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		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Councilors&amp;diff=11611</id>
		<title>Councilors</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Councilors&amp;diff=11611"/>
		<updated>2026-03-06T17:59:50Z</updated>

		<summary type="html">&lt;p&gt;76561198004684101: /* XP */ This is my understanding after today&amp;#039;s Discord conversation. Please rewrite/correct as necessary! Not sure how to indent sub-bullets.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Council.png|thumb|400px|Council view]]&lt;br /&gt;
Councilors are a faction&#039;s primary proxies on Earth and may also go to space to advance its interests there. [[Factions]] may initially have four councilors but certain projects allow them to expand the size of their council to six. Their primary role is to perform [[Missions]] on behalf of their faction.&lt;br /&gt;
&lt;br /&gt;
Periodically, the game will enter the assignment phase, during which all factions will assign their councilors to missions. These missions will be resolved over the next few weeks. While some missions are automatically successful, most require a success roll. Missions can target [[Regions]], [[Nations]], control points, [[Habs]], [[Orgs]], [[Spaceships]], and other councilors.&lt;br /&gt;
&lt;br /&gt;
Factions can recruit councilors by spending {{TV|influence}}. Each month there is a new group of potential recruits to choose from. You can also turn councilors from other factions to work for you.&lt;br /&gt;
&lt;br /&gt;
The name and appearance of recruited councilors can be customized at any time.&lt;br /&gt;
&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
On the 1st of each month, just after missions are assigned, each faction refreshes their own private recruiting candidate pool. Each refresh works as follows:&lt;br /&gt;
# Each councilor currently in the recruit list has an age × 1% chance to be removed from the recruit list.&lt;br /&gt;
# The recruit list&#039;s desired size is randomized to be between 6 and 9.&lt;br /&gt;
# Repeatedly add councilors until the recruit list size is at least the desired size, where the added councilors are chosen as follows:&lt;br /&gt;
#* If there are any pregen councilors that have never appeared in anyone&#039;s recruit list and a 15% chance roll succeeds, then one of them is randomly chosen.&lt;br /&gt;
#* Otherwise, generate a random new councilor.&lt;br /&gt;
&lt;br /&gt;
Whenever a random new councilor is generated, if the faction cannot afford to hire any of the recruitable councilors and there are less than two recruitable councilors whose professions match the faction&#039;s affinities, then the random new councilor&#039;s profession is forced to match the faction&#039;s affinities.&lt;br /&gt;
&lt;br /&gt;
Randomly generated councilors are assigned home regions randomly, with the chance of a [[Regions|region]] being selected being proportional to the region&#039;s (or the region&#039;s [[Nations|nation]]&#039;s): {{TV|pop}} × {{TV|education}} × 1.1 if {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic × Max(50%, Faction [[Nations#Public_Opinion|Public Support]] %).&lt;br /&gt;
&lt;br /&gt;
Randomly generated councilors are assigned birth dates randomly as follows:&lt;br /&gt;
* The game rolls three d15s, subtracting their total from the current year, and then subtracting another 21 to become the councilor&#039;s birth year.&lt;br /&gt;
* The game rolls a d12 to become the councilor&#039;s birth month.&lt;br /&gt;
* The game picks a random day in that birth month to be the birth day.&lt;br /&gt;
&lt;br /&gt;
== XP ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Your councilors&#039; XP (&amp;quot;experience points&amp;quot;) value represents personal growth and acquired knowledge that can be directed to improve the councilor. Councilors gain 1 or more XP for attempting missions, and they typically gain at least 2 XP for successful missions in which they must pass a die roll.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;XP may be spent on improving a councilor&#039;s attributes, adding beneficial traits, or removing certain negative traits.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Councilor UI XP Tooltip, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Every councilor has a personal pool of XP points. These XP points are typically gained by having the councilor perform [[Missions]], though some [[Events]] also award them. &lt;br /&gt;
* All [[Missions]] award 1 XP when they are performed (nothing if they are aborted). &lt;br /&gt;
* Contested [[Missions]] award an additional 1 XP for successful outcomes.&lt;br /&gt;
* Certain special [[Missions]] award an additional 1 XP on top.&lt;br /&gt;
* When turn lengths are increased, XP from [[Missions]] is also increased:&lt;br /&gt;
 After 15 years, when 4 missions are sent every 3 months, the base mission reward is increased to 2 XP. The special mission reward is also increased to 2 XP.&lt;br /&gt;
 After 30 years, when 1 mission is sent every month, the contested mission reward is increased to 2 XP.&lt;br /&gt;
&lt;br /&gt;
A councilor&#039;s XP points can be spent to improve the councilor&#039;s [[Councilors#Attributes|Attributes]], as well as to add or remove certain [[Councilors#Traits|Traits]].&lt;br /&gt;
&lt;br /&gt;
=== New Recruit XP Bonus ===&lt;br /&gt;
&lt;br /&gt;
Each human councilor, when recruited for the first time (in the entire campaign, over all [[Factions]]), gains bonus {{TV|xp}} that is calculated as follows:&lt;br /&gt;
* If the councilor is more than 30 years old, then {{TV|xp|+2}} per year over 30.&lt;br /&gt;
* If the recruiting faction has researched [[Crash Training Program]], then {{TV|xp|+40}}.&lt;br /&gt;
* If the recruiting faction has researched [[Onboarding Injections]], then {{TV|xp|+40}}.&lt;br /&gt;
* If the recruiting faction has researched [[Training Simulation Implants]], then {{TV|xp|+40}}.&lt;br /&gt;
&lt;br /&gt;
== Profession ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for councilor professions. For a list of all councilor professions in Terra Invicta, as well as their stats, see [[Profession List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each councilor has a profession, which determines the range of their initial stats, available missions and possible traits. The Alien profession is only available to alien councilors.&lt;br /&gt;
&lt;br /&gt;
The two councilors that each faction begins the campaign with have their base stats modified, possibly beyond the bounds of their profession. See [[Councilors#Average_Newly_Generated_Councilors| Average Newly Generated Councilors]] for details.&lt;br /&gt;
&lt;br /&gt;
A faction can have affinity or anti-affinity for a councilor profession. A councilor normally costs 60 influence to hire, but costs only 30 if the faction has an affinity for it. An anti-affinity makes the cost 120 instead.&lt;br /&gt;
&lt;br /&gt;
Whenever a new councilor would be generated during the monthly refresh, if the faction cannot afford to hire any of the current recruits and there are less than two recruits whose professions match the faction&#039;s affinities, then the new councilor&#039;s profession is set to match the faction&#039;s affinities.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
A councilor has eight attributes:&lt;br /&gt;
* {{TV|persuasion}}: The ability to shape the opinions of others to your own.&lt;br /&gt;
* {{TV|investigation}}: The councilor&#039;s ability to discover information someone would prefer to keep hidden.&lt;br /&gt;
* {{TV|espionage}}: The ability to move in secret and conduct covert operations.&lt;br /&gt;
* {{TV|command}}: This councilor&#039;s ability to organize and lead combat operations.&lt;br /&gt;
* {{TV|administration}}: The ability to manage large organizations.&lt;br /&gt;
* {{TV|science}}: The ability to investigate and analyze phenomena to derive new understandings of the universe and those who inhabit it.&lt;br /&gt;
* {{TV|security}}: This councilor&#039;s ability to survive violence.&lt;br /&gt;
* {{TV|loyalty}}: How likely councilors are to betray their faction to another.&lt;br /&gt;
&lt;br /&gt;
These eight attributes mainly determine success chances for councilors [[Missions]], including enemy missions against your faction assets. But they may also provide other bonuses such as increasing incomes, increasing {{TV|cp}}, increasing org capacity, increasing project unlock chances, and getting better results on certain events.&lt;br /&gt;
&lt;br /&gt;
Each attribute name is a link to a more detailed attribute page that includes a list of all [[Missions]], councilor professions, councilor traits, and [[Orgs]] that are related to that attribute.&lt;br /&gt;
&lt;br /&gt;
== Natural Death ==&lt;br /&gt;
&lt;br /&gt;
There is a threshold age at which a human councilor may die of old age. This age is 65, but female councilors gain an extra +6 years. It can be increased further by [[Technologies]]:&lt;br /&gt;
* +10 years when [[DNA Repairs]] is researched.&lt;br /&gt;
* +10 years when [[Methuselah Therapies]] is researched.&lt;br /&gt;
* +0.5 years for each time [[Future Tech: Life Science]] is researched.&lt;br /&gt;
&lt;br /&gt;
Every month, the game checks whether human councilors above the threshold age will gain the Declining [[#Traits|trait]] or die. The Declining [[#Traits|trait]] can only be gained if the threshold age has never been increased by [[Technologies]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Monthly Chance of Declining: (Age - Threshold) ^ 1.2 / 1200&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Monthly Chance of Death: (0.016 + 0.001 × (Age - Threshold) + 0.000005001 × (Age - Threshold) ^ 3) / 12&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Councilor_Death_and_Declining_Chances_with_Age.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Total_Councilor_Death_and_Declining_Chances_with_Age.png]]&lt;br /&gt;
&lt;br /&gt;
Notably, a human councilor passes the 50% total death chance after roughly 20 years over the threshold age. So the median average lifespan of a human councilor is the threshold age + 20.&lt;br /&gt;
&lt;br /&gt;
== Detection ==&lt;br /&gt;
&lt;br /&gt;
[[File:councilor_detected.png|thumb|200px|A councilor being detected and aware of that.]]&lt;br /&gt;
&lt;br /&gt;
Whenever a councilor completes a mission (whether successful or failed, but not aborted), the game checks whether each of the other factions detected the councilor doing the mission. If the councilor is not on earth and the other faction has no councilors on the same hab, then the detection chance is zero. &lt;br /&gt;
&lt;br /&gt;
Otherwise, the chance is calculated in the same way as a councilor mission, with a bunch of attack and defense modifiers pitting the councilors abilities at hiding themselves against the faction&#039;s abilities to discover councilors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ The defense modifiers used by a councilor to avoid detection.&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Strength&lt;br /&gt;
|-&lt;br /&gt;
| Councilor Attributes and Traits || None || {{TV|espionage}} + Trait Modifier&amp;lt;ref name=trait&amp;gt;Trait bonuses or penalties to detection or being detected are added on top of the councilor&#039;s INV/ESP stat, and so can go beyond the usual stat limitation of being between 0 and 25.&amp;lt;/ref&amp;gt; to {{TV|espionage}} when being detected&lt;br /&gt;
|-&lt;br /&gt;
| New Recruit Bonus || &amp;lt;6 months since Recruit Date || 12 - 2 per month since Recruit Date&lt;br /&gt;
|-&lt;br /&gt;
| Mission [[#Noise|Noise]] || None || - Noise value (may depend on mission outcome)&lt;br /&gt;
|-&lt;br /&gt;
| Region [[Aliens#Alien_Xenoforming|Xenoforming]] || Councilor is [[Aliens#Alien_Agents|Alien]] || [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] / 5&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}} &lt;br /&gt;
Region [[Aliens#Alien_Facility|Alien Facility]] &lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Councilor is [[Aliens#Alien_Agents|Alien]] || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ The attack modifiers used by a faction to detect councilors.&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Strength&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[Factions|Faction&#039;s]] Councilor Attributes and Traits || In same location || ({{TV|investigation}} + Trait Modifier&amp;lt;ref name=trait /&amp;gt; to {{TV|investigation}} when detecting other councilors) / 6&lt;br /&gt;
|-&lt;br /&gt;
| In same [[Nations|nation]] but not same [[Regions|region]] || ({{TV|investigation}} + Trait Modifier&amp;lt;ref name=trait /&amp;gt; to {{TV|investigation}} when detecting other councilors) / 12&lt;br /&gt;
|-&lt;br /&gt;
| In different [[Nations|nation]] but adjacent [[Regions|region]] || ({{TV|investigation}} + Trait Modifier&amp;lt;ref name=trait /&amp;gt; to {{TV|investigation}} when detecting other councilors) / 24&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations|Nation]] Control Points || Not Cracked || 2 × Fraction of Nation Control Points Owned&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab Modules || &lt;br /&gt;
* Target is [[Aliens#Alien_Agents|Alien]].&lt;br /&gt;
* Target is on [[Earth]].&lt;br /&gt;
* Modules are Active.&lt;br /&gt;
* Modules are in Earth Interface Orbit.&lt;br /&gt;
| Sum of Xenology Lab module tiers, capped at 9.&lt;br /&gt;
|-&lt;br /&gt;
| Listening Post Modules || &lt;br /&gt;
* Target is Human.&lt;br /&gt;
* Target is on [[Earth]].&lt;br /&gt;
* Modules are Active.&lt;br /&gt;
* Modules are in Earth Interface Orbit.&lt;br /&gt;
| Sum of Listening Post module tiers, capped at 9.&lt;br /&gt;
|-&lt;br /&gt;
| [[Global Listening Network]] project || Target is [[Aliens#Alien_Agents|Alien]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Habs|Hab]] Ownership || Target councilor on your [[Habs|Hab]] || 6 - [[Habs|Hab]] Tier&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[Factions|Faction]] is performing {{MissionIcon|Surveil}}[[Surveil Location]] in this location or adjacent [[Regions|region]] || Target is Human || 12&lt;br /&gt;
|- &lt;br /&gt;
| Target is [[Aliens#Alien_Agents|Alien]] || [[Aliens#Alien_Activity_Investigation|Alien Activity Investigations]], capped between 1 and 12.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:ICO geoscape councilor unknown generic.png|thumb|60px|Councilor detected]]&lt;br /&gt;
[[File:ICO geoscape councilor exploit generic.png|thumb|60px|Councilor identified (The Initiative)]]&lt;br /&gt;
&lt;br /&gt;
A detection normal success will give 10% intel, which typically reveals the location but not the faction of the councilor, marking councilor with a {{icon|councilor}}gray icon. This will allow the {{MissionIcon|Investigate Councilor}}[[Investigate Councilor]] mission to target them. &lt;br /&gt;
&lt;br /&gt;
A detection critical success will give 25% intel, which typically reveals the faction of the councilor and allows all [[Missions]] to target the councilor, marking councilor with a faction-colored icon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detection awareness ===&lt;br /&gt;
&lt;br /&gt;
Whenever a councilor&#039;s mission is detected by another faction, there is a chance that the councilor will learn that they were detected. The chance is also calculated in the same way as a councilor mission, but the attack and defense modifiers are much simpler:&lt;br /&gt;
* The only Attack modifier is the detected councilor&#039;s {{TV|investigation}} attribute.&lt;br /&gt;
* The only Defense modifier is the sum of the {{TV|espionage}} attributes of the detecting faction&#039;s councilors, divided by 6. (But {{MissionIcon|Detain}}[[Detain|detained]] councilors are excluded.)&lt;br /&gt;
&lt;br /&gt;
If the player faction discovers a councilor has been detected they&#039;ll see the pawn notification icon on left edge on screen in color of their faction.&lt;br /&gt;
&lt;br /&gt;
All councilors keep track of all [[Factions]] they are aware have spotted them. Player has this information about {{MissionIcon|Turn}}[[Turn Councilor|turned]] councilors as well. It is visible on councilor&#039;s face image - as highlighted on the picture here. This information however does not tell you &#039;&#039;when&#039;&#039; they were last spotted by the faction.&lt;br /&gt;
&lt;br /&gt;
The {{MissionIcon|Go To Ground}}[[Go To Ground]] mission will erase this information. Even though it is not guaranteed that other factions will lose all intel on the councilor. However - it is still possible to be spotted on the {{MissionIcon|Go To Ground}}[[Go To Ground]] mission - it&#039;s just unlikely with mission noise caused being negative 8.&lt;br /&gt;
&lt;br /&gt;
=== Alien Detection Restrictions ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
At the start of the game, an alien councilor can only be detected when it is performing a {{MissionIcon|Terrorize}}[[Terrorize Region]] mission. Furthermore, this only reveals the region that the mission was performed in and places an Alien Activity site in it for factions to investigate. The alien councilor itself is not revealed and cannot be targeted.&lt;br /&gt;
&lt;br /&gt;
The following actions must be taken to allow better detection:&lt;br /&gt;
* Research [[Alien Signatures]]: Allows the detection of {{MissionIcon|Abductions}}[[Abductions]] missions performed by alien councilors.&lt;br /&gt;
