Diplomacy
This page covers diplomatic actions available to global Factions. For diplomatic interactions between Nations, see Foreign Relations.
Diplomacy is an act of contacting other factions' councilors, usually to trade, or to bribe them to improve relationship.
Faction Hate
Faction relationships are governed by FactionHate score. This is a float value that determines how poorly a faction feels about another; the higher the score for another faction, the more it's hated. Each faction has a separate hatred score for every other faction, including the
aliens.
Each faction has a war threshold for every other faction. While the threshold is usually 50 hate, it may vary from 22.2 to 100 hate depending on ideological distance and faction strength. The alien faction's war threshold for each faction is always 50 hate.
In the intel window, there are 3 different tiers of hatred levels for human factions:
- Tolerance: 0
- Conflicted: >0 but not above the war threshold.
- War: >0 and above the war threshold.
Visiting the trade screen allows determining hate score more precisely. From there, faction attitudes can range between following values:
| Trade Window Mood | Hate Level |
|---|---|
| Pleased | Only |
| Tolerant | 0 |
| Wary | >0 |
| Annoyed | >10 |
| Displeased | >20 |
| Aggreived | >30 |
| Angry | >40 |
| Furious | >50 |
| Outraged | >60 |
| Hate | >70 |
As hate increases, factions will prioritize aggressive actions and target hated factions more. In addition, they'll also be harder to trade and cooperate with. Once the hate value increases beyond the war threshold, the faction will declare open war, and will begin serious attempts to kill Habs, Spaceships, and Councilors until the hate falls back down beneath the war threshold.
Factions also have a minimum hatred score for each faction. Ideological differences affect this as well as used
mission control (MC) cap in the case of alien hate. If the minimum level climbs above the current hate level, the hate level is moved up to the minimum.
Aggressive actions and combat increases hatred against the attacking faction. There is a table of hatred increasing councilor and military actions below.
Every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2. This means that the hatred score changes you get in-game can be between 80% to 120% of the values listed in this post.
Human Faction hatred can grow pretty much infinitely, so if you piss off a human faction enough, it can become virtually impossible to get them back to Tolerance.
Minimum Hate Amount
Factions whose ideologies are too opposing have a minimum level of hatred for each other.
Anti-Alien Pro-Alien Divide
Non-moderate factions on opposite sides of the Anti-Alien Pro-Alien divide have a minimum hatred of 20 towards each other. Specifically, the following pairings will always have at least 20 hate for each other:
Humanity First and
The Protectorate
Humanity First and
The Servants
Humanity First and
The Aliens
The Resistance and
The Protectorate
The Resistance and
The Servants
The Resistance and
The Aliens
Alien Hate for Mission Control Usage
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The This minimum hate level is calculated as follows:
Only used For example, if you use 167
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Alien Maximum Hate Amount
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The Alien Faction has a maximum amount of hate that it can have for other factions. This maximum hate amount is calculated as follows:
In addition, if at least 25 years have passed since the Campaign began and the hate maximum is below 200, then the hate maximum is increased to 200. Note: All Campaign Duration checks are multiplied by the Alien Progression Speed in the Custom Campaign Settings. Accelerated Campaign mode sets this Alien Progression Slider to 200%, so every year that passes counts as 2 years. Note: Whenever the Minimum Hate level is greater than the Maximum Hate level, the Maximum Hate level will be set to the Minimum Hate level. |
Passive Hate Change
Hatred may also passively change over time.
Known Turned Councilor
Every
Turned councilor that is known to its employing faction causes that employing faction to passively gain hate for the turning faction. This passive hate is triggered once a week during the first 4 weeks of each month, and is equivalent to the amount of hate that a critical failure on a
Turn Councilor mission would generate.
Envy-Based Human Hate

Each human faction considers the human faction with the highest fractional ownership of humanity other than itself as its rival.
The game simulates envy by making human factions slowly gain hatred for their rival based on how much better the rival is doing, while slowly losing hatred for everyone else. So human factions that are falling behind have a tendency to work together to bring down the strongest human faction, like crabs in a bucket.
As a result, if you're doing better than the AI, they'll likely hate you regardless of what you do.
Note: On difficulties below Brutal, AI factions cannot gain envy-based hatred for the player's faction if they are ideologically close enough.
