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		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11637</id>
		<title>Terrestrial Warfare</title>
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		<updated>2026-03-29T10:11:56Z</updated>

		<summary type="html">&lt;p&gt;76561197989421583: /* 1. Hit Chance (The Accuracy Gap) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt; This page mainly discusses the mechanics for fighting terrestrial wars. For a more detailed discussion about starting and ending wars, see [[Foreign Relations#Wars]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Foreign Relations#Wars|Wars]] begin when a [[Councilors|councilor]] for the executive [[Factions|faction]] of one of two [[Foreign Relations#Rivals|Rivals]] selects the [[Foreign Relations#Declaring_Wars|War policy]] against the rival. All war-capable [[Foreign Relations#Alliances|allies]] of the defending rival (with an army or nuclear weapons) join the war. All war-capable allies of the attacker are given the option to join on the attacker&#039;s side.&lt;br /&gt;
&lt;br /&gt;
To win a war, an [[Nations#Armies|army]] must occupy the enemy&#039;s {{icon|capital|bgcolor=DarkSlateGray}}Capital  [[Regions|region]]. At that moment, the war ends, triggering a [[Foreign Relations#War_Conquest|regime change]]. [[Foreign Relations#Claims|Claimed regions]] change hands to the occupier and its allies. If any of the invaded nation remains, its control point owners are replaced with those of the victor. Some of the nation&#039;s stats change when a new regime is installed, sometimes in unpredictable ways, but the new ruling faction will be able to fund [[Nations#Direct_Investment|Direct Investments]] into the nation at greatly reduced {{TV|influence}} cost for a period of one year. Unoccupied [[Regions]] and surviving enemy armies will contribute to greater {{TV|unrest}} following a regime change.&lt;br /&gt;
&lt;br /&gt;
Wars may also end with a [[Foreign Relations#Seeking_Peace|simple peace]] where both sides return to the prewar status quo.&lt;br /&gt;
&lt;br /&gt;
== Armies ==&lt;br /&gt;
&lt;br /&gt;
[[Nations#Armies|Armies]] represent multiple modern divisions that are capable of gaining and holding territory in other [[Nations]]. Control of an army is gained after councilors gain at least partial control of a nation. Most [[Nations]] don&#039;t have armies at the campaign start, but [[Nations]] with sufficient {{TV|pop}} can build new ones with enough investment into the {{TV|build army}}. While powerful, armies are a drag on a nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development and remain subject to the international relations of their home countries, which too can be managed with sufficient control of a nation.&lt;br /&gt;
&lt;br /&gt;
Armies have a [[File:ICO army HQ.png|20px]]headquarters region in their home nation. If located there, they incur a smaller cost to the nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development.&lt;br /&gt;
&lt;br /&gt;
Armies rely on two key values: its parent nation&#039;s {{TV|miltech}} level and its strength. The strength value measures how much damage the army has taken. Armies usually passively and freely repair themselves when not fighting in a friendly region.&lt;br /&gt;
&lt;br /&gt;
Some armies have a {{icon|navy}}[[Nations#Navies|Navy]] upgrade that allows them to transit oceans. During wartime, a nation&#039;s navies can only cross the water if the nation has naval superiority over its foes. Only larger or wealthier [[Nations]] have the capability to {{icon|build navy}}build and project power with {{icon|navy}}navies.&lt;br /&gt;
&lt;br /&gt;
=== Naval Freedom ===&lt;br /&gt;
&lt;br /&gt;
For each [[Foreign Relations#Wars|war]], the game computes for each side the sum of the {{TV|miltech}} of the armies that have a navy upgrade. If one side has a higher sum than the other, then the other side of the war is blockaded: all of its nations no longer have Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
As a result, a nation only has Naval Freedom if it is not blockaded in any of the wars that it is involved in.&lt;br /&gt;
&lt;br /&gt;
Notably, since wars can get very messy, with multiple overlapping wars, it is actually entirely possible for all nations to lose their Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
Consider a simple example with 3 nations: A, B, and C, such that:&lt;br /&gt;
* A has a single navy with {{TV|miltech|3}}.&lt;br /&gt;
* B has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
* C has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
&lt;br /&gt;
Suppose there are three overlapping wars X, Y, and Z, such that:&lt;br /&gt;
* War X pits A against B.&lt;br /&gt;
* War Y pits A against C.&lt;br /&gt;
* War Z pits A against B and C.&lt;br /&gt;
&lt;br /&gt;
Then the result would be:&lt;br /&gt;
* War X blockades B, since A&#039;s 3 naval score beats B&#039;s 2 naval score.&lt;br /&gt;
* War Y blockades C, since A&#039;s 3 naval score beats C&#039;s 2 naval score.&lt;br /&gt;
* War Z blockades A, since A&#039;s 3 naval score is beaten by the combined naval score of B&#039;s 2 naval score added to C&#039;s 2 naval score = 4 naval score.&lt;br /&gt;
&lt;br /&gt;
So all 3 nations have no Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
=== Army Movement ===&lt;br /&gt;
&lt;br /&gt;
Armies are allowed to be in any region R such that one of the following is true:&lt;br /&gt;
* R belongs to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Alliances|allied]] to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Wars|at war]] with the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
An army can directly travel from any region R1 to any region R2 such that at least one of the following is true:&lt;br /&gt;
* R1 and R2 are adjacent.&amp;lt;ref name=adjacent&amp;gt;Note: Certain research projects can make pairs of regions become adjacent.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* R1 and R2 are adjacent only for friendly armies&amp;lt;ref name=adjacent /&amp;gt;, and both R1 and R2 belong to nation(s) that are not at war with the army&#039;s home nation.&lt;br /&gt;
* All of the following are true:&lt;br /&gt;
** R1 and R2 both currently have [[Regions#World_Ocean_Access|world ocean access]].&lt;br /&gt;
** The army&#039;s home nation has [[Terrestrial_Warfare#Naval_Freedom|naval freedom]].&lt;br /&gt;
** Either the army does not need to travel between the Black Sea and the World Ocean, or the army&#039;s home nation has access to the Turkish Strait.&lt;br /&gt;
&lt;br /&gt;
A nation has Turkish Strait access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Istanbul region. &lt;br /&gt;
* The Istanbul region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Land Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel directly between two adjacent regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = Distance (km) / 300 (km/day) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by the following multipliers:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| Condition(s) !! colspan=3|Multiplier Value When: &lt;br /&gt;
|-&lt;br /&gt;
! Only Origin Region is Small&amp;lt;ref name=small&amp;gt;A region is small if it is smaller than 150000km².&amp;lt;/ref&amp;gt; !! Only Destination Region is Small&amp;lt;ref name=small /&amp;gt;!! Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is not friendly OR Origin Region has enemy armies || 5 ^ 0.2 || 5 ^ 0.8 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| (Origin Region is not friendly OR Origin Region has enemy armies) AND Origin Region is {{icon|rugged}}Rugged || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Region is {{icon|rugged}}Rugged || 1.25 ^ 0.2 || 1.25 ^ 0.8 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly || 5 ^ 0.8 || 5 ^ 0.2 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly AND Destination Region is {{icon|rugged}}Rugged || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Region is {{icon|rugged}}Rugged || 1.25 ^ 0.8 || 1.25 ^ 0.2 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Naval Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel between two regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = (14 days + Distance (km) / 792 (km/day) ) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by a number of complex calculations that consider the different possible sea routes. In particular, the duration can be significantly affected by whether the army&#039;s nation has access to the Suez and Panama canals. &lt;br /&gt;
&lt;br /&gt;
A nation has canal access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Canal region. &lt;br /&gt;
* The Canal region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
The Canal regions are:&lt;br /&gt;
* Cairo for the Suez Canal.&lt;br /&gt;
* Panama City for the Panama Canal.&lt;br /&gt;
&lt;br /&gt;
=== Army Battle ===&lt;br /&gt;
&lt;br /&gt;
==== Simplified Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat in &#039;&#039;Terra Invicta&#039;&#039; is a comparison of Miltech levels. Higher Miltech means you hit more often and deal more damage. If two forces have equal Miltech, the base hit chance is 50%.&lt;br /&gt;
&lt;br /&gt;
===== 1. Hit Chance (The Accuracy Gap) =====&lt;br /&gt;
The game calculates the difference (Δ) between the Attacker&#039;s Miltech and the Defender&#039;s Miltech.&lt;br /&gt;
&lt;br /&gt;
If Miltechs are equal: 50% Hit Chance.&lt;br /&gt;
If you have the advantage: Your hit chance climbs toward 100%.&lt;br /&gt;
If you are outclassed: Your hit chance drops toward 0%.&lt;br /&gt;
&lt;br /&gt;
    Hit Chance (Advantage)=100%−(50%×0.775)^(1.5×Δ)&lt;br /&gt;
    Hit Chance (Disadvantage)=50%×0.775^(1.5×Δ)&lt;br /&gt;
&lt;br /&gt;
====== Hit Chance Reference Table ======&lt;br /&gt;
&lt;br /&gt;
The following table shows the 1vs1 hit chance based on the Miltech difference (Delta = Attacker Miltech - Defender Miltech).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Miltech Difference (Delta) !! Hit Chance !! Note&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+3.0&#039;&#039;&#039; || &#039;&#039;&#039;84.1%&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2.0&#039;&#039;&#039; || &#039;&#039;&#039;76.7%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+1.0&#039;&#039;&#039; || &#039;&#039;&#039;65.9%&#039;&#039;&#039; || &#039;&#039;&#039;Strong offensive edge.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| +0.8 || 63.2% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.6 || 60.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.4 || 57.1% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.2 || 53.7% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;0.0&#039;&#039;&#039; || &#039;&#039;&#039;50.0%&#039;&#039;&#039; || &#039;&#039;&#039;Even match; coin-flip odds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -0.2 || 46.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.4 || 42.9% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.6 || 39.7% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.8 || 36.8% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-1.0&#039;&#039;&#039; || &#039;&#039;&#039;34.1%&#039;&#039;&#039; || &#039;&#039;&#039;Struggling to land hits.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;-2.0&#039;&#039;&#039; || &#039;&#039;&#039;23.3%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-3.0&#039;&#039;&#039; || &#039;&#039;&#039;15.9%&#039;&#039;&#039; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== 2. Damage Formulas =====&lt;br /&gt;
Damage is calculated as a percentage of the defender’s Max Health.&lt;br /&gt;
&lt;br /&gt;
====== Army vs. Army ======&lt;br /&gt;
When an army hits another army, it &#039;&#039;&#039;deals roughly 10% of its Miltech in percentage of defender’s Max Health&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Miltech × 0.1 (±20%)&lt;br /&gt;
&lt;br /&gt;
Variance: ±20% is the game simulating a damage range mechanic.&lt;br /&gt;
&lt;br /&gt;
Critical Hit: Usually 1x. Increases to 3x if the attacker is at full health and the region is unoccupied (an &amp;quot;Ambush&amp;quot;), or by a small random chance based on the total number of armies in the fight.&lt;br /&gt;
&lt;br /&gt;
====== Region vs. Army ======&lt;br /&gt;
Region defenses (fortifications/militia) &#039;&#039;&#039;fire every day at every hostile army&#039;&#039;&#039;. They deal less base damage but have much higher &amp;quot;Critical&amp;quot; lethality.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Region Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lethality&amp;quot; Multiplier: If an army is at full health and the region is unoccupied, the region can deal a massive 100x damage critical hit.&lt;br /&gt;
&lt;br /&gt;
Overwhelmed Defenses: If more hostile armies are present than friendly armies, the region&#039;s damage output is reduced.&lt;br /&gt;
&lt;br /&gt;
====== Occupying a Region (Army vs. Region) ======&lt;br /&gt;
When an army hits region defenses, it increases the Occupation %.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Army Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
Advantage Bonus: If your Army Miltech is higher than the region&#039;s base tech, you gain occupation faster.&lt;br /&gt;
&lt;br /&gt;
Geography Modifiers: Occupation is slower in regions with huge populations (like Delhi) or massive land areas (like Siberia).&lt;br /&gt;
&lt;br /&gt;
Crowding Penalty: Having too many armies in one spot (more than 1 per 100,000 km2) slows down occupation by up to 50%.&lt;br /&gt;
&lt;br /&gt;
==== Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat occurs whenever an army A is in a [[Regions|region]] R such that at least one of the following is true:&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the home nation of another army in R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation owns R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation is [[Foreign_Relations#Alliances|allies]] with the nation that owns R.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and R is not fully occupied.&lt;br /&gt;
* A&#039;s home nation does not exist and R is not fully occupied.&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
* There is a [[Aliens#Megafauna|Megafauna Army]] in R that is not owned by the same faction that owns A.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A&#039;s home nation does not exist and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by the {{icon|alien}}[[Aliens]] and R is not part of the [[Aliens#Alien_Administration|Alien Nation]] and R is not owned by a nation whose executive is controlled by a faction that has researched [[Xenofauna Harmony]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by a faction F that is &#039;&#039;&#039;not&#039;&#039;&#039; the {{icon|alien}}[[Aliens]] and every non-[[Aliens#Megafauna|Megafauna]] army in R that is owned by F is owned by a nation that is [[Foreign_Relations#Wars|at war]] with the nation that owns R.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
Combat is simulated as a daily exchange of attacks. For each army A:&lt;br /&gt;
# If there is an enemy army in the combat region, then A randomly selects one to fire at, preferring to avoid any armies owned by the same faction as A.&lt;br /&gt;
# If A is within a region that is hostile to A, then the region defenses fires at A.&lt;br /&gt;
# If A did not fire at anyone in the first step AND the region defenses missed its attack on A, then A fires at the region defenses.&lt;br /&gt;
&lt;br /&gt;
Note that this means every army can fire at most one attack per day, but region defenses fire an attack on every hostile army every day.&lt;br /&gt;
&lt;br /&gt;
Every attack has a hit chance that is determined by the gap between the attacker&#039;s {{TV|miltech}} and the defender&#039;s {{TV|miltech}}. But several modifiers may be applied to each side&#039;s {{TV|miltech}}, including but not limited to {{MissionIcon|Advise}}[[Advise|Advising]] [[Councilors]], {{icon|rugged}}rugged terrain bonuses, and damage taken.&lt;br /&gt;
&lt;br /&gt;
When attacks hit, damage is taken, which scales based on the attacker&#039;s {{TV|miltech}}. When armies take damage, their health % drops. When region defenses take damage, their occupation % increases.&lt;br /&gt;
&lt;br /&gt;
If a region is fully occupied it ceases fighting, but it can&#039;t change hands until the war is concluded. Regional economies and space facilities can take significant [[Regions#Region_Damage|collateral damage]] during fighting, although the rate of damage goes down as {{{TV|miltech}} goes up (representing more precise weaponry). Sufficient collateral damage will count as an [[Factions#Atrocity|atrocity]] by the army&#039;s owning faction.&lt;br /&gt;
&lt;br /&gt;
==== Formulas ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miltech Calculations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factor !! Army Miltech A !! Army Miltech B !! Region Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Base Miltech || Base Miltech || Base Miltech || Base Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Councilor {{MissionIcon|Advise}}[[Advise]] Bonus || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}}&lt;br /&gt;
|-&lt;br /&gt;
| LEO Hab Bonus (capped at +0.3) || +0.03 per Military Lab || +0.03 per Military Lab || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation || +0.2 || +0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|rugged}}rugged || +0.2 || +0.2 || +0.2&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic || +0.1 || +0.1 || +0.1&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|rugged}}rugged and [[Mountain Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic and [[Urban Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Army CP is disabled (Abandoned or {{MissionIcon|Crackdown}}[[Crackdown]]ed) || -0.2 || -0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Allied (or Home) Nation || +0.05 per {{TV|cohesion}} of Allied Nation || No Effect || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|cohesion}} || No Effect || No Effect || +0.05 per {{TV|cohesion}}&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|unrest}} || No Effect || No Effect || -0.05 per {{TV|unrest}}&lt;br /&gt;
|-&lt;br /&gt;
| Adjacent Regions belonging to Same Home Nation || No Effect || No Effect || +Fraction of such Regions that are unoccupied and not fighting × Home Nation&#039;s Miltech × 0.1 × (1 - 0.05 × Home Nation&#039;s {{TV|unrest}})&lt;br /&gt;
|-&lt;br /&gt;
| Remaining Combat Effectiveness || × (1 - 0.5 × Lost Health %) || × (1 - 0.5 × Lost Health %) || × (1 - 1/3 × Occupation %)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If a nation has not completed the {{TV|found military}}, then its regions have effectively {{TV|miltech|0}} for combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Chance Calculation:&#039;&#039;&#039;&lt;br /&gt;
* When an army fires at another army, the attacking army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech B&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When region defenses fire at an army, the region defenses use &#039;&#039;&#039;Region Miltech&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When an army fires at the region defenses, the hit chance is always &#039;&#039;&#039;100%&#039;&#039;&#039;. (But the army only fires if the region defenses missed their attack.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Defense ≥ Attack&lt;br /&gt;
| &amp;lt;code&amp;gt;50% × 0.775^(1.5 × (Defense-Attack))&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Attack &amp;gt; Defense&lt;br /&gt;
| &amp;lt;code&amp;gt;100% − (50% × 0.775^(1.5 × (Attack-Defense)))&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage taken:&#039;&#039;&#039;&lt;br /&gt;
When an army successfully lands a hit on another army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.1.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 3, where Y is the square of the number of armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
## If the attacking army is at full health and neither army is a [[Aliens#Megafauna|Megafauna]] and the region is 0% occupied, set Z to 3.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
&lt;br /&gt;
When the region defenses successfully land a hit on an army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the region&#039;s &#039;&#039;&#039;Region Miltech&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Let Y be the number of region-friendly armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count) multiplied by the square of the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the defending army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X, except for bonuses against [[Aliens#Megafauna|Megafauna]]. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
# Let H be the sum of the Remaining Combat Effectiveness multipliers of every region-hostile army in the region.&lt;br /&gt;
# Let F be the sum of the Remaining Combat Effectiveness multipliers of every region-friendly army in the region that is involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
# If H - F is more than 0, then multiply X by 1 - (H - F) / (H - F + 2).&lt;br /&gt;
# (1 - Region occupation % by defending army&#039;s home nation / H) chance to multiply X by 2.&lt;br /&gt;
&lt;br /&gt;
If this last (1 - Region occupation % by defending army&#039;s home nation / H) chance fails, the region occupation % by the defending army&#039;s home nation actually &#039;&#039;&#039;decreases&#039;&#039;&#039; by D%, where D is calculated as follows:&lt;br /&gt;
# Set D to the region&#039;s Region Miltech.&lt;br /&gt;
# Multiply D by 0.0225.&lt;br /&gt;
# Multiply D by a random value between 0.8 and 1.2.&lt;br /&gt;
# Divide D by the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply D by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# If D &amp;gt; 10, then set D to 10.&lt;br /&gt;
&lt;br /&gt;
When an army hits the region defenses, the attacking army&#039;s home nation increases its occupation % of the region by X%, where X is calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Let G be X - the defending region&#039;s home nation&#039;s base {{TV|miltech}} - the Councilor {{MissionIcon|Advise}}[[Advise]] Bonus for the defending region&#039;s home nation.&lt;br /&gt;
# If G &amp;gt; 0 then add G to X.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the defending army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# Let C be the number of region-hostile armies in the region - the region area / 100000km².&lt;br /&gt;
# If C &amp;gt; 0, then multiply X by Max(1 - C * 0.02, 0.5)&lt;br /&gt;
# If X &amp;gt; 10, then set X to 10.&lt;br /&gt;
&lt;br /&gt;
=== Army Operations ===&lt;br /&gt;
The faction that controls an army can conduct operations with it. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=85% | Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmyOperation on.png|40px]] Deploy Army&lt;br /&gt;
| Move this Army to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmiesOperation on.png|40px]] Deploy Armies&lt;br /&gt;
| Move all stacked armies to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultAlienAssetOperation on.png|40px]] Assault Alien Asset&lt;br /&gt;
| Launch an assault on a fixed alien target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultSpaceFacilityOperation on.png|40px]] Assault Space Facility&lt;br /&gt;