* Research [[Alien Methods]]: Allows the detection of {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]], {{MissionIcon|Enthrall Public}}[[Enthrall Public]], [[Enthrall Org]], and [[Enthrall Unaligned Elites]] missions performed by alien councilors.&lt;br /&gt;
* Research [[Alien Operations]]: Allows the detection of all missions performed by alien councilors.&lt;br /&gt;
* Research [[Alien Movements]]: Actually reveals the alien councilor when its mission is detected.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Intel on target ===&lt;br /&gt;
&lt;br /&gt;
Each faction&#039;s intel on each target is rated on a scale from 0% to 100%. For councilors, the amount of intel a faction has on them determines what the details faction can see:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Intel Level !! Details Visible&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;10% || Nothing (but the fact that they exist may be revealed if you have intel on their faction).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=10% || The councilor&#039;s location is revealed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=25% || The councilor&#039;s faction, identity, and class are revealed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=50% || The councilor&#039;s stats, [[Orgs|orgs]], and available [[Missions|missions]] are revealed.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;gt;=75% || The councilor&#039;s current mission assignment is revealed.&lt;br /&gt;
|-&lt;br /&gt;
| 100% || The councilor&#039;s {{TV|loyalty}} is revealed, as well as which faction has turned them, if any.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The intel level that a faction has on a councilor is mainly affects the missions that can be done to that councilor:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Intel Level !! Mission Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;10% || Cannot be targeted by [[Missions]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=10% || Can be targeted by {{MissionIcon|Investigate Councilor}}[[Investigate Councilor]] missions.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=25% || Can be targeted by {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Contact}}[[Contact]], {{MissionIcon|Detain}}[[Detain]], {{MissionIcon|Pass Technology}}[[Pass Technology]], {{MissionIcon|Sabotage Project}}[[Sabotage Project]], and {{MissionIcon|Steal Project}}[[Steal Project]] missions.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &amp;gt;=50% || Can be targeted by {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] missions.&lt;br /&gt;
|-&lt;br /&gt;
| Suffers +1 Attack on {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Detain}}[[Detain]], {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]], and  {{MissionIcon|Steal Project}}[[Steal Project]] missions.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=2 | &amp;gt;=75% || Can be targeted by  {{MissionIcon|Extract}}[[Extract]] and  {{MissionIcon|Inspire}}[[Inspire]] missions from the councilor&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| Suffers +3 Attack on  {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Detain}}[[Detain]], {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]], and {{MissionIcon|Steal Project}}[[Steal Project]] missions.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 100% || Can be targeted by {{MissionIcon|Turn}}[[Turn Councilor]] missions.&lt;br /&gt;
|-&lt;br /&gt;
| Suffers +5 Attack on {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Detain}}[[Detain]], {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]], {{MissionIcon|Steal Project}}[[Steal Project]], and {{MissionIcon|Turn}}[[Turn Councilor]] missions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A faction&#039;s intel on a councilor can change from the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Conditions !! Intel Change&lt;br /&gt;
|-&lt;br /&gt;
| Councilor Retires || None || Set to 0%&lt;br /&gt;
|-&lt;br /&gt;
| Faction is the Councilor&#039;s Owning Faction || Whenever below 75% || Set to 75%&lt;br /&gt;
|-&lt;br /&gt;
| Councilor is Turned by Faction || Whenever below 100% || Set to 100%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Faction performs {{MissionIcon|Investigate Councilor}}[[Investigate Councilor]] mission on Councilor || Normal Success || [[File:ICO arrow green.png|24px]] 25% + 0.5% × Investigator&#039;s {{TV|investigation}}&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || [[File:ICO arrow green.png|24px]] 50% + 1% × Investigator&#039;s {{TV|investigation}}&lt;br /&gt;
|-&lt;br /&gt;
| Faction Captures (or Buys) [[Habs|Hab]] of Councilor&#039;s Faction || None || [[File:ICO arrow green.png|24px]] 25%&lt;br /&gt;
|-&lt;br /&gt;
| Councilor gets {{MissionIcon|Detain}}[[Detain|Detained]] by Faction || None || [[File:ICO arrow green.png|24px]] 4% × (25 - Councilor {{TV|loyalty}})&lt;br /&gt;
|-&lt;br /&gt;
| Councilor is no longer {{MissionIcon|Detain}}[[Detain|Detained]] by Faction || Detainment ends naturally || [[File:ICO arrow green.png|24px]] 4% × (25 - Councilor {{TV|loyalty}}) × Interrogation Research Multipliers&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Faction detects Councilor doing any Mission || Normal Detection Success || [[File:ICO arrow green.png|24px]] 10%&lt;br /&gt;
|-&lt;br /&gt;
| Critical Detection Success || [[File:ICO arrow green.png|24px]] 25%&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=2 | Councilor performs {{MissionIcon|Go To Ground}}[[Go to Ground]] mission || Owning Faction || Set to 75%&lt;br /&gt;
|-&lt;br /&gt;
| Non-Owning Factions || [[File:ICO arrow red down.png|24px]] 50% + 3% × Councilor {{TV|espionage}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Natural Decay when Councilor is not Targeted by Faction for a turn || Councilor is {{icon|alien}}[[Aliens|Alien]] || Set to 0%&lt;br /&gt;
|-&lt;br /&gt;
| (100% - Intel on Councilor / 2) Chance || Set to 0%&lt;br /&gt;
|-&lt;br /&gt;
| None || [[File:ICO arrow red down.png|24px]] 25% or 50% (equal chance)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Turn councilor ===&lt;br /&gt;
&lt;br /&gt;
[[File:Turned.png|200px|thumb|Turned councilor]]&lt;br /&gt;
Councilors with 100% intel on them can become this faction&#039;s spies via {{MissionIcon|Turn}}[[Turn Councilor]] mission. Each faction can have no more than 2 spies in other factions.&lt;br /&gt;
&lt;br /&gt;
Turned councilors provide full vision of their faction, and share all intel that faction has. This includes the 75% baseline intel that the faction has on their councilors, as well as all prospecting data they have on the solar system. Having a turned councilor in {{icon|submit}}[[The Servants]] can be especially helpful, since {{icon|submit}}[[The Servants]] often have much more intel on alien assets such as [[Aliens#Alien_Xenoforming|Xenoflora]].&lt;br /&gt;
&lt;br /&gt;
Turn councilors can be forced to increase failure chance on their missions. Other factions are programmed to track councilors suspected to be traitors and deal with them (their suspicion about advisers is stored in &amp;lt;code&amp;gt;internalCouncilorSuspicion&amp;lt;/code&amp;gt; variable).&lt;br /&gt;
&lt;br /&gt;
{{icon|alien}}[[Aliens|Alien]] councilors can never be turned.&lt;br /&gt;
&lt;br /&gt;
==== Dealing with spies ====&lt;br /&gt;
&lt;br /&gt;
* {{MissionIcon|Investigate Councilor}}[[Investigate Councilor]] may reveal whether investigated adviser is turned or not.&lt;br /&gt;
* {{MissionIcon|Inspire}}[[Inspire]] will make target councilor cut their contacts with faction that turned them. This will not reveal whether this councilor was a spy or not.&lt;br /&gt;
* Firing suspected councilor or sending them on suicide mission is also a valid option.&lt;br /&gt;
&lt;br /&gt;
==== Stealing councilors ====&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to steal turned councilors from other factions. To do that, open their profile in council interface and press &#039;&#039;resign&#039;&#039;. This will add them to your private councilor recruit pool, allowing you to hire them.&lt;br /&gt;
&lt;br /&gt;
=== Noise ===&lt;br /&gt;
&lt;br /&gt;
{{#invoke:MissionLister|ListNoise|false}}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{{#invoke:MissionLister|ListNoise|true}}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Escaping a Hab ==&lt;br /&gt;
&lt;br /&gt;
Councilors on [[Habs]] will attempt various escape methods when the hab is destroyed. In order, the councilor will attempt to flee to:&lt;br /&gt;
# A [[Spaceships|ship]] of the councilor&#039;s faction that is docked to the hab. If multiple available, pick the one with the most remaining DV.&lt;br /&gt;
# If the councilor has the Undercover trait, then a [[Spaceships|ship]] of a different human faction that is docked to the hab. If multiple available, pick the one with the most remaining DV.&lt;br /&gt;
# If the hab is in the Earth-Luna planetary system, any Earth-Luna Lagrange point, or any Sun-Earth Lagrange point, then a random [[Regions|Region]] of [[Earth]].&lt;br /&gt;
# If the hab was peacefully decommissioned:&lt;br /&gt;
## A random [[Habs|hab]] of the councilor&#039;s faction that is in the same planetary system.&lt;br /&gt;
## If the councilor is not an [[Aliens|Alien]], then a random tier 2 or 3 [[Habs|hab]] that is in the same planetary system.&lt;br /&gt;
## If the councilor has the Undercover trait, then a random tier 1 [[Habs|hab]] that is in the same planetary system.&lt;br /&gt;
## If there are no other habs in the same planetary system, then a random [[Regions|Region]] of [[Earth]] if any of the following are true:&lt;br /&gt;
##* The hab&#039;s faction is the same as the councilor&#039;s faction.&lt;br /&gt;
##* The councilor has the Undercover trait.&lt;br /&gt;
##* The hab&#039;s tier is 2 or 3.&lt;br /&gt;
&lt;br /&gt;
If none of these escape routes apply, then the councilor dies.&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Note: This page is manually maintained, and may be less up-to-date than the automated [[Trait List]] page.&lt;br /&gt;
&lt;br /&gt;
Traits are innate characteristics of a councilor. They may grant permanent or conditioned stat bonuses or maluses, incomes, or access to certain orgs. &lt;br /&gt;
&lt;br /&gt;
Some traits may be purchased, upgraded or removed by spending XP (or [[Resources]]):&lt;br /&gt;
* Purchase Costs are &#039;&#039;&#039;doubled&#039;&#039;&#039; if the councilor&#039;s profession normally does not allow them to acquire the trait.&lt;br /&gt;
* Traits that say they are upgraded from another trait cannot be purchased directly: instead, the councilor already possess the other trait, and then paying the costs will swap out that trait for the target trait.&lt;br /&gt;
* Costs are &#039;&#039;displayed&#039;&#039; as &#039;&#039;&#039;negative&#039;&#039;&#039; if the trait can be removed, not purchased.&lt;br /&gt;
&lt;br /&gt;
Traits in each group are mutually exclusive with other members in the same group: no councilor may have more than one trait from the same group at the same time.&lt;br /&gt;
&lt;br /&gt;
Note: Section work in progress... Group names are &#039;&#039;&#039;not&#039;&#039;&#039; official, the game just assigned them to groups and I gave them the best name I could think of... feel free to replace with better names!&lt;br /&gt;
&lt;br /&gt;
=== Wealth Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! Upgrades&amp;lt;br&amp;gt;From !! Detection&amp;lt;br&amp;gt;Bonus(es) !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Affluent || Makes a good living. || 10 XP&amp;lt;br&amp;gt; ||  ||  || 3{{icon|money}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Prosperous || Well-off and able to contribute meaningful funds to the cause. || 20 XP&amp;lt;br&amp;gt; || Affluent ||  || 5{{icon|money}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy || Has access to a hefty bank account. || 40 XP&amp;lt;br&amp;gt; || Prosperous ||  || 10{{icon|money}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Rich || Has vast sums to call on, but disliked in egalitarian nations. || 80 XP&amp;lt;br&amp;gt; || Wealthy ||  || 20{{icon|money}}&amp;lt;br&amp;gt;1{{icon|influence}}&amp;lt;br&amp;gt; || -1{{icon|persuasion}} if {{icon|inequality|bgcolor=DarkSlateGray}}≤4&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Billionaire || Access to truly obscene amounts of money, to the point of unpopularity in nations that prize equality. || 160 XP&amp;lt;br&amp;gt; || Rich || -1{{icon|espionage}}&amp;lt;br&amp;gt; || 50{{icon|money}}&amp;lt;br&amp;gt;2{{icon|influence}}&amp;lt;br&amp;gt; || -2{{icon|persuasion}} if {{icon|inequality|bgcolor=DarkSlateGray}}≤4&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! Tech Bonus !! Upgrades&amp;lt;br&amp;gt;From !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Physicist || An expert in the study of Energy. ||  || 15% {{icon|energy}} ||  || 5{{icon|research}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Chemist || An expert in the study of Materials. ||  || 15% {{icon|materials}} ||  || 5{{icon|research}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Astronomer || An expert in the study of Space Science. ||  || 15% {{icon|space}} ||  || 5{{icon|research}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Doctor || An expert in the study of Life Science. ||  || 15% {{icon|life}} ||  || 5{{icon|research}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Social Scientist || An expert in the study of political science, economics, sociology and communications. ||  || 15% {{icon|social}} ||  || 5{{icon|research}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Military Scientist || An expert in the study of warfare, strategy, logistics, and weapons development. ||  || 15% {{icon|military}} ||  || 5{{icon|research}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Computer Scientist || An expert in the study of Information Science. ||  || 15% {{icon|information}} ||  || 5{{icon|research}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Physicist II || A prominent researcher in the field of Energy. || 20 XP&amp;lt;br&amp;gt; || 25% {{icon|energy}} || Physicist || 10{{icon|research}}&amp;lt;br&amp;gt; || 1{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Chemist II || A prominent scientist in the field of Materials. || 20 XP&amp;lt;br&amp;gt; || 25% {{icon|materials}} || Chemist || 10{{icon|research}}&amp;lt;br&amp;gt; || 1{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Astronomer II || A prominent Space Scientist. || 20 XP&amp;lt;br&amp;gt; || 25% {{icon|space}} || Astronomer || 10{{icon|research}}&amp;lt;br&amp;gt; || 1{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Doctor II || A prominent researcher in the field of Life Science. || 20 XP&amp;lt;br&amp;gt; || 25% {{icon|life}} || Doctor || 10{{icon|research}}&amp;lt;br&amp;gt; || 1{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Social Scientist II || A prominent researcher in the Social Sciences. || 20 XP&amp;lt;br&amp;gt; || 25% {{icon|social}} || SocialScientist || 10{{icon|research}}&amp;lt;br&amp;gt; || 1{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Military Scientist II || A prominent Military Science researcher. || 20 XP&amp;lt;br&amp;gt; || 25% {{icon|military}} || MilitaryScientist || 10{{icon|research}}&amp;lt;br&amp;gt; || 1{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Computer Scientist II || A prominent researcher in the field of Information Science. || 20 XP&amp;lt;br&amp;gt; || 25% {{icon|information}} || ComputerScientist || 10{{icon|research}}&amp;lt;br&amp;gt; || 1{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Physicist III || A distinguished scientist in the study of Energy. || 40 XP&amp;lt;br&amp;gt; || 35% {{icon|energy}} || PhysicistII || 2{{icon|influence}}&amp;lt;br&amp;gt;20{{icon|research}}&amp;lt;br&amp;gt; || 2{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Chemist III || A distinguished scientist in the study of Materials. || 40 XP&amp;lt;br&amp;gt; || 35% {{icon|materials}} || ChemistII || 2{{icon|influence}}&amp;lt;br&amp;gt;20{{icon|research}}&amp;lt;br&amp;gt; || 2{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Astronomer III || A distinguished researcher in the field of Space Science. || 40 XP&amp;lt;br&amp;gt; || 35% {{icon|space}} || AstronomerII || 2{{icon|influence}}&amp;lt;br&amp;gt;20{{icon|research}}&amp;lt;br&amp;gt; || 2{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Doctor III || A distinguished researcher in the field of Life Science. || 40 XP&amp;lt;br&amp;gt; || 35% {{icon|life}} || DoctorII || 2{{icon|influence}}&amp;lt;br&amp;gt;20{{icon|research}}&amp;lt;br&amp;gt; || 2{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Social Scientist III || A distinguished researcher in the field of Social Science. || 40 XP&amp;lt;br&amp;gt; || 35% {{icon|social}} || SocialScientistII || 2{{icon|influence}}&amp;lt;br&amp;gt;20{{icon|research}}&amp;lt;br&amp;gt; || 2{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Military Scientist III || A renowned military theorist. || 40 XP&amp;lt;br&amp;gt; || 35% {{icon|military}} || MilitaryScientistII || 2{{icon|influence}}&amp;lt;br&amp;gt;20{{icon|research}}&amp;lt;br&amp;gt; || 2{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Computer Scientist III || A distinguished researcher in the study of Information Science. || 40 XP&amp;lt;br&amp;gt; || 35% {{icon|information}} || ComputerScientistII || 2{{icon|influence}}&amp;lt;br&amp;gt;20{{icon|research}}&amp;lt;br&amp;gt; || 2{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: No councilor profession can start with a tier 2 or 3 scientist trait. So the upgrade costs for these traits are always doubled.&lt;br /&gt;
