Army

From Terra Invicta Official Wiki

An ArmyArmy is a combat unit used for Terrestrial Warfare and annexation. Each army belongs to a nation, and may be controlled by a faction. An army may also have an attached navy.

Armies are constructed with the Build army priorityBuild Army Priority, and cost Investment pointsIP from their home nation to maintain them.

Controlling Armies

If there are armies controlled by the nation, owning a control point may also grant you direct control of said armies. Whenever a nation gains an army, that army will be assigned to a control point. It will attempt to balance the number of armies per control point by going to a control point with the fewest armies possible, and it will always go to the rightmost of those control points.

  • Example 1: If all control points have the same number of armies, then the new army will always go to the Executive.
  • Example 2: If the Executive has an army and the Legislature doesn't, then the Legislature will get the army instead, to balance the number of armies per control point.

The controller of an army may order the army to move, which also implicitly determines if and when it engages in combat. For details, see Terrestrial Warfare. If an army has no controller, it will operate under the generic national AI, which will focus on defending its own nation (and especially its capital) as its top priority, but will also engage in any other wars where it can participate.

Control Points with armies attached to them are shown with the Army symbol. If there is more than one Army attached to a control point, the number of attached Armies is also shown over the symbol.

Armies will not change control immediately when a control point changes owner. Instead, they will change control only when the next missions phase takes place. Until then, the army stays in control of its previous owner. Similarly, newly built armies are under the control of the generic national AI until the next missions phase.


Army Caps

An army needs two things: PopulationPopulation and land.

  • Each army needs its own unique home region that is:
    • Not shared by any other army.
    • Not a Colony regioncolony region.
    • Not occupied by enemy forces.
  • The first army in each nation needs 5 million PopulationPopulation in the nation. Every subsequent army needs a total pop of 25 million PopulationPopulation per army.
    • In other words, a nation of 5 million can build 1 army, but you need 50 million to build a second army, 75 million to build a third army, etc.

If a nation reaches its army cap, it can no longer invest IP in the Build army priorityBuild Army Priority. Any points that have already been invested will be saved in the background, however, and if the nation ever regains the ability to build new armies, the points will re-appear. If a nation is peacefully unified with another nation, the new unified nation will inherit any un-spent IP from each of the original nations.

Some nations do not begin with any military, and must first complete the Found military priorityFound Military Priority before they can use the Build army priorityBuild Army Priority to build any armies.


Build and Maintenance Costs

Armies cost IP to build, and maintaining armies reduces a nation's IP income. The exact costs vary by scenario (see below). Maintenance costs for armies and navis can reduce a country's IP income to zero, but there is no other penalty to a country (or its armies/navies) if maintenance costs exceed IP income.

Scenario-Specific Costs

Armies have different characteristics in the Broken Earth scenario than they do in the other scenarios.

Characteristic 2022/2026/2070/DS2003 Value DSBroken Earth Value
Army Cost 60 Investment pointsIP 40 Investment pointsIP
Army Maintenance (Home) 0.5 Investment pointsIP/month 0.2 Investment pointsIP/month

Armies away from home cost 1.0 Investment pointsIP/month in all scenarios.


Game Text

Armies are powerful and expensive assets that belong to nations. Each army represents multiple divisions of troops, air support, and a logistics train sufficient for the unit to take and hold territory outside their home nation's borders.

Naval armies are supported by a combat and transport fleet, and are able to cross oceans if the nation's naval score exceeds that of its enemies.

Armies are bound to a particular control point in a nation; the owner of that control point commands the army's actions. Use of armies on foreign soil are subject the nation's relations; they may be stationed in allied nations and only enter the territory of hostile nations during war.

Each nation may have one army per region it controls; if a region joins another nation, any armies based in that region will belong to the new nation.

~ Nation UI Tooltip for Armies, Terra Invicta, 0.4.86.