| Destroy a fixed space facility in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RazeRegionOperation on.png|40px]] Raze Region&lt;br /&gt;
| Launch a general attack on economic and civilian targets in this region. Commits 5 to 25 [[Factions#Atrocity|atrocities]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ArmyGoHomeOperation on.png|40px]] Airlift Home&lt;br /&gt;
| Return this army to its home region during peacetime. Operation will not complete if home nation is at war.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelArmyOperation on.png|40px]] Cancel Operation&lt;br /&gt;
| Cancel current operation for this Army. Army will resume fighting if enemies are present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiki Help wanted&#039;&#039;&#039;: Look up the in-game image and description for the Army Annex Region operation and upload both here!&lt;br /&gt;
&lt;br /&gt;
==== Annex Region ====&lt;br /&gt;
&lt;br /&gt;
The game mechanics for army annex operations are explained here [[Foreign Relations#War_Annexation]].&lt;br /&gt;
&lt;br /&gt;
==== Raze Region ====&lt;br /&gt;
&lt;br /&gt;
See [[Regions#Region_Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Assault Alien Asset ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken by {{TV|armies}} when they Assault Alien Assets&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Mission Outcome !! colspan=2 | Type of Alien Asset&lt;br /&gt;
|-&lt;br /&gt;
! [[Aliens#Alien_Xenoforming|Xenoflora]] !! Other&lt;br /&gt;
|-&lt;br /&gt;
| Critical Failure || (30% to 150%) / Base {{TV|miltech}} || (150% to 300%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Failure || (15% to 112.5%) / Base {{TV|miltech}} || (75% to 225%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Success || (0% to 75%) / Base {{TV|miltech}} || (0% to 150%) / Base {{TV|miltech}}&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || (0% to 15%) / Base {{TV|miltech}} || (0% to 30%) / Base {{TV|miltech}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Base {{TV|miltech}} is simply the army&#039;s home nation&#039;s {{TV|miltech}}, with all modifiers ignored.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens]] for spoilers on the different types of alien assets that can be assaulted, as well as the consequences of such assaults.&lt;br /&gt;
&lt;br /&gt;
=== Army Healing ===&lt;br /&gt;
&lt;br /&gt;
An injured human army will passively heal over time when all of the following conditions are true:&lt;br /&gt;
* It is in a friendly region&amp;lt;ref&amp;gt;A region owned by its home nation or a nation allied to its home nation&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* The region is currently not occupied or being occupied.&lt;br /&gt;
* It is not in battle with other armies.&lt;br /&gt;
* It is not currently performing an operation.&lt;br /&gt;
&lt;br /&gt;
The % health that gets healed each day is calculated as follows:&lt;br /&gt;
# 0.5% Base.&lt;br /&gt;
# +0.5% more if the faction that controls the army also controls the [[Nations#Control_Point_Types|Defense Sector Control Point]] of the army&#039;s home nation.&lt;br /&gt;
# +0.5% more if the army is in its home nation.&lt;br /&gt;
# +0.5% more if the army is in its home region.&lt;br /&gt;
# Multiply the total by (1 - (Currently Healing Human Armies of Home Nation / (Total Human Armies of Home Nation + 1))). &lt;br /&gt;
#* Note: This step is currently bugged to never occur.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Rapid Repairing Materials]] project.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Predictive Logistics Systems]] project.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
Human armies that are owned by the {{icon|alien}}[[Aliens]] still follow the same healing rules.&lt;br /&gt;
&lt;br /&gt;
But for the healing mechanics of Alien-related armies, see [[Aliens#Megafauna]] and [[Aliens#Invader_Armies]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Army Death ===&lt;br /&gt;
&lt;br /&gt;
Whenever an army dies, multiple effects may occur:&lt;br /&gt;
&lt;br /&gt;
==== Democracy Penalties ====&lt;br /&gt;
&lt;br /&gt;
If the dead army belonged to a democratic human nation, then that nation suffers two penalties:&lt;br /&gt;
* A {{TV|cohesion}} loss equal to the nation&#039;s {{TV|democracy}} / 10. &lt;br /&gt;
* Applies [[Nations#Changing_Public_Opinion|Propaganda]] in the nation for the faction that owned the dead army. Propaganda strength is equal to (0 - the nation&#039;s {{TV|democracy}}).&lt;br /&gt;
&lt;br /&gt;
==== Army IP Refund ====&lt;br /&gt;
&lt;br /&gt;
Whenever a human army dies, its home [[Nations|nation]] receives a fraction of its {{TV|IP}} Cost as a refund. This refund is put directly into the {{TV|build army}} and/or {{TV|build navy}}, so it can often result in new {{TV|armies}} and/or {{TV|navies}} being built the next day. Specifically, the refund amounts are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Refund Amounts for {{TV|build army}}. Only applies if army did not die by nuke.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || (30% to 50%) of {{TV|build army}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || (15% to 25%) of {{TV|build army}} cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Refund Amounts for {{TV|build navy}}. Only applies if the dead army had a navy.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Home Nation has [[Terrestrial_Warfare#Naval_Freedom|Naval Freedom]]? !! Army Died in Region that currently has [[Regions#World_Ocean_Access|World Ocean Access]]? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || Yes || (70% to 90%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || No || (90% to 110%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || No || || (20% to 30%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || Yes || (60% to 80%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || No || (80% to 100%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || No || || (10% to 20%) of {{TV|build navy}} cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Complete Milestones ====&lt;br /&gt;
&lt;br /&gt;
If the army is related to the [[Aliens]] in any way, then the faction that kills it may achieve certain milestones from doing so. See [[Aliens]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Hate Vent ====&lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy#Alien_Hate_Vent]].&lt;br /&gt;
&lt;br /&gt;
== Nuclear Warfare ==&lt;br /&gt;
Some nations have a number of {{TV|nukes}} available to them. These represent launching multiple strategic nuclear weapons at a target region. Launching nuclear strikes will devastate the economy of a [[Regions|region]] and the enemy {{TV|armies}} within it, although the damage will be somewhat mitigated if a nation is launching strikes on its own or an [[Foreign_Relations#Alliances|ally]]&#039;s territory. Launching factions will be charged with committing one or more [[Factions#Atrocity|atrocities]]. Detonating a sufficient number of nuclear weapons may also have disastrous global effects. A region with {{icon|sto defense}}space defenses cannot be attacked with {{TV|nuke}}.&lt;br /&gt;
&lt;br /&gt;
Nations can develop nuclear weapon with the {{TV|develop atomic bomb}}, which also gives {{TV|nuke|1}}. A nation with nuclear weapon program can build more with the {{TV|nuclear weapons}}.&lt;br /&gt;
&lt;br /&gt;
Nations construct nuclear weapons as a deterrent to enemy invasion. Attempting to conquer a nuclear-armed nation will almost certainly lead to nuclear strikes in retaliation.&lt;br /&gt;
&lt;br /&gt;
=== Valid Targets for a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Nukes can only be fired at [[Regions]]. The set of regions that a [[Nations|nation]] X can fire a nuke at is computed as follows:&lt;br /&gt;
# Add every region that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# If X does not have a spaceflight program, then remove every region that is not adjacent to X and does not have [[Regions#World_Ocean_Access|ocean access]].&lt;br /&gt;
# If X does not have a spaceflight program and does not have [[Terrestrial_Warfare#Naval_Freedom|naval freedom]], then remove every region that is not adjacent to X.&lt;br /&gt;
# Add every region owned by X or an [[Foreign_Relations#Alliances|ally]] of X if the region currently contains an army that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# For every region R, remove R unless one of the following is true:&lt;br /&gt;
#* R is owned by X.&lt;br /&gt;
#* R is owned by an [[Foreign_Relations#Alliances|ally]] of X.&lt;br /&gt;
#* R is owned by a nation that is [[Foreign_Relations#Wars|at war]] with X and R does not have a [[Nations#Space_Defenses|space defense facility]] built.&lt;br /&gt;
&lt;br /&gt;
=== Effects of a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Launching nuclear weapons will do terrible and lasting damage to the targeted region, destroy any enemy {{TV|armies}} and all space facilities, and surely be seen with horror around the globe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of a Nuclear Attack (In Chronological Order)&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Amount for Offensive Nukes !! Amount for Defensive Nukes !! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#GDP_Per_Region|Region GDP]] || -52.5% to -87.5% || -15% to -25% &lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
* [[Urban Armoring]] multiplies amount by 0.8.&lt;br /&gt;
* [[Civil Defense Programs]] multiplies amount by 0.8.&lt;br /&gt;
|-&lt;br /&gt;
| Target {{icon|pop}}[[Nations#Population|Region Population]] || -18.75% to -31.25% || -1.875% to -3.125%&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Sustainability|Pollution Multiplier]] || +0.075 to +0.125 || +0.00375 to +0.00625 || Multiplied by [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]&lt;br /&gt;
|-&lt;br /&gt;
| Nuking Faction Commits [[Factions#Atrocity|Atrocities]] || colspan=2 | 1 per 100k {{TV|pop}} killed (rounded down). &lt;br /&gt;
|&lt;br /&gt;
* Multiply by 10 if nuke launcher is not on the defending side of any war where the target nation is on the attacking side. &lt;br /&gt;
** ...seems to apply for self-nukes too??&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
** Does not apply if the target region is owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* Capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; GDP || -25% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || -5% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Family Ties]] Trait Effect || colspan=2 | {{TV|loyalty|-10}} || Multiply by 2 if Councilor&#039;s Faction launched the nuke.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic || Remove {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -2.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining || Remove {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -1.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Priorities|Priorities]] || colspan=2| Set to 0 || Except {{icon|spoils}}Spoils, {{icon|unity}}Unity, and {{icon|oppression}}Oppression.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Destroy Space Assets in Target Region || colspan=2 | All {{icon|boost}}[[Nations#Boost|Boost]], {{icon|mc}}[[Nations#Mission_Control|Mission Control]] , and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]] || If Target Nation is NOT Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| N/A || All {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]], just 1 {{icon|mc}}[[Nations#Mission_Control|Mission Control]]  || If Target Nation is Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation {{icon|funding}}[[Nations#Funding|Funding]] || N/A || -50% × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]] || If Target Nation is Nuke Launcher&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=7 | Health of Each Army in Target Region || colspan=2 | Instant Death || For the Strongest&amp;lt;ref&amp;gt;The strongest army is the army whose health % × Base {{TV|miltech}} is the highest.&amp;lt;/ref&amp;gt; Army that is not Ally of Nuker&amp;lt;ref name=allyofnuker&amp;gt;An army is an ally of the nuker if any of the following are true:&lt;br /&gt;
* The army is owned by the nuking nation.&lt;br /&gt;
* The army is owned by an ally of the nuking nation.&lt;br /&gt;
* The army is owned by the nuking faction and not a [[Aliens#Megafauna|Megafauna]].&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, (-100% + (1% to 5%) × (Base {{icon|miltech}}MilTech - 3.79)) × 0.140625) || For each [[Aliens#Invader Armies|Alien Invader Army]] that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79) × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens) || 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens || The other 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79)) || 50% chance for each Megafauna army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% || The other 50% chance for each [[Aliens#Megafauna|Megafauna]] army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% / (48 to 52) || For each army that is Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Each [[Councilors|Councilor]] in Target Region || colspan=2 | 50% Chance to die || [[Survivor]] trait gives immunity.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Xenoforming|Alien Xenoforming]] || colspan=2 | Set to 0 Xenoflora Growth Levels || None&lt;br /&gt;
|-&lt;br /&gt;
| Add [[Climate Change|Aerosols]] || colspan=2 | 0.00777 || Multiply by Region Area (km²) / 10000km² if Region is an Island smaller than 10000km².&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | Target Region Gains 1 Layer of Nuclear Fallout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orbital Bombardment ==&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] with certain weapon modules can bombard hostile armies from orbit.&lt;br /&gt;
&lt;br /&gt;
See [[Fleets#Orbital_Bombardment]] for more details.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561197989421583</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11617</id>
		<title>Terrestrial Warfare</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11617"/>
		<updated>2026-03-17T19:43:59Z</updated>

		<summary type="html">&lt;p&gt;76561197989421583: /* 1. Hit Chance (The Accuracy Gap) */ quick guide useless since I added the table just behind&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt; This page mainly discusses the mechanics for fighting terrestrial wars. For a more detailed discussion about starting and ending wars, see [[Foreign Relations#Wars]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Foreign Relations#Wars|Wars]] begin when a [[Councilors|councilor]] for the executive [[Factions|faction]] of one of two [[Foreign Relations#Rivals|Rivals]] selects the [[Foreign Relations#Declaring_Wars|War policy]] against the rival. All war-capable [[Foreign Relations#Alliances|allies]] of the defending rival (with an army or nuclear weapons) join the war. All war-capable allies of the attacker are given the option to join on the attacker&#039;s side.&lt;br /&gt;
&lt;br /&gt;
To win a war, an [[Nations#Armies|army]] must occupy the enemy&#039;s {{icon|capital|bgcolor=DarkSlateGray}}Capital  [[Regions|region]]. At that moment, the war ends, triggering a [[Foreign Relations#War_Conquest|regime change]]. [[Foreign Relations#Claims|Claimed regions]] change hands to the occupier and its allies. If any of the invaded nation remains, its control point owners are replaced with those of the victor. Some of the nation&#039;s stats change when a new regime is installed, sometimes in unpredictable ways, but the new ruling faction will be able to fund [[Nations#Direct_Investment|Direct Investments]] into the nation at greatly reduced {{TV|influence}} cost for a period of one year. Unoccupied [[Regions]] and surviving enemy armies will contribute to greater {{TV|unrest}} following a regime change.&lt;br /&gt;
&lt;br /&gt;
Wars may also end with a [[Foreign Relations#Seeking_Peace|simple peace]] where both sides return to the prewar status quo.&lt;br /&gt;
&lt;br /&gt;
== Armies ==&lt;br /&gt;
&lt;br /&gt;
[[Nations#Armies|Armies]] represent multiple modern divisions that are capable of gaining and holding territory in other [[Nations]]. Control of an army is gained after councilors gain at least partial control of a nation. Most [[Nations]] don&#039;t have armies at the campaign start, but [[Nations]] with sufficient {{TV|pop}} can build new ones with enough investment into the {{TV|build army}}. While powerful, armies are a drag on a nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development and remain subject to the international relations of their home countries, which too can be managed with sufficient control of a nation.&lt;br /&gt;
&lt;br /&gt;
Armies have a [[File:ICO army HQ.png|20px]]headquarters region in their home nation. If located there, they incur a smaller cost to the nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development.&lt;br /&gt;
&lt;br /&gt;
Armies rely on two key values: its parent nation&#039;s {{TV|miltech}} level and its strength. The strength value measures how much damage the army has taken. Armies usually passively and freely repair themselves when not fighting in a friendly region.&lt;br /&gt;
&lt;br /&gt;
Some armies have a {{icon|navy}}[[Nations#Navies|Navy]] upgrade that allows them to transit oceans. During wartime, a nation&#039;s navies can only cross the water if the nation has naval superiority over its foes. Only larger or wealthier [[Nations]] have the capability to {{icon|build navy}}build and project power with {{icon|navy}}navies.&lt;br /&gt;
&lt;br /&gt;
=== Naval Freedom ===&lt;br /&gt;
&lt;br /&gt;
For each [[Foreign Relations#Wars|war]], the game computes for each side the sum of the {{TV|miltech}} of the armies that have a navy upgrade. If one side has a higher sum than the other, then the other side of the war is blockaded: all of its nations no longer have Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
As a result, a nation only has Naval Freedom if it is not blockaded in any of the wars that it is involved in.&lt;br /&gt;
&lt;br /&gt;
Notably, since wars can get very messy, with multiple overlapping wars, it is actually entirely possible for all nations to lose their Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
Consider a simple example with 3 nations: A, B, and C, such that:&lt;br /&gt;
* A has a single navy with {{TV|miltech|3}}.&lt;br /&gt;
* B has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
* C has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
&lt;br /&gt;
Suppose there are three overlapping wars X, Y, and Z, such that:&lt;br /&gt;
* War X pits A against B.&lt;br /&gt;
* War Y pits A against C.&lt;br /&gt;
* War Z pits A against B and C.&lt;br /&gt;
&lt;br /&gt;
Then the result would be:&lt;br /&gt;
* War X blockades B, since A&#039;s 3 naval score beats B&#039;s 2 naval score.&lt;br /&gt;
* War Y blockades C, since A&#039;s 3 naval score beats C&#039;s 2 naval score.&lt;br /&gt;
* War Z blockades A, since A&#039;s 3 naval score is beaten by the combined naval score of B&#039;s 2 naval score added to C&#039;s 2 naval score = 4 naval score.&lt;br /&gt;
&lt;br /&gt;
So all 3 nations have no Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
=== Army Movement ===&lt;br /&gt;
&lt;br /&gt;
Armies are allowed to be in any region R such that one of the following is true:&lt;br /&gt;
* R belongs to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Alliances|allied]] to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Wars|at war]] with the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
An army can directly travel from any region R1 to any region R2 such that at least one of the following is true:&lt;br /&gt;
* R1 and R2 are adjacent.&amp;lt;ref name=adjacent&amp;gt;Note: Certain research projects can make pairs of regions become adjacent.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* R1 and R2 are adjacent only for friendly armies&amp;lt;ref name=adjacent /&amp;gt;, and both R1 and R2 belong to nation(s) that are not at war with the army&#039;s home nation.&lt;br /&gt;
* All of the following are true:&lt;br /&gt;
** R1 and R2 both currently have [[Regions#World_Ocean_Access|world ocean access]].&lt;br /&gt;
** The army&#039;s home nation has [[Terrestrial_Warfare#Naval_Freedom|naval freedom]].&lt;br /&gt;
** Either the army does not need to travel between the Black Sea and the World Ocean, or the army&#039;s home nation has access to the Turkish Strait.&lt;br /&gt;
&lt;br /&gt;
A nation has Turkish Strait access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Istanbul region. &lt;br /&gt;
* The Istanbul region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Land Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel directly between two adjacent regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = Distance (km) / 300 (km/day) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by the following multipliers:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| Condition(s) !! colspan=3|Multiplier Value When: &lt;br /&gt;
|-&lt;br /&gt;
! Only Origin Region is Small&amp;lt;ref name=small&amp;gt;A region is small if it is smaller than 150000km².&amp;lt;/ref&amp;gt; !! Only Destination Region is Small&amp;lt;ref name=small /&amp;gt;!! Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is not friendly OR Origin Region has enemy armies || 5 ^ 0.2 || 5 ^ 0.8 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| (Origin Region is not friendly OR Origin Region has enemy armies) AND Origin Region is {{icon|rugged}}Rugged || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Region is {{icon|rugged}}Rugged || 1.25 ^ 0.2 || 1.25 ^ 0.8 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly || 5 ^ 0.8 || 5 ^ 0.2 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly AND Destination Region is {{icon|rugged}}Rugged || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Region is {{icon|rugged}}Rugged || 1.25 ^ 0.8 || 1.25 ^ 0.2 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Naval Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel between two regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = (14 days + Distance (km) / 792 (km/day) ) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by a number of complex calculations that consider the different possible sea routes. In particular, the duration can be significantly affected by whether the army&#039;s nation has access to the Suez and Panama canals. &lt;br /&gt;
&lt;br /&gt;
A nation has canal access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Canal region. &lt;br /&gt;
* The Canal region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
The Canal regions are:&lt;br /&gt;
* Cairo for the Suez Canal.&lt;br /&gt;
* Panama City for the Panama Canal.&lt;br /&gt;
&lt;br /&gt;
=== Army Battle ===&lt;br /&gt;
&lt;br /&gt;
==== Simplified Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat in &#039;&#039;Terra Invicta&#039;&#039; is a comparison of Miltech levels. Higher Miltech means you hit more often and deal more damage. If two forces have equal Miltech, the base hit chance is 50%.&lt;br /&gt;
&lt;br /&gt;
===== 1. Hit Chance (The Accuracy Gap) =====&lt;br /&gt;
The game calculates the difference (Δ) between the Attacker&#039;s Miltech and the Defender&#039;s Miltech.&lt;br /&gt;
&lt;br /&gt;
If Miltechs are equal: 50% Hit Chance.&lt;br /&gt;
If you have the advantage: Your hit chance climbs toward 100%.&lt;br /&gt;