&lt;br /&gt;
=== Influence Group Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! Missions !! Priority Bonus !! Upgrades&amp;lt;br&amp;gt;From !! Detection&amp;lt;br&amp;gt;Bonus(es) !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Low Profile || Skilled at evading detection. ||  ||  ||  ||  || 2{{icon|espionage}}&amp;lt;br&amp;gt; ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Connected || Able to use back channels to exert a measure of influence. || 20 XP&amp;lt;br&amp;gt; ||  ||  ||  ||  || 3{{icon|influence}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Puppet Master || Able to pull strings in many places without notice. || 40 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]] ||  || Connected || 1{{icon|espionage}}&amp;lt;br&amp;gt; || 8{{icon|influence}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Eminent || Influential among elites, but well-known enough to sometimes attract unwanted attention. || 20 XP&amp;lt;br&amp;gt; ||  ||  ||  || -2{{icon|espionage}}&amp;lt;br&amp;gt; || 6{{icon|influence}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Famous || Broadly known among elites and the public. || 40 XP&amp;lt;br&amp;gt; ||  || 2% {{icon|unity}} || Eminent || -4{{icon|espionage}}&amp;lt;br&amp;gt; || 9{{icon|influence}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Megastar || A person of global renown, whose very movements make the news worldwide. || 60 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked:&amp;lt;br&amp;gt;[[File:ICO_gotoground_on.png|20px]] [[Go To Ground]] || 5% {{icon|unity}} || Famous || -8{{icon|espionage}}&amp;lt;br&amp;gt; || 12{{icon|influence}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Opinion Leader || A respected commentator on public affairs, whose words reach many in free nations. || 20 XP&amp;lt;br&amp;gt; ||  ||  ||  || -2{{icon|espionage}}&amp;lt;br&amp;gt; || 4{{icon|influence}}&amp;lt;br&amp;gt; || 2{{icon|persuasion}} if {{icon|democracy|bgcolor=DarkSlateGray}}≥6&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Media Darling || A popular speaker on media channels in free nations. || 40 XP&amp;lt;br&amp;gt; ||  ||  || Opinion Leader || -4{{icon|espionage}}&amp;lt;br&amp;gt; || 7{{icon|influence}}&amp;lt;br&amp;gt; || 3{{icon|persuasion}} if {{icon|democracy|bgcolor=DarkSlateGray}}≥6&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Elder Statesman || A widely respected and influential member of the political elite. || 60 XP&amp;lt;br&amp;gt; ||  ||  || Media Darling || -4{{icon|espionage}}&amp;lt;br&amp;gt; || 10{{icon|influence}}&amp;lt;br&amp;gt; || 4{{icon|persuasion}} if {{icon|democracy|bgcolor=DarkSlateGray}}≥6&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Counselor || Appeals to what we have in common. || 20 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || 2% {{icon|unity}} ||  ||  ||  || 1{{icon|persuasion}} if {{icon|cohesion|bgcolor=DarkSlateGray}}≥6&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Unifier || Influential in nations with a sense of common purpose. || 40 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || 5% {{icon|unity}} || Counselor ||  || 2{{icon|influence}}&amp;lt;br&amp;gt; || 2{{icon|persuasion}} if {{icon|cohesion|bgcolor=DarkSlateGray}}≥6&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Agitator || Excels at gaining the support of those unhappy with their nation. || 20 XP&amp;lt;br&amp;gt; ||  || -2% {{icon|unity}} ||  ||  || 3{{icon|influence}}&amp;lt;br&amp;gt; || 1{{icon|persuasion}} if {{icon|education}}≤6&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;1{{icon|persuasion}} if {{icon|cohesion|bgcolor=DarkSlateGray}}≤4&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Firebrand || Appeals to the anger and fear of an uncritical audience. || 40 XP&amp;lt;br&amp;gt; ||  || -3% {{icon|unity}} || Agitator || -3{{icon|espionage}}&amp;lt;br&amp;gt; || 4{{icon|influence}}&amp;lt;br&amp;gt; || 2{{icon|persuasion}} if {{icon|education}}≤6&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-1{{icon|persuasion}} if {{icon|education}}≥9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;2{{icon|persuasion}} if {{icon|cohesion|bgcolor=DarkSlateGray}}≤4&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Demagogue || An influential rabble-rouser who plays to the basest instincts of the public. || 60 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]] || -5% {{icon|unity}} || Firebrand || -6{{icon|espionage}}&amp;lt;br&amp;gt; || 5{{icon|influence}}&amp;lt;br&amp;gt; || 3{{icon|persuasion}} if {{icon|education}}≤6&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-2{{icon|persuasion}} if {{icon|education}}≥9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3{{icon|persuasion}} if {{icon|cohesion|bgcolor=DarkSlateGray}}≤4&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nation Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! Missions !! Restricted&amp;lt;br&amp;gt;From !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Government || A member of a recognized government with official status. || 20 XP&amp;lt;br&amp;gt;100 {{icon|influence}}&amp;lt;br&amp;gt; ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy of the State || Faces imprisonment or execution in his or her home nation. || -20 XP&amp;lt;br&amp;gt;-20 {{icon|influence}}&amp;lt;br&amp;gt; ||  || Home Nation ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Criminal || Involved in illegal activities. || 20 XP&amp;lt;br&amp;gt;200 {{icon|money}}&amp;lt;br&amp;gt;50 {{icon|influence}}&amp;lt;br&amp;gt; ||  ||  || 1{{icon|money}}&amp;lt;br&amp;gt; || -1{{icon|security}} if {{icon|unrest|bgcolor=DarkSlateGray}}≤1&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Pariah || Strongly disliked in his or her home nation, this person fares better in foreign lands. ||  ||  ||  ||  || -2{{icon|persuasion}} if in Home Nation&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-1{{icon|security}} if in Home Nation&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| National Hero || Well known and influential in his or her home nation. || 30 XP&amp;lt;br&amp;gt;50 {{icon|influence}}&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  || 3{{icon|persuasion}} if in Home Nation&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-1{{icon|security}} if in Home Nation&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Personality Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! Missions !! Priority Bonus !! Detection&amp;lt;br&amp;gt;Bonus(es) !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Brazen || Flouts elite conventions, gaining influence among the masses at some personal risk. ||  ||  ||  ||  || 2{{icon|influence}}&amp;lt;br&amp;gt; || 1{{icon|persuasion}} if {{icon|education}}≤7&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-1{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Furtive || A secretive and often negative personality. ||  || Blocked:&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  ||  || 3{{icon|espionage}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Set  Apparent {{icon|loyalty}} to 2&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-1{{icon|persuasion}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-1{{icon|administration}}&lt;br /&gt;
|-&lt;br /&gt;
| Pollyanna || Always expresses a sunny outlook on events, regardless of their reality. ||  ||  ||  ||  ||  || Set  Apparent {{icon|loyalty}} to 25&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inscrutable || Never seems to express a strong opinion. ||  || Blocked:&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  ||  || Set  Apparent {{icon|loyalty}} to 12&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Transparent || Always means exactly what he or she says. ||  ||  ||  ||  ||  || Set  Apparent {{icon|loyalty}} to {{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Extremist || Utterly devoted to the cause and holds those who aren&#039;t in low regard. ||  ||  ||  ||  ||  || -1{{icon|persuasion}} if {{icon|education}}≥8&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3{{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;1{{icon|investigation}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3 Apparent {{icon|loyalty}}&lt;br /&gt;
|-&lt;br /&gt;
| Fanatic || An absolute true believer who lacks an understanding of certain subtleties of dealing with the world. ||  ||  ||  ||  ||  || 2{{icon|persuasion}} if {{icon|education}}≤6&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;5{{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-1{{icon|investigation}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;5 Apparent {{icon|loyalty}}&lt;br /&gt;
|-&lt;br /&gt;
| Ethical || A person of principle who believes not all means are justified by their end. ||  || Blocked:&amp;lt;br&amp;gt;[[File:ICO_assassinate_on.png|20px]] [[Assassinate]] ||  ||  ||  || 1{{icon|persuasion}} if {{icon|inequality|bgcolor=DarkSlateGray}}≤3.5&lt;br /&gt;
|-&lt;br /&gt;
| Sociopath || Someone skilled at managing others in sole pursuit of his or her own satisfaction. ||  ||  ||  ||  ||  || 1{{icon|persuasion}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-3{{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Pacifist || Personally refuses to take part in any violent action. ||  || Blocked:&amp;lt;br&amp;gt;[[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_sabotagefacilities_on.png|20px]] [[Sabotage Facilities]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_seizespaceasset_on.png|20px]] [[Assault Enemy Space Asset]] ||  ||  ||  || 2{{icon|persuasion}} if {{icon|education}}≥9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-3{{icon|command}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hard Target || Will strike back if attacked. Enemy critical failures on Detain or Assassinate missions against this councilor will result in a human attacker&#039;s death if the attacker is not protected. || 20 XP&amp;lt;br&amp;gt; ||  ||  || 1{{icon|espionage}}&amp;lt;br&amp;gt; ||  || 2{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Apocalyptic || Believes the end of humanity is nigh and wishes others to do so. ||  ||  ||  ||  ||  || 1{{icon|persuasion}} if Any Nukes Have Fired&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cynic || Difficult to fool, but expresses little hope for humanity&#039;s future. ||  || Blocked:&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  ||  || 1{{icon|investigation}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-3 Apparent {{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-1{{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Corrupt || Influential, but will steal from us. || -40 XP&amp;lt;br&amp;gt; ||  || -2% {{icon|welfare}} ||  || -4{{icon|money}}&amp;lt;br&amp;gt;3{{icon|influence}}&amp;lt;br&amp;gt; || 2{{icon|espionage}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-3{{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ethical and Pacifist traits also cause the councilor to lose 1 and 2 {{icon|loyalty}} whenever the faction commits an [[Factions#Atrocity|Atrocity]]. But this loyalty loss can be fixed with [[Inspire]] missions.&lt;br /&gt;
&lt;br /&gt;
=== Advisor Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! [[Missions]] !! Priority Bonus !! Tech Bonus !! [[Councilors#Detection|Detection]]&amp;lt;br&amp;gt;Bonus(es) !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Expert || An oft-quoted speaker on topics in a certain realm of expertise. || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] ||  ||  || -1{{icon|espionage}}&amp;lt;br&amp;gt; || 2{{icon|influence}}&amp;lt;br&amp;gt;5{{icon|research}}&amp;lt;br&amp;gt; || 1{{icon|persuasion}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;1{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-1{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Academic || Affiliated with a research university. || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || 2% {{icon|knowledge}} ||  ||  || 10{{icon|research}}&amp;lt;br&amp;gt; || -1{{icon|command}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Technocrat || Believes that social relations are simply an engineering problem. || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] ||  || 5% {{icon|social}} ||  || 2{{icon|influence}}&amp;lt;br&amp;gt;3{{icon|research}}&amp;lt;br&amp;gt; || 1{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3{{icon|administration}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-1{{icon|persuasion}} if {{icon|education}}≤8&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Oligarch || Has gained riches via political power; influential in nations with high inequality. ||  || 2% {{icon|spoils}} ||  ||  || 3{{icon|money}}&amp;lt;br&amp;gt;4{{icon|influence}}&amp;lt;br&amp;gt; || 1{{icon|persuasion}} if {{icon|inequality|bgcolor=DarkSlateGray}}&amp;gt;4&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-1{{icon|persuasion}} if {{icon|inequality|bgcolor=DarkSlateGray}}≤4&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! [[Missions]] !! Required Project !! Restricted&amp;lt;br&amp;gt;From !! [[Councilors#Detection|Detection]]&amp;lt;br&amp;gt;Bonus(es) !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Undercover || This person&#039;s public persona conceals someone who is able to infiltrate enemy space installations without fear of identification. ||  ||  ||  ||  || 1{{icon|espionage}}&amp;lt;br&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Earthbound || This person refuses to travel to space. || -20 XP&amp;lt;br&amp;gt; || Blocked:&amp;lt;br&amp;gt;[[File:ICO_orbit_on.png|20px]] [[Orbit]]&amp;lt;br&amp;gt;[[File:ICO_deorbit_on.png|20px]] [[Deorbit]]&amp;lt;br&amp;gt;[[File:ICO_transfer_on.png|20px]] [[Transfer]]&amp;lt;br&amp;gt;[[File:ICO_controlspaceasset_on.png|20px]] [[Control Space Asset]]&amp;lt;br&amp;gt;[[File:ICO_seizespaceasset_on.png|20px]] [[Assault Enemy Space Asset]] ||  || Space ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Combat Astronaut || Undergone training to serve effectively on our warships. || 10 XP&amp;lt;br&amp;gt;100 {{icon|money}}&amp;lt;br&amp;gt;1 {{icon|ops}}&amp;lt;br&amp;gt;1 {{icon|boost}}&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_seizespaceasset_on.png|20px]] [[Assault Enemy Space Asset]] || Space Navy Academies ||  ||  || 1{{icon|command}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Undercover trait allows the councilor to board the ships and tier 1 habs of other human factions.&lt;br /&gt;
&lt;br /&gt;
=== Minions Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! [[Missions]] !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Lone Wolf || Does not work well with others, but skilled at secretive activity. || Blocked:&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  || -1{{icon|administration}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-1{{icon|command}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;2{{icon|espionage}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Awkward Genius || Poor at recognizing social cues and working with others but able to conduct scientific investigations with unparalleled focus. || Blocked:&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]]&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  || -3{{icon|persuasion}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-3{{icon|command}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;2{{icon|investigation}}&lt;br /&gt;
|-&lt;br /&gt;
| Crew || Has a small team of loyal followers who serve as bodyguards and can conduct operations. ||  || 1{{icon|ops}}&amp;lt;br&amp;gt; || 1{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Caution Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! [[Missions]] !! Restricted&amp;lt;br&amp;gt;From !! [[Councilors#Detection|Detection]]&amp;lt;br&amp;gt;Bonus(es) !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Streetwise || Skilled at navigating dark corners in his or her home nation. || 20 XP&amp;lt;br&amp;gt; ||  ||  || 1{{icon|espionage}}&amp;lt;br&amp;gt; ||  || 1{{icon|security}} if in Home Nation&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;1{{icon|investigation}} if in Home Nation&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cautious || Particularly concerned with security and avoiding personal risk. || -20 XP&amp;lt;br&amp;gt; ||  || High Unrest Nations ||  ||  || 1{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Careless || Someone who doesn&#039;t take personal security terribly seriously. || -20 XP&amp;lt;br&amp;gt; ||  ||  || -2{{icon|espionage}}&amp;lt;br&amp;gt; ||  || -2{{icon|security}} if {{icon|unrest|bgcolor=DarkSlateGray}}≥4&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Suspicious || Naturally inclined to distrust others. ||  || Blocked:&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  || 1{{icon|espionage}}&amp;lt;br&amp;gt;1{{icon|investigation}} ||  || 2{{icon|investigation}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;2{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-2 Apparent {{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;1{{icon|espionage}}&lt;br /&gt;
|-&lt;br /&gt;
