Diplomacy

From Terra Invicta Official Wiki

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 The Aliens 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 The AliensAliens feel this way to The ServantsThe Servants
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 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:

Alien Hate for Mission Control Usage

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The The AliensAlien faction has a minimum hatred level for all human factions except The ServantsThe Servants and The ProtectorateThe Protectorate. This hatred level depends on the amount of mission control used by the human faction, which roughly represents the amount of human space assets that could be used to threaten the The AliensAliens' dominance over space.

This minimum hate level is calculated as follows:

  • The amount of mission controlMission Control currently used by the human faction.
  • Multiply by Difficulty level Multiplier:
Difficulty Cinematic Normal Veteran Brutal
Multiplier 0.05 0.3 0.6 1

Only used mission controlMission Control, and not mission controlMission Control cap affects hate levels. This means that increasing your mission controlMission Control usage enough will increase the minimum hatred level past the point of being at war with the aliens.

For example, if you use 167 mission controlMission Control on normal and have not researched any of the mission controlMission Control hate reducing projects, then it is impossible to be at peace with the aliens (167 mission controlMission Control * 0.3 = 50.1). However, if their attacks destroy enough of your Spaceships and Habs to reduce your mission controlMission Control usage below that critical value, then it is possible to return to peace.

Maximum possible used mission controlMission Control without The AliensAliens declaring war.
(Does not apply to The ServantsThe Servants or The ProtectorateThe Protectorate.)
Difficulty Cinematic Normal Veteran Brutal
No Projects 999 166 83 49
With 1 out of 4 projects 1249 208 104 62
With 2 out of 4 projects 1562 260 130 78
With 3 out of 4 projects 1953 325 162 97
With 4 out of 4 projects 2441 406 203 122

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:

Difficulty Cinematic Normal Veteran Brutal
Starting Amount 70 1000 1000 1000
Yearly Increase 2 100 100 100

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 Turn CouncilorTurned 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 CouncilorTurn Councilor mission would generate.

Envy-Based Human Hate

Crabs in a Bucket - A Metaphor for Human Faction Relations

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:

  1. If B is not A's rival, or the month is even, then A loses 1 hate for B.
  2. If A and B share a rival, then A loses another 1 hate for B.
  3. If A's rival is on the opposite side of the anti-alien pro-alien divide, then A loses another 1 hate for B.
  4. If B is A's rival, then A gains X hate for B, where X is calculated as follows:
    1. If A is ahead, then set X = 0.
    2. If A is on par, then set X = 1.
    3. If A is losing, then set X = 1.75.
    4. If A is losing big, then set X = 2.25.
    5. 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 ExodusProject Exodus, The InitiativeThe Initiative, and The AcademyThe Academy.)
    6. 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.
    7. If X is less than 0, then set X = 0.
  5. If B has unlocked their Victory Objective, then A gains another 1 hate for B.

For example, suppose you are playing The ResistanceThe 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 ProtectorateThe Protectorate will:

  1. Lose 1 hate for you, because the month is even.
  2. 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.
  3. 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 ProtectorateThe 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 AliensAlien Faction sets their rival to be the human faction that possesses the highest fractional ownership of humanity, excluding The ServantsThe Servants and The ProtectorateThe Protectorate.

The The AliensAliens will slowly gain hate for their rival, as well as for all anti-alien factions. Unlike Human Envy however, Alien Frustration with Humanity's continued refusal to fall means that their passive hate gain rate constantly accelerates as the campaign continues.