If you are outclassed: Your hit chance drops toward 0%.&lt;br /&gt;
&lt;br /&gt;
    Hit Chance (Advantage)=100%−(50%×0.7751.5×Δ)&lt;br /&gt;
    Hit Chance (Disadvantage)=50%×0.7751.5×Δ&lt;br /&gt;
&lt;br /&gt;
====== Hit Chance Reference Table ======&lt;br /&gt;
&lt;br /&gt;
The following table shows the 1vs1 hit chance based on the Miltech difference (Delta = Attacker Miltech - Defender Miltech).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Miltech Difference (Delta) !! Hit Chance !! Note&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+3.0&#039;&#039;&#039; || &#039;&#039;&#039;84.1%&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2.0&#039;&#039;&#039; || &#039;&#039;&#039;76.7%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+1.0&#039;&#039;&#039; || &#039;&#039;&#039;65.9%&#039;&#039;&#039; || &#039;&#039;&#039;Strong offensive edge.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| +0.8 || 63.2% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.6 || 60.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.4 || 57.1% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.2 || 53.7% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;0.0&#039;&#039;&#039; || &#039;&#039;&#039;50.0%&#039;&#039;&#039; || &#039;&#039;&#039;Even match; coin-flip odds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -0.2 || 46.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.4 || 42.9% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.6 || 39.7% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.8 || 36.8% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-1.0&#039;&#039;&#039; || &#039;&#039;&#039;34.1%&#039;&#039;&#039; || &#039;&#039;&#039;Struggling to land hits.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;-2.0&#039;&#039;&#039; || &#039;&#039;&#039;23.3%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-3.0&#039;&#039;&#039; || &#039;&#039;&#039;15.9%&#039;&#039;&#039; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== 2. Damage Formulas =====&lt;br /&gt;
Damage is calculated as a percentage of the defender’s Max Health.&lt;br /&gt;
&lt;br /&gt;
====== Army vs. Army ======&lt;br /&gt;
When an army hits another army, it &#039;&#039;&#039;deals roughly 10% of its Miltech in percentage of defender’s Max Health&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Miltech × 0.1 (±20%)&lt;br /&gt;
&lt;br /&gt;
Variance: ±20% is the game simulating a damage range mechanic.&lt;br /&gt;
&lt;br /&gt;
Critical Hit: Usually 1x. Increases to 3x if the attacker is at full health and the region is unoccupied (an &amp;quot;Ambush&amp;quot;), or by a small random chance based on the total number of armies in the fight.&lt;br /&gt;
&lt;br /&gt;
====== Region vs. Army ======&lt;br /&gt;
Region defenses (fortifications/militia) &#039;&#039;&#039;fire every day at every hostile army&#039;&#039;&#039;. They deal less base damage but have much higher &amp;quot;Critical&amp;quot; lethality.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Region Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lethality&amp;quot; Multiplier: If an army is at full health and the region is unoccupied, the region can deal a massive 100x damage critical hit.&lt;br /&gt;
&lt;br /&gt;
Overwhelmed Defenses: If more hostile armies are present than friendly armies, the region&#039;s damage output is reduced.&lt;br /&gt;
&lt;br /&gt;
====== Occupying a Region (Army vs. Region) ======&lt;br /&gt;
When an army hits region defenses, it increases the Occupation %.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Army Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
Advantage Bonus: If your Army Miltech is higher than the region&#039;s base tech, you gain occupation faster.&lt;br /&gt;
&lt;br /&gt;
Geography Modifiers: Occupation is slower in regions with huge populations (like Delhi) or massive land areas (like Siberia).&lt;br /&gt;
&lt;br /&gt;
Crowding Penalty: Having too many armies in one spot (more than 1 per 100,000 km2) slows down occupation by up to 50%.&lt;br /&gt;
&lt;br /&gt;
==== Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat occurs whenever an army A is in a [[Regions|region]] R such that at least one of the following is true:&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the home nation of another army in R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation owns R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation is [[Foreign_Relations#Alliances|allies]] with the nation that owns R.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and R is not fully occupied.&lt;br /&gt;
* A&#039;s home nation does not exist and R is not fully occupied.&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
* There is a [[Aliens#Megafauna|Megafauna Army]] in R that is not owned by the same faction that owns A.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A&#039;s home nation does not exist and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by the {{icon|alien}}[[Aliens]] and R is not part of the [[Aliens#Alien_Administration|Alien Nation]] and R is not owned by a nation whose executive is controlled by a faction that has researched [[Xenofauna Harmony]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by a faction F that is &#039;&#039;&#039;not&#039;&#039;&#039; the {{icon|alien}}[[Aliens]] and every non-[[Aliens#Megafauna|Megafauna]] army in R that is owned by F is owned by a nation that is [[Foreign_Relations#Wars|at war]] with the nation that owns R.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
Combat is simulated as a daily exchange of attacks. For each army A:&lt;br /&gt;
# If there is an enemy army in the combat region, then A randomly selects one to fire at, preferring to avoid any armies owned by the same faction as A.&lt;br /&gt;
# If A is within a region that is hostile to A, then the region defenses fires at A.&lt;br /&gt;
# If A did not fire at anyone in the first step AND the region defenses missed its attack on A, then A fires at the region defenses.&lt;br /&gt;
&lt;br /&gt;
Note that this means every army can fire at most one attack per day, but region defenses fire an attack on every hostile army every day.&lt;br /&gt;
&lt;br /&gt;
Every attack has a hit chance that is determined by the gap between the attacker&#039;s {{TV|miltech}} and the defender&#039;s {{TV|miltech}}. But several modifiers may be applied to each side&#039;s {{TV|miltech}}, including but not limited to {{MissionIcon|Advise}}[[Advise|Advising]] [[Councilors]], {{icon|rugged}}rugged terrain bonuses, and damage taken.&lt;br /&gt;
&lt;br /&gt;
When attacks hit, damage is taken, which scales based on the attacker&#039;s {{TV|miltech}}. When armies take damage, their health % drops. When region defenses take damage, their occupation % increases.&lt;br /&gt;
&lt;br /&gt;
If a region is fully occupied it ceases fighting, but it can&#039;t change hands until the war is concluded. Regional economies and space facilities can take significant [[Regions#Region_Damage|collateral damage]] during fighting, although the rate of damage goes down as {{{TV|miltech}} goes up (representing more precise weaponry). Sufficient collateral damage will count as an [[Factions#Atrocity|atrocity]] by the army&#039;s owning faction.&lt;br /&gt;
&lt;br /&gt;
==== Formulas ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miltech Calculations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factor !! Army Miltech A !! Army Miltech B !! Region Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Base Miltech || Base Miltech || Base Miltech || Base Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Councilor {{MissionIcon|Advise}}[[Advise]] Bonus || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}}&lt;br /&gt;
|-&lt;br /&gt;
| LEO Hab Bonus (capped at +0.3) || +0.03 per Military Lab || +0.03 per Military Lab || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation || +0.2 || +0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|rugged}}rugged || +0.2 || +0.2 || +0.2&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic || +0.1 || +0.1 || +0.1&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|rugged}}rugged and [[Mountain Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic and [[Urban Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Army CP is disabled (Abandoned or {{MissionIcon|Crackdown}}[[Crackdown]]ed) || -0.2 || -0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Allied (or Home) Nation || +0.05 per {{TV|cohesion}} of Allied Nation || No Effect || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|cohesion}} || No Effect || No Effect || +0.05 per {{TV|cohesion}}&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|unrest}} || No Effect || No Effect || -0.05 per {{TV|unrest}}&lt;br /&gt;
|-&lt;br /&gt;
| Adjacent Regions belonging to Same Home Nation || No Effect || No Effect || +Fraction of such Regions that are unoccupied and not fighting × Home Nation&#039;s Miltech × 0.1 × (1 - 0.05 × Home Nation&#039;s {{TV|unrest}})&lt;br /&gt;
|-&lt;br /&gt;
| Remaining Combat Effectiveness || × (1 - 0.5 × Lost Health %) || × (1 - 0.5 × Lost Health %) || × (1 - 1/3 × Occupation %)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If a nation has not completed the {{TV|found military}}, then its regions have effectively {{TV|miltech|0}} for combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Chance Calculation:&#039;&#039;&#039;&lt;br /&gt;
* When an army fires at another army, the attacking army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech B&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When region defenses fire at an army, the region defenses use &#039;&#039;&#039;Region Miltech&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When an army fires at the region defenses, the hit chance is always &#039;&#039;&#039;100%&#039;&#039;&#039;. (But the army only fires if the region defenses missed their attack.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Defense ≥ Attack&lt;br /&gt;
| &amp;lt;code&amp;gt;50% × 0.775^(1.5 × (Defense-Attack))&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Attack &amp;gt; Defense&lt;br /&gt;
| &amp;lt;code&amp;gt;100% − (50% × 0.775^(1.5 × (Attack-Defense)))&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage taken:&#039;&#039;&#039;&lt;br /&gt;
When an army successfully lands a hit on another army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.1.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 3, where Y is the square of the number of armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
## If the attacking army is at full health and neither army is a [[Aliens#Megafauna|Megafauna]] and the region is 0% occupied, set Z to 3.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
&lt;br /&gt;
When the region defenses successfully land a hit on an army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the region&#039;s &#039;&#039;&#039;Region Miltech&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Let Y be the number of region-friendly armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count) multiplied by the square of the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the defending army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X, except for bonuses against [[Aliens#Megafauna|Megafauna]]. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
# Let H be the sum of the Remaining Combat Effectiveness multipliers of every region-hostile army in the region.&lt;br /&gt;
# Let F be the sum of the Remaining Combat Effectiveness multipliers of every region-friendly army in the region that is involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
# If H - F is more than 0, then multiply X by 1 - (H - F) / (H - F + 2).&lt;br /&gt;
# (1 - Region occupation % by defending army&#039;s home nation / H) chance to multiply X by 2.&lt;br /&gt;
&lt;br /&gt;
If this last (1 - Region occupation % by defending army&#039;s home nation / H) chance fails, the region occupation % by the defending army&#039;s home nation actually &#039;&#039;&#039;decreases&#039;&#039;&#039; by D%, where D is calculated as follows:&lt;br /&gt;
# Set D to the region&#039;s Region Miltech.&lt;br /&gt;
# Multiply D by 0.0225.&lt;br /&gt;
# Multiply D by a random value between 0.8 and 1.2.&lt;br /&gt;
# Divide D by the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply D by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# If D &amp;gt; 10, then set D to 10.&lt;br /&gt;
&lt;br /&gt;
When an army hits the region defenses, the attacking army&#039;s home nation increases its occupation % of the region by X%, where X is calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Let G be X - the defending region&#039;s home nation&#039;s base {{TV|miltech}} - the Councilor {{MissionIcon|Advise}}[[Advise]] Bonus for the defending region&#039;s home nation.&lt;br /&gt;
# If G &amp;gt; 0 then add G to X.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the defending army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# Let C be the number of region-hostile armies in the region - the region area / 100000km².&lt;br /&gt;
# If C &amp;gt; 0, then multiply X by Max(1 - C * 0.02, 0.5)&lt;br /&gt;
# If X &amp;gt; 10, then set X to 10.&lt;br /&gt;
&lt;br /&gt;
=== Army Operations ===&lt;br /&gt;
The faction that controls an army can conduct operations with it. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=85% | Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmyOperation on.png|40px]] Deploy Army&lt;br /&gt;
| Move this Army to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmiesOperation on.png|40px]] Deploy Armies&lt;br /&gt;
| Move all stacked armies to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultAlienAssetOperation on.png|40px]] Assault Alien Asset&lt;br /&gt;
| Launch an assault on a fixed alien target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultSpaceFacilityOperation on.png|40px]] Assault Space Facility&lt;br /&gt;
| Destroy a fixed space facility in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RazeRegionOperation on.png|40px]] Raze Region&lt;br /&gt;
| Launch a general attack on economic and civilian targets in this region. Commits 5 to 25 [[Factions#Atrocity|atrocities]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ArmyGoHomeOperation on.png|40px]] Airlift Home&lt;br /&gt;
| Return this army to its home region during peacetime. Operation will not complete if home nation is at war.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelArmyOperation on.png|40px]] Cancel Operation&lt;br /&gt;
| Cancel current operation for this Army. Army will resume fighting if enemies are present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiki Help wanted&#039;&#039;&#039;: Look up the in-game image and description for the Army Annex Region operation and upload both here!&lt;br /&gt;
&lt;br /&gt;
==== Annex Region ====&lt;br /&gt;
&lt;br /&gt;
The game mechanics for army annex operations are explained here [[Foreign Relations#War_Annexation]].&lt;br /&gt;
&lt;br /&gt;
==== Raze Region ====&lt;br /&gt;
&lt;br /&gt;
See [[Regions#Region_Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Assault Alien Asset ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken by {{TV|armies}} when they Assault Alien Assets&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Mission Outcome !! colspan=2 | Type of Alien Asset&lt;br /&gt;
|-&lt;br /&gt;
! [[Aliens#Alien_Xenoforming|Xenoflora]] !! Other&lt;br /&gt;
|-&lt;br /&gt;
| Critical Failure || (30% to 150%) / Base {{TV|miltech}} || (150% to 300%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Failure || (15% to 112.5%) / Base {{TV|miltech}} || (75% to 225%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Success || (0% to 75%) / Base {{TV|miltech}} || (0% to 150%) / Base {{TV|miltech}}&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || (0% to 15%) / Base {{TV|miltech}} || (0% to 30%) / Base {{TV|miltech}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Base {{TV|miltech}} is simply the army&#039;s home nation&#039;s {{TV|miltech}}, with all modifiers ignored.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens]] for spoilers on the different types of alien assets that can be assaulted, as well as the consequences of such assaults.&lt;br /&gt;
&lt;br /&gt;
=== Army Healing ===&lt;br /&gt;
&lt;br /&gt;
An injured human army will passively heal over time when all of the following conditions are true:&lt;br /&gt;
* It is in a friendly region&amp;lt;ref&amp;gt;A region owned by its home nation or a nation allied to its home nation&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* The region is currently not occupied or being occupied.&lt;br /&gt;
* It is not in battle with other armies.&lt;br /&gt;
* It is not currently performing an operation.&lt;br /&gt;
&lt;br /&gt;
The % health that gets healed each day is calculated as follows:&lt;br /&gt;
# 0.5% Base.&lt;br /&gt;
# +0.5% more if the faction that controls the army also controls the [[Nations#Control_Point_Types|Defense Sector Control Point]] of the army&#039;s home nation.&lt;br /&gt;
# +0.5% more if the army is in its home nation.&lt;br /&gt;
# +0.5% more if the army is in its home region.&lt;br /&gt;
# Multiply the total by (1 - (Currently Healing Human Armies of Home Nation / (Total Human Armies of Home Nation + 1))). &lt;br /&gt;
#* Note: This step is currently bugged to never occur.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Rapid Repairing Materials]] project.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Predictive Logistics Systems]] project.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
Human armies that are owned by the {{icon|alien}}[[Aliens]] still follow the same healing rules.&lt;br /&gt;
&lt;br /&gt;
But for the healing mechanics of Alien-related armies, see [[Aliens#Megafauna]] and [[Aliens#Invader_Armies]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Army Death ===&lt;br /&gt;
&lt;br /&gt;
Whenever an army dies, multiple effects may occur:&lt;br /&gt;
&lt;br /&gt;
==== Democracy Penalties ====&lt;br /&gt;
&lt;br /&gt;
If the dead army belonged to a democratic human nation, then that nation suffers two penalties:&lt;br /&gt;
* A {{TV|cohesion}} loss equal to the nation&#039;s {{TV|democracy}} / 10. &lt;br /&gt;
* Applies [[Nations#Changing_Public_Opinion|Propaganda]] in the nation for the faction that owned the dead army. Propaganda strength is equal to (0 - the nation&#039;s {{TV|democracy}}).&lt;br /&gt;
&lt;br /&gt;
==== Army IP Refund ====&lt;br /&gt;
&lt;br /&gt;
Whenever a human army dies, its home [[Nations|nation]] receives a fraction of its {{TV|IP}} Cost as a refund. This refund is put directly into the {{TV|build army}} and/or {{TV|build navy}}, so it can often result in new {{TV|armies}} and/or {{TV|navies}} being built the next day. Specifically, the refund amounts are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Refund Amounts for {{TV|build army}}. Only applies if army did not die by nuke.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || (30% to 50%) of {{TV|build army}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || (15% to 25%) of {{TV|build army}} cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Refund Amounts for {{TV|build navy}}. Only applies if the dead army had a navy.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Home Nation has [[Terrestrial_Warfare#Naval_Freedom|Naval Freedom]]? !! Army Died in Region that currently has [[Regions#World_Ocean_Access|World Ocean Access]]? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || Yes || (70% to 90%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || No || (90% to 110%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || No || || (20% to 30%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || Yes || (60% to 80%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || No || (80% to 100%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || No || || (10% to 20%) of {{TV|build navy}} cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Complete Milestones ====&lt;br /&gt;
&lt;br /&gt;
If the army is related to the [[Aliens]] in any way, then the faction that kills it may achieve certain milestones from doing so. See [[Aliens]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Hate Vent ====&lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy#Alien_Hate_Vent]].&lt;br /&gt;
&lt;br /&gt;
== Nuclear Warfare ==&lt;br /&gt;
Some nations have a number of {{TV|nukes}} available to them. These represent launching multiple strategic nuclear weapons at a target region. Launching nuclear strikes will devastate the economy of a [[Regions|region]] and the enemy {{TV|armies}} within it, although the damage will be somewhat mitigated if a nation is launching strikes on its own or an [[Foreign_Relations#Alliances|ally]]&#039;s territory. Launching factions will be charged with committing one or more [[Factions#Atrocity|atrocities]]. Detonating a sufficient number of nuclear weapons may also have disastrous global effects. A region with {{icon|sto defense}}space defenses cannot be attacked with {{TV|nuke}}.&lt;br /&gt;
&lt;br /&gt;
Nations can develop nuclear weapon with the {{TV|develop atomic bomb}}, which also gives {{TV|nuke|1}}. A nation with nuclear weapon program can build more with the {{TV|nuclear weapons}}.&lt;br /&gt;
&lt;br /&gt;
Nations construct nuclear weapons as a deterrent to enemy invasion. Attempting to conquer a nuclear-armed nation will almost certainly lead to nuclear strikes in retaliation.&lt;br /&gt;
&lt;br /&gt;
=== Valid Targets for a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Nukes can only be fired at [[Regions]]. The set of regions that a [[Nations|nation]] X can fire a nuke at is computed as follows:&lt;br /&gt;
# Add every region that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# If X does not have a spaceflight program, then remove every region that is not adjacent to X and does not have [[Regions#World_Ocean_Access|ocean access]].&lt;br /&gt;
# If X does not have a spaceflight program and does not have [[Terrestrial_Warfare#Naval_Freedom|naval freedom]], then remove every region that is not adjacent to X.&lt;br /&gt;
# Add every region owned by X or an [[Foreign_Relations#Alliances|ally]] of X if the region currently contains an army that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# For every region R, remove R unless one of the following is true:&lt;br /&gt;
#* R is owned by X.&lt;br /&gt;
#* R is owned by an [[Foreign_Relations#Alliances|ally]] of X.&lt;br /&gt;
#* R is owned by a nation that is [[Foreign_Relations#Wars|at war]] with X and R does not have a [[Nations#Space_Defenses|space defense facility]] built.&lt;br /&gt;
&lt;br /&gt;
=== Effects of a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Launching nuclear weapons will do terrible and lasting damage to the targeted region, destroy any enemy {{TV|armies}} and all space facilities, and surely be seen with horror around the globe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of a Nuclear Attack (In Chronological Order)&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Amount for Offensive Nukes !! Amount for Defensive Nukes !! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#GDP_Per_Region|Region GDP]] || -52.5% to -87.5% || -15% to -25% &lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
* [[Urban Armoring]] multiplies amount by 0.8.&lt;br /&gt;
* [[Civil Defense Programs]] multiplies amount by 0.8.&lt;br /&gt;