| Conspiracy Theorist || Sees connections between events that others will not. Occasionally right about them. ||  || Granted:&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]] ||  ||  || -1{{icon|influence}}&amp;lt;br&amp;gt; || 2{{icon|investigation}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;1{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-2{{icon|persuasion}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Paranoid || Sees enemies everywhere. Only right some of the time. || -40 XP&amp;lt;br&amp;gt; || Blocked:&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]] || High Unrest Nations || 2{{icon|espionage}}&amp;lt;br&amp;gt; ||  || 2{{icon|investigation}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-2{{icon|persuasion}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== XP Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! XP&amp;lt;br&amp;gt;Costs&amp;lt;br&amp;gt;Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Quick Learner || Picks up new skills faster than most. ||  || -10%&lt;br /&gt;
|-&lt;br /&gt;
| Striver || Dedicated to self-improvement. ||  || -20%&lt;br /&gt;
|-&lt;br /&gt;
| Inflexible || Slow to learn new things. || -40 XP || +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Inflexible&#039;s penalty also applies to its own cost.&lt;br /&gt;
&lt;br /&gt;
=== Command Implant Group Traits ===&lt;br /&gt;
&lt;br /&gt;
Implant traits can only be added or upgraded following certain projects. Higher tier traits must be upgraded from the previous tier.&lt;br /&gt;
* Tier 1 traits cost 500 Money and require the Cybernetic Implants project.&lt;br /&gt;
* Tier 2 traits cost 1000 Money and require the Neural Engineering project.&lt;br /&gt;
* Tier 3 traits cost 2000 Money and require the Cyborging project.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! Required Project !! Upgrades&amp;lt;br&amp;gt;From !! [[Councilors#Detection|Detection]]&amp;lt;br&amp;gt;Bonus(es) !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Force Tracker || Embedded computer system that provides live monitoring of nearby friendly forces. || 500 {{icon|money}}&amp;lt;br&amp;gt; || Cybernetic Implants ||  ||  ||  || 1{{icon|command}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Battle Computer || A warfare management system that provides on-the-spot updates about small and large-scale military operations. || 1000 {{icon|money}}&amp;lt;br&amp;gt; || Neural Engineering || Force Tracker ||  ||  || 2{{icon|command}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strategic AI || An advanced warfare overseer AI that recognizes patterns in enemy behavior and coordinates countermeasures. || 2000 {{icon|money}}&amp;lt;br&amp;gt; || Cyborging || Battle Computer ||  ||  || 3{{icon|command}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Implant Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! Required Project !! Upgrades&amp;lt;br&amp;gt;From !! [[Councilors#Detection|Detection]]&amp;lt;br&amp;gt;Bonus(es) !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Datajack || Live internal connection to the Internet that provides data lookup on demand. || 500 {{icon|money}}&amp;lt;br&amp;gt; || Cybernetic Implants ||  ||  || 3{{icon|research}}&amp;lt;br&amp;gt; || 1{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Interlink || An advanced data indexing and retrieval AI that is nearly indistinguishable from a user&#039;s memory. || 1000 {{icon|money}}&amp;lt;br&amp;gt; || Neural Engineering || Datajack ||  || 3{{icon|research}}&amp;lt;br&amp;gt; || 2{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cognitive Enhancer || Frontal lobe implants aimed at speeding the brain&#039;s analytical capabilities. || 2000 {{icon|money}}&amp;lt;br&amp;gt; || Cyborging || Neural Interlink ||  || 3{{icon|research}}&amp;lt;br&amp;gt; || 3{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Security Implant Group Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! Required Project !! Upgrades&amp;lt;br&amp;gt;From !! [[Councilors#Detection|Detection]]&amp;lt;br&amp;gt;Bonus(es) !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Personal Protection Monitor || An implant that monitors local conditions, looking for potential threats. || 500 {{icon|money}}&amp;lt;br&amp;gt; || Cybernetic Implants ||   || 1{{icon|espionage}}&amp;lt;br&amp;gt; ||  || 1{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Personal Defense System || An active protection system that scans visual, aural, and electronic inputs to alert to potential dangers. || 1000 {{icon|money}}&amp;lt;br&amp;gt; || Neural Engineering || Personal Protection Monitor  || 1{{icon|espionage}}&amp;lt;br&amp;gt; ||  || 2{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Angel Implant || A full-spectrum personal safety AI that can also manage a security detail. || 2000 {{icon|money}}&amp;lt;br&amp;gt; || Cyborging || Personal Defense System  || 1{{icon|espionage}}&amp;lt;br&amp;gt; ||  || 3{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Investigation Implant Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! Required Project !! Upgrades&amp;lt;br&amp;gt;From !! [[Councilors#Detection|Detection]]&amp;lt;br&amp;gt;Bonus(es) !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Embedded Sensor Package || A package of sensors and augmented reality overlay. || 500 {{icon|money}}&amp;lt;br&amp;gt; || Cybernetic Implants ||   || 1{{icon|investigation}} ||  || 1{{icon|investigation}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Senses || Implants that increase fidelity and discrimination of a person&#039;s various sensory inputs. || 1000 {{icon|money}}&amp;lt;br&amp;gt; || Neural Engineering || Embedded Sensor Package  || 1{{icon|investigation}} ||  || 2{{icon|investigation}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Argus Implant || A user&#039;s senses are augmented by remote sensors feeding data into the brain. || 2000 {{icon|money}}&amp;lt;br&amp;gt; || Cyborging || Enhanced Senses  || 1{{icon|investigation}} ||  || 3{{icon|investigation}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Administration Implant Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! Required Project !! Upgrades&amp;lt;br&amp;gt;From !! [[Councilors#Detection|Detection]]&amp;lt;br&amp;gt;Bonus(es) !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Intelligent Assistant || An adaptive management program that assists in scheduling, HR, and financial matters. || 500 {{icon|money}}&amp;lt;br&amp;gt; || Cybernetic Implants ||   ||  ||  || 1{{icon|administration}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Management AI || Learning software that handles routine administrative tasks without disturbing its user. || 1000 {{icon|money}}&amp;lt;br&amp;gt; || Neural Engineering || Intelligent Assistant  ||  ||  || 2{{icon|administration}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Executive AI || An AI fulfilling many chief-of-staff functions so the manager can focus on fully informed strategic decisionmaking. || 2000 {{icon|money}}&amp;lt;br&amp;gt; || Cyborging || Management AI  ||  ||  || 3{{icon|administration}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Espionage Implant Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! Required Project !! Upgrades&amp;lt;br&amp;gt;From !! [[Councilors#Detection|Detection]]&amp;lt;br&amp;gt;Bonus(es) !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Scrambler || A stealth implant that attempts to disguise a person&#039;s presence to various sensors. || 500 {{icon|money}}&amp;lt;br&amp;gt; || Cybernetic Implants ||   || 1{{icon|espionage}}&amp;lt;br&amp;gt; ||  || 1{{icon|espionage}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Countermeasures || A package of defensive implants aimed at avoiding detection. || 1000 {{icon|money}}&amp;lt;br&amp;gt; || Neural Engineering || Scrambler  || 1{{icon|espionage}}&amp;lt;br&amp;gt; ||  || 2{{icon|espionage}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stealth Field || A monitor that recognizes and helps the user evade nearby passive and active sensors. || 2000 {{icon|money}}&amp;lt;br&amp;gt; || Cyborging || Countermeasures || 1{{icon|espionage}}&amp;lt;br&amp;gt; ||  || 3{{icon|espionage}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Persuasion Implant Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! [[Missions]] !! Required Project !! Upgrades&amp;lt;br&amp;gt;From !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Pherocyte Emitter || We adapt the aliens&#039; biological advantage for our own uses. || 5000 {{icon|money}}&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]]&amp;lt;br&amp;gt;[[File:ICO_turn_on.png|20px]] [[Turn Councilor]] || Pherocyte Emitter ||  || 3{{icon|persuasion}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Pherocyte Mass Emitter || A powerful broadcaster of alien pherocytes that makes nearby people extremely suggestible. || 10000 {{icon|money}}&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]]&amp;lt;br&amp;gt;[[File:ICO_turn_on.png|20px]] [[Turn Councilor]] || Pherocyte Mastery || Pherocyte Emitter || 10{{icon|persuasion}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Poverty Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! [[Missions]] !! [[Councilors#Detection|Detection]]&amp;lt;br&amp;gt;Bonus(es) !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Indebted || Owes a very large sum of money to creditors, reducing their credibility. || -15000 {{icon|money}}&amp;lt;br&amp;gt; ||  ||  || -100{{icon|money}}&amp;lt;br&amp;gt; || -2{{icon|persuasion}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Delinquent || Refuses to honour outstanding debts, gaining them a reputation for untrustworthiness and causing their movements to be more closely tracked. || -30000 {{icon|money}}&amp;lt;br&amp;gt; ||  || -4{{icon|espionage}}&amp;lt;br&amp;gt; ||  || -4{{icon|persuasion}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-6 Apparent {{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-3{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Extorted || Feels that they have been taken advantage of financially by our faction, making them reluctant to trust us. || -10000 {{icon|money}}&amp;lt;br&amp;gt; || Blocked:&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  || -6{{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineering Project Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! [[Missions]] !! Upgrades&amp;lt;br&amp;gt;From !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Project Manager || Putting the &amp;quot;D&amp;quot; in R&amp;amp;D. ||  ||  ||  || 1{{icon|projects|bgcolor=DarkSlateGray}} || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Project Director || A leader of engineers. || 20 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || Project Manager || 2{{icon|projects|bgcolor=DarkSlateGray}} || 1{{icon|administration}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Project Administrator || A leader of multiple teams of engineers. || 40 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || Project Director || 3{{icon|projects|bgcolor=DarkSlateGray}} || 2{{icon|administration}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== National Priority Group Traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! [[Missions]] !! Priority Bonus !! Upgrades&amp;lt;br&amp;gt;From !! Income&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Engineer || A builder of tools and factories. ||  ||  || 2% {{icon|economy}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Industrial Engineer II || A master of economics, manufacturing, and productivity. || 20 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|economy}} || Industrial Engineer || &lt;br /&gt;
|-&lt;br /&gt;
| Industrialist || A captain of industry. ||  ||  || 2% {{icon|economy}} ||  || -2{{icon|money}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Financier || Funds entrepreneurs to develop an array of innovative businesses. || 20 XP&amp;lt;br&amp;gt; ||  || 5% {{icon|economy}} || Industrialist || -5{{icon|money}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Philanthropist || Turns wealth into good works. ||  ||  || 2% {{icon|welfare}} ||  || -2{{icon|money}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Benefactor || Turns wealth into great works. || 20 XP&amp;lt;br&amp;gt; ||  || 5% {{icon|welfare}} || Philanthropist || -5{{icon|money}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Civil Engineer || Turns stone and steel into public works. ||  ||  || 2% {{icon|environment}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Environmental Engineer || Designs public works for the benefit of people and the natural world. || 20 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|environment}} || CivilEngineer || &lt;br /&gt;
|-&lt;br /&gt;
| Teacher || Conveys knowledge to willing minds. ||  || Granted:&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]]&amp;lt;br&amp;gt;[[File:ICO_turn_on.png|20px]] [[Turn Councilor]] || 2% {{icon|knowledge}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Educator || Develops national educational systems. || 20 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]]&amp;lt;br&amp;gt;[[File:ICO_turn_on.png|20px]] [[Turn Councilor]] || 5% {{icon|knowledge}} || Teacher || &lt;br /&gt;
|-&lt;br /&gt;
| Reformer || Helps build state institutions that ensure the people&#039;s rights are respected. ||  ||  || 2% {{icon|government}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Nation Builder || A generational talent at building enduring democracies. || 20 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]] || 5% {{icon|government}} || Reformer || &lt;br /&gt;
|-&lt;br /&gt;
| Chekist || A member of the political police. ||  ||  || 5% {{icon|oppression}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Iron Hand || Those who adopt nonconforming ideologies are enemies of the state. || 20 XP&amp;lt;br&amp;gt; ||  || 10% {{icon|oppression}} || Chekist || &lt;br /&gt;
|-&lt;br /&gt;
| Lobbyist || Sways those in power to direct the state&#039;s treasury to particular ends. ||  ||  || 5% {{icon|funding}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Powerbroker || Doesn&#039;t write national budgets but directs those who do. || 20 XP&amp;lt;br&amp;gt; ||  || 10% {{icon|funding}} || Lobbyist || &lt;br /&gt;
|-&lt;br /&gt;
| Shady || A siphoner of funds away from their intended purpose. ||  ||  || 5% {{icon|spoils}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Crooked || Extracts wealth from an economy regardless of law or harm. || 20 XP&amp;lt;br&amp;gt; ||  || 10% {{icon|spoils}} || Shady || &lt;br /&gt;
|-&lt;br /&gt;
| Aerospace Engineer || Gets things flying. And landing. ||  ||  || 2% {{icon|boost priority}}&amp;lt;br&amp;gt;5% {{icon|found space program}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Aerospace Engineer II || An expert in rocket design. || 20 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|boost priority}}&amp;lt;br&amp;gt;10% {{icon|found space program}} || Aerospace Engineer || &lt;br /&gt;
|-&lt;br /&gt;
| Systems Engineer || Can organize ground systems in support of space operations. ||  ||  || 2% {{icon|mission control priority}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Systems Engineer II || Expert in support of space operations. || 20 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|mission control priority}} || Systems Engineer || &lt;br /&gt;
|-&lt;br /&gt;
| Military Engineer || Develops the right mix of doctrine and hardware to defend a nation from its foes. ||  ||  || 2% {{icon|military priority}}&amp;lt;br&amp;gt;5% {{icon|found military}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Military Engineer II || An expert in developing military technology and doctrine. || 20 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|military priority}}&amp;lt;br&amp;gt;10% {{icon|found military}} || Military Engineer || &lt;br /&gt;
|-&lt;br /&gt;
| Defense Contractor || Designs and builds military hardware. ||  ||  || 2% {{icon|build army}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Defense Contractor II || An expert in getting military hardware to the battlefield. || 20 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|build army}} || Defense Contractor || &lt;br /&gt;
|-&lt;br /&gt;
| Naval Engineer || Knows how to float a boat. ||  ||  || 2% {{icon|build navy}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Naval Architect || An expert designer of ships and submarines. || 20 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|build navy}} || Naval Engineer || &lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Engineer || Knows how to split an atom. ||  ||  || 2% {{icon|nuclear weapons}}&amp;lt;br&amp;gt;5% {{icon|develop atomic bomb}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Mastermind || An Oppenheimer-like figure who can jump start nuclear weapons development. || 20 XP&amp;lt;br&amp;gt; || Granted:&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|nuclear weapons}}&amp;lt;br&amp;gt;10% {{icon|develop atomic bomb}} || Nuclear Engineer || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ungrouped Traits ===&lt;br /&gt;
&lt;br /&gt;