Just after the start of each month, the following happens for every pair of human factions A and B:
- If B is not A's rival, or the month is even, then A loses 1 hate for B.
- If A and B share a rival, then A loses another 1 hate for B.
- If A's rival is on the opposite side of the anti-alien pro-alien divide, then A loses another 1 hate for B.
- If B is A's rival, then A gains X hate for B, where X is calculated as follows:
- If A is ahead, then set X = 0.
- If A is on par, then set X = 1.
- If A is losing, then set X = 1.75.
- If A is losing big, then set X = 2.25.
- If A and B are non-moderates on opposite sides of the anti-alien pro-alien divide, then add 1.4 to X. (The moderates are
Project Exodus,
The Initiative, and
The Academy.) - If A and B are on the same side of the anti-alien pro-alien divide, then subtract 0.75 from X. Subtract another 2.25 if it has also been less than 7 years since the campaign began.
- If X is less than 0, then set X = 0.
- If B has unlocked their Victory Objective, then A gains another 1 hate for B.
For example, suppose you are playing
The Resistance. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month,
The Protectorate will:
- Lose 1 hate for you, because the month is even.
- Gain 2.25 + 1.4 = 3.65 hate for you, because you are their rival, they are losing big, and the two of you are non-moderates on opposite sides of the anti-alien pro-alien divide.
- Gain another 1 hate for you, because you have unlocked your victory objective.
On odd months, the first 1 hate loss doesn't happen. Thus
The Protectorate will gain 49.8 hate for you every year, even if you take absolutely no hostile actions against them.
Alien Passive Hate
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The The Just after the start of each month, the following happens for every human faction B that is not
For example, suppose you are playing
On odd months, the first 0.64 hate loss doesn't happen. Thus the Furthermore, since Alien Frustration is constantly growing, they will gain roughly 4.6 hate for you next year, roughly 5 the next, and so on, accelerating by roughly 0.4 per year. In practice, the Under these conditions, there are two rough deadlines to keep in mind:
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Actions that affect hatred
Missions
| Mission | Base Hate Generated when Outcome is: | |||
|---|---|---|---|---|
| Critical Failure | Normal Failure | Normal Success | Critical Success | |
| 0 | ||||
| 3 | 3 | 0 | 0 | |
| 0 | ||||
| 0 | 0 | 2 | 0 | |
| 0 | ||||
| 0 | 0 | 1 | 1 | |
| 3 | 0 | 5 | 5 | |
| 0 | ||||
| 5 | 0 | 10 | 0 | |
| 0 | 0 | 0 | 0 | |
| 0 | ||||
| 0 | 0 | 0 | 0 | |
| 0 | 0 | 0 | 0 | |
| 0 | 0 | 0 | 0 | |
| 1 | 1 | 5 | 5 | |
| 0 | ||||
| 2 | 2 | 10 | 10 | |
| 2 | 0 | 0 | 0 | |
| 0 | ||||
| 2 | 2 | 0 | 0 | |
| 2 | 0 | 3 | 0 | |
| 0 | ||||
| 0 | ||||
| 2 | 2 | 10 | 10 | |
| 2 | 0 | 3 | 0 | |
| 2 | 0 | 3 | 0 | |
| 0 | ||||
| 0 | ||||
| 0 | 0 | 0 | 0 | |
| 1 | 1 | 2 | 3 | |
| 2 | 2 | 7 | 7 | |
| 1 | 0 | 2 | 2 | |
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When targeting a region or a nation, each faction that has at least one control point in the nation (that owns the region) will gain the stated amount of hate. This applies even if the control point is abandoned or cracked.
There are a number of Missions that may generate different amounts of hate depending on the situation:
- If the target Faction(s) is intel sharing with the Faction that performed the mission, and the hate gained would be 0, then the hate gained is instead the maximum hate that any outcome of the mission could give.
- If the target Faction(s) has a mole in the Faction that performed the mission, and the hate gained would be 0, then the hate gained for successful outcomes is instead the maximum hate that any successful outcome of the mission could give, and the hate gained for failing outcomes is instead the maximum hate that any failing outcome of the mission could give.