|-&lt;br /&gt;
| Target {{icon|pop}}[[Nations#Population|Region Population]] || -18.75% to -31.25% || -1.875% to -3.125%&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Sustainability|Pollution Multiplier]] || +0.075 to +0.125 || +0.00375 to +0.00625 || Multiplied by [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]&lt;br /&gt;
|-&lt;br /&gt;
| Nuking Faction Commits [[Factions#Atrocity|Atrocities]] || colspan=2 | 1 per 100k {{TV|pop}} killed (rounded down). &lt;br /&gt;
|&lt;br /&gt;
* Multiply by 10 if nuke launcher is not on the defending side of any war where the target nation is on the attacking side. &lt;br /&gt;
** ...seems to apply for self-nukes too??&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
** Does not apply if the target region is owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* Capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; GDP || -25% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || -5% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Family Ties]] Trait Effect || colspan=2 | {{TV|loyalty|-10}} || Multiply by 2 if Councilor&#039;s Faction launched the nuke.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic || Remove {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -2.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining || Remove {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -1.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Priorities|Priorities]] || colspan=2| Set to 0 || Except {{icon|spoils}}Spoils, {{icon|unity}}Unity, and {{icon|oppression}}Oppression.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Destroy Space Assets in Target Region || colspan=2 | All {{icon|boost}}[[Nations#Boost|Boost]], {{icon|mc}}[[Nations#Mission_Control|Mission Control]] , and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]] || If Target Nation is NOT Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| N/A || All {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]], just 1 {{icon|mc}}[[Nations#Mission_Control|Mission Control]]  || If Target Nation is Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation {{icon|funding}}[[Nations#Funding|Funding]] || N/A || -50% × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]] || If Target Nation is Nuke Launcher&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=7 | Health of Each Army in Target Region || colspan=2 | Instant Death || For the Strongest&amp;lt;ref&amp;gt;The strongest army is the army whose health % × Base {{TV|miltech}} is the highest.&amp;lt;/ref&amp;gt; Army that is not Ally of Nuker&amp;lt;ref name=allyofnuker&amp;gt;An army is an ally of the nuker if any of the following are true:&lt;br /&gt;
* The army is owned by the nuking nation.&lt;br /&gt;
* The army is owned by an ally of the nuking nation.&lt;br /&gt;
* The army is owned by the nuking faction and not a [[Aliens#Megafauna|Megafauna]].&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, (-100% + (1% to 5%) × (Base {{icon|miltech}}MilTech - 3.79)) × 0.140625) || For each [[Aliens#Invader Armies|Alien Invader Army]] that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79) × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens) || 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens || The other 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79)) || 50% chance for each Megafauna army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% || The other 50% chance for each [[Aliens#Megafauna|Megafauna]] army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% / (48 to 52) || For each army that is Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Each [[Councilors|Councilor]] in Target Region || colspan=2 | 50% Chance to die || [[Survivor]] trait gives immunity.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Xenoforming|Alien Xenoforming]] || colspan=2 | Set to 0 Xenoflora Growth Levels || None&lt;br /&gt;
|-&lt;br /&gt;
| Add [[Climate Change|Aerosols]] || colspan=2 | 0.00777 || Multiply by Region Area (km²) / 10000km² if Region is an Island smaller than 10000km².&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | Target Region Gains 1 Layer of Nuclear Fallout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orbital Bombardment ==&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] with certain weapon modules can bombard hostile armies from orbit.&lt;br /&gt;
&lt;br /&gt;
See [[Fleets#Orbital_Bombardment]] for more details.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561197989421583</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11616</id>
		<title>Terrestrial Warfare</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11616"/>
		<updated>2026-03-17T19:41:30Z</updated>

		<summary type="html">&lt;p&gt;76561197989421583: /* Region vs. Army */ small improvement to readability, highlight important info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt; This page mainly discusses the mechanics for fighting terrestrial wars. For a more detailed discussion about starting and ending wars, see [[Foreign Relations#Wars]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Foreign Relations#Wars|Wars]] begin when a [[Councilors|councilor]] for the executive [[Factions|faction]] of one of two [[Foreign Relations#Rivals|Rivals]] selects the [[Foreign Relations#Declaring_Wars|War policy]] against the rival. All war-capable [[Foreign Relations#Alliances|allies]] of the defending rival (with an army or nuclear weapons) join the war. All war-capable allies of the attacker are given the option to join on the attacker&#039;s side.&lt;br /&gt;
&lt;br /&gt;
To win a war, an [[Nations#Armies|army]] must occupy the enemy&#039;s {{icon|capital|bgcolor=DarkSlateGray}}Capital  [[Regions|region]]. At that moment, the war ends, triggering a [[Foreign Relations#War_Conquest|regime change]]. [[Foreign Relations#Claims|Claimed regions]] change hands to the occupier and its allies. If any of the invaded nation remains, its control point owners are replaced with those of the victor. Some of the nation&#039;s stats change when a new regime is installed, sometimes in unpredictable ways, but the new ruling faction will be able to fund [[Nations#Direct_Investment|Direct Investments]] into the nation at greatly reduced {{TV|influence}} cost for a period of one year. Unoccupied [[Regions]] and surviving enemy armies will contribute to greater {{TV|unrest}} following a regime change.&lt;br /&gt;
&lt;br /&gt;
Wars may also end with a [[Foreign Relations#Seeking_Peace|simple peace]] where both sides return to the prewar status quo.&lt;br /&gt;
&lt;br /&gt;
== Armies ==&lt;br /&gt;
&lt;br /&gt;
[[Nations#Armies|Armies]] represent multiple modern divisions that are capable of gaining and holding territory in other [[Nations]]. Control of an army is gained after councilors gain at least partial control of a nation. Most [[Nations]] don&#039;t have armies at the campaign start, but [[Nations]] with sufficient {{TV|pop}} can build new ones with enough investment into the {{TV|build army}}. While powerful, armies are a drag on a nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development and remain subject to the international relations of their home countries, which too can be managed with sufficient control of a nation.&lt;br /&gt;
&lt;br /&gt;
Armies have a [[File:ICO army HQ.png|20px]]headquarters region in their home nation. If located there, they incur a smaller cost to the nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development.&lt;br /&gt;
&lt;br /&gt;
Armies rely on two key values: its parent nation&#039;s {{TV|miltech}} level and its strength. The strength value measures how much damage the army has taken. Armies usually passively and freely repair themselves when not fighting in a friendly region.&lt;br /&gt;
&lt;br /&gt;
Some armies have a {{icon|navy}}[[Nations#Navies|Navy]] upgrade that allows them to transit oceans. During wartime, a nation&#039;s navies can only cross the water if the nation has naval superiority over its foes. Only larger or wealthier [[Nations]] have the capability to {{icon|build navy}}build and project power with {{icon|navy}}navies.&lt;br /&gt;
&lt;br /&gt;
=== Naval Freedom ===&lt;br /&gt;
&lt;br /&gt;
For each [[Foreign Relations#Wars|war]], the game computes for each side the sum of the {{TV|miltech}} of the armies that have a navy upgrade. If one side has a higher sum than the other, then the other side of the war is blockaded: all of its nations no longer have Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
As a result, a nation only has Naval Freedom if it is not blockaded in any of the wars that it is involved in.&lt;br /&gt;
&lt;br /&gt;
Notably, since wars can get very messy, with multiple overlapping wars, it is actually entirely possible for all nations to lose their Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
Consider a simple example with 3 nations: A, B, and C, such that:&lt;br /&gt;
* A has a single navy with {{TV|miltech|3}}.&lt;br /&gt;
* B has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
* C has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
&lt;br /&gt;
Suppose there are three overlapping wars X, Y, and Z, such that:&lt;br /&gt;
* War X pits A against B.&lt;br /&gt;
* War Y pits A against C.&lt;br /&gt;
* War Z pits A against B and C.&lt;br /&gt;
&lt;br /&gt;
Then the result would be:&lt;br /&gt;
* War X blockades B, since A&#039;s 3 naval score beats B&#039;s 2 naval score.&lt;br /&gt;
* War Y blockades C, since A&#039;s 3 naval score beats C&#039;s 2 naval score.&lt;br /&gt;
* War Z blockades A, since A&#039;s 3 naval score is beaten by the combined naval score of B&#039;s 2 naval score added to C&#039;s 2 naval score = 4 naval score.&lt;br /&gt;
&lt;br /&gt;
So all 3 nations have no Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
=== Army Movement ===&lt;br /&gt;
&lt;br /&gt;
Armies are allowed to be in any region R such that one of the following is true:&lt;br /&gt;
* R belongs to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Alliances|allied]] to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Wars|at war]] with the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
An army can directly travel from any region R1 to any region R2 such that at least one of the following is true:&lt;br /&gt;
* R1 and R2 are adjacent.&amp;lt;ref name=adjacent&amp;gt;Note: Certain research projects can make pairs of regions become adjacent.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* R1 and R2 are adjacent only for friendly armies&amp;lt;ref name=adjacent /&amp;gt;, and both R1 and R2 belong to nation(s) that are not at war with the army&#039;s home nation.&lt;br /&gt;
* All of the following are true:&lt;br /&gt;
** R1 and R2 both currently have [[Regions#World_Ocean_Access|world ocean access]].&lt;br /&gt;
** The army&#039;s home nation has [[Terrestrial_Warfare#Naval_Freedom|naval freedom]].&lt;br /&gt;
** Either the army does not need to travel between the Black Sea and the World Ocean, or the army&#039;s home nation has access to the Turkish Strait.&lt;br /&gt;
&lt;br /&gt;
A nation has Turkish Strait access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Istanbul region. &lt;br /&gt;
* The Istanbul region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Land Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel directly between two adjacent regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = Distance (km) / 300 (km/day) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by the following multipliers:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| Condition(s) !! colspan=3|Multiplier Value When: &lt;br /&gt;
|-&lt;br /&gt;
! Only Origin Region is Small&amp;lt;ref name=small&amp;gt;A region is small if it is smaller than 150000km².&amp;lt;/ref&amp;gt; !! Only Destination Region is Small&amp;lt;ref name=small /&amp;gt;!! Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is not friendly OR Origin Region has enemy armies || 5 ^ 0.2 || 5 ^ 0.8 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| (Origin Region is not friendly OR Origin Region has enemy armies) AND Origin Region is {{icon|rugged}}Rugged || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Region is {{icon|rugged}}Rugged || 1.25 ^ 0.2 || 1.25 ^ 0.8 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly || 5 ^ 0.8 || 5 ^ 0.2 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly AND Destination Region is {{icon|rugged}}Rugged || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Region is {{icon|rugged}}Rugged || 1.25 ^ 0.8 || 1.25 ^ 0.2 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Naval Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel between two regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = (14 days + Distance (km) / 792 (km/day) ) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by a number of complex calculations that consider the different possible sea routes. In particular, the duration can be significantly affected by whether the army&#039;s nation has access to the Suez and Panama canals. &lt;br /&gt;
&lt;br /&gt;
A nation has canal access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Canal region. &lt;br /&gt;
* The Canal region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
The Canal regions are:&lt;br /&gt;
* Cairo for the Suez Canal.&lt;br /&gt;
* Panama City for the Panama Canal.&lt;br /&gt;
&lt;br /&gt;
=== Army Battle ===&lt;br /&gt;
&lt;br /&gt;
==== Simplified Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat in &#039;&#039;Terra Invicta&#039;&#039; is a comparison of Miltech levels. Higher Miltech means you hit more often and deal more damage. If two forces have equal Miltech, the base hit chance is 50%.&lt;br /&gt;
&lt;br /&gt;
===== 1. Hit Chance (The Accuracy Gap) =====&lt;br /&gt;
The game calculates the difference (Δ) between the Attacker&#039;s Miltech and the Defender&#039;s Miltech.&lt;br /&gt;
&lt;br /&gt;
If Miltechs are equal: 50% Hit Chance.&lt;br /&gt;
If you have the advantage: Your hit chance climbs toward 100%.&lt;br /&gt;
If you are outclassed: Your hit chance drops toward 0%.&lt;br /&gt;
&lt;br /&gt;
    Hit Chance (Advantage)=100%−(50%×0.7751.5×Δ)&lt;br /&gt;
    Hit Chance (Disadvantage)=50%×0.7751.5×Δ&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Quick Guide:&#039;&#039;&#039; A 1-point Miltech advantage raises your hit chance to roughly 66%. A 2-point advantage raises it to roughly 79%.&lt;br /&gt;
====== Hit Chance Reference Table ======&lt;br /&gt;
&lt;br /&gt;
The following table shows the 1vs1 hit chance based on the Miltech difference (Delta = Attacker Miltech - Defender Miltech).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Miltech Difference (Delta) !! Hit Chance !! Note&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+3.0&#039;&#039;&#039; || &#039;&#039;&#039;84.1%&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2.0&#039;&#039;&#039; || &#039;&#039;&#039;76.7%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+1.0&#039;&#039;&#039; || &#039;&#039;&#039;65.9%&#039;&#039;&#039; || &#039;&#039;&#039;Strong offensive edge.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| +0.8 || 63.2% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.6 || 60.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.4 || 57.1% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.2 || 53.7% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;0.0&#039;&#039;&#039; || &#039;&#039;&#039;50.0%&#039;&#039;&#039; || &#039;&#039;&#039;Even match; coin-flip odds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -0.2 || 46.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.4 || 42.9% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.6 || 39.7% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.8 || 36.8% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-1.0&#039;&#039;&#039; || &#039;&#039;&#039;34.1%&#039;&#039;&#039; || &#039;&#039;&#039;Struggling to land hits.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;-2.0&#039;&#039;&#039; || &#039;&#039;&#039;23.3%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-3.0&#039;&#039;&#039; || &#039;&#039;&#039;15.9%&#039;&#039;&#039; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== 2. Damage Formulas =====&lt;br /&gt;
Damage is calculated as a percentage of the defender’s Max Health.&lt;br /&gt;
&lt;br /&gt;
====== Army vs. Army ======&lt;br /&gt;
When an army hits another army, it &#039;&#039;&#039;deals roughly 10% of its Miltech in percentage of defender’s Max Health&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Miltech × 0.1 (±20%)&lt;br /&gt;
&lt;br /&gt;
Variance: ±20% is the game simulating a damage range mechanic.&lt;br /&gt;
&lt;br /&gt;
Critical Hit: Usually 1x. Increases to 3x if the attacker is at full health and the region is unoccupied (an &amp;quot;Ambush&amp;quot;), or by a small random chance based on the total number of armies in the fight.&lt;br /&gt;
&lt;br /&gt;
====== Region vs. Army ======&lt;br /&gt;
Region defenses (fortifications/militia) &#039;&#039;&#039;fire every day at every hostile army&#039;&#039;&#039;. They deal less base damage but have much higher &amp;quot;Critical&amp;quot; lethality.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Region Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lethality&amp;quot; Multiplier: If an army is at full health and the region is unoccupied, the region can deal a massive 100x damage critical hit.&lt;br /&gt;
&lt;br /&gt;
Overwhelmed Defenses: If more hostile armies are present than friendly armies, the region&#039;s damage output is reduced.&lt;br /&gt;
&lt;br /&gt;
====== Occupying a Region (Army vs. Region) ======&lt;br /&gt;
When an army hits region defenses, it increases the Occupation %.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Army Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
Advantage Bonus: If your Army Miltech is higher than the region&#039;s base tech, you gain occupation faster.&lt;br /&gt;
&lt;br /&gt;
Geography Modifiers: Occupation is slower in regions with huge populations (like Delhi) or massive land areas (like Siberia).&lt;br /&gt;
&lt;br /&gt;
Crowding Penalty: Having too many armies in one spot (more than 1 per 100,000 km2) slows down occupation by up to 50%.&lt;br /&gt;
&lt;br /&gt;
==== Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat occurs whenever an army A is in a [[Regions|region]] R such that at least one of the following is true:&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the home nation of another army in R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation owns R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation is [[Foreign_Relations#Alliances|allies]] with the nation that owns R.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and R is not fully occupied.&lt;br /&gt;
* A&#039;s home nation does not exist and R is not fully occupied.&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
* There is a [[Aliens#Megafauna|Megafauna Army]] in R that is not owned by the same faction that owns A.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A&#039;s home nation does not exist and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by the {{icon|alien}}[[Aliens]] and R is not part of the [[Aliens#Alien_Administration|Alien Nation]] and R is not owned by a nation whose executive is controlled by a faction that has researched [[Xenofauna Harmony]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by a faction F that is &#039;&#039;&#039;not&#039;&#039;&#039; the {{icon|alien}}[[Aliens]] and every non-[[Aliens#Megafauna|Megafauna]] army in R that is owned by F is owned by a nation that is [[Foreign_Relations#Wars|at war]] with the nation that owns R.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
Combat is simulated as a daily exchange of attacks. For each army A:&lt;br /&gt;
# If there is an enemy army in the combat region, then A randomly selects one to fire at, preferring to avoid any armies owned by the same faction as A.&lt;br /&gt;
# If A is within a region that is hostile to A, then the region defenses fires at A.&lt;br /&gt;
# If A did not fire at anyone in the first step AND the region defenses missed its attack on A, then A fires at the region defenses.&lt;br /&gt;
&lt;br /&gt;
Note that this means every army can fire at most one attack per day, but region defenses fire an attack on every hostile army every day.&lt;br /&gt;
&lt;br /&gt;
Every attack has a hit chance that is determined by the gap between the attacker&#039;s {{TV|miltech}} and the defender&#039;s {{TV|miltech}}. But several modifiers may be applied to each side&#039;s {{TV|miltech}}, including but not limited to {{MissionIcon|Advise}}[[Advise|Advising]] [[Councilors]], {{icon|rugged}}rugged terrain bonuses, and damage taken.&lt;br /&gt;
&lt;br /&gt;
When attacks hit, damage is taken, which scales based on the attacker&#039;s {{TV|miltech}}. When armies take damage, their health % drops. When region defenses take damage, their occupation % increases.&lt;br /&gt;
&lt;br /&gt;
If a region is fully occupied it ceases fighting, but it can&#039;t change hands until the war is concluded. Regional economies and space facilities can take significant [[Regions#Region_Damage|collateral damage]] during fighting, although the rate of damage goes down as {{{TV|miltech}} goes up (representing more precise weaponry). Sufficient collateral damage will count as an [[Factions#Atrocity|atrocity]] by the army&#039;s owning faction.&lt;br /&gt;
&lt;br /&gt;
==== Formulas ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miltech Calculations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factor !! Army Miltech A !! Army Miltech B !! Region Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Base Miltech || Base Miltech || Base Miltech || Base Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Councilor {{MissionIcon|Advise}}[[Advise]] Bonus || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}}&lt;br /&gt;
|-&lt;br /&gt;
| LEO Hab Bonus (capped at +0.3) || +0.03 per Military Lab || +0.03 per Military Lab || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation || +0.2 || +0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|rugged}}rugged || +0.2 || +0.2 || +0.2&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic || +0.1 || +0.1 || +0.1&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|rugged}}rugged and [[Mountain Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic and [[Urban Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Army CP is disabled (Abandoned or {{MissionIcon|Crackdown}}[[Crackdown]]ed) || -0.2 || -0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Allied (or Home) Nation || +0.05 per {{TV|cohesion}} of Allied Nation || No Effect || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|cohesion}} || No Effect || No Effect || +0.05 per {{TV|cohesion}}&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|unrest}} || No Effect || No Effect || -0.05 per {{TV|unrest}}&lt;br /&gt;
|-&lt;br /&gt;
| Adjacent Regions belonging to Same Home Nation || No Effect || No Effect || +Fraction of such Regions that are unoccupied and not fighting × Home Nation&#039;s Miltech × 0.1 × (1 - 0.05 × Home Nation&#039;s {{TV|unrest}})&lt;br /&gt;
|-&lt;br /&gt;
| Remaining Combat Effectiveness || × (1 - 0.5 × Lost Health %) || × (1 - 0.5 × Lost Health %) || × (1 - 1/3 × Occupation %)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If a nation has not completed the {{TV|found military}}, then its regions have effectively {{TV|miltech|0}} for combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Chance Calculation:&#039;&#039;&#039;&lt;br /&gt;