These traits have no group, so councilors can have multiple of them at the same time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! [[Missions]] !! Tech Bonus !! Required Project !! Restricted&amp;lt;br&amp;gt;From !! [[Councilors#Detection|Detection]]&amp;lt;br&amp;gt;Bonus(es) !! Income !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Non Grata || Faces imprisonment or execution in rivals of his or her home nation. || -20 XP&amp;lt;br&amp;gt;-100 {{icon|money}}&amp;lt;br&amp;gt;-20 {{icon|influence}}&amp;lt;br&amp;gt; ||  ||  ||  || Rivals of Home Nation ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Awareness || Particularly skilled at detecting other councilors. ||  ||  ||  ||  ||  || 1{{icon|investigation}} ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Addict || Addicted to an illicit substance and willing to go to any length to acquire it. || -40 XP&amp;lt;br&amp;gt; ||  ||  ||  ||  || -1{{icon|espionage}}&amp;lt;br&amp;gt; || -1{{icon|money}}&amp;lt;br&amp;gt; || -2{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-4{{icon|security}} if {{icon|money}}≤0&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Veteran || A former member of his or her home nation&#039;s armed forces. ||  ||  || 2% {{icon|military}} ||  ||  ||  ||  || 1{{icon|command}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;1{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Indulgent || Spends lots of money on personal gratification. || -20 XP&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || -2{{icon|money}}&amp;lt;br&amp;gt; || -4{{icon|loyalty}} if {{icon|money}}≤0&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Survivor || Very hard to kill in nuclear war or other mass casualty events. || 10 XP&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || 1{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Loyalty Monitor || Implant that reports a councilor&#039;s emotional responses to events, and assists us in taking drastic action should they betray us. They will not like wearing these. || 500 {{icon|money}}&amp;lt;br&amp;gt; ||  ||  || Cybernetic Implants ||  ||  ||  || -5{{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Set  Apparent {{icon|loyalty}} to {{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forebrain Stimulator || Taps the brain&#039;s reward system, at the expense of some complex thinking. || 2000 {{icon|money}}&amp;lt;br&amp;gt; ||  ||  || Cyborging ||  ||  ||  || 3{{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3 Apparent {{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-2{{icon|command}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-2{{icon|science}}&lt;br /&gt;
|-&lt;br /&gt;
| Untouchable || In too important a position to be safely deleted. || 150 XP&amp;lt;br&amp;gt;500 {{icon|money}}&amp;lt;br&amp;gt;500 {{icon|influence}}&amp;lt;br&amp;gt;100 {{icon|ops}}&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || 3{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Beloved || Popular regardless of their loyalties. ||  || Granted:&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  ||  ||  || 3{{icon|influence}}&amp;lt;br&amp;gt; || 1{{icon|persuasion}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Demanding || Does not tolerate failure from anyone. ||  ||  ||  ||  ||  ||  ||  || 2{{icon|administration}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;1{{icon|command}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Insecure || Is troubled by personal failure. || -20 XP&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Anxious || Worried about dying for the cause. || -20 XP&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Loss Averse || Haunted by defeat. || -20 XP&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Family Ties || Feels a strong connection to their homeland and has family there. ||  ||  ||  ||  ||  ||  ||  || 1{{icon|persuasion}} if in Home Nation&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;1{{icon|security}} if in Home Nation&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Martyr || A violent death will draw millions to their cause. ||  || Granted:&amp;lt;br&amp;gt;[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  ||  ||  ||  || 1{{icon|persuasion}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-1{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Innovative || A wellspring of new ideas. ||  ||  ||  ||  ||  ||  ||  || 1{{icon|science}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Demanding, Insecure, Anxious, Loss Averse, and Family Ties traits also cause the councilor to lose {{icon|loyalty}} under certain conditions. But this loyalty loss can be fixed with [[Inspire]] missions.&lt;br /&gt;
&lt;br /&gt;
=== Special Traits ===&lt;br /&gt;
&lt;br /&gt;
These traits are impossible for councilors to get normally. Instead, these traits can appear when the following actions are done:&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* Vengeful: Attempt to {{MissionIcon|Assassinate}}[[Assassinate]] one of your own councilors after discovering that they are a mole.&lt;br /&gt;
* Declining: Have a really old councilor without researching any lifespan extension.&lt;br /&gt;
* Second Wave: Get rid of any of the first wave of {{icon|alien}}[[Aliens|alien]] councilors.&lt;br /&gt;
* Marked: Attempt to {{MissionIcon|Assassinate}}[[Assassinate]] a councilor that has the Untouchable or Prominent trait.&lt;br /&gt;
* Ace Assassin: {{MissionIcon|Assassinate}}[[Assassinate]] 5 alien councilors with one councilor. Only available to {{icon|destroy}}[[Humanity First]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description !! Cost !! [[Missions]] !! XP&amp;lt;br&amp;gt;Modifier !! [[Councilors#Detection|Detection]]&amp;lt;br&amp;gt;Bonus(es) !! Stat&amp;lt;br&amp;gt;Bonus(es)&lt;br /&gt;
|-&lt;br /&gt;
| Vengeful || It&#039;s payback time. ||  || Granted:&amp;lt;br&amp;gt;[[File:ICO_assassinate_on.png|20px]] [[Assassinate]] ||  ||  || 5{{icon|espionage}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;15{{icon|loyalty}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3{{icon|command}}&lt;br /&gt;
|-&lt;br /&gt;
| Declining || Age is taking its toll. ||  ||  || +100% ||  || -1{{icon|investigation}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-1{{icon|command}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Second Wave || This alien appears to be part of a second wave of infiltrators and more skilled at evading detection than its predecessors. ||  ||  ||  ||  || 3{{icon|espionage}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Marked || This councilor has done something public, and terrible, and is the target of surveillance efforts around the globe. || -50 XP&amp;lt;br&amp;gt;-1000 {{icon|money}}&amp;lt;br&amp;gt;-500 {{icon|influence}}&amp;lt;br&amp;gt;-100 {{icon|ops}}&amp;lt;br&amp;gt; || Blocked:&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  || -4{{icon|espionage}}&amp;lt;br&amp;gt; || -10{{icon|security}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ace Assassin || An efficient killer. ||  ||  ||  ||  || 3{{icon|espionage}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
Finally, the Prominent trait is actually not a councilor trait at all. It is instead a trait given by equipping certain [[Orgs]].&lt;br /&gt;
&lt;br /&gt;
== Average Newly Generated Councilors ==&lt;br /&gt;
&lt;br /&gt;
By combining the trait chances for each profession as well as their random stat ranges, we can compute the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Profession !! colspan=10 | Average Initial Stat Values &lt;br /&gt;
|-&lt;br /&gt;
! [[File:ICO persuasion.png|25px]] !! [[File:ICO command.png|25px]] !! [[File:ICO espionage.png|25px]] !! [[File:ICO investigation.png|25px]] !! [[File:ICO administration.png|25px]] !! [[File:ICO science.png|25px]] !! [[File:ICO security.png|25px]] !! [[File:ICO loyalty.png|25px]] !! [[File:ICO_ControlPoint_empty.png|25px]] !! Total Except [[File:ICO loyalty.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| Activist || 7.47 || 0.50 || 4.12 || 4.59 || 0.68 || 0.55 || 0.44 || 11.99 || 8.65 || 18.35&lt;br /&gt;
|-&lt;br /&gt;
| Astronaut || 4.36 || 6.65 || 1.60 || 2.53 || 4.89 || 5.70 || 5.24 || 11.14 || 15.90 || 30.97&lt;br /&gt;
|-&lt;br /&gt;
| Attorney || 6.47 || 1.58 || 2.25 || 6.52 || 4.57 || 1.00 || 3.58 || 11.34 || 12.63 || 25.98&lt;br /&gt;
|-&lt;br /&gt;
| Celebrity || 8.34 || 0.55 || 0.57 || 2.18 || 4.24 || 0.50 || 5.15 || 10.16 || 13.13 || 21.53&lt;br /&gt;
|-&lt;br /&gt;
| Commando || 0.96 || 5.57 || 5.14 || 3.62 || 1.19 || 0.50 || 9.07 || 11.00 || 7.72 || 26.05&lt;br /&gt;
|-&lt;br /&gt;
| Diplomat || 6.07 || 2.61 || 5.23 || 4.15 || 5.47 || 0.65 || 4.85 || 10.82 || 14.15 || 29.03&lt;br /&gt;
|-&lt;br /&gt;
| Engineer || 3.97 || 1.58 || 1.75 || 5.02 || 5.07 || 7.48 || 2.58 || 11.34 || 10.63 || 27.47&lt;br /&gt;
|-&lt;br /&gt;
| Evangelist || 8.14 || 2.63 || 0.55 || 1.67 || 4.18 || 0.00 || 3.99 || 12.61 || 14.95 || 21.16&lt;br /&gt;
|-&lt;br /&gt;
| Executive || 5.54 || 4.94 || 1.12 || 3.09 || 6.66 || 1.62 || 3.16 || 11.08 || 17.15 || 26.14&lt;br /&gt;
|-&lt;br /&gt;
| Fixer || 2.35 || 0.46 || 5.86 || 5.30 || 0.44 || 0.56 || 3.95 || 9.95 || 3.25 || 18.92&lt;br /&gt;
|-&lt;br /&gt;
| Hacker || 2.52 || 0.47 || 6.70 || 4.98 || 1.83 || 5.10 || 3.41 || 10.09 || 4.83 || 25.02&lt;br /&gt;
|-&lt;br /&gt;
| Inspector || 3.41 || 4.71 || 3.59 || 6.28 || 4.89 || 1.04 || 5.82 || 11.24 || 13.01 || 29.74&lt;br /&gt;
|-&lt;br /&gt;
| Investigator || 2.13 || 0.68 || 5.46 || 8.48 || 2.28 || 1.03 || 5.43 || 11.11 || 5.09 || 25.49&lt;br /&gt;
|-&lt;br /&gt;
| Journalist || 7.12 || 0.04 || 4.48 || 6.93 || 1.06 || 1.60 || 1.12 || 10.80 || 8.22 || 22.35&lt;br /&gt;
|-&lt;br /&gt;
| Judge || 6.10 || 1.80 || 2.27 || 5.65 || 4.60 || 0.54 || 4.02 || 11.20 || 12.51 || 24.99&lt;br /&gt;
|-&lt;br /&gt;
| Kingpin || 3.79 || 4.75 || 5.63 || 4.35 || 5.89 || 0.00 || 8.51 || 8.93 || 14.43 || 32.91&lt;br /&gt;
|-&lt;br /&gt;
| Officer || 5.01 || 7.63 || 2.60 || 2.15 || 5.27 || 1.00 || 7.42 || 12.07 || 17.91 || 31.08&lt;br /&gt;
|-&lt;br /&gt;
| Operative || 2.41 || 4.63 || 6.33 || 3.90 || 0.68 || 0.50 || 6.61 || 10.99 || 7.73 || 25.06&lt;br /&gt;
|-&lt;br /&gt;
| Politician || 7.08 || 2.21 || 2.70 || 4.47 || 5.54 || 0.55 || 4.39 || 7.62 || 14.83 || 26.95&lt;br /&gt;
|-&lt;br /&gt;
| Professor || 5.38 || -0.53 || 2.97 || 5.68 || 2.52 || 5.85 || 1.11 || 11.11 || 7.37 || 22.98&lt;br /&gt;
|-&lt;br /&gt;
| Rebel || 5.20 || 6.62 || 6.26 || 3.28 || 1.66 || 0.00 || 6.70 || 9.94 || 13.48 || 29.72&lt;br /&gt;
|-&lt;br /&gt;
| Scientist || 3.08 || -0.36 || 1.55 || 5.04 || 4.12 || 7.73 || 2.26 || 11.18 || 6.84 || 23.42&lt;br /&gt;
|-&lt;br /&gt;
| Spy || 5.08 || 2.59 || 7.58 || 6.68 || 1.31 || 0.50 || 6.41 || 10.08 || 8.98 || 30.15&lt;br /&gt;
|-&lt;br /&gt;
| TechMogul || 5.17 || 2.00 || 2.13 || 3.12 || 6.29 || 5.92 || 3.55 || 11.16 || 13.46 || 28.18&lt;br /&gt;
|-&lt;br /&gt;
| Tycoon || 3.52 || 4.54 || 2.22 || 2.12 || 8.08 || 2.55 || 4.27 || 10.16 || 16.13 || 27.30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Negative values are not a typo. There exist traits that reduce a councilor&#039;s attributes. Although these traits cannot actually reduce the attribute below 0, they will apply their attribute reduction when the councilor brings their attribute above 0 via orgs or augmentations.&lt;br /&gt;
&lt;br /&gt;
The two initial councilors that a faction can begin with have additional bonuses applied to them:&lt;br /&gt;
* All traits that give the councilor movement restrictions are removed.&lt;br /&gt;
* If the councilor has only one &#039;&#039;&#039;keyStat&#039;&#039;&#039;, then that stat is set to 8.&lt;br /&gt;
* Otherwise, the primary &#039;&#039;&#039;keyStat&#039;&#039;&#039; is set to 7, while the secondary &#039;&#039;&#039;keyStat&#039;&#039;&#039; is set to 6.&lt;br /&gt;
&lt;br /&gt;
Exceptions:&lt;br /&gt;
* On Cinematic and Normal difficulties, the AI factions do not get this bonus.&lt;br /&gt;
* In rare cases, both of the initial councilors could roll the same home nation. The game does not approve of this home nation sharing, and will force the second councilor to reroll its whole character. This reroll is done without applying the bonus.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Profession !! colspan=10 | Average Initial Stat Values for Campaign Start Councilors&lt;br /&gt;
|-&lt;br /&gt;
! [[File:ICO persuasion.png|25px]] !! [[File:ICO command.png|25px]] !! [[File:ICO espionage.png|25px]] !! [[File:ICO investigation.png|25px]] !! [[File:ICO administration.png|25px]] !! [[File:ICO science.png|25px]] !! [[File:ICO security.png|25px]] !! [[File:ICO loyalty.png|25px]] !! [[File:ICO_ControlPoint_empty.png|25px]] !! Total Except [[File:ICO loyalty.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| Activist || 7.51 || 6.00 || 4.12 || 4.55 || 0.68 || 0.55 || 0.28 || 11.99 || 14.19 || 23.69&lt;br /&gt;
|-&lt;br /&gt;
| Astronaut || 4.36 || 7.15 || 1.60 || 2.53 || 4.89 || 6.20 || 5.24 || 11.14 || 16.40 || 31.97&lt;br /&gt;
|-&lt;br /&gt;
| Attorney || 5.97 || 1.58 || 2.25 || 7.02 || 4.57 || 1.00 || 3.48 || 11.34 || 12.13 || 25.88&lt;br /&gt;
|-&lt;br /&gt;
| Celebrity || 7.90 || 0.55 || 0.57 || 2.12 || 4.24 || 0.50 || 7.46 || 10.16 || 12.69 || 23.34&lt;br /&gt;
|-&lt;br /&gt;
| Commando || 0.98 || 7.07 || 5.14 || 3.60 || 1.19 || 0.50 || 9.04 || 11.00 || 9.24 || 27.52&lt;br /&gt;
|-&lt;br /&gt;
| Diplomat || 7.09 || 2.61 || 5.23 || 4.13 || 6.47 || 0.65 || 4.72 || 10.82 || 16.17 || 30.90&lt;br /&gt;
|-&lt;br /&gt;
| Engineer || 3.97 || 1.58 || 1.75 || 5.02 || 6.07 || 7.98 || 2.48 || 11.34 || 11.63 || 28.87&lt;br /&gt;
|-&lt;br /&gt;
| Evangelist || 8.70 || 2.63 || 0.55 || 1.61 || 4.18 || 0.00 || 3.80 || 12.61 || 15.51 || 21.47&lt;br /&gt;
|-&lt;br /&gt;
| Executive || 5.58 || 6.44 || 1.12 || 3.05 || 8.16 || 1.62 || 3.00 || 11.08 || 20.19 || 28.98&lt;br /&gt;
|-&lt;br /&gt;
| Fixer || 2.37 || 0.46 || 7.36 || 6.28 || 0.44 || 0.56 || 3.82 || 9.95 || 3.27 || 21.29&lt;br /&gt;
|-&lt;br /&gt;
| Hacker || 2.58 || 0.47 || 8.20 || 4.92 || 1.83 || 6.10 || 3.22 || 10.09 || 4.89 || 27.33&lt;br /&gt;
|-&lt;br /&gt;
| Inspector || 3.47 || 6.21 || 3.59 || 7.72 || 4.89 || 1.04 || 5.63 || 11.24 || 14.57 || 32.55&lt;br /&gt;
|-&lt;br /&gt;
| Investigator || 2.33 || 0.68 || 6.96 || 8.28 || 2.28 || 1.03 || 5.03 || 11.11 || 5.29 || 26.59&lt;br /&gt;
|-&lt;br /&gt;
| Journalist || 7.18 || 0.04 || 4.48 || 6.87 || 1.06 || 1.60 || 1.03 || 10.80 || 8.28 || 22.26&lt;br /&gt;
|-&lt;br /&gt;
| Judge || 6.12 || 1.80 || 2.27 || 7.13 || 6.60 || 0.54 || 3.89 || 11.20 || 14.53 || 28.36&lt;br /&gt;
|-&lt;br /&gt;
| Kingpin || 4.58 || 4.75 || 7.13 || 3.55 || 7.39 || 0.00 || 7.24 || 8.93 || 16.72 || 34.64&lt;br /&gt;
|-&lt;br /&gt;
| Officer || 5.03 || 7.13 || 2.60 || 2.13 || 6.27 || 1.00 || 7.29 || 12.07 || 18.43 || 31.45&lt;br /&gt;
|-&lt;br /&gt;
| Operative || 2.47 || 6.13 || 7.33 || 3.84 || 0.68 || 0.50 || 6.52 || 10.99 || 9.29 || 27.47&lt;br /&gt;
|-&lt;br /&gt;
| Politician || 6.18 || 2.21 || 2.70 || 4.37 || 7.54 || 0.55 || 4.14 || 7.62 || 15.93 || 27.70&lt;br /&gt;
|-&lt;br /&gt;
| Professor || 5.90 || -0.53 || 2.97 || 5.66 || 2.52 || 7.35 || 0.98 || 11.11 || 7.89 || 24.85&lt;br /&gt;
|-&lt;br /&gt;
| Rebel || 5.30 || 7.12 || 6.26 || 3.18 || 1.66 || 0.00 || 6.55 || 9.94 || 14.08 || 30.07&lt;br /&gt;
|-&lt;br /&gt;
| Scientist || 3.10 || -0.36 || 1.55 || 6.02 || 4.12 || 7.73 || 2.13 || 11.18 || 6.86 || 24.29&lt;br /&gt;
|-&lt;br /&gt;
| Spy || 5.68 || 2.59 || 8.58 || 6.58 || 1.31 || 0.50 || 6.26 || 10.08 || 9.58 || 31.50&lt;br /&gt;
|-&lt;br /&gt;
| TechMogul || 5.19 || 2.00 || 2.13 || 3.10 || 8.29 || 6.42 || 3.42 || 11.16 || 15.48 || 30.55&lt;br /&gt;
|-&lt;br /&gt;
| Tycoon || 3.56 || 4.54 || 2.22 || 2.08 || 8.08 || 2.55 || 6.11 || 10.16 || 16.17 || 29.14&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;
|+ Other Notable Values&lt;br /&gt;
! rowspan=3 | Profession !! rowspan=3 | Average {{icon|influence|bgcolor=DarkSlateGray}} Income !! colspan=11 | Trait Chance&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Martyr !! rowspan=2 | Survivor !! rowspan=2 | Gov !! rowspan=2 | Crim !! colspan=7 | Scientist&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Tech_energy_icon.png|25px]] !! [[File:Tech_material_icon.png|25px]] !! [[File:Tech_space_icon.png|25px]] !! [[File:Tech_life_icon.png|25px]] !! [[File:Tech_social_icon.png|25px]] !! [[File:Tech_military_icon.png|25px]] !! [[File:Tech_info_icon.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| Activist || 6.38 || 20% || 1% || 5% || 10% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || 1% || 2% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Astronaut || 7.34 || 1% || 10% || 100% || style=&amp;quot;color:red;&amp;quot; | 0% || 20% || 5% || 30% || 5% || style=&amp;quot;color:red;&amp;quot; | 0% || 20% || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Attorney || 3.79 || style=&amp;quot;color:red;&amp;quot; | 0% || 2% || 5% || 2% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Celebrity || 10.82 || 5% || style=&amp;quot;color:red;&amp;quot; | 0% || 1% || 5% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Commando || 0.02 || style=&amp;quot;color:red;&amp;quot; | 0% || 80% || 50% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Diplomat || 3.73 || style=&amp;quot;color:red;&amp;quot; | 0% || 1% || 100% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Engineer || 2.82 || style=&amp;quot;color:red;&amp;quot; | 0% || 2% || 10% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Evangelist || 7.17 || 25% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || 1% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Executive || 5.72 || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || 10% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Fixer || 0.62 || style=&amp;quot;color:red;&amp;quot; | 0% || 50% || 10% || 10% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Hacker || 1.12 || style=&amp;quot;color:red;&amp;quot; | 0% || 5% || 5% || 25% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Inspector || 3.09 || style=&amp;quot;color:red;&amp;quot; | 0% || 3% || 75% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Investigator || 2.65 || style=&amp;quot;color:red;&amp;quot; | 0% || 10% || 75% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Journalist || 5.31 || 3% || 2% || 5% || 5% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Judge || 3.58 || 5% || 1% || 100% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Kingpin || 3.82 || 3% || 20% || style=&amp;quot;color:red;&amp;quot; | 0% || 100% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Officer || 1.95 || 2% || 50% || 100% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || 3% || style=&amp;quot;color:red;&amp;quot; | 0% || 10% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Operative || 1.46 || style=&amp;quot;color:red;&amp;quot; | 0% || 50% || 50% || 1% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Politician || 5.69 || 4% || style=&amp;quot;color:red;&amp;quot; | 0% || 100% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Professor || 3.43 || 3% || style=&amp;quot;color:red;&amp;quot; | 0% || 1% || style=&amp;quot;color:red;&amp;quot; | 0% || 10% || 10% || 10% || 10% || 20% || 10% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Rebel || 3.87 || 20% || 70% || style=&amp;quot;color:red;&amp;quot; | 0% || 20% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| Scientist || 2.76 || style=&amp;quot;color:red;&amp;quot; | 0% || 3% || 5% || style=&amp;quot;color:red;&amp;quot; | 0% || 15% || 15% || 15% || 15% || 15% || 10% || 15%&lt;br /&gt;
