
+3% Life Science Research
-90 Power
-3 Boost

Councilor Missions

You can also send councilors to habs, either by spending boost to launch from Earth to somewhere in the Earth-Moon system, or by hitching a ride on a ship. Councilors may only board enemy human ships or the smallest habs if they have the “undercover” trait. But second- and third-tier habs are large enough that councilors may board freely.

Once aboard, councilors can run a number of missions, including sabotaging a particular module or persuading the hab’s leaders to switch sides and join your faction.

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.