* When an army fires at another army, the attacking army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech B&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When region defenses fire at an army, the region defenses use &#039;&#039;&#039;Region Miltech&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When an army fires at the region defenses, the hit chance is always &#039;&#039;&#039;100%&#039;&#039;&#039;. (But the army only fires if the region defenses missed their attack.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Defense ≥ Attack&lt;br /&gt;
| &amp;lt;code&amp;gt;50% × 0.775^(1.5 × (Defense-Attack))&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Attack &amp;gt; Defense&lt;br /&gt;
| &amp;lt;code&amp;gt;100% − (50% × 0.775^(1.5 × (Attack-Defense)))&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage taken:&#039;&#039;&#039;&lt;br /&gt;
When an army successfully lands a hit on another army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.1.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 3, where Y is the square of the number of armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
## If the attacking army is at full health and neither army is a [[Aliens#Megafauna|Megafauna]] and the region is 0% occupied, set Z to 3.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
&lt;br /&gt;
When the region defenses successfully land a hit on an army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the region&#039;s &#039;&#039;&#039;Region Miltech&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Let Y be the number of region-friendly armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count) multiplied by the square of the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the defending army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X, except for bonuses against [[Aliens#Megafauna|Megafauna]]. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
# Let H be the sum of the Remaining Combat Effectiveness multipliers of every region-hostile army in the region.&lt;br /&gt;
# Let F be the sum of the Remaining Combat Effectiveness multipliers of every region-friendly army in the region that is involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
# If H - F is more than 0, then multiply X by 1 - (H - F) / (H - F + 2).&lt;br /&gt;
# (1 - Region occupation % by defending army&#039;s home nation / H) chance to multiply X by 2.&lt;br /&gt;
&lt;br /&gt;
If this last (1 - Region occupation % by defending army&#039;s home nation / H) chance fails, the region occupation % by the defending army&#039;s home nation actually &#039;&#039;&#039;decreases&#039;&#039;&#039; by D%, where D is calculated as follows:&lt;br /&gt;
# Set D to the region&#039;s Region Miltech.&lt;br /&gt;
# Multiply D by 0.0225.&lt;br /&gt;
# Multiply D by a random value between 0.8 and 1.2.&lt;br /&gt;
# Divide D by the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply D by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# If D &amp;gt; 10, then set D to 10.&lt;br /&gt;
&lt;br /&gt;
When an army hits the region defenses, the attacking army&#039;s home nation increases its occupation % of the region by X%, where X is calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Let G be X - the defending region&#039;s home nation&#039;s base {{TV|miltech}} - the Councilor {{MissionIcon|Advise}}[[Advise]] Bonus for the defending region&#039;s home nation.&lt;br /&gt;
# If G &amp;gt; 0 then add G to X.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the defending army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# Let C be the number of region-hostile armies in the region - the region area / 100000km².&lt;br /&gt;
# If C &amp;gt; 0, then multiply X by Max(1 - C * 0.02, 0.5)&lt;br /&gt;
# If X &amp;gt; 10, then set X to 10.&lt;br /&gt;
&lt;br /&gt;
=== Army Operations ===&lt;br /&gt;
The faction that controls an army can conduct operations with it. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=85% | Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmyOperation on.png|40px]] Deploy Army&lt;br /&gt;
| Move this Army to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmiesOperation on.png|40px]] Deploy Armies&lt;br /&gt;
| Move all stacked armies to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultAlienAssetOperation on.png|40px]] Assault Alien Asset&lt;br /&gt;
| Launch an assault on a fixed alien target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultSpaceFacilityOperation on.png|40px]] Assault Space Facility&lt;br /&gt;
| Destroy a fixed space facility in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RazeRegionOperation on.png|40px]] Raze Region&lt;br /&gt;
| Launch a general attack on economic and civilian targets in this region. Commits 5 to 25 [[Factions#Atrocity|atrocities]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ArmyGoHomeOperation on.png|40px]] Airlift Home&lt;br /&gt;
| Return this army to its home region during peacetime. Operation will not complete if home nation is at war.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelArmyOperation on.png|40px]] Cancel Operation&lt;br /&gt;
| Cancel current operation for this Army. Army will resume fighting if enemies are present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiki Help wanted&#039;&#039;&#039;: Look up the in-game image and description for the Army Annex Region operation and upload both here!&lt;br /&gt;
&lt;br /&gt;
==== Annex Region ====&lt;br /&gt;
&lt;br /&gt;
The game mechanics for army annex operations are explained here [[Foreign Relations#War_Annexation]].&lt;br /&gt;
&lt;br /&gt;
==== Raze Region ====&lt;br /&gt;
&lt;br /&gt;
See [[Regions#Region_Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Assault Alien Asset ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken by {{TV|armies}} when they Assault Alien Assets&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Mission Outcome !! colspan=2 | Type of Alien Asset&lt;br /&gt;
|-&lt;br /&gt;
! [[Aliens#Alien_Xenoforming|Xenoflora]] !! Other&lt;br /&gt;
|-&lt;br /&gt;
| Critical Failure || (30% to 150%) / Base {{TV|miltech}} || (150% to 300%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Failure || (15% to 112.5%) / Base {{TV|miltech}} || (75% to 225%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Success || (0% to 75%) / Base {{TV|miltech}} || (0% to 150%) / Base {{TV|miltech}}&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || (0% to 15%) / Base {{TV|miltech}} || (0% to 30%) / Base {{TV|miltech}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Base {{TV|miltech}} is simply the army&#039;s home nation&#039;s {{TV|miltech}}, with all modifiers ignored.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens]] for spoilers on the different types of alien assets that can be assaulted, as well as the consequences of such assaults.&lt;br /&gt;
&lt;br /&gt;
=== Army Healing ===&lt;br /&gt;
&lt;br /&gt;
An injured human army will passively heal over time when all of the following conditions are true:&lt;br /&gt;
* It is in a friendly region&amp;lt;ref&amp;gt;A region owned by its home nation or a nation allied to its home nation&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* The region is currently not occupied or being occupied.&lt;br /&gt;
* It is not in battle with other armies.&lt;br /&gt;
* It is not currently performing an operation.&lt;br /&gt;
&lt;br /&gt;
The % health that gets healed each day is calculated as follows:&lt;br /&gt;
# 0.5% Base.&lt;br /&gt;
# +0.5% more if the faction that controls the army also controls the [[Nations#Control_Point_Types|Defense Sector Control Point]] of the army&#039;s home nation.&lt;br /&gt;
# +0.5% more if the army is in its home nation.&lt;br /&gt;
# +0.5% more if the army is in its home region.&lt;br /&gt;
# Multiply the total by (1 - (Currently Healing Human Armies of Home Nation / (Total Human Armies of Home Nation + 1))). &lt;br /&gt;
#* Note: This step is currently bugged to never occur.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Rapid Repairing Materials]] project.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Predictive Logistics Systems]] project.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
Human armies that are owned by the {{icon|alien}}[[Aliens]] still follow the same healing rules.&lt;br /&gt;
&lt;br /&gt;
But for the healing mechanics of Alien-related armies, see [[Aliens#Megafauna]] and [[Aliens#Invader_Armies]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Army Death ===&lt;br /&gt;
&lt;br /&gt;
Whenever an army dies, multiple effects may occur:&lt;br /&gt;
&lt;br /&gt;
==== Democracy Penalties ====&lt;br /&gt;
&lt;br /&gt;
If the dead army belonged to a democratic human nation, then that nation suffers two penalties:&lt;br /&gt;
* A {{TV|cohesion}} loss equal to the nation&#039;s {{TV|democracy}} / 10. &lt;br /&gt;
* Applies [[Nations#Changing_Public_Opinion|Propaganda]] in the nation for the faction that owned the dead army. Propaganda strength is equal to (0 - the nation&#039;s {{TV|democracy}}).&lt;br /&gt;
&lt;br /&gt;
==== Army IP Refund ====&lt;br /&gt;
&lt;br /&gt;
Whenever a human army dies, its home [[Nations|nation]] receives a fraction of its {{TV|IP}} Cost as a refund. This refund is put directly into the {{TV|build army}} and/or {{TV|build navy}}, so it can often result in new {{TV|armies}} and/or {{TV|navies}} being built the next day. Specifically, the refund amounts are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Refund Amounts for {{TV|build army}}. Only applies if army did not die by nuke.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || (30% to 50%) of {{TV|build army}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || (15% to 25%) of {{TV|build army}} cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Refund Amounts for {{TV|build navy}}. Only applies if the dead army had a navy.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Home Nation has [[Terrestrial_Warfare#Naval_Freedom|Naval Freedom]]? !! Army Died in Region that currently has [[Regions#World_Ocean_Access|World Ocean Access]]? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || Yes || (70% to 90%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || No || (90% to 110%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || No || || (20% to 30%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || Yes || (60% to 80%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || No || (80% to 100%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || No || || (10% to 20%) of {{TV|build navy}} cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Complete Milestones ====&lt;br /&gt;
&lt;br /&gt;
If the army is related to the [[Aliens]] in any way, then the faction that kills it may achieve certain milestones from doing so. See [[Aliens]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Hate Vent ====&lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy#Alien_Hate_Vent]].&lt;br /&gt;
&lt;br /&gt;
== Nuclear Warfare ==&lt;br /&gt;
Some nations have a number of {{TV|nukes}} available to them. These represent launching multiple strategic nuclear weapons at a target region. Launching nuclear strikes will devastate the economy of a [[Regions|region]] and the enemy {{TV|armies}} within it, although the damage will be somewhat mitigated if a nation is launching strikes on its own or an [[Foreign_Relations#Alliances|ally]]&#039;s territory. Launching factions will be charged with committing one or more [[Factions#Atrocity|atrocities]]. Detonating a sufficient number of nuclear weapons may also have disastrous global effects. A region with {{icon|sto defense}}space defenses cannot be attacked with {{TV|nuke}}.&lt;br /&gt;
&lt;br /&gt;
Nations can develop nuclear weapon with the {{TV|develop atomic bomb}}, which also gives {{TV|nuke|1}}. A nation with nuclear weapon program can build more with the {{TV|nuclear weapons}}.&lt;br /&gt;
&lt;br /&gt;
Nations construct nuclear weapons as a deterrent to enemy invasion. Attempting to conquer a nuclear-armed nation will almost certainly lead to nuclear strikes in retaliation.&lt;br /&gt;
&lt;br /&gt;
=== Valid Targets for a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Nukes can only be fired at [[Regions]]. The set of regions that a [[Nations|nation]] X can fire a nuke at is computed as follows:&lt;br /&gt;
# Add every region that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# If X does not have a spaceflight program, then remove every region that is not adjacent to X and does not have [[Regions#World_Ocean_Access|ocean access]].&lt;br /&gt;
# If X does not have a spaceflight program and does not have [[Terrestrial_Warfare#Naval_Freedom|naval freedom]], then remove every region that is not adjacent to X.&lt;br /&gt;
# Add every region owned by X or an [[Foreign_Relations#Alliances|ally]] of X if the region currently contains an army that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# For every region R, remove R unless one of the following is true:&lt;br /&gt;
#* R is owned by X.&lt;br /&gt;
#* R is owned by an [[Foreign_Relations#Alliances|ally]] of X.&lt;br /&gt;
#* R is owned by a nation that is [[Foreign_Relations#Wars|at war]] with X and R does not have a [[Nations#Space_Defenses|space defense facility]] built.&lt;br /&gt;
&lt;br /&gt;
=== Effects of a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Launching nuclear weapons will do terrible and lasting damage to the targeted region, destroy any enemy {{TV|armies}} and all space facilities, and surely be seen with horror around the globe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of a Nuclear Attack (In Chronological Order)&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Amount for Offensive Nukes !! Amount for Defensive Nukes !! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#GDP_Per_Region|Region GDP]] || -52.5% to -87.5% || -15% to -25% &lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
* [[Urban Armoring]] multiplies amount by 0.8.&lt;br /&gt;
* [[Civil Defense Programs]] multiplies amount by 0.8.&lt;br /&gt;
|-&lt;br /&gt;
| Target {{icon|pop}}[[Nations#Population|Region Population]] || -18.75% to -31.25% || -1.875% to -3.125%&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Sustainability|Pollution Multiplier]] || +0.075 to +0.125 || +0.00375 to +0.00625 || Multiplied by [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]&lt;br /&gt;
|-&lt;br /&gt;
| Nuking Faction Commits [[Factions#Atrocity|Atrocities]] || colspan=2 | 1 per 100k {{TV|pop}} killed (rounded down). &lt;br /&gt;
|&lt;br /&gt;
* Multiply by 10 if nuke launcher is not on the defending side of any war where the target nation is on the attacking side. &lt;br /&gt;
** ...seems to apply for self-nukes too??&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
** Does not apply if the target region is owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* Capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; GDP || -25% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || -5% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Family Ties]] Trait Effect || colspan=2 | {{TV|loyalty|-10}} || Multiply by 2 if Councilor&#039;s Faction launched the nuke.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic || Remove {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -2.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining || Remove {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -1.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Priorities|Priorities]] || colspan=2| Set to 0 || Except {{icon|spoils}}Spoils, {{icon|unity}}Unity, and {{icon|oppression}}Oppression.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Destroy Space Assets in Target Region || colspan=2 | All {{icon|boost}}[[Nations#Boost|Boost]], {{icon|mc}}[[Nations#Mission_Control|Mission Control]] , and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]] || If Target Nation is NOT Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| N/A || All {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]], just 1 {{icon|mc}}[[Nations#Mission_Control|Mission Control]]  || If Target Nation is Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation {{icon|funding}}[[Nations#Funding|Funding]] || N/A || -50% × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]] || If Target Nation is Nuke Launcher&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=7 | Health of Each Army in Target Region || colspan=2 | Instant Death || For the Strongest&amp;lt;ref&amp;gt;The strongest army is the army whose health % × Base {{TV|miltech}} is the highest.&amp;lt;/ref&amp;gt; Army that is not Ally of Nuker&amp;lt;ref name=allyofnuker&amp;gt;An army is an ally of the nuker if any of the following are true:&lt;br /&gt;
* The army is owned by the nuking nation.&lt;br /&gt;
* The army is owned by an ally of the nuking nation.&lt;br /&gt;
* The army is owned by the nuking faction and not a [[Aliens#Megafauna|Megafauna]].&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, (-100% + (1% to 5%) × (Base {{icon|miltech}}MilTech - 3.79)) × 0.140625) || For each [[Aliens#Invader Armies|Alien Invader Army]] that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79) × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens) || 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens || The other 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79)) || 50% chance for each Megafauna army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% || The other 50% chance for each [[Aliens#Megafauna|Megafauna]] army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% / (48 to 52) || For each army that is Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Each [[Councilors|Councilor]] in Target Region || colspan=2 | 50% Chance to die || [[Survivor]] trait gives immunity.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Xenoforming|Alien Xenoforming]] || colspan=2 | Set to 0 Xenoflora Growth Levels || None&lt;br /&gt;
|-&lt;br /&gt;
| Add [[Climate Change|Aerosols]] || colspan=2 | 0.00777 || Multiply by Region Area (km²) / 10000km² if Region is an Island smaller than 10000km².&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | Target Region Gains 1 Layer of Nuclear Fallout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orbital Bombardment ==&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] with certain weapon modules can bombard hostile armies from orbit.&lt;br /&gt;
&lt;br /&gt;
See [[Fleets#Orbital_Bombardment]] for more details.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561197989421583</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11615</id>
		<title>Terrestrial Warfare</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11615"/>
		<updated>2026-03-17T19:39:30Z</updated>

		<summary type="html">&lt;p&gt;76561197989421583: Correction of a mistake &amp;#039;===&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt; This page mainly discusses the mechanics for fighting terrestrial wars. For a more detailed discussion about starting and ending wars, see [[Foreign Relations#Wars]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Foreign Relations#Wars|Wars]] begin when a [[Councilors|councilor]] for the executive [[Factions|faction]] of one of two [[Foreign Relations#Rivals|Rivals]] selects the [[Foreign Relations#Declaring_Wars|War policy]] against the rival. All war-capable [[Foreign Relations#Alliances|allies]] of the defending rival (with an army or nuclear weapons) join the war. All war-capable allies of the attacker are given the option to join on the attacker&#039;s side.&lt;br /&gt;
&lt;br /&gt;
To win a war, an [[Nations#Armies|army]] must occupy the enemy&#039;s {{icon|capital|bgcolor=DarkSlateGray}}Capital  [[Regions|region]]. At that moment, the war ends, triggering a [[Foreign Relations#War_Conquest|regime change]]. [[Foreign Relations#Claims|Claimed regions]] change hands to the occupier and its allies. If any of the invaded nation remains, its control point owners are replaced with those of the victor. Some of the nation&#039;s stats change when a new regime is installed, sometimes in unpredictable ways, but the new ruling faction will be able to fund [[Nations#Direct_Investment|Direct Investments]] into the nation at greatly reduced {{TV|influence}} cost for a period of one year. Unoccupied [[Regions]] and surviving enemy armies will contribute to greater {{TV|unrest}} following a regime change.&lt;br /&gt;
&lt;br /&gt;
Wars may also end with a [[Foreign Relations#Seeking_Peace|simple peace]] where both sides return to the prewar status quo.&lt;br /&gt;
&lt;br /&gt;
== Armies ==&lt;br /&gt;
&lt;br /&gt;
[[Nations#Armies|Armies]] represent multiple modern divisions that are capable of gaining and holding territory in other [[Nations]]. Control of an army is gained after councilors gain at least partial control of a nation. Most [[Nations]] don&#039;t have armies at the campaign start, but [[Nations]] with sufficient {{TV|pop}} can build new ones with enough investment into the {{TV|build army}}. While powerful, armies are a drag on a nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development and remain subject to the international relations of their home countries, which too can be managed with sufficient control of a nation.&lt;br /&gt;
&lt;br /&gt;
Armies have a [[File:ICO army HQ.png|20px]]headquarters region in their home nation. If located there, they incur a smaller cost to the nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development.&lt;br /&gt;
&lt;br /&gt;
Armies rely on two key values: its parent nation&#039;s {{TV|miltech}} level and its strength. The strength value measures how much damage the army has taken. Armies usually passively and freely repair themselves when not fighting in a friendly region.&lt;br /&gt;
&lt;br /&gt;
Some armies have a {{icon|navy}}[[Nations#Navies|Navy]] upgrade that allows them to transit oceans. During wartime, a nation&#039;s navies can only cross the water if the nation has naval superiority over its foes. Only larger or wealthier [[Nations]] have the capability to {{icon|build navy}}build and project power with {{icon|navy}}navies.&lt;br /&gt;
&lt;br /&gt;
=== Naval Freedom ===&lt;br /&gt;
&lt;br /&gt;
For each [[Foreign Relations#Wars|war]], the game computes for each side the sum of the {{TV|miltech}} of the armies that have a navy upgrade. If one side has a higher sum than the other, then the other side of the war is blockaded: all of its nations no longer have Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
As a result, a nation only has Naval Freedom if it is not blockaded in any of the wars that it is involved in.&lt;br /&gt;
&lt;br /&gt;
Notably, since wars can get very messy, with multiple overlapping wars, it is actually entirely possible for all nations to lose their Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
Consider a simple example with 3 nations: A, B, and C, such that:&lt;br /&gt;
* A has a single navy with {{TV|miltech|3}}.&lt;br /&gt;
* B has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
* C has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
&lt;br /&gt;
Suppose there are three overlapping wars X, Y, and Z, such that:&lt;br /&gt;
* War X pits A against B.&lt;br /&gt;
* War Y pits A against C.&lt;br /&gt;
* War Z pits A against B and C.&lt;br /&gt;
&lt;br /&gt;
Then the result would be:&lt;br /&gt;
* War X blockades B, since A&#039;s 3 naval score beats B&#039;s 2 naval score.&lt;br /&gt;
* War Y blockades C, since A&#039;s 3 naval score beats C&#039;s 2 naval score.&lt;br /&gt;
* War Z blockades A, since A&#039;s 3 naval score is beaten by the combined naval score of B&#039;s 2 naval score added to C&#039;s 2 naval score = 4 naval score.&lt;br /&gt;
&lt;br /&gt;
So all 3 nations have no Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
=== Army Movement ===&lt;br /&gt;
&lt;br /&gt;
Armies are allowed to be in any region R such that one of the following is true:&lt;br /&gt;
* R belongs to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Alliances|allied]] to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Wars|at war]] with the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
An army can directly travel from any region R1 to any region R2 such that at least one of the following is true:&lt;br /&gt;
* R1 and R2 are adjacent.&amp;lt;ref name=adjacent&amp;gt;Note: Certain research projects can make pairs of regions become adjacent.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* R1 and R2 are adjacent only for friendly armies&amp;lt;ref name=adjacent /&amp;gt;, and both R1 and R2 belong to nation(s) that are not at war with the army&#039;s home nation.&lt;br /&gt;
* All of the following are true:&lt;br /&gt;
** R1 and R2 both currently have [[Regions#World_Ocean_Access|world ocean access]].&lt;br /&gt;
** The army&#039;s home nation has [[Terrestrial_Warfare#Naval_Freedom|naval freedom]].&lt;br /&gt;
** Either the army does not need to travel between the Black Sea and the World Ocean, or the army&#039;s home nation has access to the Turkish Strait.&lt;br /&gt;
&lt;br /&gt;
A nation has Turkish Strait access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Istanbul region. &lt;br /&gt;
* The Istanbul region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Land Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel directly between two adjacent regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = Distance (km) / 300 (km/day) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by the following multipliers:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| Condition(s) !! colspan=3|Multiplier Value When: &lt;br /&gt;
|-&lt;br /&gt;
! Only Origin Region is Small&amp;lt;ref name=small&amp;gt;A region is small if it is smaller than 150000km².&amp;lt;/ref&amp;gt; !! Only Destination Region is Small&amp;lt;ref name=small /&amp;gt;!! Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is not friendly OR Origin Region has enemy armies || 5 ^ 0.2 || 5 ^ 0.8 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| (Origin Region is not friendly OR Origin Region has enemy armies) AND Origin Region is {{icon|rugged}}Rugged || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Region is {{icon|rugged}}Rugged || 1.25 ^ 0.2 || 1.25 ^ 0.8 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly || 5 ^ 0.8 || 5 ^ 0.2 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly AND Destination Region is {{icon|rugged}}Rugged || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Region is {{icon|rugged}}Rugged || 1.25 ^ 0.8 || 1.25 ^ 0.2 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Naval Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel between two regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = (14 days + Distance (km) / 792 (km/day) ) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by a number of complex calculations that consider the different possible sea routes. In particular, the duration can be significantly affected by whether the army&#039;s nation has access to the Suez and Panama canals. &lt;br /&gt;
&lt;br /&gt;
A nation has canal access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Canal region. &lt;br /&gt;
* The Canal region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
The Canal regions are:&lt;br /&gt;
* Cairo for the Suez Canal.&lt;br /&gt;
* Panama City for the Panama Canal.&lt;br /&gt;
&lt;br /&gt;
=== Army Battle ===&lt;br /&gt;
&lt;br /&gt;
==== Simplified Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat in &#039;&#039;Terra Invicta&#039;&#039; is a comparison of Miltech levels. Higher Miltech means you hit more often and deal more damage. If two forces have equal Miltech, the base hit chance is 50%.&lt;br /&gt;
&lt;br /&gt;
===== 1. Hit Chance (The Accuracy Gap) =====&lt;br /&gt;
The game calculates the difference (Δ) between the Attacker&#039;s Miltech and the Defender&#039;s Miltech.&lt;br /&gt;
&lt;br /&gt;
If Miltechs are equal: 50% Hit Chance.&lt;br /&gt;
If you have the advantage: Your hit chance climbs toward 100%.&lt;br /&gt;
If you are outclassed: Your hit chance drops toward 0%.&lt;br /&gt;
&lt;br /&gt;
    Hit Chance (Advantage)=100%−(50%×0.7751.5×Δ)&lt;br /&gt;
    Hit Chance (Disadvantage)=50%×0.7751.5×Δ&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Quick Guide:&#039;&#039;&#039; A 1-point Miltech advantage raises your hit chance to roughly 66%. A 2-point advantage raises it to roughly 79%.&lt;br /&gt;
====== Hit Chance Reference Table ======&lt;br /&gt;
&lt;br /&gt;
The following table shows the 1vs1 hit chance based on the Miltech difference (Delta = Attacker Miltech - Defender Miltech).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Miltech Difference (Delta) !! Hit Chance !! Note&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+3.0&#039;&#039;&#039; || &#039;&#039;&#039;84.1%&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2.0&#039;&#039;&#039; || &#039;&#039;&#039;76.7%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+1.0&#039;&#039;&#039; || &#039;&#039;&#039;65.9%&#039;&#039;&#039; || &#039;&#039;&#039;Strong offensive edge.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| +0.8 || 63.2% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.6 || 60.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.4 || 57.1% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.2 || 53.7% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;0.0&#039;&#039;&#039; || &#039;&#039;&#039;50.0%&#039;&#039;&#039; || &#039;&#039;&#039;Even match; coin-flip odds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -0.2 || 46.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.4 || 42.9% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.6 || 39.7% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.8 || 36.8% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-1.0&#039;&#039;&#039; || &#039;&#039;&#039;34.1%&#039;&#039;&#039; || &#039;&#039;&#039;Struggling to land hits.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;-2.0&#039;&#039;&#039; || &#039;&#039;&#039;23.3%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-3.0&#039;&#039;&#039; || &#039;&#039;&#039;15.9%&#039;&#039;&#039; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== 2. Damage Formulas =====&lt;br /&gt;
Damage is calculated as a percentage of the defender’s Max Health.&lt;br /&gt;
&lt;br /&gt;
====== Army vs. Army ======&lt;br /&gt;
When an army hits another army, it &#039;&#039;&#039;deals roughly 10% of its Miltech in percentage of defender’s Max Health&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Miltech × 0.1 (±20%)&lt;br /&gt;
&lt;br /&gt;
Variance: ±20% is the game simulating a damage range mechanic.&lt;br /&gt;
&lt;br /&gt;
Critical Hit: Usually 1x. Increases to 3x if the attacker is at full health and the region is unoccupied (an &amp;quot;Ambush&amp;quot;), or by a small random chance based on the total number of armies in the fight.&lt;br /&gt;
&lt;br /&gt;
====== Region vs. Army ======&lt;br /&gt;
Region defenses (fortifications/militia) fire every day at every hostile army. They deal less base damage but have much higher &amp;quot;Critical&amp;quot; lethality.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Region Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lethality&amp;quot; Multiplier: If an army is at full health and the region is unoccupied, the region can deal a massive 100x damage critical hit.&lt;br /&gt;
&lt;br /&gt;
Overwhelmed Defenses: If more hostile armies are present than friendly armies, the region&#039;s damage output is reduced.&lt;br /&gt;
&lt;br /&gt;
====== Occupying a Region (Army vs. Region) ======&lt;br /&gt;
When an army hits region defenses, it increases the Occupation %.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Army Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
Advantage Bonus: If your Army Miltech is higher than the region&#039;s base tech, you gain occupation faster.&lt;br /&gt;
&lt;br /&gt;
Geography Modifiers: Occupation is slower in regions with huge populations (like Delhi) or massive land areas (like Siberia).&lt;br /&gt;
&lt;br /&gt;
Crowding Penalty: Having too many armies in one spot (more than 1 per 100,000 km2) slows down occupation by up to 50%.&lt;br /&gt;
&lt;br /&gt;
==== Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat occurs whenever an army A is in a [[Regions|region]] R such that at least one of the following is true:&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the home nation of another army in R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation owns R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation is [[Foreign_Relations#Alliances|allies]] with the nation that owns R.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and R is not fully occupied.&lt;br /&gt;
* A&#039;s home nation does not exist and R is not fully occupied.&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
* There is a [[Aliens#Megafauna|Megafauna Army]] in R that is not owned by the same faction that owns A.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A&#039;s home nation does not exist and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by the {{icon|alien}}[[Aliens]] and R is not part of the [[Aliens#Alien_Administration|Alien Nation]] and R is not owned by a nation whose executive is controlled by a faction that has researched [[Xenofauna Harmony]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by a faction F that is &#039;&#039;&#039;not&#039;&#039;&#039; the {{icon|alien}}[[Aliens]] and every non-[[Aliens#Megafauna|Megafauna]] army in R that is owned by F is owned by a nation that is [[Foreign_Relations#Wars|at war]] with the nation that owns R.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
Combat is simulated as a daily exchange of attacks. For each army A:&lt;br /&gt;
# If there is an enemy army in the combat region, then A randomly selects one to fire at, preferring to avoid any armies owned by the same faction as A.&lt;br /&gt;
# If A is within a region that is hostile to A, then the region defenses fires at A.&lt;br /&gt;
# If A did not fire at anyone in the first step AND the region defenses missed its attack on A, then A fires at the region defenses.&lt;br /&gt;
&lt;br /&gt;
Note that this means every army can fire at most one attack per day, but region defenses fire an attack on every hostile army every day.&lt;br /&gt;
&lt;br /&gt;
Every attack has a hit chance that is determined by the gap between the attacker&#039;s {{TV|miltech}} and the defender&#039;s {{TV|miltech}}. But several modifiers may be applied to each side&#039;s {{TV|miltech}}, including but not limited to {{MissionIcon|Advise}}[[Advise|Advising]] [[Councilors]], {{icon|rugged}}rugged terrain bonuses, and damage taken.&lt;br /&gt;
&lt;br /&gt;
When attacks hit, damage is taken, which scales based on the attacker&#039;s {{TV|miltech}}. When armies take damage, their health % drops. When region defenses take damage, their occupation % increases.&lt;br /&gt;
&lt;br /&gt;
If a region is fully occupied it ceases fighting, but it can&#039;t change hands until the war is concluded. Regional economies and space facilities can take significant [[Regions#Region_Damage|collateral damage]] during fighting, although the rate of damage goes down as {{{TV|miltech}} goes up (representing more precise weaponry). Sufficient collateral damage will count as an [[Factions#Atrocity|atrocity]] by the army&#039;s owning faction.&lt;br /&gt;
&lt;br /&gt;
==== Formulas ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miltech Calculations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factor !! Army Miltech A !! Army Miltech B !! Region Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Base Miltech || Base Miltech || Base Miltech || Base Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Councilor {{MissionIcon|Advise}}[[Advise]] Bonus || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}}&lt;br /&gt;
|-&lt;br /&gt;
| LEO Hab Bonus (capped at +0.3) || +0.03 per Military Lab || +0.03 per Military Lab || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation || +0.2 || +0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|rugged}}rugged || +0.2 || +0.2 || +0.2&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic || +0.1 || +0.1 || +0.1&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|rugged}}rugged and [[Mountain Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic and [[Urban Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Army CP is disabled (Abandoned or {{MissionIcon|Crackdown}}[[Crackdown]]ed) || -0.2 || -0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Allied (or Home) Nation || +0.05 per {{TV|cohesion}} of Allied Nation || No Effect || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|cohesion}} || No Effect || No Effect || +0.05 per {{TV|cohesion}}&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|unrest}} || No Effect || No Effect || -0.05 per {{TV|unrest}}&lt;br /&gt;
|-&lt;br /&gt;
| Adjacent Regions belonging to Same Home Nation || No Effect || No Effect || +Fraction of such Regions that are unoccupied and not fighting × Home Nation&#039;s Miltech × 0.1 × (1 - 0.05 × Home Nation&#039;s {{TV|unrest}})&lt;br /&gt;
|-&lt;br /&gt;
| Remaining Combat Effectiveness || × (1 - 0.5 × Lost Health %) || × (1 - 0.5 × Lost Health %) || × (1 - 1/3 × Occupation %)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If a nation has not completed the {{TV|found military}}, then its regions have effectively {{TV|miltech|0}} for combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Chance Calculation:&#039;&#039;&#039;&lt;br /&gt;
* When an army fires at another army, the attacking army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech B&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When region defenses fire at an army, the region defenses use &#039;&#039;&#039;Region Miltech&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When an army fires at the region defenses, the hit chance is always &#039;&#039;&#039;100%&#039;&#039;&#039;. (But the army only fires if the region defenses missed their attack.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Defense ≥ Attack&lt;br /&gt;
| &amp;lt;code&amp;gt;50% × 0.775^(1.5 × (Defense-Attack))&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Attack &amp;gt; Defense&lt;br /&gt;
| &amp;lt;code&amp;gt;100% − (50% × 0.775^(1.5 × (Attack-Defense)))&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage taken:&#039;&#039;&#039;&lt;br /&gt;
When an army successfully lands a hit on another army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.1.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 3, where Y is the square of the number of armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
## If the attacking army is at full health and neither army is a [[Aliens#Megafauna|Megafauna]] and the region is 0% occupied, set Z to 3.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
&lt;br /&gt;
When the region defenses successfully land a hit on an army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the region&#039;s &#039;&#039;&#039;Region Miltech&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Let Y be the number of region-friendly armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count) multiplied by the square of the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the defending army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X, except for bonuses against [[Aliens#Megafauna|Megafauna]]. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
# Let H be the sum of the Remaining Combat Effectiveness multipliers of every region-hostile army in the region.&lt;br /&gt;
# Let F be the sum of the Remaining Combat Effectiveness multipliers of every region-friendly army in the region that is involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
# If H - F is more than 0, then multiply X by 1 - (H - F) / (H - F + 2).&lt;br /&gt;
# (1 - Region occupation % by defending army&#039;s home nation / H) chance to multiply X by 2.&lt;br /&gt;
&lt;br /&gt;
If this last (1 - Region occupation % by defending army&#039;s home nation / H) chance fails, the region occupation % by the defending army&#039;s home nation actually &#039;&#039;&#039;decreases&#039;&#039;&#039; by D%, where D is calculated as follows:&lt;br /&gt;
# Set D to the region&#039;s Region Miltech.&lt;br /&gt;
# Multiply D by 0.0225.&lt;br /&gt;
# Multiply D by a random value between 0.8 and 1.2.&lt;br /&gt;
# Divide D by the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply D by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# If D &amp;gt; 10, then set D to 10.&lt;br /&gt;
&lt;br /&gt;
When an army hits the region defenses, the attacking army&#039;s home nation increases its occupation % of the region by X%, where X is calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Let G be X - the defending region&#039;s home nation&#039;s base {{TV|miltech}} - the Councilor {{MissionIcon|Advise}}[[Advise]] Bonus for the defending region&#039;s home nation.&lt;br /&gt;
# If G &amp;gt; 0 then add G to X.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the defending army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# Let C be the number of region-hostile armies in the region - the region area / 100000km².&lt;br /&gt;
# If C &amp;gt; 0, then multiply X by Max(1 - C * 0.02, 0.5)&lt;br /&gt;
# If X &amp;gt; 10, then set X to 10.&lt;br /&gt;
&lt;br /&gt;
=== Army Operations ===&lt;br /&gt;
The faction that controls an army can conduct operations with it. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=85% | Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmyOperation on.png|40px]] Deploy Army&lt;br /&gt;
| Move this Army to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmiesOperation on.png|40px]] Deploy Armies&lt;br /&gt;
| Move all stacked armies to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultAlienAssetOperation on.png|40px]] Assault Alien Asset&lt;br /&gt;
| Launch an assault on a fixed alien target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultSpaceFacilityOperation on.png|40px]] Assault Space Facility&lt;br /&gt;
| Destroy a fixed space facility in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RazeRegionOperation on.png|40px]] Raze Region&lt;br /&gt;
| Launch a general attack on economic and civilian targets in this region. Commits 5 to 25 [[Factions#Atrocity|atrocities]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ArmyGoHomeOperation on.png|40px]] Airlift Home&lt;br /&gt;
| Return this army to its home region during peacetime. Operation will not complete if home nation is at war.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelArmyOperation on.png|40px]] Cancel Operation&lt;br /&gt;
| Cancel current operation for this Army. Army will resume fighting if enemies are present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiki Help wanted&#039;&#039;&#039;: Look up the in-game image and description for the Army Annex Region operation and upload both here!&lt;br /&gt;
&lt;br /&gt;
==== Annex Region ====&lt;br /&gt;
&lt;br /&gt;
The game mechanics for army annex operations are explained here [[Foreign Relations#War_Annexation]].&lt;br /&gt;
&lt;br /&gt;
==== Raze Region ====&lt;br /&gt;
&lt;br /&gt;
See [[Regions#Region_Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Assault Alien Asset ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken by {{TV|armies}} when they Assault Alien Assets&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Mission Outcome !! colspan=2 | Type of Alien Asset&lt;br /&gt;
|-&lt;br /&gt;
! [[Aliens#Alien_Xenoforming|Xenoflora]] !! Other&lt;br /&gt;
|-&lt;br /&gt;
| Critical Failure || (30% to 150%) / Base {{TV|miltech}} || (150% to 300%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Failure || (15% to 112.5%) / Base {{TV|miltech}} || (75% to 225%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Success || (0% to 75%) / Base {{TV|miltech}} || (0% to 150%) / Base {{TV|miltech}}&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || (0% to 15%) / Base {{TV|miltech}} || (0% to 30%) / Base {{TV|miltech}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Base {{TV|miltech}} is simply the army&#039;s home nation&#039;s {{TV|miltech}}, with all modifiers ignored.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens]] for spoilers on the different types of alien assets that can be assaulted, as well as the consequences of such assaults.&lt;br /&gt;
&lt;br /&gt;
=== Army Healing ===&lt;br /&gt;
&lt;br /&gt;
An injured human army will passively heal over time when all of the following conditions are true:&lt;br /&gt;
* It is in a friendly region&amp;lt;ref&amp;gt;A region owned by its home nation or a nation allied to its home nation&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* The region is currently not occupied or being occupied.&lt;br /&gt;
* It is not in battle with other armies.&lt;br /&gt;
* It is not currently performing an operation.&lt;br /&gt;
&lt;br /&gt;
The % health that gets healed each day is calculated as follows:&lt;br /&gt;
# 0.5% Base.&lt;br /&gt;
# +0.5% more if the faction that controls the army also controls the [[Nations#Control_Point_Types|Defense Sector Control Point]] of the army&#039;s home nation.&lt;br /&gt;
# +0.5% more if the army is in its home nation.&lt;br /&gt;
# +0.5% more if the army is in its home region.&lt;br /&gt;
# Multiply the total by (1 - (Currently Healing Human Armies of Home Nation / (Total Human Armies of Home Nation + 1))). &lt;br /&gt;
#* Note: This step is currently bugged to never occur.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Rapid Repairing Materials]] project.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Predictive Logistics Systems]] project.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
Human armies that are owned by the {{icon|alien}}[[Aliens]] still follow the same healing rules.&lt;br /&gt;
&lt;br /&gt;
But for the healing mechanics of Alien-related armies, see [[Aliens#Megafauna]] and [[Aliens#Invader_Armies]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Army Death ===&lt;br /&gt;
&lt;br /&gt;
Whenever an army dies, multiple effects may occur:&lt;br /&gt;
&lt;br /&gt;
==== Democracy Penalties ====&lt;br /&gt;
&lt;br /&gt;
If the dead army belonged to a democratic human nation, then that nation suffers two penalties:&lt;br /&gt;
* A {{TV|cohesion}} loss equal to the nation&#039;s {{TV|democracy}} / 10. &lt;br /&gt;
* Applies [[Nations#Changing_Public_Opinion|Propaganda]] in the nation for the faction that owned the dead army. Propaganda strength is equal to (0 - the nation&#039;s {{TV|democracy}}).&lt;br /&gt;
&lt;br /&gt;
==== Army IP Refund ====&lt;br /&gt;
&lt;br /&gt;