|-&lt;br /&gt;
| Spy || 0.95 || style=&amp;quot;color:red;&amp;quot; | 0% || 10% || 50% || 1% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| TechMogul || 8.17 || 1% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || 5% || 5% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || 5% || style=&amp;quot;color:red;&amp;quot; | 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Tycoon || 7.86 || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || 1% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0% || style=&amp;quot;color:red;&amp;quot; | 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If a profession has a non-zero chance of getting the Government or Criminal Trait, they can use XP (and resources) to purchase that Trait. But only if they do not already possess a Trait from that group. The traits in that group are Government, Criminal, National Hero, Enemy of the State, and Pariah.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Councilors]]&lt;/div&gt;</summary>
		<author><name>76561198004684101</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11559</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11559"/>
		<updated>2026-02-19T19:32:13Z</updated>

		<summary type="html">&lt;p&gt;76561198004684101: /* Control Point Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see [[Nation List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
&lt;br /&gt;
Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:Gray;&amp;quot;&lt;br /&gt;
| colspan=2| || {{icon|pop}} || {{icon|gdppc}} || {{icon|ip}} || {{icon|economy}} || {{icon|welfare}} || {{icon|knowledge}} || {{icon|government priority}} || {{icon|unity}} || {{icon|oppression}} || {{icon|inequality}} || {{icon|cohesion}} || {{icon|unrest}} || {{icon|education}} || {{icon|democracy}} || {{icon|spoils}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|pop}} || [[Nations#Population|Population]]&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|gdppc}} || [[Nations#Per_Capita_GDP|GDPPC]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|ip}} || [[Nations#Monthly_Investment_Points|IP]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|economy}} || Economy Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|welfare}} || Welfare Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|knowledge}} || Knowledge Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|government priority}} || Government Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unity}} || Unity Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|oppression}} || Oppression Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|inequality}} || [[Nations#Inequality|Inequality]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|cohesion}} || [[Nations#Cohesion|Cohesion]]&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| {{icon|star}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unrest}} || [[Nations#Unrest|Unrest]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|education}} || [[Nations#Education|Education]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|democracy}} || [[Nations#Government|Government]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|spoils}} || Spoils Priority&lt;br /&gt;
| style=&amp;quot;background-color:#110000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|research}} || [[Nations#Research|Research]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| {{icon|star}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|mc}} || [[Nations#Mission_Control|MC]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Each cell represents the effect of having higher amounts of the column stat on the row stat. &lt;br /&gt;
* Lighter background colors indicate stronger effects on the row stat.&lt;br /&gt;
* Empty cell indicates that the column stat has no direct effect on the row stat.&lt;br /&gt;
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
&lt;br /&gt;
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to:&lt;br /&gt;
* {{TV|IP}}.&lt;br /&gt;
* {{icon|research|bgcolor=DarkSlateGray}}[[Nations#Research|Research output]].&lt;br /&gt;
* The maximum amount of {{icon|mc|bgcolor=DarkSlateGray}}[[Nations#Mission_Control|Mission Control Cap]] that can be built in each region.&lt;br /&gt;
* The maximum amount of {{TV|armies}} that the nation can build.&lt;br /&gt;
* {{TV|Cohesion}}.&lt;br /&gt;
* {{TV|influence}} income from [[Nations#Public_Opinion|public support]].&lt;br /&gt;
* {{icon|sustainability}}[[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Pollution output]] and pollution removal from the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
As a result, nations with larger {{TV|pop}} tend to have far greater long-term potential. On the other hand, nations with larger {{TV|pop}} are also slower to change their nation stats, because of the need to apply these changes to a larger number of people.&lt;br /&gt;
&lt;br /&gt;
====Population Scaling for Nation Stat Changes====&lt;br /&gt;
&lt;br /&gt;
The following nation stats are considered to apply to the entire population of the nation:&lt;br /&gt;
* {{TV|democracy}}&lt;br /&gt;
* {{TV|unrest}}&lt;br /&gt;
* {{TV|cohesion}}&lt;br /&gt;
* {{TV|inequality}}&lt;br /&gt;
* {{TV|gdppc}}&lt;br /&gt;
* {{TV|education}}&lt;br /&gt;
* {{TV|sustainability}}&lt;br /&gt;
&lt;br /&gt;
As a result, most changes to these stats are slowed down in nations with larger {{TV|pop}}. Specifically, the amount of change is divided by ({{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Notably, the base monthly {{TV|ip}} production of a nation is the product of ({{TV|gdppc}} in thousands) ^ 0.35 and ({{TV|pop}} in millions) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Consequently, two nations with different {{TV|pop}} but otherwise identical stats would usually develop themselves at the same rate.&lt;br /&gt;
&lt;br /&gt;
====Population Growth====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the game calculates the annual {{TV|pop}} growth of a region as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TIRegionState&lt;br /&gt;
public double annualPopulationGrowth&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		double num = 4.49788037409348;&lt;br /&gt;
		return Mathd.Max(Mathd.Clamp(num + Mathd.Max(-num, -0.418190741 * (double)this.nation.education) + -0.0624798523403752 * (double)this.nation.cohesion + 9.80843732089162E-06 * (double)Mathf.Min(180000f, this.nation.perCapitaGDP) + -0.115739931206548 * (double)Mathf.Sqrt(Mathf.Abs(this.latitude)) + (double)(this.annualPopGrowthModifier * Mathf.Max(0f, (25f - TITimeState.CampaignDuration_years_Exact()) / 25f)) + (double)this.nation.template.popGrowthModifier - (double)(this.xenoforming.xenoformingLevel / 200f) - (double)(this.nuclearDetonations * 4), -10.0, 10.0) - (double)(Math.Max(0f, Mathf.Abs(GameStateManager.GlobalValues().temperatureAnomaly_C) - 8f) * ((this.template.environment == EnvironmentType.Beneficiary) ? 0.5f : ((this.template.environment == EnvironmentType.Vulnerable) ? 2f : 1f))), -100.0) * 0.01;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
* Lower {{TV|education}} increases {{TV|pop}} growth by roughly 0.42% for each point of education below roughly 11, up to a maximum of roughly 4.08%.&lt;br /&gt;
* Higher {{TV|cohesion}} decreases {{TV|pop}} growth by roughly 0.06% for each point of cohesion, up to a maximum of roughly 0.62%.&lt;br /&gt;
* Higher {{TV|gdppc}} increases {{TV|pop}} growth by roughly 0.098% for every 10k GDP per capita, up to a maximum of roughly 1.77%.&lt;br /&gt;
* Distance from the equator decreases {{TV|pop}} growth by 0.115739931206548% multiplied by the square root of the absolute latitude of the region.&lt;br /&gt;
* Every nation and region has a {{TV|pop}} growth modifier, which is defined in plain text in [[TINationTemplate CSV|TINationTemplate.json]] and [[Region List|TIRegionTemplate.json]] in the game files. These values are simply added directly to the annual {{TV|pop}} growth. But the region {{TV|pop}} growth modifiers slowly fades away over time. After 25 years, they are completely removed.&lt;br /&gt;
* [[Aliens#Alien Xenoforming|Xenoflora]] decreases {{TV|pop}} growth by -1% per 200 levels of xenoflora growth. For reference, whenever xenoflora growth exceeds 100 levels, 50 levels are spent to spawn a [[Aliens#Megafauna|megafauna]].&lt;br /&gt;
* Nuclear fallout decreases {{TV|pop}} growth by 4% per layer of nuclear fallout. These can be removed through massive investments into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
The above effects are summed up and then capped between -10% and +10% annual {{TV|pop}} growth.&lt;br /&gt;
&lt;br /&gt;
Then the effects of severe [[Climate Change]] are applied:&lt;br /&gt;
* For every degree of temperature anomaly above or below 8 degrees, population growth decreases by 1%.&lt;br /&gt;
* This effect is doubled for {{icon|ecologically vulnerable region|bgcolor=DarkSlateGray}}ecologically vulnerable regions.&lt;br /&gt;
* This effect is halved for {{icon|ecologically protected region}}ecologically protected regions.&lt;br /&gt;
&lt;br /&gt;
At the start of every month, the {{TV|pop}} of every region is changed to match its projected annual {{TV|pop}} growth rate. But a small amount of randomization between -0.0412% and +0.0412% is also added to this monthly {{TV|pop}} change.&lt;br /&gt;
&lt;br /&gt;
If the region population decreases, the nation&#039;s {{TV|education}} does too. If you lose more than 0.5 million {{TV|pop}} (no, it does not scale with total {{TV|pop}}), you get the maximum reduction of -0.005 {{TV|education}}. This can add up quickly in a large nation with many regions, each reducing the {{TV|education}} by a maximum of -0.005 every month.&lt;br /&gt;
&lt;br /&gt;
Note: This {{TV|education}} decrease is only applied by the automatic monthly {{TV|pop}} change. Loss of {{TV|pop}} from other sources such as [[Terrestrial_Warfare|war]] or [[Events|natural disasters]] has no effect on {{TV|education}}.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 1.0.29.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|government priority}} adds {{TV|democracy|0.001}} per {{TV|education}}.&lt;br /&gt;
* Each completion of the {{TV|oppression}} removes {{TV|democracy|0.0025}}.&lt;br /&gt;
* Each completion of the {{TV|spoils}} removes {{TV|democracy|0.0005}}.&lt;br /&gt;
* Every month, if the nation is at war, then remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation has less than 4 {{TV|cohesion}}, then there is a (1 - {{TV|cohesion}} / 4) chance to remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation and all of its neighbors are not at [[Foreign Relations#Wars|war]] and all of its neighbors have higher {{TV|democracy}} than the nation, then the nation gains {{TV|democracy|0.01}}.&lt;br /&gt;
&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} impacts {{TV|base cohesion}}:&lt;br /&gt;
* Low {{TV|democracy}} increases the {{TV|base cohesion}}.&lt;br /&gt;
* Middle {{TV|democracy}} lowers the {{TV|base cohesion}}.&lt;br /&gt;
* High {{TV|democracy}} draws the {{TV|base cohesion}} towards a central value of 5, and simultaneously increases {{icon|research}}[[Nations#Research|research production]]. &lt;br /&gt;
&lt;br /&gt;
Higher {{TV|democracy}} also lowers the {{TV|spoils}} requirement to keep the national [[Nations#Corruption|elites happy]] in order to avoid resetting of CPs by {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] and boosts [[Nations#Per_Capita_GDP|economic growth]]. &lt;br /&gt;
&lt;br /&gt;
Lower {{TV|democracy}} increases the effectiveness of the {{TV|oppression}} and armies at reducing {{TV|unrest}}. It also increases the {{TV|money}} output of the {{TV|spoils}}.&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} also has effects on [[Foreign Relations]] and [[Terrestrial Warfare]].&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|democracy}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|unrest}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || &amp;lt;1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Subversion || &amp;lt;3 &lt;br /&gt;
|-&lt;br /&gt;
| Strife || &amp;lt;4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || &amp;lt;7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || ≥9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as:&lt;br /&gt;
* 10.5 &lt;br /&gt;
* -1 per {{TV|gdppc|10000}}.&lt;br /&gt;
* -1 per {{TV|cohesion}}.&lt;br /&gt;
* For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation:&lt;br /&gt;
** -0.5.&lt;br /&gt;
** Multiplied by the army health %.&lt;br /&gt;
** Multiplied by (10 - {{TV|democracy}}).&lt;br /&gt;
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65.&lt;br /&gt;
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}})&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation&#039;s [[Regions]]&#039; Xenoflora Growth Levels) / 20.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Unrest ====&lt;br /&gt;
&lt;br /&gt;
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}. &lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}.&lt;br /&gt;
&lt;br /&gt;
==== Coups and revolutions ====&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|&amp;gt;9.9}} when checked. A naturally occurring coup will never happen if {{TV|democracy|≥8}} and {{TV|unrest|&amp;lt;8}}; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is (({{TV|unrest}} * 2 - {{TV|cohesion}} - {{TV|democracy}}) / 10 + elite unhappiness) / 6000, where the elites&#039; unhappiness is:&lt;br /&gt;
* 0 if the {{TV|spoils}} weight percentage matches or exceeds the nation&#039;s {{TV|corruption}}.&lt;br /&gt;
* 0 if one faction owns all the nation&#039;s control points and that faction has {{TV|public support|≥65%}}.&lt;br /&gt;
* {{TV|corruption}} percent - {{TV|spoils}} percent otherwise. (Expressed as a value between 0 and 1.)&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering {{TV|unrest}} and increasing {{TV|cohesion}}, {{TV|democracy}} and {{TV|spoils}} (up to the {{TV|corruption}} level). The {{TV|spoils}} may often be ignored if the level of {{TV|unrest}} in a country is sufficiently low and the {{TV|cohesion}} and/or {{TV|democracy}} sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Coup =====&lt;br /&gt;
&lt;br /&gt;
When a nation undergoes a coup for any reason, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied, except for those owned by the faction whose councilor performed the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]], if any.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a random amount between -2 and 1.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a random amount between -3 and 0.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a random amount between -1 and 1.&lt;br /&gt;
# The nation&#039;s [[Nations#GDP|GDP]] is changed by a random amount between -10% and 0%.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.&lt;br /&gt;
# If the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was performed by a councilor of some faction F, then:&lt;br /&gt;
#* If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.&lt;br /&gt;
#* If there is exactly one empty control point in the nation and the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.&lt;br /&gt;
#* Otherwise, give the first empty control point in the nation to F, and if the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was a critical success, also give the control point immediately to the right of it to F.&lt;br /&gt;
# Empty out every control point that is to the right of an empty control point.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
# Every councilor that is still planning to perform a {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission on the nation this turn aborts their pending {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Revolution =====&lt;br /&gt;
&lt;br /&gt;
When a human nation undergoes a revolution, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied.&lt;br /&gt;
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a semi-random amount between -6 and -3, where the likelihood of larger reductions is proportional to how much the nation&#039;s [[Nations#Public_Opinion|public opinion]] prefers the new control point owners over the old control point owners.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, where the likelihood of positive changes is proportional to how much the nation&#039;s [[Nations#Public_Opinion|public opinion]] prefers the new control point owners over the old control point owners.&lt;br /&gt;