- If the Faction that performed the mission is the
Aliens and the target Faction(s) cannot detect the mission when it is done by
Aliens, then the hate is gained towards
The Servants instead of the
Aliens. - For the
Assault Alien Asset mission, if the target is merely xenoflora, then there is no hate gain. - For the
Assassinate mission, if the target is an
Alien Councilor and the outcome is a critical success (that hides the culprit's identity), then the
Aliens will blame everyone equally, spreading 10 hate evenly among all human factions except
The Servants and
The Protectorate. - For the
Detain Councilor mission, if the target is an
Alien Councilor, then normal successes give 10 hate, while critical successes give 0 hate.
Combat
| Action | Hatred generated |
|---|---|
| Destroying a ship | 0.35 × hull structural integrity |
| Destroying a hab module | hab tier level |
| Destroying a hab | 3 × hab tier level + all the hate for blowing up the hab modules on board. |
| Assaulting a hab | 8 × hab tier level + all the hate for any hab modules that blow up as a result. |
| Initiating bombardment on any target | 1 |
| Entering combat against a hab | 2 × hab tier |
| Declaring war on another nation | Number of CPs owned in nation × 3 (for faction with executive control of target nation only, dragged in allies don't count.) |
Note: As a general rule of thumb, factions will never gain hate for any assets that they destroy in self-defense.
For example, if a faction A sends a fleet of ships over to a faction B's hab, and faction B kills all of the ships in that fleet, faction A does not gain any hate for faction B.
However, pre-emptive self-defense does not necessarily count. If faction B had seen this fleet of ships coming from faction A, and sent its own fleet of ships to intercept faction A's fleet before it arrives at faction B's hab, then any of faction A's ships that are killed in that battle could cause faction A to hate faction B. Also, if you send a fleet to encounter a rival fleet, you still count as the attacker even if you merely choose to "Accept" battle rather than "Engage".
The exact rules are deliberately tricky to make them difficult to exploit. In general, if a player wishes to destroy enemy assets without incurring hate, they must first wait for the target faction to start an attack at the player, and then they must defeat that attack before that attack kills its target.
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A destroyed ship gives no hate if any of the following are true:
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Alien Specific
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Alien Hate Vent
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As a general rule of thumb, the
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Contact with Other Factions
By using the Contact mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.
However, all human factions ultimately have incompatible ideologies and antithetical goals, and they will regard any cordial relations as transient at best.
~ Terra Invicta Codex, 0.4.85.
To conduct diplomacy, a councilor needs to do
Contact mission on an agent of target faction.

It's possible to trade following things:
- Resources
- Orgs (including assigned orgs)
- Habs
- Engineering projects
- Truce, non-aggression pact, and intel sharing.
For more detail on trading options, see Factions#Trade_Negotiations.
Trade is the only action that decreases hatred directly. Equal trades decrease hatred by -9 and favorable trades decrease hatred by -18. Having a hatred score above a 6 with a faction hampers your ability to trade with them, so it's important to trade early and often with factions you want to ally.
Faction hatred significantly affects trade favorability:
- Each faction computes a score for a trade by weighing it against what they have, what they're prioritizing, etc.
- If hatred is greater than 6, that score is divided by hatred / 5, significantly reducing the trade's favorability score
Faction hatred may also reduce the amount of resources that a faction is willing to sell to another.
| Trade Value | Trade Messages |
|---|---|
| Very Low |
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| Low |
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| Equal |
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| High |
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Contact with Aliens
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Pro-Alien Human Factions may contact alien councilors after completing certain story objectives. In addition to opening up a trade window, this also resets the estimated alien hate level to match the actual alien hate level. Furthermore, it completes the Access Alien Tech and Alien Diplomacy milestones if the Acting Faction is However, trade with Aliens is limited in some ways:
There are lines of alien diplomatic contact dialogue in game files:
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Pro-Alien Hate Sharing
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Same situation applies to
For
Note: This hate sharing mechanic only applies when gaining hate through action:
Furthermore, if |
Estimated Alien Hate Level

Each faction has a separate hatred score for every other faction, including the aliens. But while a human faction's hatred scores can be seen in the intel page, the alien faction's hatred scores are shrouded in mystery:
- A player can never see how much hatred the alien faction has for any faction other than the player's faction.