Whenever a human army dies, its home [[Nations|nation]] receives a fraction of its {{TV|IP}} Cost as a refund. This refund is put directly into the {{TV|build army}} and/or {{TV|build navy}}, so it can often result in new {{TV|armies}} and/or {{TV|navies}} being built the next day. Specifically, the refund amounts are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Refund Amounts for {{TV|build army}}. Only applies if army did not die by nuke.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || (30% to 50%) of {{TV|build army}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || (15% to 25%) of {{TV|build army}} cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Refund Amounts for {{TV|build navy}}. Only applies if the dead army had a navy.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Home Nation has [[Terrestrial_Warfare#Naval_Freedom|Naval Freedom]]? !! Army Died in Region that currently has [[Regions#World_Ocean_Access|World Ocean Access]]? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || Yes || (70% to 90%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || No || (90% to 110%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || No || || (20% to 30%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || Yes || (60% to 80%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || No || (80% to 100%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || No || || (10% to 20%) of {{TV|build navy}} cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Complete Milestones ====&lt;br /&gt;
&lt;br /&gt;
If the army is related to the [[Aliens]] in any way, then the faction that kills it may achieve certain milestones from doing so. See [[Aliens]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Hate Vent ====&lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy#Alien_Hate_Vent]].&lt;br /&gt;
&lt;br /&gt;
== Nuclear Warfare ==&lt;br /&gt;
Some nations have a number of {{TV|nukes}} available to them. These represent launching multiple strategic nuclear weapons at a target region. Launching nuclear strikes will devastate the economy of a [[Regions|region]] and the enemy {{TV|armies}} within it, although the damage will be somewhat mitigated if a nation is launching strikes on its own or an [[Foreign_Relations#Alliances|ally]]&#039;s territory. Launching factions will be charged with committing one or more [[Factions#Atrocity|atrocities]]. Detonating a sufficient number of nuclear weapons may also have disastrous global effects. A region with {{icon|sto defense}}space defenses cannot be attacked with {{TV|nuke}}.&lt;br /&gt;
&lt;br /&gt;
Nations can develop nuclear weapon with the {{TV|develop atomic bomb}}, which also gives {{TV|nuke|1}}. A nation with nuclear weapon program can build more with the {{TV|nuclear weapons}}.&lt;br /&gt;
&lt;br /&gt;
Nations construct nuclear weapons as a deterrent to enemy invasion. Attempting to conquer a nuclear-armed nation will almost certainly lead to nuclear strikes in retaliation.&lt;br /&gt;
&lt;br /&gt;
=== Valid Targets for a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Nukes can only be fired at [[Regions]]. The set of regions that a [[Nations|nation]] X can fire a nuke at is computed as follows:&lt;br /&gt;
# Add every region that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# If X does not have a spaceflight program, then remove every region that is not adjacent to X and does not have [[Regions#World_Ocean_Access|ocean access]].&lt;br /&gt;
# If X does not have a spaceflight program and does not have [[Terrestrial_Warfare#Naval_Freedom|naval freedom]], then remove every region that is not adjacent to X.&lt;br /&gt;
# Add every region owned by X or an [[Foreign_Relations#Alliances|ally]] of X if the region currently contains an army that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# For every region R, remove R unless one of the following is true:&lt;br /&gt;
#* R is owned by X.&lt;br /&gt;
#* R is owned by an [[Foreign_Relations#Alliances|ally]] of X.&lt;br /&gt;
#* R is owned by a nation that is [[Foreign_Relations#Wars|at war]] with X and R does not have a [[Nations#Space_Defenses|space defense facility]] built.&lt;br /&gt;
&lt;br /&gt;
=== Effects of a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Launching nuclear weapons will do terrible and lasting damage to the targeted region, destroy any enemy {{TV|armies}} and all space facilities, and surely be seen with horror around the globe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of a Nuclear Attack (In Chronological Order)&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Amount for Offensive Nukes !! Amount for Defensive Nukes !! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#GDP_Per_Region|Region GDP]] || -52.5% to -87.5% || -15% to -25% &lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
* [[Urban Armoring]] multiplies amount by 0.8.&lt;br /&gt;
* [[Civil Defense Programs]] multiplies amount by 0.8.&lt;br /&gt;
|-&lt;br /&gt;
| Target {{icon|pop}}[[Nations#Population|Region Population]] || -18.75% to -31.25% || -1.875% to -3.125%&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Sustainability|Pollution Multiplier]] || +0.075 to +0.125 || +0.00375 to +0.00625 || Multiplied by [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]&lt;br /&gt;
|-&lt;br /&gt;
| Nuking Faction Commits [[Factions#Atrocity|Atrocities]] || colspan=2 | 1 per 100k {{TV|pop}} killed (rounded down). &lt;br /&gt;
|&lt;br /&gt;
* Multiply by 10 if nuke launcher is not on the defending side of any war where the target nation is on the attacking side. &lt;br /&gt;
** ...seems to apply for self-nukes too??&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
** Does not apply if the target region is owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* Capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; GDP || -25% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || -5% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Family Ties]] Trait Effect || colspan=2 | {{TV|loyalty|-10}} || Multiply by 2 if Councilor&#039;s Faction launched the nuke.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic || Remove {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -2.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining || Remove {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -1.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Priorities|Priorities]] || colspan=2| Set to 0 || Except {{icon|spoils}}Spoils, {{icon|unity}}Unity, and {{icon|oppression}}Oppression.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Destroy Space Assets in Target Region || colspan=2 | All {{icon|boost}}[[Nations#Boost|Boost]], {{icon|mc}}[[Nations#Mission_Control|Mission Control]] , and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]] || If Target Nation is NOT Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| N/A || All {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]], just 1 {{icon|mc}}[[Nations#Mission_Control|Mission Control]]  || If Target Nation is Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation {{icon|funding}}[[Nations#Funding|Funding]] || N/A || -50% × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]] || If Target Nation is Nuke Launcher&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=7 | Health of Each Army in Target Region || colspan=2 | Instant Death || For the Strongest&amp;lt;ref&amp;gt;The strongest army is the army whose health % × Base {{TV|miltech}} is the highest.&amp;lt;/ref&amp;gt; Army that is not Ally of Nuker&amp;lt;ref name=allyofnuker&amp;gt;An army is an ally of the nuker if any of the following are true:&lt;br /&gt;
* The army is owned by the nuking nation.&lt;br /&gt;
* The army is owned by an ally of the nuking nation.&lt;br /&gt;
* The army is owned by the nuking faction and not a [[Aliens#Megafauna|Megafauna]].&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, (-100% + (1% to 5%) × (Base {{icon|miltech}}MilTech - 3.79)) × 0.140625) || For each [[Aliens#Invader Armies|Alien Invader Army]] that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79) × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens) || 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens || The other 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79)) || 50% chance for each Megafauna army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% || The other 50% chance for each [[Aliens#Megafauna|Megafauna]] army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% / (48 to 52) || For each army that is Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Each [[Councilors|Councilor]] in Target Region || colspan=2 | 50% Chance to die || [[Survivor]] trait gives immunity.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Xenoforming|Alien Xenoforming]] || colspan=2 | Set to 0 Xenoflora Growth Levels || None&lt;br /&gt;
|-&lt;br /&gt;
| Add [[Climate Change|Aerosols]] || colspan=2 | 0.00777 || Multiply by Region Area (km²) / 10000km² if Region is an Island smaller than 10000km².&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | Target Region Gains 1 Layer of Nuclear Fallout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orbital Bombardment ==&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] with certain weapon modules can bombard hostile armies from orbit.&lt;br /&gt;
&lt;br /&gt;
See [[Fleets#Orbital_Bombardment]] for more details.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561197989421583</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11614</id>
		<title>Terrestrial Warfare</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11614"/>
		<updated>2026-03-17T19:37:00Z</updated>

		<summary type="html">&lt;p&gt;76561197989421583: Proposition of ==== Simplified Combat Rules ==== including a quick ====== Hit Chance Reference Table ====== to help readers with army combat decision making.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt; This page mainly discusses the mechanics for fighting terrestrial wars. For a more detailed discussion about starting and ending wars, see [[Foreign Relations#Wars]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Foreign Relations#Wars|Wars]] begin when a [[Councilors|councilor]] for the executive [[Factions|faction]] of one of two [[Foreign Relations#Rivals|Rivals]] selects the [[Foreign Relations#Declaring_Wars|War policy]] against the rival. All war-capable [[Foreign Relations#Alliances|allies]] of the defending rival (with an army or nuclear weapons) join the war. All war-capable allies of the attacker are given the option to join on the attacker&#039;s side.&lt;br /&gt;
&lt;br /&gt;
To win a war, an [[Nations#Armies|army]] must occupy the enemy&#039;s {{icon|capital|bgcolor=DarkSlateGray}}Capital  [[Regions|region]]. At that moment, the war ends, triggering a [[Foreign Relations#War_Conquest|regime change]]. [[Foreign Relations#Claims|Claimed regions]] change hands to the occupier and its allies. If any of the invaded nation remains, its control point owners are replaced with those of the victor. Some of the nation&#039;s stats change when a new regime is installed, sometimes in unpredictable ways, but the new ruling faction will be able to fund [[Nations#Direct_Investment|Direct Investments]] into the nation at greatly reduced {{TV|influence}} cost for a period of one year. Unoccupied [[Regions]] and surviving enemy armies will contribute to greater {{TV|unrest}} following a regime change.&lt;br /&gt;
&lt;br /&gt;
Wars may also end with a [[Foreign Relations#Seeking_Peace|simple peace]] where both sides return to the prewar status quo.&lt;br /&gt;
&lt;br /&gt;
== Armies ==&lt;br /&gt;
&lt;br /&gt;
[[Nations#Armies|Armies]] represent multiple modern divisions that are capable of gaining and holding territory in other [[Nations]]. Control of an army is gained after councilors gain at least partial control of a nation. Most [[Nations]] don&#039;t have armies at the campaign start, but [[Nations]] with sufficient {{TV|pop}} can build new ones with enough investment into the {{TV|build army}}. While powerful, armies are a drag on a nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development and remain subject to the international relations of their home countries, which too can be managed with sufficient control of a nation.&lt;br /&gt;
&lt;br /&gt;
Armies have a [[File:ICO army HQ.png|20px]]headquarters region in their home nation. If located there, they incur a smaller cost to the nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development.&lt;br /&gt;
&lt;br /&gt;
Armies rely on two key values: its parent nation&#039;s {{TV|miltech}} level and its strength. The strength value measures how much damage the army has taken. Armies usually passively and freely repair themselves when not fighting in a friendly region.&lt;br /&gt;
&lt;br /&gt;
Some armies have a {{icon|navy}}[[Nations#Navies|Navy]] upgrade that allows them to transit oceans. During wartime, a nation&#039;s navies can only cross the water if the nation has naval superiority over its foes. Only larger or wealthier [[Nations]] have the capability to {{icon|build navy}}build and project power with {{icon|navy}}navies.&lt;br /&gt;
&lt;br /&gt;
=== Naval Freedom ===&lt;br /&gt;
&lt;br /&gt;
For each [[Foreign Relations#Wars|war]], the game computes for each side the sum of the {{TV|miltech}} of the armies that have a navy upgrade. If one side has a higher sum than the other, then the other side of the war is blockaded: all of its nations no longer have Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
As a result, a nation only has Naval Freedom if it is not blockaded in any of the wars that it is involved in.&lt;br /&gt;
&lt;br /&gt;
Notably, since wars can get very messy, with multiple overlapping wars, it is actually entirely possible for all nations to lose their Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
Consider a simple example with 3 nations: A, B, and C, such that:&lt;br /&gt;
* A has a single navy with {{TV|miltech|3}}.&lt;br /&gt;
* B has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
* C has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
&lt;br /&gt;
Suppose there are three overlapping wars X, Y, and Z, such that:&lt;br /&gt;
* War X pits A against B.&lt;br /&gt;
* War Y pits A against C.&lt;br /&gt;
* War Z pits A against B and C.&lt;br /&gt;
&lt;br /&gt;
Then the result would be:&lt;br /&gt;
* War X blockades B, since A&#039;s 3 naval score beats B&#039;s 2 naval score.&lt;br /&gt;
* War Y blockades C, since A&#039;s 3 naval score beats C&#039;s 2 naval score.&lt;br /&gt;
* War Z blockades A, since A&#039;s 3 naval score is beaten by the combined naval score of B&#039;s 2 naval score added to C&#039;s 2 naval score = 4 naval score.&lt;br /&gt;
&lt;br /&gt;
So all 3 nations have no Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
=== Army Movement ===&lt;br /&gt;
&lt;br /&gt;
Armies are allowed to be in any region R such that one of the following is true:&lt;br /&gt;
* R belongs to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Alliances|allied]] to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Wars|at war]] with the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
An army can directly travel from any region R1 to any region R2 such that at least one of the following is true:&lt;br /&gt;
* R1 and R2 are adjacent.&amp;lt;ref name=adjacent&amp;gt;Note: Certain research projects can make pairs of regions become adjacent.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* R1 and R2 are adjacent only for friendly armies&amp;lt;ref name=adjacent /&amp;gt;, and both R1 and R2 belong to nation(s) that are not at war with the army&#039;s home nation.&lt;br /&gt;
* All of the following are true:&lt;br /&gt;
** R1 and R2 both currently have [[Regions#World_Ocean_Access|world ocean access]].&lt;br /&gt;
** The army&#039;s home nation has [[Terrestrial_Warfare#Naval_Freedom|naval freedom]].&lt;br /&gt;
** Either the army does not need to travel between the Black Sea and the World Ocean, or the army&#039;s home nation has access to the Turkish Strait.&lt;br /&gt;
&lt;br /&gt;
A nation has Turkish Strait access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Istanbul region. &lt;br /&gt;
* The Istanbul region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Land Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel directly between two adjacent regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = Distance (km) / 300 (km/day) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by the following multipliers:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| Condition(s) !! colspan=3|Multiplier Value When: &lt;br /&gt;
|-&lt;br /&gt;
! Only Origin Region is Small&amp;lt;ref name=small&amp;gt;A region is small if it is smaller than 150000km².&amp;lt;/ref&amp;gt; !! Only Destination Region is Small&amp;lt;ref name=small /&amp;gt;!! Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is not friendly OR Origin Region has enemy armies || 5 ^ 0.2 || 5 ^ 0.8 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| (Origin Region is not friendly OR Origin Region has enemy armies) AND Origin Region is {{icon|rugged}}Rugged || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Region is {{icon|rugged}}Rugged || 1.25 ^ 0.2 || 1.25 ^ 0.8 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly || 5 ^ 0.8 || 5 ^ 0.2 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly AND Destination Region is {{icon|rugged}}Rugged || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Region is {{icon|rugged}}Rugged || 1.25 ^ 0.8 || 1.25 ^ 0.2 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Naval Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel between two regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = (14 days + Distance (km) / 792 (km/day) ) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by a number of complex calculations that consider the different possible sea routes. In particular, the duration can be significantly affected by whether the army&#039;s nation has access to the Suez and Panama canals. &lt;br /&gt;
&lt;br /&gt;
A nation has canal access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Canal region. &lt;br /&gt;
* The Canal region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
The Canal regions are:&lt;br /&gt;
* Cairo for the Suez Canal.&lt;br /&gt;
* Panama City for the Panama Canal.&lt;br /&gt;
&lt;br /&gt;
=== Army Battle ===&lt;br /&gt;
&lt;br /&gt;
==== Simplified Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat in &#039;&#039;Terra Invicta&#039;&#039; is a comparison of Miltech levels. Higher Miltech means you hit more often and deal more damage. If two forces have equal Miltech, the base hit chance is 50%.&lt;br /&gt;
&lt;br /&gt;
===== 1. Hit Chance (The Accuracy Gap) =====&lt;br /&gt;
The game calculates the difference (Δ) between the Attacker&#039;s Miltech and the Defender&#039;s Miltech.&lt;br /&gt;
&lt;br /&gt;
If Miltechs are equal: 50% Hit Chance.&lt;br /&gt;
If you have the advantage: Your hit chance climbs toward 100%.&lt;br /&gt;
If you are outclassed: Your hit chance drops toward 0%.&lt;br /&gt;
&lt;br /&gt;
    Hit Chance (Advantage)=100%−(50%×0.7751.5×Δ)&lt;br /&gt;
    Hit Chance (Disadvantage)=50%×0.7751.5×Δ&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Quick Guide:&#039;&#039;&#039; A 1-point Miltech advantage raises your hit chance to roughly 66%. A 2-point advantage raises it to roughly 79%.&lt;br /&gt;
====== Hit Chance Reference Table ======&lt;br /&gt;
&lt;br /&gt;
The following table shows the 1vs1 hit chance based on the Miltech difference (Delta = Attacker Miltech - Defender Miltech).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Miltech Difference (Delta) !! Hit Chance !! Note&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+3.0&#039;&#039;&#039; || &#039;&#039;&#039;84.1%&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2.0&#039;&#039;&#039; || &#039;&#039;&#039;76.7%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+1.0&#039;&#039;&#039; || &#039;&#039;&#039;65.9%&#039;&#039;&#039; || &#039;&#039;&#039;Strong offensive edge.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| +0.8 || 63.2% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.6 || 60.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.4 || 57.1% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.2 || 53.7% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;0.0&#039;&#039;&#039; || &#039;&#039;&#039;50.0%&#039;&#039;&#039; || &#039;&#039;&#039;Even match; coin-flip odds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -0.2 || 46.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.4 || 42.9% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.6 || 39.7% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.8 || 36.8% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-1.0&#039;&#039;&#039; || &#039;&#039;&#039;34.1%&#039;&#039;&#039; || &#039;&#039;&#039;Struggling to land hits.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;-2.0&#039;&#039;&#039; || &#039;&#039;&#039;23.3%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-3.0&#039;&#039;&#039; || &#039;&#039;&#039;15.9%&#039;&#039;&#039; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== 2. Damage Formulas =====&lt;br /&gt;
Damage is calculated as a percentage of the defender’s Max Health.&lt;br /&gt;
&lt;br /&gt;
====== Army vs. Army ======&lt;br /&gt;
When an army hits another army, it &#039;&#039;&#039;deals roughly 10% of its Miltech in percentage of defender’s Max Health&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Miltech × 0.1 (±20%)&lt;br /&gt;
&lt;br /&gt;
Variance: ±20% is the game simulating a damage range mechanic.&lt;br /&gt;
&lt;br /&gt;
Critical Hit: Usually 1x. Increases to 3x if the attacker is at full health and the region is unoccupied (an &amp;quot;Ambush&amp;quot;), or by a small random chance based on the total number of armies in the fight.&lt;br /&gt;
&lt;br /&gt;
====== Region vs. Army ======&lt;br /&gt;
Region defenses (fortifications/militia) fire every day at every hostile army. They deal less base damage but have much higher &amp;quot;Critical&amp;quot; lethality.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Region Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lethality&amp;quot; Multiplier: If an army is at full health and the region is unoccupied, the region can deal a massive 100x damage critical hit.&lt;br /&gt;
&lt;br /&gt;
Overwhelmed Defenses: If more hostile armies are present than friendly armies, the region&#039;s damage output is reduced.&lt;br /&gt;
&lt;br /&gt;
====== Occupying a Region (Army vs. Region) ======&lt;br /&gt;
When an army hits region defenses, it increases the Occupation %.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Army Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
Advantage Bonus: If your Army Miltech is higher than the region&#039;s base tech, you gain occupation faster.&lt;br /&gt;
&lt;br /&gt;
Geography Modifiers: Occupation is slower in regions with huge populations (like Delhi) or massive land areas (like Siberia).&lt;br /&gt;
&lt;br /&gt;
Crowding Penalty: Having too many armies in one spot (more than 1 per 100,000 km2) slows down occupation by up to 50%.&lt;br /&gt;
&lt;br /&gt;
==== Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat occurs whenever an army A is in a [[Regions|region]] R such that at least one of the following is true:&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the home nation of another army in R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation owns R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation is [[Foreign_Relations#Alliances|allies]] with the nation that owns R.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and R is not fully occupied.&lt;br /&gt;