# If the nation&#039;s {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, where the likelihood of larger reductions is proportional to how much {{TV|public support}} the new control point owners have compared to the old control point owners.&lt;br /&gt;
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is proportional to the average [[Factions#Human_Factions|Idealism]] of the new control point owners.&lt;br /&gt;
# X% chance for the number of loose nukes to increase by 1, where X is the number of {{TV|nukes}} the nation had. But note that this doesn&#039;t actually reduce the number of {{TV|nukes}} the nation has.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by purchasing power parity. The nation&#039;s GDP determines how many [[Nations#Control Points|Control Points]] a nation has, how many Investment Points it produces, and how difficult certain missions there are.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with [[Nations#Control_Points|Control Points]] in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of [[Nations#Armies|Armies]] and [[Nations#Navies|Navies]] it fields and by high levels of {{TV|unrest}}.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.35&amp;lt;/code&amp;gt;.&lt;br /&gt;
* {{TV|unrest}} removes {{TV|ip|1%}} for every {{TV|unrest|0.1}} above 2, capping at {{TV|ip|80%}} removed at {{TV|unrest|10}}.&lt;br /&gt;
* {{TV|navies}} remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Idle {{TV|armies}} in their home regions remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Other {{TV|armies}} remove {{TV|ip|1}} each.&lt;br /&gt;
&lt;br /&gt;
The overall formula is (GDP in billions)^0.35 × (1 - max({{TV|unrest}}-2, 0)/10) - 0.5 × ({{TV|navies}}) - 0.5 × (idle {{TV|armies}} at home) - (other {{TV|armies}}).&lt;br /&gt;
&lt;br /&gt;
The value can be significantly increased during a turn by assigning a [[Councilors|councilor]] to {{MissionIcon|Advise}}[[Advise]] the nation. The n-th advisor adds +(Advisor {{TV|administration}} / n)% to {{TV|ip}}.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s per-capita GDP is its &#039;&#039;&#039;Gross Domestic Product&#039;&#039;&#039; divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not being met.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}, the {{TV|economy}} increases the {{TV|gdppc}} by:&lt;br /&gt;
* 3 (Base value), slightly increased by certain global Techs.&lt;br /&gt;
* +1.5 per {{icon|oil}}Oil Region&lt;br /&gt;
* +1.5 per {{icon|resource region}}Mining Region.&lt;br /&gt;
* +1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region.&lt;br /&gt;
* +0.5 per {{TV|democracy}}.&lt;br /&gt;
* +1 per {{TV|education}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want higher {{TV|democracy}}, higher {{TV|education}}, as well as as many {{icon|core economic region|bgcolor=DarkSlateGray}}economic, {{icon|oil}}oil, and {{icon|resource region}}mining regions as possible.&lt;br /&gt;
&lt;br /&gt;
It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability. [[Climate Change]] has a negative effect on GDP that is increased by {{TV|inequality}}.&lt;br /&gt;
&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on region {{TV|pop}} and economic modifiers. It pretends {{icon|colony|bgcolor=DarkSlateGray}}colony regions have 50% the people who actually live there, and that {{icon|oil}}core oil, {{icon|resource region}}core mining, and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. &lt;br /&gt;
&lt;br /&gt;
This affects the amount of {{TV|mc}} capacity that can be built in each region.&lt;br /&gt;
&lt;br /&gt;
For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:&lt;br /&gt;
* A {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}}.&lt;br /&gt;
* A {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}}.&lt;br /&gt;
Then because of economic modifiers:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is treated as if it has {{TV|pop|50 million}}&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is treated as if it has {{TV|pop|10 million}}.&lt;br /&gt;
So the 60 billion GDP is divided up such that:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is given 50 billion GDP.&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is given 10 billion GDP.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s {{TV|education}} value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of {{TV|education}} there. Nations with higher {{TV|education}} scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.&lt;br /&gt;
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5.&lt;br /&gt;
** Multiplied by 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12.&lt;br /&gt;
* After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}.&lt;br /&gt;
* Each completion of the {{TV|unity}} removes {{TV|education|0.001}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|education}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 1-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} cannot be decreased below 1.&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} is one of the largest factors influencing national {{TV|research}} output aside from {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, a nation&#039;s {{TV|research}} output is calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TINationState&lt;br /&gt;
public float research_month&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		float population_Millions = this.population_Millions;&lt;br /&gt;
		float perCapitaGDP = this.perCapitaGDP;&lt;br /&gt;
		return (population_Millions * ((perCapitaGDP &amp;lt;= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other words:&lt;br /&gt;
&lt;br /&gt;
A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000.&lt;br /&gt;
&lt;br /&gt;
B) {{TV|pop}} in millions.&lt;br /&gt;
&lt;br /&gt;
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6.&lt;br /&gt;
&lt;br /&gt;
If the {{TV|gdppc}} is higher than $30000, use 1.5157166 + 0.90942997 × (ln({{TV|gdppc}}/15000) - 0.6931472) instead.&lt;br /&gt;
&lt;br /&gt;
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is this is equivalent to 2^0.6 × (1 + 0.6 × ln({{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC/30000))&lt;br /&gt;
&lt;br /&gt;
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]]&lt;br /&gt;
&lt;br /&gt;
D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12)&lt;br /&gt;
&lt;br /&gt;
E) Scales by the sixth root of {{TV|democracy}}, with a floor of 1 at 1 {{TV|democracy}}: Max({{TV|democracy}}&amp;lt;sup&amp;gt;0.16666667&amp;lt;/sup&amp;gt;, 1) (maximum of ~1.4678).&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
G) 100% efficient at 0 {{TV|unrest}} and 0% efficient at 10 {{TV|unrest}}, scales with {{TV|unrest}} squared: 1-{{TV|unrest}}²/100&lt;br /&gt;
&lt;br /&gt;
H) n% per {{TV|science}} {{MissionIcon|Advise}}[[Advise|Advisor]] with diminishing return: 1% per {{TV|science}} of first {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.5% per {{TV|science}} of second {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.333333% from 3rd etc, always sorted by {{MissionIcon|Advise}}[[Advise|Advisor]] bonus, descending (best {{MissionIcon|Advise}}[[Advise|Advisor]] will count towards the first bonus).&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H&lt;br /&gt;
&lt;br /&gt;
=== Mission Control ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Completing the Mission Control priority grants one Mission Control to the nation. New facilities will tend to go in regions that already have Mission Control facilities. A region&#039;s Mission Control maximum capacity is a function of the region&#039;s GDP and education.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|mc}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|mission control priority}} is completed, a random region in the nation is selected to gain {{TV|mc|1}}. This random selection is slightly weighted to favor {{icon|capital|bgcolor=DarkSlateGray}}capital and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions over {{icon|colony|bgcolor=DarkSlateGray}}colony regions. It cannot select regions that are currently occupied by war enemies. It also cannot select any regions that have reached (or exceeded) their Maximum Mission Control.&lt;br /&gt;
&lt;br /&gt;
The Maximum Mission Control of a region is calculated as 1 + [[#GDP_Per_Region|Region GDP]] in billions / Max(200, 300 - 6 * {{TV|education}}), rounded down to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
In practice, this formula is dominated by the region {{TV|pop}} and nation {{TV|gdppc}} factors, so players who wish to rapidly increase their nation&#039;s Maximum Mission Control should focus on the {{TV|economy}} over the {{TV|knowledge}}.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation&#039;s total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|boost}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|boost priority}} is completed, a random region in the nation is selected to increase its {{TV|boost}} production. This random selection is heavily weighted to favor the regions that already produce the most {{TV|boost}}, with a slight preference for regions that would gain more {{TV|boost}} production when selected. It also heavily prefers regions that are not currently occupied by war enemies.&lt;br /&gt;
&lt;br /&gt;
The amount of {{TV|boost}} production a region gains depends on the latitude of its Launch Facility. Specifically, the region&#039;s annual {{TV|boost}} production increases by 0.4 - (Launch Facility Latitude / 250). &lt;br /&gt;
&lt;br /&gt;
So the worst regions are Iceland and Arkhangelsk, whose Launch Facility Latitudes of 65 mean that each only gains {{TV|boost|0.14}} to annual production when selected. Whereas the best regions are the 26 regions with Launch Facilities that are practically on the Equator: each gains {{TV|boost|0.4}} to annual production when selected. See [[Region List]] for a full list of [[Regions]] and how much {{TV|boost}} each gains per {{TV|boost priority}} completion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their {{TV|boost}} with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total {{TV|boost}}, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Funding ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|funding}} is completed, the nation&#039;s annual funding grows by 10 + (the nation&#039;s GDP in billions)^0.25 / 2, rounded to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the {{TV|funding}} is completed.&lt;br /&gt;
&lt;br /&gt;
The annual funding of a nation is capped at the nation&#039;s [[Nations#GDP|GDP]] in billions multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their funding with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total funding, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology {{TV|miltech}} value represents the capability of the nation&#039;s armed forces. &lt;br /&gt;
&lt;br /&gt;
Each completion of the {{TV|military priority}} adds {{TV|miltech|0.00125}}. This is further increased for nations that are falling behind on {{TV|miltech}}. Specifically, the effect is multiplied by (best Human Nation&#039;s {{TV|miltech}}/ this nation&#039;s {{TV|miltech}}).&lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the {{TV|miltech}} between the two nations. {{{TV|miltech}} applies to both army strength, which changes together with national {{{TV|miltech}}, and regional defense power.&lt;br /&gt;
&lt;br /&gt;
{{TV|miltech}} ranges from 2 to infinity. The {{TV|miltech}} &#039;age&#039; also determines the visual appearance of armies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{TV|miltech}} range&lt;br /&gt;
| 2-3 || 3-4 || 4-5 || 5-6 || 6-7 || 7-infinity&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|miltech}} age&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|x55px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the {{TV|miltech}} is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Cybernetics]]&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Applied Artificial Intelligence]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Next-Generation Aerospace]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Diamondoids]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Terrestrial Military Science]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Networked Global Defense]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Coilguns]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Trans-Interface Warfare]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Future Tech: Military Science]]&lt;br /&gt;
&lt;br /&gt;
=== Armies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Armies are powerful and expensive assets that belong to nations. Each army represents multiple divisions of troops, air support, and a logistics train sufficient for the unit to take and hold territory outside their home nation&#039;s borders.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Naval armies are supported by a combat and transport fleet, and are able to cross oceans if the nation&#039;s naval score exceeds that of its enemies.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Armies are bound to a particular control point in a nation; the owner of that control point commands the army&#039;s actions. Use of armies on foreign soil are subject the nation&#039;s relations; they may be stationed in allied nations and only enter the territory of hostile nations during war.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Each nation may have one army per region it controls; if a region joins another nation, any armies based in that region will belong to the new nation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Armies, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
An army needs two things: {{TV|pop}} and land.&lt;br /&gt;
* Each army needs its own unique home region that is:&lt;br /&gt;
** Not shared by any other army.&lt;br /&gt;
** Not a {{icon|colony|bgcolor=DarkSlateGray}}colony region.&lt;br /&gt;
** Not occupied by enemy forces.&lt;br /&gt;
* Each army needs {{TV|pop|25 million}} in the nation.&lt;br /&gt;
** Except the first army of each nation gets a discount: it only needs {{TV|pop|5 million}}.&lt;br /&gt;
&lt;br /&gt;
Some nations do not begin with any military, and must first complete the {{TV|found military}} before they can use the {{TV|build army}} to build any armies.&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation&#039;s {{TV|miltech}}.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur.&lt;br /&gt;
&lt;br /&gt;
{{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true:&lt;br /&gt;
* The nation has completed the {{TV|found military}} (or started with it already complete).&lt;br /&gt;
* The nation has more {{TV|armies}} than {{TV|navies}}.&lt;br /&gt;
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]].&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The nation has at least 4 [[Nations#Control_Points|control points]].&lt;br /&gt;
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack.&lt;br /&gt;
&lt;br /&gt;
=== Estimated Military Strength ===&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation X is calculated as the sum of the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Multipliers&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Navies|Navies]] of X || || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} Value of X || || -1&lt;br /&gt;
|-&lt;br /&gt;
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100&lt;br /&gt;
|-&lt;br /&gt;
| Number {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, at the start of the game, the nation of North Korea has {{TV|miltech|2.8}}, 1 region, {{TV|armies|1}}, {{TV|navies|0}}, {{TV|unrest|0}}, and {{TV|nuke|1}}. So its estimated military strength is the sum of:&lt;br /&gt;
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96&lt;br /&gt;
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4&lt;br /&gt;
* {{TV|navies|0}} × 1 = 0&lt;br /&gt;
* {{TV|unrest|0}} × -1 = 0&lt;br /&gt;
* 1 (has nukes) × 100 = 100&lt;br /&gt;
* {{TV|nuke|1}} × 5 = 5&lt;br /&gt;
So it has an estimated military strength of 115.36.&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation is important because when multiple nations fight on the same side of a [[Foreign_Relations#Wars|war]], the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.&lt;br /&gt;
&lt;br /&gt;
In addition, the estimated military strength of a nation is often used by the AI to determine their [[Foreign_Relations|international relations]]. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.&lt;br /&gt;
&lt;br /&gt;
=== Space Defenses ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
Human Nations can build Space Defenses after [[Trans-Interface Warfare]] is researched.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are built in the following order:&lt;br /&gt;
# The {{icon|capital|bgcolor=DarkSlateGray}}Capital region.&lt;br /&gt;
# The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|oil|bgcolor=DarkSlateGray}}{{icon|resource region|bgcolor=DarkSlateGray}}Resource regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The Non-Colony regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
&lt;br /&gt;
The amount of IP needed by the {{icon|space defenses}}Space Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See [[Region List]] for a list of all regions and their areas.&lt;br /&gt;
&lt;br /&gt;
=== Exofighters ===&lt;br /&gt;
&lt;br /&gt;