Just after the start of each month, the following happens for every human faction B that is not The ServantsThe Servants:

  1. If B is not the The AliensAlien Faction's rival, or the month is even, then the The AliensAlien Faction loses X hate for B, where X is calculated as follows:
    1. Set X = 0.8.
    2. If B is anti-alien, then set X = 0.64.
    3. If B is not the The AliensAlien Faction's rival, and the The AliensAliens are already at war with at least 3 human factions, then multiply X by 1.5.
  2. If the The AliensAlien Faction and B share a rival, then the The AliensAlien Faction loses another 0.33 hate for B.
  3. If the The AliensAlien Faction's rival is on the opposite side of the anti-alien pro-alien divide, then the The AliensAlien Faction loses another 1 hate for B.
  4. If B is The ProtectorateThe Protectorate, then the The AliensAlien Faction loses X hate for B, where X is calculated as follows:
    1. Set X to 1.
    2. If B can contact the The AliensAlien, then increase X to 4.
    3. If B has unlocked its victory objective, then increase X to 10.
  5. If B is not The ProtectorateThe Protectorate, then the The AliensAlien Faction gains X hate for B, where X is calculated as follows:
    1. Set X to 0.
    2. If B is the The AliensAlien Faction's Rival, then add 0.65 to X.
    3. If B is the human faction that possesses the highest fractional ownership of humanity, then add another 0.65 to X.
    4. If B has unlocked its victory objective, then add 0.5 to X.
    5. If B is Project ExodusProject Exodus, then add 0.07 to X.
    6. If B is The ResistanceThe Resistance, then add 0.17 to X.
    7. If B is Humanity FirstHumanity First, then add 0.34 to X.
    8. If B is The AcademyThe Academy, then multiply X by 0.75.
    9. Multiply X by 0, 1, 1.9, and 3.3 for Cinematic, Normal, Veteran, and Brutal Difficulties respectively.
    10. Divide X by 60.
    11. Multiply X by the number of years since the Campaign began.
    12. Multiply X 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.

For example, suppose you are playing The ResistanceThe Resistance on Normal Difficulty, Long Campaign mode. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, the The AliensAlien Faction will:

  1. Lose 0.64 hate for you, because the month is even and you are anti-alien.
  2. Gain (0.65+0.65+0.5+0.17) * 1 / 60 * 20 = roughly 0.66 hate for you, because you are their rival, the strongest human faction, have unlocked your victory objective, are the resistance, are on normal difficulty, and it has been 20 years since the Campaign began.

On odd months, the first 0.64 hate loss doesn't happen. Thus the The AliensAlien Faction will gain roughly 4.2 hate for you this year, even if you take absolutely no hostile actions against them.

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 The AliensAlien Faction will usually pick the Player's faction as its rival simply because the player will be developing that much faster than the Human AI factions. So the best a player can do to avoid passive alien hate gain is to avoid unlocking their victory objective as long as possible.

Under these conditions, there are two rough deadlines to keep in mind:

  • Hate Start: The time after which you would be gaining passive alien hate faster than you lose it, on average.
  • War Start: The time after which the aliens would declare war on you, assuming you never did a single thing to change their hate amount, not even use Mission Control.
Faction Hate Decay Hate Gain Per Month Per Month Hate Start Year War Start Year
Bimonthly Monthly Normal Veteran Brutal Normal Veteran Brutal Normal Veteran Brutal
The AcademyThe Academy 0.8 0.4 0.00135 0.00257 0.00447 25 13 8 47 29 20
The InitiativeThe Initiative 0.8 0.4 0.00181 0.00343 0.00596 19 10 6 38 24 17
Project ExodusProject Exodus 0.64 0.32 0.00190 0.00362 0.00628 14 7 4 33 21 15
The ResistanceThe Resistance 0.64 0.32 0.00204 0.00388 0.00674 13 7 4 27 17 12
Humanity FirstHumanity First 0.64 0.32 0.00228 0.00433 0.00752 12 6 4 25 16 11

