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. 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 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)
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.

Four module types deserve further note:

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 Crew Mass (tons) Build Time (days) Support Cost Build Cost (from earth) Build Cost (from space) Requirements Effect
Solar Panel 1 30
  • Base output is 10 power in Earth Luna system
  • Vastly more efficient closer to the sun
  • Vastly less efficient further from the sun
Solar Array 2 crew mass 60 suport cost build cost buidl cot space
  • Base output is 42 power in Earth Luna system
  • Vastly more efficient closer to the sun
  • Vastly less efficient further from the sun
Solar Farm 3 crew mass build time suport cost build cost buidl cot space
  • Base output is 125 power in Earth Luna system
  • Vastly more efficient closer to the sun
  • Vastly less efficient further from the sun
Fission Pile 1 crew mass 30 suport cost build cost buidl cot space Nuclear Fission in space
  • Produces 10 power
Fission Reactor Array 2 crew mass 60 suport cost build cost buidl cot space Nuclear Fission in space
  • Produces 42 power
Fission Reactor Farm 3 crew mass buildtime suport cost build cost buidl cot space Nuclear Fission in space
  • Produces 125 power
Automated Fission Pile 1 0 mass 30 suport cost build cost buidl cot space Nuclear Fission in space

Advanced Neural Networks

  • Produces 10 power
Fusion Pile 1 crew mass time suport cost build cost buidl cot space Nuclear Fusion in space
  • Produces 20 power
Fusion Reactor Array 2 crew mass time suport cost build cost buidl cot space Nuclear Fusion in space
  • Produces 85 power
Fusion Reactor Farm 3 crew mass time suport cost build cost buidl cot space Nuclear Fusion in space
  • Produces 250 power

Science Modules

Module Tier Support Cost Requirements Effect

Utility Modules

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 +1 Crew
+8 Money
+1 Influence
-3 Power
-0.1 Boost
Space Hotel +100 Crew
+60 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)
built from tier 2 Broadcast Outlet +5 Crew
+5 Influence
-8 Power

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.