Habs
Habitats, or habs, are space-based facilities operated by factions. Factions may build two types of habs: stations, which go in an orbit, and bases, which go at a hab site. Both types of habs come in three sizes.
Habs 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.
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.
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.
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.
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.
All habs have a core module; upgrading the core upgrades the entire station and unlocks new module slots. Those slots have designated positions in the overall layout of the hab, so construction is a bit “on the rails” instead of freeform.
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
Stations are built in an orbit. They use the following core modules:
Module | Tier | Crew | Mass (tons) | Build Time (days) | Support Costs |
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Platform Core | 1 | 3 | 15 | 30 | 1 Mission Control 2 Money 0.087 Water 0.087 Volatiles |
Orbital Core | 2 | 15 | 120 | 60 | 3 Mission Control 10 Money 0.44 Water 0.44 Volatiles |
Ring Core | 3 | 75 | 960 | 90 | 5 Mission Control 20 Money 2.2 Water 2.2 Volatiles |
Bases
Bases are built at a hab site. They use the following core modules:
Module | Tier | Support Costs | Effect |
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Outpost Core | 1 |
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Settlement Core | 2 |
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Colony Core | 3 |
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Modules
Habs need power generating modules for all non-core modules to work. Initially only solar power modules are available, but you can develop fission and fusion modules as the game goes on. It’s important to note that solar power output decreases dramatically the further you go from the Sun – and are unlikely to be useful beyond Mars, but the panels will have huge output if located near or on Mercury.
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.
Five module types deserve further note:
- Mines. Buildable only on bases, of course, these produce space resources based on the hab site’s profile. These are built with electromagnetic catapults that fling material into space and into your resource pool.
- Supply Depots. These let your fleets take on propellant and reload weapons by drawing down your space resource supply, or boost. These can go on the smallest habs; we expect you’ll need a network of them around the Solar System to keep your fleets moving.
- Shipyards. These let you build and repair your warships. Larger yards speed construction of the ships. You’ll have a shipyard manager interface with build queues so you can coordinate construction across your holdings.
- Barracks. These hold Marines to defend your hab from enemy assaults. From stations in an interface orbit, the Marines can also drop to assault surface bases, as long as one of your councilors is present to lead them. Councilors can similarly lead Marine assaults from one of your bases against a nearby enemy base.
- Defense modules. These mount antiship and point defense weaponry for space combat. If a station is involved in combat, the enemy’s objective is to destroy these modules. After the battle, the station can be boarded or destroyed. Defense modules on bases fire back when the base is being bombarded form orbit.
List of all Hab Modules
Power Modules
Module | Tier | Support Cost | Requirements | Effect |
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Solar Panel | 1 |
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Solar Array | 2 |
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Solar Complex | 3 |
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Fission Pile | 1 |
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Fission Reactor Array | 2 |
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Fission Reactor Complex | 3 |
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Science Modules
Module | Tier | Support Cost | Requirements | Effect |
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Resource Modules
Module | Tier | Support Cost | Requirements | Effect |
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Outpost Mining Complex | 1 |
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Settlement Mining Complex | 2 |
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Colony Mining Complex | 3 |
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Tourist Berth | 1 |
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Space Hotel | 2 |
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Space Resort | 3 |
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Broadcast Center | 2 |
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Nano Forge | 2 |
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Industrial Atomic Assembler | 3 |
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Utility Modules
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.
Go back to Main Page.