- An estimate of the alien faction's hatred score for the player's faction becomes visible after the Alien Operations project is researched.
This estimated alien hate level is displayed as a meter with 5 diamonds that can be lit up one by one, from top to bottom, each with a different color:
| Lit Diamonds | (Estimated) Hate Level |
|---|---|
| 0 | <10 |
| 1 | ≥10 |
| 2 | ≥20 |
| 3 | ≥30 |
| 4 | ≥40 |
| 5 | ≥50 |
In dire circumstances, all five diamonds on the meter will turn red. This indicates that the aliens have declared Total War upon the player's faction.
Estimation Accuracy
In practice, the estimated alien hate level is extremely accurate. Notably, if the aliens have declared war upon the player's faction, the estimated alien hate level can never lie about it.
Nevertheless, it is possible for the estimated alien hate level to be incorrect. The reason for this is that every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2 before it is applied to the actual hate level. This means that the actual hatred level changes can be between 80% to 120% of the values listed in this page. In contrast, the estimated alien hate level does not apply this randomization: the estimated hatred level changes are always exactly 100% of the values listed in this page.
Therefore, if the player has exceptionally strange luck, then the actual hatred level may differ wildly from the estimated hatred level simply because the randomization factor rolled low for hate changes in one direction but rolled high for hate changes in the other direction.
To address this, the estimated alien hatred level is reset to match the actual alien hatred level whenever any of the following happen:
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War
When diplomacy breaks down, War is the result.
Once a faction's hatred level for another faction becomes high enough, they will declare open war on that faction. For AI Factions, open war enables several options that are normally locked away or only available in highly restrictive conditions (such as trespassing on alien territory). These options include but are not limited to:
- Conducting
Assassinate Missions on the Enemy Faction's Councilors. - Conducting
Control Space Asset Missions on the Enemy Faction's Habs. - Using Fleets to attacking the Enemy Faction's space assets.
A player who is not prepared for such aggression should seriously consider taking measures to bring the hatred level back down when open war is declared upon them.
Human War Threshold
The amount of hate needed for a human faction to declare open war upon another faction varies dynamically throughout the game, and depends on three factors:
- Ideological distance between the two factions.
- The faction's self assessment of how well it is doing.
- Whether the other faction is the most threatening human faction other than itself.
More specifically, the threshold is 100 hate divided by X, where X is calculated as follows:
- Set X to the ideological distance between the two factions, but capped at 2.5.
- If the other faction is the most threatening human faction other than itself, then add to X:
- -2 if the faction believes itself to be way ahead.
- -1 if the faction believes itself to be ahead.
- 0 if the faction believes itself to be on par.
- 1 if the faction believes itself to be losing.
- 2 if the faction believes itself to be losing big.
- If X is less than 1, then set X = 1.
As a result, the war threshold for a human faction can vary wildly, from 22.2 to 100 hatred.
In practice, the human AI factions will usually believe themselves to be losing big and the player faction will be the most threatening human faction. This means that the human AI faction war thresholds against the player faction will be as follows:
| Faction | |||||||
|---|---|---|---|---|---|---|---|
| 32.1 | 24.3 | 24.6 | 22.2 | 22.2 | 22.2 | ||
| 32.1 | 32.1 | 29.3 | 26.3 | 22.2 | 22.2 | ||
| 24.3 | 32.1 | 24.6 | 33.3 | 22.2 | 22.2 | ||
| 24.6 | 29.3 | 24.6 | 24.6 | 27.9 | 22.2 | ||
| 22.2 | 26.3 | 33.3 | 24.6 | 26.3 | 28.6 | ||
| 22.2 | 22.2 | 22.2 | 27.9 | 26.3 | 27.9 | ||
| 22.2 | 22.2 | 22.2 | 22.2 | 28.6 | 27.9 |
Alien War Threshold
The Alien faction always has a war threshold of 50 hatred.
Alien Total War
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The
These values are divided by the Alien Progression Speed. This is a slider you can adjust in Custom Campaign Settings. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode. Total war is a special state of war where the rules for alien hate venting become significantly more restrictive. This makes it extremely difficult to reduce the alien hate level, which usually means that the human faction will henceforth be stuck in an eternal war with the alien faction. |
| Terra Invicta mechanics | |
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| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |



