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	<title>Terra Invicta Official Wiki - User contributions [en]</title>
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	<updated>2026-09-28T05:53:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:CSVReader&amp;diff=6715</id>
		<title>Module:CSVReader</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:CSVReader&amp;diff=6715"/>
		<updated>2025-09-20T07:18:53Z</updated>

		<summary type="html">&lt;p&gt;76561197971186856: Undo revision 6714 by 76561197971186856 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Convert the specified CSV file on the wiki into a Lua table.&lt;br /&gt;
---&lt;br /&gt;
---The page must contain properly formatted CSV data and only the CSV data, without any explanation, wiki markup, or other content.&lt;br /&gt;
---&lt;br /&gt;
---@module CSVReader&lt;br /&gt;
local CSVReader = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
-- none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
&lt;br /&gt;
local ERROR_MESSAGE_PARAMETER_MISSING = &amp;quot;CSVReader requires as its parameter that you provide the name of a page on the wiki that contains valid CSV data. Call the main function with a parameter that is the name of the desired page, like this:\n  `CSVReader.main(&#039;Template:Data_CSV`)`&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local ERROR_PREFIX_TITLE_INVALID_NAME = &amp;quot;CSVReader failed to create a Mediawiki title object with the page name you provided. Double-check that the page name you provided is a properly formatted string and valid page title: &amp;quot;&lt;br /&gt;
local ERROR_PREFIX_TITLE_PAGE_DOES_NOT_EXIST = &amp;quot;CSVReader checked the page name you provided, and the page does not exist. Double-check that the page name you provided is correct: &amp;quot;&lt;br /&gt;
&lt;br /&gt;
local ERROR_PREFIX_CONTENT_NOT_FOUND = &amp;quot;CSVReader did not find content on the page whose name you provided. Double check that the page exists and that it contains content: &amp;quot;&lt;br /&gt;
local ERROR_PREFIX_CONTENT_NOT_LONG_ENOUGH = &amp;quot;CSVReader found content on the page whose name you provided, but it is too short to be useful. Double-check that you provided the correct name, and that there is content on the page: &amp;quot;&lt;br /&gt;
&lt;br /&gt;
local MINIMUM_LENGTH_THAT_SUGGESTS_VALID_CONTENT = 4&lt;br /&gt;
&lt;br /&gt;
local tinsert = table.insert&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
-- Splits the lines of the CSV file on the commas.&lt;br /&gt;
-- Special handling made for one set of double quotations.&lt;br /&gt;
-- Someone better at coding than I am please generalize this to handle multiple quotations and nested quotations.&lt;br /&gt;
function CSVReader.commaSplit(text)&lt;br /&gt;
    local ret = {}&lt;br /&gt;
    local s, l = 1, string.len( text )&lt;br /&gt;
    while s do&lt;br /&gt;
    	local e, n = string.find( text, &#039;,&#039;, s, true)&lt;br /&gt;
    	&lt;br /&gt;
    	--Deal with one possible double quote. If there are more or even nested quotes... then I don&#039;t know.&lt;br /&gt;
    	local qe, qn = string.find( text, &#039;&amp;quot;&#039;, s, true)&lt;br /&gt;
    	if qe and e and qe &amp;lt; e then&lt;br /&gt;
    		local qqe, qqn = string.find( text, &#039;&amp;quot;&#039;, qe+1, true)&lt;br /&gt;
    		e,n = string.find( text, &#039;,&#039;, qqe+1, true)&lt;br /&gt;
    	end&lt;br /&gt;
    	&lt;br /&gt;
    	if not e then&lt;br /&gt;
    		ret[#ret+1] = string.sub ( text, s )&lt;br /&gt;
    		s = nil&lt;br /&gt;
    	else&lt;br /&gt;
    		ret[#ret+1] = e &amp;gt; s and string.sub( text, s, e - 1 ) or &#039;&#039;&lt;br /&gt;
    		s = e + 1&lt;br /&gt;
    	end&lt;br /&gt;
    end&lt;br /&gt;
    return ret&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
&lt;br /&gt;
---Loads CSV data from the specified page on the wiki into a Lua table.&lt;br /&gt;
---@param wikiPageName string the title of the wiki page, including&lt;br /&gt;
---@return table&lt;br /&gt;
function CSVReader.convertCSVToLuaTable(wikiPageName)&lt;br /&gt;
&lt;br /&gt;
	-- If Args Table from #invoke, then convert to String&lt;br /&gt;
	if type(wikiPageName) == &#039;table&#039; then&lt;br /&gt;
		wikiPageName = wikiPageName.args[1]&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
    -- Verify the parameter.&lt;br /&gt;
    if not wikiPageName or &amp;quot;&amp;quot; == wikiPageName then&lt;br /&gt;
        error(ERROR_MESSAGE_PARAMETER_MISSING)&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    -- Verify that the name is valid and that the page exists.&lt;br /&gt;
    local titleObject = mw.title.new(wikiPageName)&lt;br /&gt;
    if not titleObject then&lt;br /&gt;
        error(ERROR_PREFIX_TITLE_INVALID_NAME .. wikiPageName)&lt;br /&gt;
    end&lt;br /&gt;
    if not titleObject.exists then&lt;br /&gt;
        error(ERROR_PREFIX_TITLE_PAGE_DOES_NOT_EXIST .. wikiPageName)&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    -- Verify that the page content can be loaded and that there is something there to use.&lt;br /&gt;
    local unparsedContent = titleObject:getContent()&lt;br /&gt;
    if not unparsedContent then&lt;br /&gt;
        error(ERROR_PREFIX_CONTENT_NOT_FOUND .. wikiPageName)&lt;br /&gt;
    end&lt;br /&gt;
    if #unparsedContent &amp;lt; MINIMUM_LENGTH_THAT_SUGGESTS_VALID_CONTENT then&lt;br /&gt;
        error(ERROR_PREFIX_CONTENT_NOT_LONG_ENOUGH .. wikiPageName)&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
	local decodedTable = {} -- Stores the table to return&lt;br /&gt;
	local CSVlines = mw.text.split(unparsedContent, &#039;\n&#039;, true) -- split the CSV into separate lines.&lt;br /&gt;
	local headerNames = CSVReader.commaSplit(CSVlines[1]) -- get the names of each column from the first line.&lt;br /&gt;
	&lt;br /&gt;
	-- Most TI template files have a dataName column. Find this dataName column, if it exists. &lt;br /&gt;
	local hasDataNameColumn = false&lt;br /&gt;
	local DataNameColumnIndex = 0&lt;br /&gt;
	for i, columnName in ipairs(headerNames) do&lt;br /&gt;
	    if columnName == &#039;dataName&#039; then&lt;br /&gt;
	    	hasDataNameColumn = true&lt;br /&gt;
			DataNameColumnIndex = i&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	if hasDataNameColumn then&lt;br /&gt;
		for j, CSVline in ipairs(CSVlines) do -- Consider each CSV line one by one:&lt;br /&gt;
			if j &amp;gt; 1 then -- Skip the header line.&lt;br /&gt;
				-- Create a row with name set to the value in the dataName column.&lt;br /&gt;
				local rowDataName = CSVReader.commaSplit(CSVline)[DataNameColumnIndex]&lt;br /&gt;
				decodedTable[rowDataName] = {} &lt;br /&gt;
				for i, cellData in ipairs(CSVReader.commaSplit(CSVline)) do&lt;br /&gt;
					-- Fill in the cell data for the row corresponding to the dataName and the column corresponding to headerNames[i].&lt;br /&gt;
					local columnName = headerNames[i]&lt;br /&gt;
					decodedTable[rowDataName][columnName] = cellData&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	else&lt;br /&gt;
		for j, CSVline in ipairs(CSVlines) do -- Consider each CSV line one by one:&lt;br /&gt;
			if j &amp;gt; 1 then -- Skip the header line.&lt;br /&gt;
				-- Create a row with index j - 1.&lt;br /&gt;
				decodedTable[j-1] = {} &lt;br /&gt;
				for i, cellData in ipairs(CSVReader.commaSplit(CSVline)) do&lt;br /&gt;
					-- Fill in the cell data for the j-1-th row and the column corresponding to headerNames[i].&lt;br /&gt;
					decodedTable[j-1][headerNames[i]] = cellData &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
    return decodedTable&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---Loads CSV data from the specified page on the wiki into a wiki table.&lt;br /&gt;
---@param wikiPageName string the title of the wiki page, including&lt;br /&gt;
---@return table&lt;br /&gt;
function CSVReader.convertCSVToWikiTable(wikiPageName)&lt;br /&gt;
	local decodedTable = CSVReader.convertCSVToLuaTable(wikiPageName)&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;\n|-\n&#039;&lt;br /&gt;
	local headersNotDone = true&lt;br /&gt;
	for rowID, row in pairs(decodedTable) do&lt;br /&gt;
    	if headersNotDone then&lt;br /&gt;
    		for column, cellData in pairs(row) do&lt;br /&gt;
		    	returnString = returnString .. &#039;! &#039; .. column .. &#039;\n&#039; &lt;br /&gt;
		    end&lt;br /&gt;
		    returnString = returnString .. &#039;|-\n&#039;&lt;br /&gt;
		    headersNotDone = false&lt;br /&gt;
    	end&lt;br /&gt;
	    for column, cellData in pairs(row) do&lt;br /&gt;
	    	returnString = returnString .. &#039;| &#039; .. cellData .. &#039;\n&#039; &lt;br /&gt;
	    end&lt;br /&gt;
	    returnString = returnString .. &#039;|-\n&#039;&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;|}&#039;&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---Loads CSV data from TIBilateralTemplate and turns it into a Lua table of claims.&lt;br /&gt;
---@return table&lt;br /&gt;
function CSVReader.convertBilateralToClaimTable()&lt;br /&gt;
&lt;br /&gt;
    -- Verify that the name is valid and that the page exists.&lt;br /&gt;
    local titleObject = mw.title.new(&#039;TIBilateralTemplate_CSV&#039;)&lt;br /&gt;
    if not titleObject then&lt;br /&gt;
        error(ERROR_PREFIX_TITLE_INVALID_NAME .. &#039;TIBilateralTemplate_CSV&#039;)&lt;br /&gt;
    end&lt;br /&gt;
    if not titleObject.exists then&lt;br /&gt;
        error(ERROR_PREFIX_TITLE_PAGE_DOES_NOT_EXIST .. &#039;TIBilateralTemplate_CSV&#039;)&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    -- Verify that the page content can be loaded and that there is something there to use.&lt;br /&gt;
    local unparsedContent = titleObject:getContent()&lt;br /&gt;
    if not unparsedContent then&lt;br /&gt;
        error(ERROR_PREFIX_CONTENT_NOT_FOUND .. &#039;TIBilateralTemplate_CSV&#039;)&lt;br /&gt;
    end&lt;br /&gt;
    if #unparsedContent &amp;lt; MINIMUM_LENGTH_THAT_SUGGESTS_VALID_CONTENT then&lt;br /&gt;
        error(ERROR_PREFIX_CONTENT_NOT_LONG_ENOUGH .. &#039;TIBilateralTemplate_CSV&#039;)&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
	local nationToRegionTable = {} &lt;br /&gt;
	local regionToNationTable = {}&lt;br /&gt;
	local claimTypeTable = {}&lt;br /&gt;
	local CSVlines = mw.text.split(unparsedContent, &#039;\n&#039;, true) -- split the CSV into separate lines.&lt;br /&gt;
	local headerNames = CSVReader.commaSplit(CSVlines[1]) -- get the names of each column from the first line.&lt;br /&gt;
	local headerNamesIndices = {}&lt;br /&gt;
	for i, headerName in ipairs(headerNames) do -- Find the indices of the target headers.&lt;br /&gt;
		headerNamesIndices[headerName] = i&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	for j, CSVline in ipairs(CSVlines) do -- Consider each CSV line one by one:&lt;br /&gt;
		local rowData = CSVReader.commaSplit(CSVline)&lt;br /&gt;
		if rowData[headerNamesIndices[&#039;relationType&#039;]] == &#039;Claim&#039; then -- Skip any non-claim lines.&lt;br /&gt;
			local nationName = rowData[headerNamesIndices[&#039;nation1&#039;]]&lt;br /&gt;
			local regionName = rowData[headerNamesIndices[&#039;region1&#039;]]&lt;br /&gt;
			if not nationToRegionTable[nationName] then&lt;br /&gt;
				nationToRegionTable[nationName] = {}&lt;br /&gt;
			end&lt;br /&gt;
			tinsert(nationToRegionTable[nationName],regionName)&lt;br /&gt;
			if not regionToNationTable[regionName] then&lt;br /&gt;
				regionToNationTable[regionName]  = {}&lt;br /&gt;
			end&lt;br /&gt;
			tinsert(regionToNationTable[regionName],nationName)&lt;br /&gt;
			if not claimTypeTable[nationName] then&lt;br /&gt;
				claimTypeTable[nationName] = {}&lt;br /&gt;
			end&lt;br /&gt;
			if not claimTypeTable[nationName][regionName] then&lt;br /&gt;
				claimTypeTable[nationName][regionName] = {}&lt;br /&gt;
			end&lt;br /&gt;
			claimTypeTable[nationName][regionName][&#039;initialOwner&#039;] = rowData[headerNamesIndices[&#039;initialOwner&#039;]]&lt;br /&gt;
			claimTypeTable[nationName][regionName][&#039;capitalClaim&#039;] = rowData[headerNamesIndices[&#039;capitalClaim&#039;]]&lt;br /&gt;
			claimTypeTable[nationName][regionName][&#039;projectUnlockName&#039;] = rowData[headerNamesIndices[&#039;projectUnlockName&#039;]]&lt;br /&gt;
			claimTypeTable[nationName][regionName][&#039;initialColony&#039;] = rowData[headerNamesIndices[&#039;initialColony&#039;]]&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
    return {nationToRegionTable,regionToNationTable,claimTypeTable}&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return CSVReader&lt;/div&gt;</summary>
		<author><name>76561197971186856</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Foreign_Relations&amp;diff=6584</id>
		<title>Foreign Relations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Foreign_Relations&amp;diff=6584"/>
		<updated>2025-09-13T06:48:31Z</updated>

		<summary type="html">&lt;p&gt;76561197971186856: /* Policies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page covers diplomatic actions available to Nations. For interactions between the global [[Factions]], see [[Diplomacy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Foreign relations encompass all actions a [[Nations|Nation]] may take to advance its political interests or of the [[Factions|Faction]] controlling it, ranging from peaceful diplomacy to open warfare.&lt;br /&gt;
== Policies ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councilor can use the Set Policy mission to enact policies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Policies, Terra Invicta Codex, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In order for a [[Factions|faction]] to enact a policy in a nation, they must own the executive [[Nations#Control_Points|control point]], it must not be disabled, and they must use a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in the nation. Many policies require consolidated executive control. Many policies require another nation to agree.&lt;br /&gt;
&lt;br /&gt;
This section loosely summarizes the list of policies, and gives links to sections that discuss the more complex policies in more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Policy !! Needs Consolidated Exec? !! Can be Rejected? !! Ignores Diplomatic Cooldown? !! Main Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Wars|Declare War]] || No || No || Yes || Allows [[Terrestrial_Warfare]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Joining_Wars|Join War]] || No || No || Yes || Allows [[Terrestrial_Warfare]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Seeking_Peace|Seek Peace]] || No || Yes || Yes || Ends the [[Foreign_Relations#Wars|war]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Grant_Independence|Grant Independence]] to a New Nation || Yes || No || Yes || Release [[Regions]] to form their own nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Granting_Independence|Grant Independence]] to a [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] || Yes || No || Yes || The [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] is no longer a [[Foreign_Relations#Breakaway_Nations|Breakaway]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Independence|Declare Independence]] || No || No || Yes || Nation is no longer a [[Foreign_Relations#Breakaway_Nations|Breakaway]] and former parent nation [[Foreign_Relations#Declaring_Wars|declares war]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Cede_Territory|Cede Territory]] || Yes || No || If not [[Foreign_Relations#Rivals|Rivals]] || [[Regions]] are transferred to target nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Leaving_Federations|Leave Federation]] || Yes || No || Yes || Leaves the [[Foreign_Relations#Federations|Federation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Joining_Federations|Federation]] || Yes || Yes || No || [[Foreign_Relations#Federations|Federates]] with Target.&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Peaceful_Unification|Unification]] || Yes || Yes || No || Merge nations.&lt;br /&gt;
|-&lt;br /&gt;
| Disband Army || Yes || No || Yes || Disbands a human [[Nations#Armies|army]] that is:&lt;br /&gt;
* Owned by the Nation.&lt;br /&gt;
* Owned by the Faction that owns the executive control point of the Nation.&lt;br /&gt;
* Not in an enemy region.&lt;br /&gt;
|-&lt;br /&gt;
| Disband Warheads || Yes || No || Yes &lt;br /&gt;
| Remove up to 5 {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Strategic Nuclear Barrages]] from the nation. If the last one is removed also cancel all progress on the {{icon|nuclear weapons}}nuclear weapons priority.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Policies tab of the Nation intel window shows the available national policies. Here one can also find the diplomatic cooldown periods for countries, with whom certain diplomatic actions may become available after the timer expires. &lt;br /&gt;
&lt;br /&gt;
This is also where a player can choose to abandon their control points in the nation, which does not require a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission or any influence cost.&lt;br /&gt;
&lt;br /&gt;
== Gaining Regions ==&lt;br /&gt;
&lt;br /&gt;
One of the fastest ways to improve a nation is to simply gain control over more [[Regions]], taking them from whatever nations previously controlled these [[Regions]]. However, Terra Invicta takes place in an era where it is no longer acceptable for nations to arbitrarily expand their territories through mere military might.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
&lt;br /&gt;
Instead, a nation can only take a region if it has a &#039;&#039;&#039;claim&#039;&#039;&#039; on it. This claim represents a sufficient set of justifications (typically via a combination of historical, ethnic, geographical, and other factors) that the nation can use to argue that its control over a region is acceptable.&lt;br /&gt;
&lt;br /&gt;
Notably, the set of claims that a nation has can grow throughout the course of a campaign. There are several social science projects that add new claims and even new nations. Additional claims can also be acquired via [[Foreign_Relations#Peaceful_Unification|peaceful unifications]].&lt;br /&gt;
&lt;br /&gt;
For a list of all claims, see [[Claim List]].&lt;br /&gt;
&lt;br /&gt;
=== Methods for Transferring Regions ===&lt;br /&gt;
&lt;br /&gt;
The following subsections discuss each of the possible methods by which a nation can gain control over more regions.&lt;br /&gt;
&lt;br /&gt;
==== Grant Independence ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X to grant independence to a human nation Y with no regions if the following are true:&lt;br /&gt;
* Y has a claim on its desired {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
* The desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y is not currently the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X.&lt;br /&gt;
* X currently controls the desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed, every non-{{icon|capital|bgcolor=DarkSlateGray}}capital region of X that Y has a claim on will be transferred to Y. In addition, the following effects also occur after the regions are transferred:&lt;br /&gt;
# If X has {{icon|found military}}founded a military, then Y also {{icon|found military}}founds a military, if it hadn&#039;t already.&lt;br /&gt;
# If X has a complete {{icon|found space program}}spaceflight program, then Y also completes a {{icon|found space program}}spaceflight program, if it hadn&#039;t already.&lt;br /&gt;
# The {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] and {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y is set to those of X.&lt;br /&gt;
# The public opinion of Y is randomized via repeated applications of [[Nations#Changing_Public_Opinion|Propaganda]] towards random ideological coordinates. The strength and number applied decreases with the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y, with 10 {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] having no randomization at all.&lt;br /&gt;
# If X has less than 5 {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]], then reduce {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in X by (0 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
# If X has less than 5 {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]], then reduce {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in Y by 0 to 3.&lt;br /&gt;
# Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in X by (0 to 2) × Fraction of Population that X gave to Y.&lt;br /&gt;
# Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in Y by 1 to 3.&lt;br /&gt;
# Every rival of X also becomes a rival of Y.&lt;br /&gt;
# Every ally of X also becomes an ally of Y.&lt;br /&gt;
# X and Y become allies.&lt;br /&gt;
# X and Y are put on a diplomatic cooldown of 180 days with each other.&lt;br /&gt;
&lt;br /&gt;
Note: It is also possible to grant independence to [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations, but no regions are transferred when this happens, so that is not discussed in this subsection. That is instead discussed in [[Foreign_Relations#Granting_Independence]].&lt;br /&gt;
&lt;br /&gt;
==== Cede Territory ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the capital region of X to cede territory to a human nation Y if the following are true:&lt;br /&gt;
* Either Y is not a rival of X, or X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
* Y has a claim on a region controlled by X that is not currently the capital region of X.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed, every non-capital region of X that Y has a claim on will be transferred to Y. In addition, X and Y will be put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
==== Peaceful Unification ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the capital region of X to peacefully unify with a human nation Y if one of the following sets of conditions are true:&lt;br /&gt;
#&lt;br /&gt;
#* X and Y are in the same [[Foreign_Relations#Federations|Federation]]. &amp;lt;br&amp;gt; &#039;&#039;&#039;Note&#039;&#039;&#039;: X does not need to be the federation leader or have the federation named after it.&lt;br /&gt;
#* X has a claim on the desired capital region of Y.&lt;br /&gt;
#* X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
#* The faction has consolidated executive control over Y.&lt;br /&gt;
#* The faction owns all control points of Y.&lt;br /&gt;
#&lt;br /&gt;
#* Y is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
#* X is not at war with Y.&lt;br /&gt;
#* The faction owns all control points of Y.&lt;br /&gt;
#&lt;br /&gt;
#* X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
#* X is not at war with Y.&lt;br /&gt;
#* The faction owns all control points of X.&lt;br /&gt;
#* The faction owns the executive control point of Y.&lt;br /&gt;
&lt;br /&gt;
The third case functions pretty much identically to the second case, except that the faction is setting the policy in the other nation. &lt;br /&gt;
&lt;br /&gt;
In the first two cases, when this national policy is passed, every region of Y will be transferred to X and &#039;&#039;X will gain a claim on each such region&#039;&#039;. In addition, the following effects also occur after the regions are transferred:&lt;br /&gt;
# If X has completed a nuclear weapons program, then all of Y&#039;s {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|nukes]] are given to X. Otherwise the {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|nukes]] of Y simply disappear.&lt;br /&gt;
# If neither X nor Y have completed a nuclear weapons program, then 50% of Y&#039;s nuclear weapons program priority progress is added to X&#039;s nuclear weapons program priority progress, but the total sum is capped at 1 IP less than the cost of the nuclear weapons program priority. &lt;br /&gt;
# If Y has completed a spaceflight program but X has not, then X completes a spaceflight program.&lt;br /&gt;
# If neither X nor Y have completed a spaceflight program, then 50% of Y&#039;s spaceflight program priority progress is added to X&#039;s spaceflight program priority progress, but the total sum is capped at 1 IP less than the cost of the spaceflight program priority. &lt;br /&gt;
# If Y has founded a military but X has not, then X founds a military.&lt;br /&gt;
# If neither X nor Y have founded a military, then 50% of Y&#039;s found military priority progress is added to X&#039;s found military priority progress, but the total sum is capped at 1 IP less than the cost of the found military priority. &lt;br /&gt;
# For each other national priority, 50% of Y&#039;s priority progress is added to X&#039;s priority progress.&lt;br /&gt;
# All of Y&#039;s [[Nations#Funding|Funding]] is transferred to X.&lt;br /&gt;
# If the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than (the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of Y - 1), then the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X is increased by (the difference in their {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] / 2), but capped at 9.8 total {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]].&lt;br /&gt;
# Each [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y is peacefully granted independence from Y.&lt;br /&gt;
# For every region R of Y that X did not have a claim on, there is a (110% - 10% × the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y) chance that the region R will secede to form another human nation Z such that:&lt;br /&gt;
#* Z currently has no regions.&lt;br /&gt;
#* Z has a claim on R.&lt;br /&gt;
#* The desired capital region of Z is R.&lt;br /&gt;
: If no such Z exists, then the region R cannot secede to form a new nation, but it will join any other seceding nation that has a claim on R.&lt;br /&gt;
: The {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]], {{icon|education}}[[Nations#Education|Education]], {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]], {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]], {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]], {{icon|miltech}}[[Nations#Miltech|Miltech]] and [[Nations#Sustainability|Pollution Multiplier]] of every seceding nation Z is set to those of Y. &lt;br /&gt;
: If the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 6, then every seceding nation Z becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X and all their human armies are disbanded.&lt;br /&gt;
&lt;br /&gt;
Note: X gains a claim on every region of Y before any of the regions secede. So these seceding regions are now much easier for X to regain control over since X now has a direct claim on them.&lt;br /&gt;
&lt;br /&gt;
See [[Full Unification]] for a more detailed analysis of how each nation can increase its claims through peaceful unifications.&lt;br /&gt;
&lt;br /&gt;
==== Daily Check for Secession to Non-Extant Nations ====&lt;br /&gt;
&lt;br /&gt;
Every day at 10:30am, every human nation Y that currently does not have any regions will attempt to create itself by breaking away from the nation X that controls the desired capital region of Y. But this attempt only succeeds if all of the following conditions are true:&lt;br /&gt;
* The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X is at most 3.&lt;br /&gt;
* The {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X is at least 6.&lt;br /&gt;
* The desired capital region of Y is not the current capital region of X.&lt;br /&gt;
* A P% chance roll is passed, where P is calculated as follows:&lt;br /&gt;
*# Set P to (the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X / 2 - the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X / 4 - the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X).&lt;br /&gt;
*# If there are armies in the desired capital region of Y and the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 8, then divide P by 20 × the number of armies in the desired capital region of Y.&lt;br /&gt;
*# Divide P by 75.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the desired capital region of Y is transferred from X to Y. Furthermore, for each non-capital region of X that is claimed by Y and has no armies, there is a Q% chance that the region will also be transferred to Y, where Q is (the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X × 6 - the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X × 3 - the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X × 3).&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects also occur after the regions are transferred:&lt;br /&gt;
# The {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] and {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y is set to those of X.&lt;br /&gt;
# The armies of Y are disbanded.&lt;br /&gt;
# Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
# All of Y&#039;s control points are given to whichever faction raised the most unrest in X.&lt;br /&gt;
# Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in Y by 0 to 3.&lt;br /&gt;
# Set {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
# Increase {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] in Y by (-2 to 0 + the Education of Y / 2.25).&lt;br /&gt;
# Reduce {{icon|miltech}}[[Nations#Miltech|Miltech]] in Y by 0 to 0.5.&lt;br /&gt;
# Increase {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] in Y by -1 to 1.&lt;br /&gt;
# Reduce {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
# Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
# X and Y become rivals if either the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 7 or some faction raised unrest in X.&lt;br /&gt;
&lt;br /&gt;
==== Periodic Check for Secession to Neighboring Nations ====&lt;br /&gt;
&lt;br /&gt;
Every 4 days at 10:30am, every human nation X will check if it should undergo a revolution or an organic coup. If not, then each non-capital region R of X will make an attempt to secede for each adjacent nation Y that has a claim on R. But R&#039;s attempt to secede to Y only succeeds if all of the following conditions are true:&lt;br /&gt;
* The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X is at most 3.&lt;br /&gt;
* The {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X is at least 6.&lt;br /&gt;
* If Y is the [[Aliens#Alien_Administration|Alien Nation]], then {{icon|submit}}[[The Servants]] have at least 50% public support in X.&lt;br /&gt;
* A P% chance roll is passed, where P is calculated as follows:&lt;br /&gt;
*# Set P to (the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X - the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X / 2 - the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X).&lt;br /&gt;
*# If there are armies in R and the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 8, then divide P by 20 × the number of armies in R.&lt;br /&gt;
*# Divide P by 75.&lt;br /&gt;
*# If Y is the [[Aliens#Alien_Administration|Alien Nation]] and R has at least 50 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]], then add (the [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in R / 100) to P.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the region R is transferred from X to Y. In addition, the following effects also occur:&lt;br /&gt;
* Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in Y by 0 to 2.&lt;br /&gt;
* Reduce {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
* Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]] if either the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 7 or some faction raised unrest in X via {{MissionIcon|Unrest}}[[Increase Unrest]] missions.&lt;br /&gt;
&lt;br /&gt;
==== Post-Unrest Secession Check ====&lt;br /&gt;
&lt;br /&gt;
Every time a councilor from a faction F successfully performs an {{MissionIcon|Unrest}}[[Increase Unrest]] mission on a non-capital region R of a nation X, each human nation Y that currently does not have any regions and whose desired capital region is R will attempt to create itself by breaking away from X. This attempt has a P% chance to succeed, where P is calculated as follows:&lt;br /&gt;
# Set P to 1000.&lt;br /&gt;
# If the mission was a critical success, then multiply P by 10.&lt;br /&gt;
# Divide P by the number of mission phases per month.&lt;br /&gt;
# If F has researched [[Freedom Fighters]], then multiply P by 1.5.&lt;br /&gt;
# If F researched a project that gave Y its claim on R, then multiply P by 3.&lt;br /&gt;
# Multiply P by (the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X - the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X / 2).&lt;br /&gt;
# Subtract the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X from P.&lt;br /&gt;
# If there are armies in R and the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 8, then divide P by 20 × the number of armies in R.&lt;br /&gt;
# Divide P by 300.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the region R is transferred from X to Y. Furthermore, for each non-capital region of X that is claimed by Y and has no armies, there is a Q% chance that the region will also be transferred to Y, where Q is calculated as follows:&lt;br /&gt;
# Set Q to 1000.&lt;br /&gt;
# If the mission was a critical success, then multiply Q by 10.&lt;br /&gt;
# If F has researched [[Freedom Fighters]], then multiply Q by 1.5.&lt;br /&gt;
# Divide Q by the number of mission phases per month.&lt;br /&gt;
# If F researched a project that gave Y its claim on R, then multiply Q by 3.&lt;br /&gt;
# Multiply Q by (the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X × 2 - the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X - the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X).&lt;br /&gt;
# If X only managed to get a claim on this region because of a peaceful unification and Y did not, then set Q to 100.&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects also occur:&lt;br /&gt;
* Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
* All of Y&#039;s control points are given to faction F.&lt;br /&gt;
* Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in Y by 0 to 3.&lt;br /&gt;
* Set {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
* Increase {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] in Y by (-2 to 0 + the {{icon|education}}[[Nations#Education|Education]] of Y / 2.25).&lt;br /&gt;
* Reduce {{icon|miltech}}[[Nations#Miltech|Miltech]] in Y by 0 to 0.5.&lt;br /&gt;
* Increase {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] in Y by -1 to 1.&lt;br /&gt;
* Reduce {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
* Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]].&lt;br /&gt;
&lt;br /&gt;
==== War Annexation ====&lt;br /&gt;
&lt;br /&gt;
A human Army can perform an [[Annex Region]] operation on a region R owned by a nation X if:&lt;br /&gt;
* The army is not in battle.&lt;br /&gt;
* The army has at least 80% health remaining.&lt;br /&gt;
* Region R is not already being annexed by a different army.&lt;br /&gt;
* The army&#039;s home nation is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
* R is not the capital {{icon|capital|bgcolor=DarkSlateGray}} region of X.&lt;br /&gt;
* R is fully occupied by a war alliance that includes the home nation of the army.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The home nation of the army has a claim on R.&lt;br /&gt;
** There is a human nation Y that currently does not have any regions and whose desired capital {{icon|capital|bgcolor=DarkSlateGray}} region is R.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Starting the [[Annex Region]] operation will usually result in the nation X (or a war ally) launching a nuke at the army, if they have any.&lt;br /&gt;
&lt;br /&gt;
The duration of the [[Annex Region]] operation is D days, where D is calculated as follows:&lt;br /&gt;
# Set D to (the population of R / the average population per region at the start of the game) ^ 0.75.&lt;br /&gt;
# Add (the area of R in km^2 / the median area of a region in km^2) ^ 0.5 to D.&lt;br /&gt;
# Multiply D by 45.&lt;br /&gt;
# If R is rugged, then multiply D by 1.25.&lt;br /&gt;
# Cap D between 45 and 270.&lt;br /&gt;
# Multiply D by the {{icon|miltech}}[[Nations#Miltech|Miltech]] of X.&lt;br /&gt;
# Divide D by the {{icon|miltech}}[[Nations#Miltech|Miltech]] of the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
If the home nation of the army has a claim on R, then the only thing that happens when the [[Annex Region]] operation completes is:&lt;br /&gt;
# Every human army whose home region is R is disbanded.&lt;br /&gt;
# R is transferred from X to the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
Otherwise, when the [[Annex Region]] operation completes, R is transferred to the human nation Y that currently does not have any regions and whose desired capital {{icon|capital|bgcolor=DarkSlateGray}} region is R. In addition, the following effects also occur:&lt;br /&gt;
* Y and the home nation of the annexing army become [[Foreign_Relations#Alliances|allies]].&lt;br /&gt;
* Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
* All of Y&#039;s control points are given to the faction that owns the army that did the [[Annex Region]] operation. &lt;br /&gt;
* Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in Y by 0 to 3.&lt;br /&gt;
* Set {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
* Increase {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] in Y by (-2 to 0 + the Education of Y / 2.25).&lt;br /&gt;
* Reduce {{icon|miltech}}[[Nations#Miltech|Miltech]] in Y by 0 to 0.5.&lt;br /&gt;
* Increase {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] in Y by -1 to 1.&lt;br /&gt;
* Reduce {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
* Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]] if either the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 7 or some faction raised unrest in X.&lt;br /&gt;
* X [[Foreign_Relations#Declaring_Wars|declares war]] on Y, if able.&lt;br /&gt;
&lt;br /&gt;
==== War Conquest ====&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of the capital {{icon|capital|bgcolor=DarkSlateGray}} region of a human nation X, the game first checks which of the war alliances against X contributed the most to the occupation of the capital region of X. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of the capital {{icon|capital|bgcolor=DarkSlateGray}} region of X, except the lead occupier is set to go first even if it didn&#039;t contribute anything.&lt;br /&gt;
&lt;br /&gt;
Then, one by one, each nation Y in the ordering will grab every remaining region R of X that Y has a claim on: every human army whose home region is R is disbanded, and then R is transferred from X to Y.&lt;br /&gt;
&lt;br /&gt;
In the end, if X has any remaining regions, then the control points of X are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of X are given to a faction F that is determined as follows:&lt;br /&gt;
# Each human faction starts with a score of 0.&lt;br /&gt;
# Look at the set of all human-faction-owned armies whose home nations were at war with X and are still within the remaining regions of X. For each such army:&lt;br /&gt;
## Look at its home nation&#039;s {{icon|miltech}}[[Nations#Miltech|Miltech]], add in the Miltech bonuses from Councilors doing [[Advise]] missions on the home nation and from military habs in earth interface orbit. &lt;br /&gt;
## Multiply the total Miltech by the remaining health % of the army.&lt;br /&gt;
## Add this value to the score of the human faction that owns this army.&lt;br /&gt;
# If no such army exists, then the faction F is the undecided faction, and the control points of X are simply emptied out.&lt;br /&gt;
# Otherwise, the human faction with the highest score is chosen to be the faction F that takes over the control points of X.&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects are applied:&lt;br /&gt;
# X is removed from all wars that it is involved in.&lt;br /&gt;
# X ends all alliances with nations that are at war with the lead occupier.&lt;br /&gt;
# X ends all rivalries with all members of the occupying alliance and all allies of the lead occupier.&lt;br /&gt;
# X initiates an alliance with all members of the occupying alliance.&lt;br /&gt;
# If any member of the occupying alliance is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X, it is peacefully granted independence from X.&lt;br /&gt;
# The {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X is increased by some amount U, calculated as follows:&lt;br /&gt;
## Set U to be the fraction of the remaining regions of X that were fully occupied when the capital region of X was conquered.&lt;br /&gt;
## Multiply U by -6.&lt;br /&gt;
## Add (4 + the number of remaining armies of X) to U.&lt;br /&gt;
## If the faction F that takes over the control points of X has researched [[Psyops]], then subtract 3 from U.&lt;br /&gt;
## If the faction F that takes over the control points of X has researched [[Networked Psyops]], then subtract 3 from U.&lt;br /&gt;
## If the faction that owned the executive control point of X before F took over has researched [[Guerrilla Warfare]], then add 3 to U.&lt;br /&gt;
## If U is positive, then:&lt;br /&gt;
##* If F is a human faction that owns the executive control point of the lead occupier, then multiply U by (1 - public support fraction for F in X).&lt;br /&gt;
##* Otherwise, multiply U by (1 - public support fraction for (the most popular human faction in the lead occupier) in X).&lt;br /&gt;
## If F is a human faction, then subtract (0.25 × number of times F raised unrest in X) from U.&lt;br /&gt;
## Add a random value between -1 and 1 inclusive to U.&lt;br /&gt;
# The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X is decreased by 0 to 3.&lt;br /&gt;
# The {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is decreased by 0 to 0.5.&lt;br /&gt;
# If the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is still at least 5 and the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of the lead occupier is less than the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X, then the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is decreased by 25% to 75% of the difference between their {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] scores.&lt;br /&gt;
# All records of which factions raised unrest in X are deleted.&lt;br /&gt;
&lt;br /&gt;
==== Alien Related ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering Non-Capital Regions for the [[Aliens#Alien_Administration|Alien Nation]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army whose home nation is the [[Aliens#Alien_Administration|Alien Nation]] completes the occupation of a non-capital region R of a human nation X, the region R is simply transferred from X to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
If this results in the creation of the [[Aliens#Alien_Administration|Alien Nation]], then it can trigger a [[Diplomacy#Alien_Specific|massive shift in inter-faction relationships]], as humanity recognizes the growing threat that is now in their midst.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering Regions from the [[Aliens#Alien_Administration|Alien Nation]] when it has more than one Region&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of a region R of the [[Aliens#Alien_Administration|Alien Nation]] such that R is not the only region of the [[Aliens#Alien_Administration|Alien Nation]], the region R will be transferred from the [[Aliens#Alien_Administration|Alien Nation]] to a human nation Y that has a claim on R.&lt;br /&gt;
&lt;br /&gt;
To determine which human nation Y should receive R, the game first checks which of the war alliances against the [[Aliens#Alien_Administration|Alien Nation]] contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn&#039;t contribute anything.&lt;br /&gt;
&lt;br /&gt;
The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then a second ordering is created, consisting of every ally of the lead occupier, sorted in descending order by their [[Nations#Estimated_Military_Strength|estimated military strength]].&lt;br /&gt;
&lt;br /&gt;
The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* whose last capital region is R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* that is adjacent to R.&lt;br /&gt;
* whose executive control point is owned by some human faction.&lt;br /&gt;
* whose executive control point is owned by the same faction that owns the executive control point of the lead occupier. &lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* that is adjacent to R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* whose executive control point is owned by some human faction.&lt;br /&gt;
* whose executive control point is owned by the same faction that owns the executive control point of the lead occupier. &lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
Note that this time, the nation is guaranteed to exist, since every region in the game is claimed by at least one human nation.&lt;br /&gt;
&lt;br /&gt;
In addition to transferring the region R from the [[Aliens#Alien_Administration|Alien Nation]] to Y, the following effects occur:&lt;br /&gt;
* If Y has no regions other than R, then the lead occupier and all allies of the lead occupier that are also at war with the [[Aliens#Alien_Administration|Alien Nation]] make an alliance with Y.&lt;br /&gt;
* If Y has no regions other than R, then the control points of Y are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of Y are simply emptied out.&lt;br /&gt;
* If Y has no regions other than R, then the [[Aliens#Alien_Administration|Alien Nation]] declares war on Y.&lt;br /&gt;
&lt;br /&gt;
If R was the capital region of the [[Aliens#Alien_Administration|Alien Nation]] before it was transferred to Y, then the following additional effects occur:&lt;br /&gt;
* The faction that owns the army that occupied R:&lt;br /&gt;
** Has a 10% chance to complete the [[Access Alien Tech]] milestone.&lt;br /&gt;
** Has a 2% chance to complete the [[Access Hydra Corpus]] milestone.&lt;br /&gt;
** Has a 2% chance to complete the [[Access Live Salamander]] milestone.&lt;br /&gt;
*** If it fails that 2% chance, then it has a 5% chance to complete the [[Access Salamander Corpus]] milestone.&lt;br /&gt;
** Has a 10% chance to complete the [[Access War Dog Corpus]] milestone.&lt;br /&gt;
* {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in the [[Aliens#Alien_Administration|Alien Nation]] is increased by 1.&lt;br /&gt;
* A special [[Foreign_Relations#Post-Unrest_Secession_Check|Post-Unrest Secession Check]] is performed for every remaining region in the [[Aliens#Alien_Administration|Alien Nation]] except for its new capital region. This check is special in the following ways:&lt;br /&gt;
** The responsible faction F is the faction that owns the army that occupied R.&lt;br /&gt;
** The first three steps of computing P are replaced by setting P to 10000 × the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering the Last Region from the [[Aliens#Alien_Administration|Alien Nation]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of the last region R of the [[Aliens#Alien_Administration|Alien Nation]], the game first checks which of the war alliances against the [[Aliens#Alien_Administration|Alien Nation]] contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn&#039;t contribute anything.&lt;br /&gt;
&lt;br /&gt;
Every human army whose home region is R is disbanded, and then R is transferred from the [[Aliens#Alien_Administration|Alien Nation]] to the first nation in the ordering that has a claim on R, if any exist.&lt;br /&gt;
&lt;br /&gt;
Then the [[Aliens#Alien_Administration|Alien Nation]] is &#039;&#039;&#039;overthrown&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Causing Revolutions in the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each nation is checked once every 4 days for whether it should undergo a revolution.&lt;br /&gt;
&lt;br /&gt;
When a revolution occurs in the [[Aliens#Alien_Administration|Alien Nation]], the following steps occur:&lt;br /&gt;
# The Public Support factor is calculated as the fraction of the public that supports [[The Protectorate]] + 2 × the fraction of the public that supports {{icon|submit}}[[The Servants]] in the [[Aliens#Alien_Administration|Alien Nation]]. &lt;br /&gt;
#: Note: If [[The Protectorate]] does not exist due to custom campaign settings, the Public Support factor is calculated as 3 × the fraction of the public that supports {{icon|submit}}[[The Servants]] in the [[Aliens#Alien_Administration|Alien Nation]]. &lt;br /&gt;
