TI Space Nations/Colony Nations

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This page is part of the TI Space Nations mod.

A colony nation is a nation on a colony world, founded by a city. It works like an Earth nation: it has control points, priorities, an army and public opinion, and councilors can run missions against it.

Declaring a nation

The Declare Nation button is on the hab screen of your own city, below Decommission Hab. Its tooltip reads Declare this city an independent nation. The colony and its surroundings become a region; we receive all of its control points. and shows the crew (Crew: x / y) and the cost. Missing resources are shown in red.

Conditions

Condition Message if not met
The hab is your own city with a finished City Core on a colony world. Requires a completed City Core. / This site cannot become a nation.
No nation exists on this site yet. A nation already governs this site. (the button disappears)
The hab is not under attack and not being decommissioned. Not possible while the hab is under attack or being decommissioned.
The city has at least 10,000 crew (setting, 1,000 - 200,000; in multiplayer the host's value counts). The city needs at least 10,000 crew (currently n).
You can pay the cost. Not enough resources to declare a nation.

Cost: 1,000 money money, 400 base metals metals, 40 noble metals noble metals and 20 fissiles fissiles, paid when the nation is founded. You confirm with Declare <hab> an independent nation for <cost>? This cannot be undone.

AI factions found nations the same way, with the same threshold and cost. A nation is never founded automatically for a player.

What you get

  • A new nation, <site> Colony, with its capital province - the province that contains the city.
  • All of its control points.
  • Population: 10 residents per crew member of the city (at least 1,000), and a GDP per person of at least 25,000.
  • Public opinion: 60 % for your faction's ideology; the rest keeps the usual mix.
  • A military from the start: the Oppression and Military priorities are open without Found Military.
  • Military tech 4.5; its cap rises with the best cap on Earth (checked every month).
  • Space defenses and surface-to-orbit fighters, if any Earth nation already has them unlocked.
  • Starting values: cohesion 6, unrest 0, inequality 2, democracy 6, education 10, priority preset Exploratory.
  • Its own political map of the world, its own flag, and borders with neighbouring nations on the same world.
  • The notification A nation is founded on <world> - The colonists of <hab> proclaim <nation>.
SPOILERS INSIDE!  

Founding a nation angers the aliens: the founding faction gains 100 alien hate at once, and 2 more every month while it controls the nation. See Aliens.

Provinces

Each hab site owns a part of the world's surface - its share of the map, worked out from the hab site positions of your campaign. That part is split into 4 to 10 provinces (see the table of worlds).

  • The first province is named after the hab site; the others get suffixes such as Highlands, Basin, Reach, Plains, Ridge, Valley, Fields, Heights and Hollow.
  • Province borders are drawn like Earth's, and neighbouring nations share borders.
  • Provinces are ordinary regions: they can be claimed, conquered, settled and unified.

Unclaimed territory

When the first nation is founded on a world, every other province appears as grey land that belongs to no real nation (internally a hidden placeholder, Unclaimed <world>).

  • It has no GDP, priorities, relations or missions, never goes to war, does not appear in the nations list and is not a target for missions or control points.
  • Every army - colonial or alien - can march through it and stand on it.
  • Aliens never land there, events never pick it, and unions do not claim it.
  • Land only leaves the unclaimed territory when a city declares a nation or a nation settles it with Frontier Settlement (see Economy and Priorities).
  • The capital province of another hab site is always reserved for that site's future city.

Councilor missions on colony worlds

A human councilor at any hab - base or orbital station - on a world that has a colony nation counts as "on that world". From there the Earth missions work against that world's nations:

  • Control Nation, Crackdown, Purge, Coup, Defend Interests, Public Campaign, Set National Policy, Advise, Stabilize, Surveil, Increase Unrest;
  • Contact, Liftoff, Deorbit and Transfer stay available as usual.

Go To Ground stays Earth-only. Earth nations are out of range from colony worlds and colony nations are out of range from Earth - the councilor has to travel. Councilors are never placed in colony provinces; they are moved to a hab on that world instead. On colony maps there are no flight arcs or target highlights - pick targets from the list.

See also