Actions that affect hatred

Missions

Base Hate generated by missions
Mission Base Hate Generated when Outcome is:
Critical Failure Normal Failure Normal Success Critical Success
Protect TargetProtect Target 0
Turn CouncilorTurn Councilor 3 3 0 0
ContactContact 0
CrackdownCrackdown 0 0 2 0
DeorbitDeorbit 0
Extract CouncilorExtract Councilor 0 0 1 1
Coup d'EtatCoup d'Etat 3 0 5 5
OrbitOrbit 0
AssassinateAssassinate 5 0 10 0
InspireInspire 0 0 0 0
Go To GroundGo To Ground 0
Public CampaignPublic Campaign 0 0 0 0
Stabilize NationStabilize Nation 0 0 0 0
Control NationControl Nation 0 0 0 0
PurgePurge 1 1 5 5
AdviseAdvise 0
Assault Alien AssetAssault Alien Asset 2 2 10 10
Increase UnrestIncrease Unrest 2 0 0 0
TransferTransfer 0
Sabotage Hab ModuleSabotage Hab Module 2 2 0 0
Steal ProjectSteal Project 2 0 3 0
Surveil LocationSurveil Location 0
Set National PolicySet National Policy 0
Assault Enemy Space AssetAssault Enemy Space Asset 2 2 10 10
Sabotage ProjectSabotage Project 2 0 3 0
Sabotage FacilitiesSabotage Facilities 2 0 3 0
Defend InterestsDefend Interests 0
Investigate Alien ActivityInvestigate Alien Activity 0
Investigate CouncilorInvestigate Councilor 0 0 0 0
Detain CouncilorDetain Councilor 1 1 2 3
Control Space AssetControl Space Asset 2 2 7 7
Hostile TakeoverHostile Takeover 1 0 2 2
SPOILERS INSIDE!  
Base Hate generated by missions
Mission Base Hate Generated when Outcome is:
Critical Failure Normal Failure Normal Success Critical Success
Build FacilityBuild Facility 0
Grant Alien ControlGrant Alien Control 0
Enthrall ElitesEnthrall Elites 0 0 5 5
Dominate NationDominate Nation 30 20 5 5
Herald Our MastersHerald Our Masters 0
Terrorize RegionTerrorize Region 0 0 0 0
AbductionsAbductions 0 0 0 0
Enthrall Unaligned ElitesEnthrall Unaligned Elites 0 0 0 0
Enthrall PublicEnthrall Public 0 0 0 0
Tame the EnemyTame the Enemy 0
XenoformXenoform 0 0 0 0
Forge an AllianceForge an Alliance 0
Launch the BifrostLaunch the Bifrost 0
Claim HegemonyClaim Hegemony 0
Trigger the WeaponTrigger the Weapon 0
Close the GateClose the Gate 0
Pass TechnologyPass Technology 0
Enthrall OrgEnthrall Org 0 0 3 3

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 The AliensAliens and the target Faction(s) cannot detect the mission when it is done by The AliensAliens, then the hate is gained towards The ServantsThe Servants instead of the The AliensAliens.
  • For the Assault Alien AssetAssault Alien Asset mission, if the target is merely xenoflora, then there is no hate gain.
  • For the AssassinateAssassinate mission, if the target is an The AliensAlien Councilor and the outcome is a critical success (that hides the culprit's identity), then the The AliensAliens will blame everyone equally, spreading 10 hate evenly among all human factions except The ServantsThe Servants and The ProtectorateThe Protectorate.
  • For the Detain CouncilorDetain Councilor mission, if the target is an The AliensAlien 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.

SPOILERS INSIDE!  

A destroyed ship gives no hate if any of the following are true:

  • The combat that destroyed the ship occurred at the hab.
    • Note: If the fleet pursues an evading fleet, then it might not count as being at the hab!
  • The ship was part of a fleet that transferred to the hab or fleet that destroyed it.
  • The ship was part of a fleet that has or had a goal to attack the faction that destroyed it within the last 14 days.
    • Note: Attack goals are generally only used for starting transfers and bombardment operations. Deciding whether to use the Engage stance or the Destroy Hab operation could happen entirely without an attack goal. So this is much more iffy to rely on.

Alien Specific

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Action Hatred
Formation of the Alien Nation
Destroying Landed UFO The Aliens Aliens gain 80 hatred towards the faction responsible. (Only 10 hatred if a Councilor did it.)
Destroying Alien Facility The Aliens Aliens gain 10 hatred towards the faction responsible.
Conquering or causing a revolution the Alien Nation The Aliens Aliens gain 80 hatred divided up among the factions responsible.

Alien Hate Vent

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The Aliens Aliens may lose hate when they destroy specific assets of their enemies:

Destroyed Target Conditions Hatred Vented
Councilor Must be Assassinateassassinated. Average of all of the councilor's attributes without orgs or traits.
Army

Must not be at Total War.
Must be bombarded.
Must be targeted by The Aliens Aliens.

1
Space Facility

Must not be at Total War.
Must be bombarded.
Must be targeted by The Aliens Aliens.
Nation is fully controlled by one faction.

1
Ship

Must not be at Total War.
Must not be Trespassing.[1]
Must be targeted by The AliensAliens.

The Construction Tier of the Ship's Hull.
Complete Hab Module

Must not be at Total War.
Must not be Trespassing[1].
Must be targeted by The Aliens Aliens.

Module Tier ^ 2.
+Module Tier if Module is a Mining Complex.
+Module Tier if Module is a Construction Module.
Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.

Incomplete Hab Module with Previous Module

Must not be at Total War.
Must not be Trespassing[1].
Must be targeted by The Aliens Aliens.

(Minimum of this Module and Previous Module Tier) ^ 2.
Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.

Incomplete Hab Module with No Previous Module

Must not be at Total War.
Must not be Trespassing[1].
Must be targeted by The Aliens Aliens.
Hab Core must be complete at some point in the past.

Module Tier ^ 2.
Divide by 16.
Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.

Entire Hab

Must not be at Total War.
Must not be Trespassing[1].
Must be targeted by The Aliens Aliens.

The Maximum of:

  • Sum of hate vented if each individual module was blown up.
  • Hab tier if Hab Core was complete at some point in the past.
  • Hab tier / 2 if Hab Core is not currently being boosted over from Earth.
Any of the Above

Must not be on Brutal Difficulty.
Fractional Ownership over Space Humanity must have recently decreased by >35%

50% of The Aliens Alien hate for faction on Cinematic Difficulty.
35% of The Aliens Alien hate for faction on Normal Difficulty.
15% of The Aliens Alien hate for faction on Veteran Difficulty.

As a general rule of thumb, the The Aliens Aliens will only vent hate after destroying a target if:

  • They are not at total war with the target's faction.
  • They actually wanted to kill the target (not self-defense against stuff being thrown at them or their territory).
  1. 1.0 1.1 1.2 1.3 1.4 You are trespassing on The AliensAlien territory if you are in or beyond Jupiter's orbit, or in any area where the The AliensAliens have a hab, except for Earth.

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 ContactContact mission on an agent of target faction.

Trade interface

It's possible to trade following things:

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.

Interpreting Trade Messages: What the other faction is really saying.
Trade Value Trade Messages
Very Low
  • This isn't going to work. You need to offer more.
  • This is insufficient.
  • We will need more than that.
  • Not a chance. We'll need more.
  • Not even close.
  • Unacceptable.
  • We will need significantly more concessions to consider this offer.
Low
  • We're going to need a little more from your end of the bargain.
  • While this has some merit, we would need a bit more incentive to agree.
  • This isn't quite in our interest to accept.
  • We're getting there. What else can you throw in?
  • Not bad. Just need a little more.
  • Close, but not quite.
  • Improve your offer, and we may be able to reach an agreement.
Equal
  • This is a fair trade. I accept.
  • Very well. We agree.
  • This is adequate. Agreed.
  • Not what we had hoped for, but good enough. We accept.
  • Acceptable.
  • Agreed.
  • We would have preferred more, but this will suffice. Agreed.
High
  • A generous trade! I accept.
  • A beneficial agreement for both sides!
  • Agreed. This is more than adequate.
  • This is ample compensation. We agree.
  • Agreed!
  • We accept and will look forward to future discussions.
  • Well done. We're pleased with this outcome.

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 The ServantsThe Servants or The ProtectorateThe Protectorate.

However, trade with Aliens is limited in some ways:

  • Habs cannot be traded.
  • Engineering Projects cannot be traded.
  • Non-aggression pacts cannot be traded if one party is The AcademyThe Academy.

There are lines of alien diplomatic contact dialogue in game files:

  • Servants: Greetings, faithful servant (Kneel, domestic animal). You are loved (you are nothing).
  • Protectorate/War: Yield (die).
  • Protectorate/in conflict: Submission=survival (Resistance=obliteration).
  • Protectorate/Tolerance: You are tolerated (You present no threat).
  • Academy/War: Undesired obstacle (Expunge the threat).
  • Academy/In conflict: Cease. Cease. Cease. (Threat. Threat. Threat.).
  • Academy/Tolerance: Communication=acceptable (Human=persuadable?).

Pro-Alien Hate Sharing

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The ServantsServant hatred and The AliensAlien hatred scores are related. Gaining hatred with one will increase hatred for the other according to the following relationships:

  • If The ServantsThe Servants gain hatred on a faction and can contact the The AliensAliens, then the The AliensAliens gain the same amount of hatred / 4.
  • Otherwise, the The AliensAliens gain the same amount of hatred / 8.
  • If the The AliensAliens gain hatred on a faction and can contact The ServantsThe Servants, then The ServantsThe Servants gain the same amount of hatred / 2.
  • Otherwise, The ServantsThe Servants gain the same amount of hatred / 4.

Same situation applies to The ProtectorateThe Protectorate, but only if they can contact the The AliensAliens and to a much smaller extent:

For The ServantsThe Servants and The ProtectorateThe Protectorate factions, the The AliensAliens can be contacted if either of these two conditions are true:

  • The faction has researched Hydra Diplomacy.
  • The faction is has unlocked but not completed the Contact The Aliens objective (Called "Find the Alien Path" for The ServantsThe Servants).
    • This objective is unlocked the moment Alien Movements is researched.
    • This objective is completed the moment the faction performs a Contact mission on an Alien Councilor.

Note: This hate sharing mechanic only applies when gaining hate through action:

  • Passive Hate Changes are never shared.
  • Hate loss, such as from trade, is never shared.
  • Hate changes that are the result of the minimum or maximum hate level changing are also never shared.

Furthermore, if The ProtectorateThe Protectorate has unlocked its Victory Objective, then any hate gained by The ServantsThe Servants towards The ProtectorateThe Protectorate is no longer shared with The AliensThe Aliens.

Estimated Alien Hate Level

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
Total War Declared

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:

SPOILERS INSIDE!  

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:

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:

More specifically, the threshold is 100 hate divided by X, where X is calculated as follows:

  1. Set X to the ideological distance between the two factions, but capped at 2.5.
  2. If the other faction is the most threatening human faction other than itself, then add to X:
    1. -2 if the faction believes itself to be way ahead.
    2. -1 if the faction believes itself to be ahead.
    3. 0 if the faction believes itself to be on par.
    4. 1 if the faction believes itself to be losing.
    5. 2 if the faction believes itself to be losing big.
  3. 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 Humanity First Humanity First The Resistance The Resistance Project Exodus Project Exodus The Initiative The Initiative The Academy The Academy The Protectorate The Protectorate The Servants The Servants
Humanity First Humanity First 32.1 24.3 24.6 22.2 22.2 22.2
The Resistance The Resistance 32.1 32.1 29.3 26.3 22.2 22.2
Project Exodus Project Exodus 24.3 32.1 24.6 33.3 22.2 22.2
The Initiative The Initiative 24.6 29.3 24.6 24.6 27.9 22.2
The Academy The Academy 22.2 26.3 33.3 24.6 26.3 28.6
The Protectorate The Protectorate 22.2 22.2 22.2 27.9 26.3 27.9
The Servants The Servants 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

SPOILERS INSIDE!  

The The AliensAlien faction will declare total war on a human faction if and only if two conditions are both met:

  • The The AliensAlien faction has at least 200 hate for that faction.
  • It has been at least X years since the Campaign began, where X is determined by Campaign Difficulty as follows:
Campaign Difficulty Cinematic Normal Veteran Brutal
Years since Campaign Began 25 20 10 0

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.