# {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in the [[Aliens#Alien_Administration|Alien Nation]] decreases by (the Public Support factor × (0.8 to 1.2) + 2), capped between 3 and 6.&lt;br /&gt;
# {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in the [[Aliens#Alien_Administration|Alien Nation]] increases by (the Public Support factor × (0.8 to 1.2)), capped at 3.&lt;br /&gt;
# If {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] in the [[Aliens#Alien_Administration|Alien Nation]] is more than 2.5, then {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] in the [[Aliens#Alien_Administration|Alien Nation]] decreases by (the Public Support factor × (0.8 to 1.2) × ({{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] / 2.5 - 1)), capped at 3.&lt;br /&gt;
# The [[Aliens#Alien_Administration|Alien Nation]] is &#039;&#039;&#039;overthrown&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Overthrowing the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the [[Aliens#Alien_Administration|Alien Nation]] is overthrown, the following steps occur:&lt;br /&gt;
# For each remaining region R in the [[Aliens#Alien_Administration|Alien Nation]]:&lt;br /&gt;
## R takes a random amount of damage between 0% and 25%, multiplied by 2 if R is the capital region.&lt;br /&gt;
## If there is any human nation whose last capital region is R, then a random one is selected and marked to receive R. Otherwise:&lt;br /&gt;
### Let Y be a random human nation that has a claim on R, but each human nation whose executive control point is owned by [[The Academy]], [[The Protectorate]], or {{icon|submit}}[[The Servants]] is 1/100 times as likely to be picked as Y.&lt;br /&gt;
### If R is the capital region of the [[Aliens#Alien_Administration|Alien Nation]] or a 50% chance roll succeeds, then mark Y to receive R.&lt;br /&gt;
# For each human nation Y that is marked to receive regions from the [[Aliens#Alien_Administration|Alien Nation]]:&lt;br /&gt;
## If Y has no regions and the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a conquering alliance in war, then Y initiates an alliance with every member of the conquering alliance.&lt;br /&gt;
## Transfer all regions that Y is marked to receive from the [[Aliens#Alien_Administration|Alien Nation]] to Y.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a revolution, then assign the control points of Y to the factions that raised the most unrest in the [[Aliens#Alien_Administration|Alien Nation]], in exactly the same way as a revolution in a human nation would assign control points to unrest-raising factions.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a revolution, then {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in Y is decreased by 5.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a conquering alliance in war, then assign all control points of Y to the faction that owns the executive control point of the lead occupier.&lt;br /&gt;
# The [[Aliens]] gain 80 hate divided up among the human factions responsible for overthrowing it. Factions with greater responsibility receive a larger share of the 80 hate.&lt;br /&gt;
# If the [[Aliens#Alien_Administration|Alien Nation]] still has remaining regions, then {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in the [[Aliens#Alien_Administration|Alien Nation]] is decreased by (the number of regions transferred away from the [[Aliens#Alien_Administration|Alien Nation]]), capped between 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Effects of Transferring Regions ===&lt;br /&gt;
&lt;br /&gt;
Whenever a region R is transferred from a nation X to a nation Y by any method, the following steps occur:&lt;br /&gt;
# The [[Nations#GDP_Per_Region|region GDP]] of R is removed from X.&lt;br /&gt;
# If R is the {{icon|capital region|bgcolor=DarkSlateGray}}capital region of X and X has other regions, then the {{icon|capital region|bgcolor=DarkSlateGray}}capital of X moves to one of its remaining regions (whichever has the most {{icon|pop}}[[Nations#Population|population]]).&lt;br /&gt;
# The region R is removed from X. (This removes the {{icon|pop}}[[Nations#Population|population]] of R from X.)&lt;br /&gt;
# The {{icon|miltech}}[[Nations#Miltech|Miltech]] of nation Y is set to the weighted average of the {{icon|miltech}}[[Nations#Miltech|Miltechs]] of X and Y, where the weight of:&lt;br /&gt;
#* X is 1 + 1 if there is a human [[Nations#Armies|army]] whose home region is R + 1 if that human [[Nations#Armies|army]] has a [[Nations#Navies|navy]] attached.&lt;br /&gt;
#* Y is 2 × the number of regions owned by Y (excluding R) + the number of armies owned by Y + the number of navies owned by Y.&lt;br /&gt;
# The region R is added to Y. (This adds the {{icon|pop}}[[Nations#Population|population]] of R to Y.)&lt;br /&gt;
# If R was a {{icon|colony|bgcolor=DarkSlateGray}}colony region or a {{icon|resource region}}mining region (note: not an {{icon|oil}}oil region), then the {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] of X decreases by 0.25 while the {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] of Y increases by 0.25. Both of these {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] changes are affected by the [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] of their respective nations. &lt;br /&gt;
# If R is the desired {{icon|capital region|bgcolor=DarkSlateGray}}capital region of Y, then the {{icon|capital region|bgcolor=DarkSlateGray}}capital of Y moves to R.&lt;br /&gt;
# The GDP that was removed from X earlier is now added to Y.&lt;br /&gt;
# The [[Nations#Sustainability|Pollution Multiplier]] of Y is set to the weighted average of the [[Nations#Sustainability|Pollution Multipliers]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the GDP added to Y divided by the total GDP of Y including the addition.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{icon|education}}[[Nations#Education|Education]] of Y is set to the weighted average of the {{icon|education}}[[Nations#Education|Educations]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{icon|pop}}[[Nations#Population|population]] of R divided by the total {{icon|pop}}[[Nations#Population|population]] of Y including R&#039;s added {{icon|pop}}[[Nations#Population|population]].&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of Y is set to the weighted average of the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrests]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{icon|pop}}[[Nations#Population|population]] of R divided by the total {{icon|pop}}[[Nations#Population|population]] of Y including R&#039;s added {{icon|pop}}[[Nations#Population|population]].&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y is set to the weighted average of the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesions]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{icon|pop}}[[Nations#Population|population]] of R divided by the total {{icon|pop}}[[Nations#Population|population]] of Y including R&#039;s added {{icon|pop}}[[Nations#Population|population]].&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y is reduced by 0.25. Note: If cohesion is reduced below zero, {{icon|democracy|bgcolor=DarkSlateGray}}Government and {{icon|unrest|bgcolor=DarkSlateGray}}Unrest values are changed. See [[Nations#Underflowing_Cohesion|Underflowing Cohesion]] for details.&lt;br /&gt;
# The {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] of Y is set to the weighted average of the {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequalities]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{icon|pop}}[[Nations#Population|population]] of R divided by the total {{icon|pop}}[[Nations#Population|population]] of Y including R&#039;s added {{icon|pop}}[[Nations#Population|population]].&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The [[Nations#Public_Opinion|Public Opinion]] of Y is set to the weighted average of the [[Nations#Public_Opinion|Public Opinions]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{icon|pop}}[[Nations#Population|population]] of R divided by the total {{icon|pop}}[[Nations#Population|population]] of Y including R&#039;s added {{icon|pop}}[[Nations#Population|population]].&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The human [[Nations#Armies|army]] whose home region is R (if any) is assigned to one of Y&#039;s control points.&lt;br /&gt;
# If the region R has {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]] but the nation Y cannot build {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]], then the {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]] of R are removed.&lt;br /&gt;
&lt;br /&gt;
Whenever a set of regions are transferred from X to Y, the game simply transfers each region sequentially. In addition, the following effects are applied:&lt;br /&gt;
* If Y did not have any regions before the set of transfers, then all {{icon|colony|bgcolor=DarkSlateGray}}colony regions transferred to Y are decolonized.&lt;br /&gt;
* Otherwise, the game records the {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDPPC]] of Y before the set of transfers.&lt;br /&gt;
** For each {{icon|colony|bgcolor=DarkSlateGray}}colony region R that is transferred from X to Y, if the {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#GDP_Per_Region|region GDPPC]] that R had before the transfer is higher than (0.667 × this recorded {{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC value), then R is decolonized.&lt;br /&gt;
** For each non-{{icon|colony|bgcolor=DarkSlateGray}}colony region R that is transferred from X to Y, if R was originally a {{icon|colony|bgcolor=DarkSlateGray}}colony region of Y at the start of the game, R did not get decolonized by the {{icon|welfare}}Welfare priority, and the {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#GDP_Per_Region|region GDPPC]] that R had before the transfer is lower than (0.667 × this recorded {{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC value × 1.25 if R is a resource region), then R is recolonized.&lt;br /&gt;
* If X no longer has any regions after the set of transfers, then:&lt;br /&gt;
** All contributions by X to region occupations are removed.&lt;br /&gt;
** X is removed from all [[Foreign_Relations#Wars|wars]] it is involved in.&lt;br /&gt;
** All [[Foreign_Relations#Alliances|alliances]] and [[Foreign_Relations#Rivals|rivalries]] with X are ended.&lt;br /&gt;
** All [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations of X are peacefully granted independence.&lt;br /&gt;
** X is removed from its [[Foreign_Relations#Federations|federation]], if it was in one.&lt;br /&gt;
** All records of which [[Factions]] raised unrest in X are deleted.&lt;br /&gt;
** All diplomatic cooldowns with X are removed.&lt;br /&gt;
&lt;br /&gt;
== Diplomatic Relations ==&lt;br /&gt;
&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view&amp;lt;br&amp;gt;Nation flags in the list of allies and rivals can be mouseover-ed to bring up a tooltip with details on possible policy actions and their requirements.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Relations tab describes the relationships between this nation and other nations.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Allies are nations that will support this nation when attacked, and may hold a policy vote to join in a war started by this nation. Allies may host one another&#039;s armies, as well.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Rivals are nations with which this nation may go to war.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Relations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Relations between a pair of nations can be in one of four states, which are from best to worst:&lt;br /&gt;
# Ally&lt;br /&gt;
# Neutral&lt;br /&gt;
# Rival&lt;br /&gt;
# War&lt;br /&gt;
&lt;br /&gt;
A pair of nations can also be federated, which forces the ally relation between them.&lt;br /&gt;
&lt;br /&gt;
A pair of nations can also have one be a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of the other, which forces the rival relation between them.&lt;br /&gt;
&lt;br /&gt;
Changes in relations often trigger diplomatic cooldowns between nations that must be waited out before relations between them can be improved. &lt;br /&gt;
&lt;br /&gt;
The faction responsible for the change in relation can reduce the diplomatic cooldown duration by researching the [[Corridor Diplomacy]], [[Common Cause]], and [[United Effort|Crisis Diplomacy]] projects, which each multiply the duration by 0.8, compounding. If the faction responsible is the {{icon|alien}}[[Aliens]], the diplomatic cooldown duration is multiplied by 0.25.&lt;br /&gt;
&lt;br /&gt;
=== Alliances ===&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being allied is one of the requirements for [[Foreign_Relations#Federations|Federating]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|easier to perform]] in allied nations.&lt;br /&gt;
* War-capable allies can join, deter, or prevent [[Foreign_Relations#Declaring_Wars|wars]].&lt;br /&gt;
&lt;br /&gt;
==== Proposing Alliances ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose an alliance with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X and Y are not rivals.&lt;br /&gt;
* X and Y are not already allies.&lt;br /&gt;
* X and Y are not on diplomatic cooldown.&lt;br /&gt;
* X is not allied to any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
* Y is not allied to any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
* X is not allied to a nation that Y is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of.&lt;br /&gt;
* Y is not allied to a nation that X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** X has more than 2 control points.&lt;br /&gt;
** Y has more than 2 control points.&lt;br /&gt;
** X has a claim on some region of Y.&lt;br /&gt;
** Y has a claim on some region of X.&lt;br /&gt;
** X and Y are adjacent.&lt;br /&gt;
** X has a navy.&lt;br /&gt;
** Y has a navy.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay 10 {{icon|influence|bgcolor=DarkSlateGray}}influence to propose an alliance with Y, but does not need to use a [[Councilors|councilor]] to do so.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y are allied, and are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
==== Ending Alliances ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can end an alliance with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are allies.&lt;br /&gt;
* X and Y are not in the same [[Foreign_Relations#Federations|federation]].&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay 10 {{icon|influence|bgcolor=DarkSlateGray}}influence to end an alliance with Y, but does not need to use a [[Councilors|councilor]] to do so.&lt;br /&gt;
&lt;br /&gt;
This ending of an alliance cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X and Y are put on a diplomatic cooldown of 90 days after X ends its alliance with Y.&lt;br /&gt;
&lt;br /&gt;
=== Rivals ===&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being rivals is one of the requirements for [[Foreign_Relations#Declaring_Wars|Declaring War]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|harder to perform]] in rival nations.&lt;br /&gt;
* May increase [[Nations#Resting_Cohesion|Resting Cohesion]].&lt;br /&gt;
&lt;br /&gt;
==== Initiating Rivalries ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can initiate a rivalry with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X and Y are not already rivals.&lt;br /&gt;
* X and Y are not allies.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** X has more than 2 control points.&lt;br /&gt;
** Y has more than 2 control points.&lt;br /&gt;
** X has a claim on some region of Y.&lt;br /&gt;
** X and Y are adjacent.&lt;br /&gt;
** X has a navy.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay 10 {{icon|influence|bgcolor=DarkSlateGray}}influence to initiate a rivalry with Y, but does not need to use a councilor to do so.&lt;br /&gt;
&lt;br /&gt;
This initiation of a rivalry cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X and Y are put on a diplomatic cooldown of 90 days after X initiates a rivalry with Y.&lt;br /&gt;
&lt;br /&gt;
==== Ending Rivalries ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose ending a rivalry with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are rivals.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
* Y is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
* Y is not allied to a nation that X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of. (Not Mirrored??)&lt;br /&gt;
* Y is not allied to a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X. (Not Mirrored??)&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay 10 {{icon|influence|bgcolor=DarkSlateGray}}influence to propose ending a rivalry with Y, but does not need to use a councilor to do so.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y end their rivalry, and are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
■■■■■ is a de facto autonomous state whose nationhood is not recognized by the nation that claims its territory, ■■■■■. It is in a permanent rivalry with that nation. It will function as an independent nation with some limitations: it cannot declare or join wars, or join federations. It may declare independence, ending its breakaway status but allowing the parent nation to declare war. Allies will have the option to participate in the war. Any allies of this nation will also enter into a rivalry with the parent nation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Breakaway Nations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
When the game starts there are four breakaway nations - [[TWN|Taiwan]], [[PAL|Palestine]], [[YMS|South Yemen]], and [[SOL|Somaliland]]. Additional breakaway nations can be created via secession movements, liberations in wars, and peaceful unifications into non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
==== Granting Independence ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can grant independence to any nation Y that is a breakaway nation of X.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to grant independence to Y.&lt;br /&gt;
&lt;br /&gt;
This granting of independence cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X grants independence to Y, Y will no longer be a Breakaway Nation of X, and X and Y will end their [[Foreign_Relations#Rivals|rivalry]].&lt;br /&gt;
&lt;br /&gt;
==== Declaring Independence ====&lt;br /&gt;
&lt;br /&gt;
Any [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] X can declare independence from its parent nation Y.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to declare independence from Y.&lt;br /&gt;
&lt;br /&gt;
This declaration of independence cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X declares independence from Y, X will no longer be a [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] of Y, and Y will be automatically forced to [[Foreign_Relations#Declaring_Wars|declare war]] on X.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defense and share space program funding and boost. Members also receive a bonus to investments in the Economy priority. They are led by the member nation with the most significant international ambitions (claims).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;To join a federation, a nation must have claims on its territory by at least one of the federation&#039;s member nations, be allied with one of the members, and has secured normalized relations with all other members.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Nations may apply to join a federation using the Set Policy mission; the lead nation will approve or disapprove the request. The lead nation may also invite qualifying nations to join.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Federations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being part of the same federation is one of the requirements for a [[Foreign_Relations#Peaceful_Unification|peaceful unification]].&lt;br /&gt;
* Federation members are all forcefully [[Foreign_Relations#Alliances|allied]] to one another.&lt;br /&gt;
* Federation members share {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|funding}}[[Nations#Funding|Funding]]: each member&#039;s share is proportional to (the number of its control points) ^ 3.&lt;br /&gt;
* Federation members can build {{icon|mc}}[[Nations#Mission_Contro|Mission Control]] if any member has completed a [[Nations#List_of_Priorities|Spaceflight Program]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|easier to perform]] in other federation members.&lt;br /&gt;
* Federation members receive an Economy priority bonus of (total GDP of other federation members in billions ^ 0.25 / 2)%, rounded to the nearest 1%. This also affects the cost of  [[Nations#Direct_Investment|Direct Investments]] into the {{icon|economy}}Economy priority.&lt;br /&gt;
&lt;br /&gt;
==== Joining Federations ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose joining in federation with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X has at least one region.&lt;br /&gt;
* X is not in a federation or X is the leader of its federation.&lt;br /&gt;
* X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation.&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* Y is not in a federation or Y is the leader of its federation.&lt;br /&gt;
*: Note: If Y is not the leader of its federation, X can still federate with Y, but it has to ask the leader of Y&#039;s federation, not Y.&lt;br /&gt;
* Y is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation.&lt;br /&gt;
* If X is not in a federation but Y is the leader of a federation F, then:&lt;br /&gt;
** Some member of F is [[Foreign_Relations#Alliances|allied]] with X and not on diplomatic cooldown with X.&lt;br /&gt;
** No member of F has a rivalry with X.&lt;br /&gt;
** No member of F is at war with X.&lt;br /&gt;
** Some member of F has a claim on some region of X, or X has a claim on some region of some member of F.&lt;br /&gt;
** Every member of F that is not already [[Foreign_Relations#Alliances|alli]]ed with X is able to propose an [[Foreign_Relations#Alliances|alli]]ance with X.&lt;br /&gt;
* If X is not in a federation and Y is not in a federation, then: &lt;br /&gt;
** X and Y are [[Foreign_Relations#Alliances|alli]]es.&lt;br /&gt;
** X has a claim on some region of Y or Y has a claim on some region of X.&lt;br /&gt;
** X and Y are not on diplomatic cooldown.&lt;br /&gt;
** Some faction has consolidated executive control of Y. &lt;br /&gt;
* If X is the leader of a federation F, then: &lt;br /&gt;
** Y is not in a federation.&lt;br /&gt;
** Some faction has consolidated executive control of Y.&lt;br /&gt;
** Some member of F is [[Foreign_Relations#Alliances|alli]]ed with Y and not on diplomatic cooldown with Y.&lt;br /&gt;
** No member of F has a rivalry with Y.&lt;br /&gt;
** No member of F is at war with Y.&lt;br /&gt;
** Some member of F has a claim on some region of Y, or Y has a claim on some region of some member of F.&lt;br /&gt;
** Every member of F that is not already [[Foreign_Relations#Alliances|alli]]ed with Y is able to propose an [[Foreign_Relations#Alliances|alli]]ance with Y.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to propose joining in federation with Y.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y are federated, and are put on a diplomatic cooldown of 360 days. Furthermore:&lt;br /&gt;
** If X joined a federation that Y was the leader of, then X is [[Foreign_Relations#Alliances|alli]]ed to and put on a diplomatic cooldown of 360 days with all other federation members.&lt;br /&gt;
** If Y joined a federation that X was the leader of, then Y is [[Foreign_Relations#Alliances|alli]]ed to and put on a diplomatic cooldown of 360 days with all other federation members.&lt;br /&gt;
&lt;br /&gt;
==== Leaving Federations ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can leave a federation F if all of the following conditions are true:&lt;br /&gt;
* X has at least one region.&lt;br /&gt;
* X is in the federation F.&lt;br /&gt;
* X is not the leader of F.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to leave the federation F.&lt;br /&gt;
&lt;br /&gt;
This leaving of a federation cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X is put on a diplomatic cooldown of 720 days with all other members of F after X leaves F.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Federations ====&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France (leader), Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece, Denmark&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia (leader), Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(work in progress, contributions are welcome)&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
&lt;br /&gt;
A nation is considered war-capable if it is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation and it has an army or a nuke.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Allows [[Terrestrial_Warfare]].&lt;br /&gt;
* Increases {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Resting_Cohesion|Resting Cohesion]].&lt;br /&gt;
* Slowly decreases {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]].&lt;br /&gt;
&lt;br /&gt;
==== Declaring Wars ====&lt;br /&gt;
&lt;br /&gt;
Any war-capable nation X can declare war on any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are [[Foreign_Relations#Rivals|rivals]].&lt;br /&gt;
* There is no war-capable nation that is [[Foreign_Relations#Alliances|allied]] to both X and Y.&lt;br /&gt;
* Y would be an accessible war enemy.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to declare war on Y.&lt;br /&gt;
&lt;br /&gt;
This declaration of war cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X declares war on Y, the following steps occur:&lt;br /&gt;
# If it has been less than 90 days since X and Y became rivals, then the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X decreases by 0.5 × (1 - days since X and Y became rivals / 90) × the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X.&lt;br /&gt;
# The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X increases by 1 if all of the following conditions are true:&lt;br /&gt;
#* X did not lose any {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in the previous step.&lt;br /&gt;
#* X was at peace.&lt;br /&gt;
#* The {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X is less than 8.&lt;br /&gt;
#* The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X is more than 2.&lt;br /&gt;
#* Either the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 7 or the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of Y is less than 7.&lt;br /&gt;
# The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y increases by 3 if all of the following conditions are true:&lt;br /&gt;
#* The {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of Y is less than 8.&lt;br /&gt;
#* The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y is more than 2.&lt;br /&gt;
# Each war-capable nation that is [[Foreign_Relations#Alliances|allied]] to Y is forced to join the war on the side of Y and gains 1 {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] if all of the following conditions are true:&lt;br /&gt;
#* The {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of the nation is less than 8.&lt;br /&gt;
#* The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of the nation is more than 2.&lt;br /&gt;
# Each war-capable nation that is [[Foreign_Relations#Alliances|allied]] to X is asked if it wants to join the war on the side of X.&lt;br /&gt;
#* The faction that owns the executive control point of the nation gets to decide whether to join.&lt;br /&gt;
# The faction that owns the executive control point of Y gains (3 × the number of control points Y has) hate for the faction that owns the executive control point of X.&lt;br /&gt;
# Every nation that joined this war is put on a diplomatic cooldown of 90 days with all nations on the other side of the war.&lt;br /&gt;
&lt;br /&gt;
==== Joining Wars ====&lt;br /&gt;
&lt;br /&gt;
Any war-capable nation X can join any side S of any ongoing war W if all of the following conditions are true:&lt;br /&gt;
* X is [[Foreign_Relations#Alliances|allied]] to at least one member on side S of the war W.&lt;br /&gt;
* X is not [[Foreign_Relations#Alliances|allied]] to any member on the side of the war W that is not S.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to join war W.&lt;br /&gt;
&lt;br /&gt;
This joining of war cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X is put on a diplomatic cooldown of 90 days with every nation on the other side of war W after X joins war W.&lt;br /&gt;
&lt;br /&gt;
==== Seeking Peace ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can seek peace from any war W it is part of.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to seek peace from war W.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of the lead nation Y of the other side of the war gets to decide whether to accept or reject:&lt;br /&gt;
* If rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If accepted, then:&lt;br /&gt;
** If X was the leader of its side of the war W, then the war W is ended:&lt;br /&gt;
*** Every nation involved in the war W is removed from the war.&lt;br /&gt;
*** Every nation involved in the war W returns to [[Foreign_Relations#Rivals|rival]] relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.&lt;br /&gt;
** Otherwise, X is removed from the war W and returns to [[Foreign_Relations#Rivals|rival]] relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.&lt;br /&gt;
&lt;br /&gt;
==== Other Sources ====&lt;br /&gt;
&lt;br /&gt;
Wars can be started through various other means:&lt;br /&gt;
&lt;br /&gt;
; Declaring Independence&lt;br /&gt;
&lt;br /&gt;
See [[Foreign_Relations#Declaring_Independence]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
; Assaulting Alien Assets with Armies&lt;br /&gt;
&lt;br /&gt;
If the [[Aliens#Alien_Administration|Alien Nation]] has at least one region, then using an army to begin an assault on an [[Aliens#Alien_Facility|Alien Facility]] or [[Aliens#Alien_Assault_Carrier|Landed UFO]] will automatically force the [[Aliens#Alien_Administration|Alien Nation]] to [[Foreign_Relations#Declaring_Wars|declare war]] on the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561197971186856</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=MediaWiki:Mbhh.css&amp;diff=3072</id>
		<title>MediaWiki:Mbhh.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=MediaWiki:Mbhh.css&amp;diff=3072"/>
		<updated>2025-02-18T14:56:22Z</updated>

		<summary type="html">&lt;p&gt;76561197971186856: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* All CSS here will be loaded for users of the MBHH skin */&lt;br /&gt;
body {&lt;br /&gt;
background-image: url(/Terra_Invicta/skins/MBHH/resources/images/shade-right.png?9ba42),&lt;br /&gt;
url(/Terra_Invicta/skins/MBHH/resources/images/shade-left.png?30070),&lt;br /&gt;
url(/Terra_Invicta/skins/MBHH/resources/images/shade-bottom.png?ff4a7),&lt;br /&gt;
url(/Terra_Invicta/skins/MBHH/resources/images/game_bgs/Terrainvicta_bg2.jpg?6e063);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>76561197971186856</name></author>
	</entry>
</feed>