* A&#039;s home nation does not exist and R is not fully occupied.&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
* There is a [[Aliens#Megafauna|Megafauna Army]] in R that is not owned by the same faction that owns A.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A&#039;s home nation does not exist and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by the {{icon|alien}}[[Aliens]] and R is not part of the [[Aliens#Alien_Administration|Alien Nation]] and R is not owned by a nation whose executive is controlled by a faction that has researched [[Xenofauna Harmony]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by a faction F that is &#039;&#039;&#039;not&#039;&#039;&#039; the {{icon|alien}}[[Aliens]] and every non-[[Aliens#Megafauna|Megafauna]] army in R that is owned by F is owned by a nation that is [[Foreign_Relations#Wars|at war]] with the nation that owns R.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
Combat is simulated as a daily exchange of attacks. For each army A:&lt;br /&gt;
# If there is an enemy army in the combat region, then A randomly selects one to fire at, preferring to avoid any armies owned by the same faction as A.&lt;br /&gt;
# If A is within a region that is hostile to A, then the region defenses fires at A.&lt;br /&gt;
# If A did not fire at anyone in the first step AND the region defenses missed its attack on A, then A fires at the region defenses.&lt;br /&gt;
&lt;br /&gt;
Note that this means every army can fire at most one attack per day, but region defenses fire an attack on every hostile army every day.&lt;br /&gt;
&lt;br /&gt;
Every attack has a hit chance that is determined by the gap between the attacker&#039;s {{TV|miltech}} and the defender&#039;s {{TV|miltech}}. But several modifiers may be applied to each side&#039;s {{TV|miltech}}, including but not limited to {{MissionIcon|Advise}}[[Advise|Advising]] [[Councilors]], {{icon|rugged}}rugged terrain bonuses, and damage taken.&lt;br /&gt;
&lt;br /&gt;
When attacks hit, damage is taken, which scales based on the attacker&#039;s {{TV|miltech}}. When armies take damage, their health % drops. When region defenses take damage, their occupation % increases.&lt;br /&gt;
&lt;br /&gt;
If a region is fully occupied it ceases fighting, but it can&#039;t change hands until the war is concluded. Regional economies and space facilities can take significant [[Regions#Region_Damage|collateral damage]] during fighting, although the rate of damage goes down as {{{TV|miltech}} goes up (representing more precise weaponry). Sufficient collateral damage will count as an [[Factions#Atrocity|atrocity]] by the army&#039;s owning faction.&lt;br /&gt;
&lt;br /&gt;
==== Formulas ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miltech Calculations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factor !! Army Miltech A !! Army Miltech B !! Region Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Base Miltech || Base Miltech || Base Miltech || Base Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Councilor {{MissionIcon|Advise}}[[Advise]] Bonus || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}}&lt;br /&gt;
|-&lt;br /&gt;
| LEO Hab Bonus (capped at +0.3) || +0.03 per Military Lab || +0.03 per Military Lab || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation || +0.2 || +0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|rugged}}rugged || +0.2 || +0.2 || +0.2&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic || +0.1 || +0.1 || +0.1&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|rugged}}rugged and [[Mountain Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic and [[Urban Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Army CP is disabled (Abandoned or {{MissionIcon|Crackdown}}[[Crackdown]]ed) || -0.2 || -0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Allied (or Home) Nation || +0.05 per {{TV|cohesion}} of Allied Nation || No Effect || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|cohesion}} || No Effect || No Effect || +0.05 per {{TV|cohesion}}&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|unrest}} || No Effect || No Effect || -0.05 per {{TV|unrest}}&lt;br /&gt;
|-&lt;br /&gt;
| Adjacent Regions belonging to Same Home Nation || No Effect || No Effect || +Fraction of such Regions that are unoccupied and not fighting × Home Nation&#039;s Miltech × 0.1 × (1 - 0.05 × Home Nation&#039;s {{TV|unrest}})&lt;br /&gt;
|-&lt;br /&gt;
| Remaining Combat Effectiveness || × (1 - 0.5 × Lost Health %) || × (1 - 0.5 × Lost Health %) || × (1 - 1/3 × Occupation %)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If a nation has not completed the {{TV|found military}}, then its regions have effectively {{TV|miltech|0}} for combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Chance Calculation:&#039;&#039;&#039;&lt;br /&gt;
* When an army fires at another army, the attacking army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech B&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When region defenses fire at an army, the region defenses use &#039;&#039;&#039;Region Miltech&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When an army fires at the region defenses, the hit chance is always &#039;&#039;&#039;100%&#039;&#039;&#039;. (But the army only fires if the region defenses missed their attack.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Defense ≥ Attack&lt;br /&gt;
| &amp;lt;code&amp;gt;50% × 0.775^(1.5 × (Defense-Attack))&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Attack &amp;gt; Defense&lt;br /&gt;
| &amp;lt;code&amp;gt;100% − (50% × 0.775^(1.5 × (Attack-Defense)))&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage taken:&#039;&#039;&#039;&lt;br /&gt;
When an army successfully lands a hit on another army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.1.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 3, where Y is the square of the number of armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
## If the attacking army is at full health and neither army is a [[Aliens#Megafauna|Megafauna]] and the region is 0% occupied, set Z to 3.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
&lt;br /&gt;
When the region defenses successfully land a hit on an army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the region&#039;s &#039;&#039;&#039;Region Miltech&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Let Y be the number of region-friendly armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count) multiplied by the square of the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the defending army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X, except for bonuses against [[Aliens#Megafauna|Megafauna]]. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
# Let H be the sum of the Remaining Combat Effectiveness multipliers of every region-hostile army in the region.&lt;br /&gt;
# Let F be the sum of the Remaining Combat Effectiveness multipliers of every region-friendly army in the region that is involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
# If H - F is more than 0, then multiply X by 1 - (H - F) / (H - F + 2).&lt;br /&gt;
# (1 - Region occupation % by defending army&#039;s home nation / H) chance to multiply X by 2.&lt;br /&gt;
&lt;br /&gt;
If this last (1 - Region occupation % by defending army&#039;s home nation / H) chance fails, the region occupation % by the defending army&#039;s home nation actually &#039;&#039;&#039;decreases&#039;&#039;&#039; by D%, where D is calculated as follows:&lt;br /&gt;
# Set D to the region&#039;s Region Miltech.&lt;br /&gt;
# Multiply D by 0.0225.&lt;br /&gt;
# Multiply D by a random value between 0.8 and 1.2.&lt;br /&gt;
# Divide D by the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply D by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# If D &amp;gt; 10, then set D to 10.&lt;br /&gt;
&lt;br /&gt;
When an army hits the region defenses, the attacking army&#039;s home nation increases its occupation % of the region by X%, where X is calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Let G be X - the defending region&#039;s home nation&#039;s base {{TV|miltech}} - the Councilor {{MissionIcon|Advise}}[[Advise]] Bonus for the defending region&#039;s home nation.&lt;br /&gt;
# If G &amp;gt; 0 then add G to X.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the defending army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# Let C be the number of region-hostile armies in the region - the region area / 100000km².&lt;br /&gt;
# If C &amp;gt; 0, then multiply X by Max(1 - C * 0.02, 0.5)&lt;br /&gt;
# If X &amp;gt; 10, then set X to 10.&lt;br /&gt;
&lt;br /&gt;
=== &lt;br /&gt;
&lt;br /&gt;
=== Army Operations ===&lt;br /&gt;
The faction that controls an army can conduct operations with it. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=85% | Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmyOperation on.png|40px]] Deploy Army&lt;br /&gt;
| Move this Army to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmiesOperation on.png|40px]] Deploy Armies&lt;br /&gt;
| Move all stacked armies to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultAlienAssetOperation on.png|40px]] Assault Alien Asset&lt;br /&gt;
| Launch an assault on a fixed alien target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultSpaceFacilityOperation on.png|40px]] Assault Space Facility&lt;br /&gt;
| Destroy a fixed space facility in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RazeRegionOperation on.png|40px]] Raze Region&lt;br /&gt;
| Launch a general attack on economic and civilian targets in this region. Commits 5 to 25 [[Factions#Atrocity|atrocities]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ArmyGoHomeOperation on.png|40px]] Airlift Home&lt;br /&gt;
| Return this army to its home region during peacetime. Operation will not complete if home nation is at war.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelArmyOperation on.png|40px]] Cancel Operation&lt;br /&gt;
| Cancel current operation for this Army. Army will resume fighting if enemies are present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiki Help wanted&#039;&#039;&#039;: Look up the in-game image and description for the Army Annex Region operation and upload both here!&lt;br /&gt;
&lt;br /&gt;
==== Annex Region ====&lt;br /&gt;
&lt;br /&gt;
The game mechanics for army annex operations are explained here [[Foreign Relations#War_Annexation]].&lt;br /&gt;
&lt;br /&gt;
==== Raze Region ====&lt;br /&gt;
&lt;br /&gt;
See [[Regions#Region_Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Assault Alien Asset ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken by {{TV|armies}} when they Assault Alien Assets&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Mission Outcome !! colspan=2 | Type of Alien Asset&lt;br /&gt;
|-&lt;br /&gt;
! [[Aliens#Alien_Xenoforming|Xenoflora]] !! Other&lt;br /&gt;
|-&lt;br /&gt;
| Critical Failure || (30% to 150%) / Base {{TV|miltech}} || (150% to 300%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Failure || (15% to 112.5%) / Base {{TV|miltech}} || (75% to 225%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Success || (0% to 75%) / Base {{TV|miltech}} || (0% to 150%) / Base {{TV|miltech}}&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || (0% to 15%) / Base {{TV|miltech}} || (0% to 30%) / Base {{TV|miltech}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Base {{TV|miltech}} is simply the army&#039;s home nation&#039;s {{TV|miltech}}, with all modifiers ignored.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens]] for spoilers on the different types of alien assets that can be assaulted, as well as the consequences of such assaults.&lt;br /&gt;
&lt;br /&gt;
=== Army Healing ===&lt;br /&gt;
&lt;br /&gt;
An injured human army will passively heal over time when all of the following conditions are true:&lt;br /&gt;
* It is in a friendly region&amp;lt;ref&amp;gt;A region owned by its home nation or a nation allied to its home nation&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* The region is currently not occupied or being occupied.&lt;br /&gt;
* It is not in battle with other armies.&lt;br /&gt;
* It is not currently performing an operation.&lt;br /&gt;
&lt;br /&gt;
The % health that gets healed each day is calculated as follows:&lt;br /&gt;
# 0.5% Base.&lt;br /&gt;
# +0.5% more if the faction that controls the army also controls the [[Nations#Control_Point_Types|Defense Sector Control Point]] of the army&#039;s home nation.&lt;br /&gt;
# +0.5% more if the army is in its home nation.&lt;br /&gt;
# +0.5% more if the army is in its home region.&lt;br /&gt;
# Multiply the total by (1 - (Currently Healing Human Armies of Home Nation / (Total Human Armies of Home Nation + 1))). &lt;br /&gt;
#* Note: This step is currently bugged to never occur.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Rapid Repairing Materials]] project.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Predictive Logistics Systems]] project.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
Human armies that are owned by the {{icon|alien}}[[Aliens]] still follow the same healing rules.&lt;br /&gt;
&lt;br /&gt;
But for the healing mechanics of Alien-related armies, see [[Aliens#Megafauna]] and [[Aliens#Invader_Armies]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Army Death ===&lt;br /&gt;
&lt;br /&gt;
Whenever an army dies, multiple effects may occur:&lt;br /&gt;
&lt;br /&gt;
==== Democracy Penalties ====&lt;br /&gt;
&lt;br /&gt;
If the dead army belonged to a democratic human nation, then that nation suffers two penalties:&lt;br /&gt;
* A {{TV|cohesion}} loss equal to the nation&#039;s {{TV|democracy}} / 10. &lt;br /&gt;
* Applies [[Nations#Changing_Public_Opinion|Propaganda]] in the nation for the faction that owned the dead army. Propaganda strength is equal to (0 - the nation&#039;s {{TV|democracy}}).&lt;br /&gt;
&lt;br /&gt;
==== Army IP Refund ====&lt;br /&gt;
&lt;br /&gt;
Whenever a human army dies, its home [[Nations|nation]] receives a fraction of its {{TV|IP}} Cost as a refund. This refund is put directly into the {{TV|build army}} and/or {{TV|build navy}}, so it can often result in new {{TV|armies}} and/or {{TV|navies}} being built the next day. Specifically, the refund amounts are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Refund Amounts for {{TV|build army}}. Only applies if army did not die by nuke.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || (30% to 50%) of {{TV|build army}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || (15% to 25%) of {{TV|build army}} cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Refund Amounts for {{TV|build navy}}. Only applies if the dead army had a navy.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Home Nation has [[Terrestrial_Warfare#Naval_Freedom|Naval Freedom]]? !! Army Died in Region that currently has [[Regions#World_Ocean_Access|World Ocean Access]]? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || Yes || (70% to 90%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || No || (90% to 110%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || No || || (20% to 30%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || Yes || (60% to 80%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || No || (80% to 100%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || No || || (10% to 20%) of {{TV|build navy}} cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Complete Milestones ====&lt;br /&gt;
&lt;br /&gt;
If the army is related to the [[Aliens]] in any way, then the faction that kills it may achieve certain milestones from doing so. See [[Aliens]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Hate Vent ====&lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy#Alien_Hate_Vent]].&lt;br /&gt;
&lt;br /&gt;
== Nuclear Warfare ==&lt;br /&gt;
Some nations have a number of {{TV|nukes}} available to them. These represent launching multiple strategic nuclear weapons at a target region. Launching nuclear strikes will devastate the economy of a [[Regions|region]] and the enemy {{TV|armies}} within it, although the damage will be somewhat mitigated if a nation is launching strikes on its own or an [[Foreign_Relations#Alliances|ally]]&#039;s territory. Launching factions will be charged with committing one or more [[Factions#Atrocity|atrocities]]. Detonating a sufficient number of nuclear weapons may also have disastrous global effects. A region with {{icon|sto defense}}space defenses cannot be attacked with {{TV|nuke}}.&lt;br /&gt;
&lt;br /&gt;
Nations can develop nuclear weapon with the {{TV|develop atomic bomb}}, which also gives {{TV|nuke|1}}. A nation with nuclear weapon program can build more with the {{TV|nuclear weapons}}.&lt;br /&gt;
&lt;br /&gt;
Nations construct nuclear weapons as a deterrent to enemy invasion. Attempting to conquer a nuclear-armed nation will almost certainly lead to nuclear strikes in retaliation.&lt;br /&gt;
&lt;br /&gt;
=== Valid Targets for a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Nukes can only be fired at [[Regions]]. The set of regions that a [[Nations|nation]] X can fire a nuke at is computed as follows:&lt;br /&gt;
# Add every region that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# If X does not have a spaceflight program, then remove every region that is not adjacent to X and does not have [[Regions#World_Ocean_Access|ocean access]].&lt;br /&gt;
# If X does not have a spaceflight program and does not have [[Terrestrial_Warfare#Naval_Freedom|naval freedom]], then remove every region that is not adjacent to X.&lt;br /&gt;
# Add every region owned by X or an [[Foreign_Relations#Alliances|ally]] of X if the region currently contains an army that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# For every region R, remove R unless one of the following is true:&lt;br /&gt;
#* R is owned by X.&lt;br /&gt;
#* R is owned by an [[Foreign_Relations#Alliances|ally]] of X.&lt;br /&gt;
#* R is owned by a nation that is [[Foreign_Relations#Wars|at war]] with X and R does not have a [[Nations#Space_Defenses|space defense facility]] built.&lt;br /&gt;
&lt;br /&gt;
=== Effects of a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Launching nuclear weapons will do terrible and lasting damage to the targeted region, destroy any enemy {{TV|armies}} and all space facilities, and surely be seen with horror around the globe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of a Nuclear Attack (In Chronological Order)&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Amount for Offensive Nukes !! Amount for Defensive Nukes !! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#GDP_Per_Region|Region GDP]] || -52.5% to -87.5% || -15% to -25% &lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
* [[Urban Armoring]] multiplies amount by 0.8.&lt;br /&gt;
* [[Civil Defense Programs]] multiplies amount by 0.8.&lt;br /&gt;
|-&lt;br /&gt;
| Target {{icon|pop}}[[Nations#Population|Region Population]] || -18.75% to -31.25% || -1.875% to -3.125%&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Sustainability|Pollution Multiplier]] || +0.075 to +0.125 || +0.00375 to +0.00625 || Multiplied by [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]&lt;br /&gt;
|-&lt;br /&gt;
| Nuking Faction Commits [[Factions#Atrocity|Atrocities]] || colspan=2 | 1 per 100k {{TV|pop}} killed (rounded down). &lt;br /&gt;
|&lt;br /&gt;
* Multiply by 10 if nuke launcher is not on the defending side of any war where the target nation is on the attacking side. &lt;br /&gt;
** ...seems to apply for self-nukes too??&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
** Does not apply if the target region is owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* Capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; GDP || -25% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || -5% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Family Ties]] Trait Effect || colspan=2 | {{TV|loyalty|-10}} || Multiply by 2 if Councilor&#039;s Faction launched the nuke.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic || Remove {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -2.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining || Remove {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -1.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Priorities|Priorities]] || colspan=2| Set to 0 || Except {{icon|spoils}}Spoils, {{icon|unity}}Unity, and {{icon|oppression}}Oppression.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Destroy Space Assets in Target Region || colspan=2 | All {{icon|boost}}[[Nations#Boost|Boost]], {{icon|mc}}[[Nations#Mission_Control|Mission Control]] , and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]] || If Target Nation is NOT Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| N/A || All {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]], just 1 {{icon|mc}}[[Nations#Mission_Control|Mission Control]]  || If Target Nation is Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation {{icon|funding}}[[Nations#Funding|Funding]] || N/A || -50% × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]] || If Target Nation is Nuke Launcher&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=7 | Health of Each Army in Target Region || colspan=2 | Instant Death || For the Strongest&amp;lt;ref&amp;gt;The strongest army is the army whose health % × Base {{TV|miltech}} is the highest.&amp;lt;/ref&amp;gt; Army that is not Ally of Nuker&amp;lt;ref name=allyofnuker&amp;gt;An army is an ally of the nuker if any of the following are true:&lt;br /&gt;
* The army is owned by the nuking nation.&lt;br /&gt;
* The army is owned by an ally of the nuking nation.&lt;br /&gt;
* The army is owned by the nuking faction and not a [[Aliens#Megafauna|Megafauna]].&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, (-100% + (1% to 5%) × (Base {{icon|miltech}}MilTech - 3.79)) × 0.140625) || For each [[Aliens#Invader Armies|Alien Invader Army]] that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79) × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens) || 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens || The other 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79)) || 50% chance for each Megafauna army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% || The other 50% chance for each [[Aliens#Megafauna|Megafauna]] army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% / (48 to 52) || For each army that is Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Each [[Councilors|Councilor]] in Target Region || colspan=2 | 50% Chance to die || [[Survivor]] trait gives immunity.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Xenoforming|Alien Xenoforming]] || colspan=2 | Set to 0 Xenoflora Growth Levels || None&lt;br /&gt;
|-&lt;br /&gt;
| Add [[Climate Change|Aerosols]] || colspan=2 | 0.00777 || Multiply by Region Area (km²) / 10000km² if Region is an Island smaller than 10000km².&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | Target Region Gains 1 Layer of Nuclear Fallout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orbital Bombardment ==&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] with certain weapon modules can bombard hostile armies from orbit.&lt;br /&gt;
&lt;br /&gt;
See [[Fleets#Orbital_Bombardment]] for more details.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561197989421583</name></author>
	</entry>
</feed>