Human nations can build {{icon|exofighter}}exofighters after [[Exoatmospheric Fighters]] is researched.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{icon|build exofighter}}Build Exofighter priority is completed, a region in the nation is selected to increase its {{icon|exofighter}}exofighters by 1. The region is selected as follows:&lt;br /&gt;
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters.&lt;br /&gt;
* If any remaining region has zero {{icon|exofighter}}exofighters, then pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production.&lt;br /&gt;
* Pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production divided by the number of {{icon|exofighter}}exofighters already in the region.&lt;br /&gt;
&lt;br /&gt;
The Maximum {{icon|exofighter}}exofighters of a region is calculated as:&lt;br /&gt;
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1.&lt;br /&gt;
* Min(64, Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production / 4), rounded up to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal. High values keep unrest in check and increase the nation&#039;s ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed.&lt;br /&gt;
* Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|education}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|democracy}}.&lt;br /&gt;
** This cannot be reduced below 0.025.&lt;br /&gt;
* If {{TV|democracy}} &amp;gt; 5, then each completion of the {{TV|oppression}} removes {{TV|cohesion|0.025}} per {{TV|democracy}} over 5.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} moves by 0.1 per month towards {{TV|base cohesion}}. It can decrease faster, up to 0.25 per month towards its resting point, depending on {{TV|inequality}} (this acceleration occurs for {{TV|inequality}} values between 4 to 4.6). Specifically, when {{TV|base cohesion}} is lower than {{TV|cohesion}}, the {{TV|cohesion}} decrease per month is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is not affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] and is rapid enough that it is usually better to move {{TV|base cohesion}} rather than trying to fight the tide. See [[Nations#Resting_Cohesion]] for details on how to achieve this.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} is also commonly changed by [[Events]], and can be strongly affected by [[Foreign Relations#Declaring_Wars|War Declarations]] and the [[Terrestrial_Warfare#Army_Death|Destruction of armies]].&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|cohesion}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || &amp;lt;1 &lt;br /&gt;
|-&lt;br /&gt;
| Fractured || &amp;lt;2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || &amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || &amp;lt;4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || &amp;lt;5 &lt;br /&gt;
|-&lt;br /&gt;
| Diverse || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || &amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || &amp;lt;8 &lt;br /&gt;
|-&lt;br /&gt;
| Dominated || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Resting Cohesion ====&lt;br /&gt;
&lt;br /&gt;
{{TV|base cohesion}} depends on the following factors:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{TV|inequality}}&lt;br /&gt;
| ≤ 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × 2.25 × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × (3.25 × {{TV|inequality}} - 4.75)&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|gdppc}}&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by (1 - ({{TV|gdppc}} / Highest {{TV|gdppc}} in last 10 years)) × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{TV|pop}}&lt;br /&gt;
| 1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|pop}}Population Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.0025/km × {{TV|pop}}-weighted average distance from each [[Regions|Region]] to the nation&#039;s capital. Capped at 7.5 Reduction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Foreign Relations#Wars|Wars]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Peer [[Foreign Relations#Rivals|Rivals]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners.&lt;br /&gt;
|-&lt;br /&gt;
| Public Opinion Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Change&amp;lt;/span&amp;gt; by -6 × ([[#Public_Opinion|Standard Deviation]] of Public Opinion / Worst Possible Standard Deviation - 0.5).&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{TV|democracy}}&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by (3.5&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt; - {{TV|democracy}}&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt;) × ((10 - {{TV|unrest}}) / 10)&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - {{TV|democracy}})&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × ({{TV|democracy}} - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × ({{TV|democracy}} - 6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Owning [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1.6 × {{TV|democracy}} × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In other words, {{TV|base cohesion}} is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high.&lt;br /&gt;
* War enemies that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3.&lt;br /&gt;
* Rivalries with nations no more than 1 control point smaller, that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3 - the amount already given by the War {{TV|base cohesion}} Bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High {{TV|democracy}} score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;changed by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Public Opinion [[#Public_Opinion|distribution]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium {{TV|democracy}} score.&lt;br /&gt;
* High {{TV|inequality}} score, stronger when {{TV|education}} is high.&lt;br /&gt;
* Loss of {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDP per Capita]] within the last 10 years.&lt;br /&gt;
* {{TV|pop}}, worse when the entire {{TV|pop}} is confined to just one [[Region]] because the nation has no other [[Regions]].&lt;br /&gt;
* Geographic {{icon|pop}}Population Distribution.&lt;br /&gt;
* Difference between [[#Public_Opinion|average public opinion]] and the [[Factions]] that own the control points.&lt;br /&gt;
* Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]], multiplied by {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Cohesion ====&lt;br /&gt;
&lt;br /&gt;
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}.&lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1.25 - |{{TV|cohesion}} - 5| / 10). So it is multiplied by 75% at {{TV|cohesion|0}} and at {{TV|cohesion|10}}, whereas it is multiplied by 125% at {{TV|cohesion|5}}.&lt;br /&gt;
&lt;br /&gt;
==== Underflowing Cohesion ====&lt;br /&gt;
&lt;br /&gt;
If {{TV|cohesion}} would ever be reduced below 0, then it &#039;&#039;&#039;underflows&#039;&#039;&#039;. This section discusses the effects of such an underflow.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|democracy}} is reduced by &amp;lt;code&amp;gt;Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
* {{TV|unrest}} is increased by &amp;lt;code&amp;gt;({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount - Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0))) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The people of Earth all hold a particular viewpoint about the alien arrival. But people are malleable, and events and propaganda can sway them to a different point of view.&lt;br /&gt;
&lt;br /&gt;
These viewpoints track with the ideologies of each faction, along with an &amp;quot;undecided&amp;quot; viewpoint in the middle of all of them. Ideologies have a position relative to each other; when events have a chance to change someone&#039;s opinion, they will typically move to something nearby -- a Resistance supporter could see their views radicalize to those of Humanity First, or soften to being simply undecided, for example.&lt;br /&gt;
&lt;br /&gt;
Public support for your faction is a primary source of the influence resource. You will also receive bonuses on missions in nations where a large portion of the public is on your side.&lt;br /&gt;
&lt;br /&gt;
A potential mover of public opinion are atrocities committed by a faction. Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the public opinion penalty increases dramatically.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
Public support for a faction provides many benefits, including but not limited to:&lt;br /&gt;
; {{TV|influence}} Income&lt;br /&gt;
: For every one million supporters a faction possesses, their annual {{TV|influence}} income is increased by 0.5.&lt;br /&gt;
: This bonus applies even if the faction does not possess any of the nation&#039;s control points.&lt;br /&gt;
: With over 8 billion people on Earth, a faction with high public support around the globe could earn more than 200 {{TV|influence}} every month, just from their public support.&lt;br /&gt;
; Councilor [[Missions#Mission_Modifiers|Mission Support]]&lt;br /&gt;
: Most councilor missions that attempt to gain or maintain control of the nation have mission modifiers based on the nation&#039;s public opinion. Public support for a faction makes such missions significantly easier for them, and significantly harder against them.&lt;br /&gt;
: This is especially true in highly democratic nations.&lt;br /&gt;
: Specifically, the [[Missions#Mission_Modifiers|mission modifier]] has X points, where X = (10 + {{icon|democracy|bgcolor=DarkSlateGray}}Government) * public support fraction for the faction.&lt;br /&gt;
; Preventing [[Nations#Coups_and_revolutions|Organic Coups]]&lt;br /&gt;
: In very rare cases, high [[Nations#Corruption|Corruption]] in a nation can lead its elites to organically launch a [[Nations#Coups_and_revolutions|coup]] even without outside intervention, if they are not sufficiently appeased by investments into the {{icon|spoils}}Spoils priority.&lt;br /&gt;
: But high public support (&amp;gt;65%) for the faction that owns the nation automatically prevents such [[Nations#Coups_and_revolutions|organic coups]] from occurring.&lt;br /&gt;
; Post-Revolution Changes&lt;br /&gt;
: Whenever a [[Nations#Coups_and_revolutions|revolution]] occurs in a human nation, public support for the old control point owners is compared to public support for the new control point owners. If the new owners are significantly more popular with the public, the nation can experience large benefits: increased {{TV|cohesion}}, reduced {{TV|unrest}}, and reduced {{TV|inequality}}.&lt;br /&gt;
; {{TV|base cohesion}}&lt;br /&gt;
: Public opinion affects the {{TV|base cohesion}} of a nation in two ways.&lt;br /&gt;
: First, [[Factions]] that own a nation will find the nation to be significantly less cohesive when the public does not support them. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is twice the ideological distance between the average ideology of the factions that own the nation&#039;s control points and the population-weighted average ideology of the public. &lt;br /&gt;
: Note: ideological distance is calculated using good old pythagoras. &lt;br /&gt;
: Second, a public with wildly differing views is naturally far less cohesive than a public that bands together to support one ideology. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is calculated as follows:&lt;br /&gt;
: 1. Set X to be the public opinion&#039;s standard deviation.&lt;br /&gt;
: 2. Divide X by the worst possible standard deviation (this is when the two most different ideologies are each supported by exactly half the public).&lt;br /&gt;
: 3. Subtract 0.5 from X.&lt;br /&gt;
: 4. Multiply X by 6.&lt;br /&gt;
: Note: X can actually be negative, meaning that the {{TV|base cohesion}} can actually be increased by a highly unified public opinion.&lt;br /&gt;
&lt;br /&gt;
==== Changing Public Opinion ====&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s public opinion can be changed by applying Propaganda to it. Each piece of propaganda is defined by two things: the &#039;&#039;&#039;faction ideology&#039;&#039;&#039; it is aimed at, and the &#039;&#039;&#039;strength&#039;&#039;&#039; of the propaganda. For example, a typical public campaign mission applies Propaganda for the councilor&#039;s faction, with a strength of roughly 10.&lt;br /&gt;
&lt;br /&gt;
===== How Propaganda Works =====&lt;br /&gt;
&lt;br /&gt;
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Faction Ideology Chart]]&lt;br /&gt;
&lt;br /&gt;
Whenever Propaganda of strength X for a faction F is applied on a nation, the {{icon|pop}}population of the nation is split into roughly ({{icon|pop}}population / 100) ^ 0.5 groups, where each group fully supports one ideology. Then for each group, a random value Y between 0 and 100 is rolled, and then:&lt;br /&gt;
* Nothing happens if any of the following are true:&lt;br /&gt;
** X &amp;gt;= 0 and the group already supports faction F. Because this is just preaching to the choir.&lt;br /&gt;
** X &amp;lt; 0 and the group does not support faction F.&lt;br /&gt;
** Y &amp;gt; X and Y &amp;gt; -X, indicating that the propaganda failed to convince the group.&lt;br /&gt;
* Otherwise:&lt;br /&gt;
** If X &amp;gt;= 0, then:&lt;br /&gt;
*** If X - Y &amp;gt; 10, the group&#039;s ideology moves towards F&#039;s ideology by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards F&#039;s ideology by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
** If X &amp;lt; 0, then a completely random coordinate is selected from within a cube of length 2 that is centered on the group&#039;s original ideology, and then:&lt;br /&gt;
*** If (-X) - Y &amp;gt; 10, the group&#039;s ideology moves towards the coordinate by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards the coordinate by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
&lt;br /&gt;
===== Sources of Propaganda =====&lt;br /&gt;
&lt;br /&gt;
These include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
====== A Successful Councilor [[Public Campaign]] ======&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction with strength X, where X is calculated as: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| ×2 || On critical success.&lt;br /&gt;
|-&lt;br /&gt;
| Up to +9 || Earth Interface Hab Module bonus &amp;lt;br&amp;gt; (Broadcast Outlets, Communications Hubs, and Media Centers.)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.15 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Hope Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|resist}}[[The Resistance]], {{icon|escape}}[[Project Exodus]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Fear Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], {{icon|appease}}[[The Protectorate]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Enslave the Masters]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
(Available to {{icon|exploit}}[[The Initiative]].) &lt;br /&gt;
|- &lt;br /&gt;
| -3.5 to +3.5 || Random.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== A Unity Priority Completion ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points. (Empty control points do not count.)&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 5 multiplied by the number of control points owned by the faction, but the Religion control point counts as 4 control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is also affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].&lt;br /&gt;
&lt;br /&gt;
Abandoned or {{MissionIcon|Crackdown}}[[Crackdown|Cracked]] control points do not count.&lt;br /&gt;
&lt;br /&gt;
Note: Ordering matters. The last faction to get propaganda applied on each unity completion would get more public support and influence income on average.&lt;br /&gt;
&lt;br /&gt;
The ordering here is determined by the control point ownership: the faction that owns the leftmost control point goes first, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous faction, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous factions, and so on. Thus when sharing nations with other factions, one should try to avoid owning the leftmost control points.&lt;br /&gt;
&lt;br /&gt;
====== A Spoils Priority Completion ======&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is ({{TV|education}} + {{TV|democracy}}) multiplied by -0.125 multiplied by the fraction of the nation&#039;s control points owned by the faction.&lt;br /&gt;
&lt;br /&gt;
====== An Army Destroyed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the faction that controlled the army on the home nation of the army.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is {{TV|democracy}} multiplied by -1.&lt;br /&gt;
&lt;br /&gt;
====== A Martyr Councilor Killed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction on every nation.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 35.&lt;br /&gt;
&lt;br /&gt;
====== An [[Factions#Atrocity|Atrocity]] Committed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength X for the faction responsible on every nation, where X is calculated as:&lt;br /&gt;
# Set X to the total number of atrocities committed by the faction, including the newest atrocity.&lt;br /&gt;
# Multiply X by -0.333.&lt;br /&gt;
# Divide X by 2 if [[Total War Framing]] has been researched. (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
&lt;br /&gt;
====== [[Publicize Alien Threat]] Researched ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength 10 for the faction responsible on every nation.&lt;br /&gt;
&lt;br /&gt;
Available to {{icon|destroy}}[[Humanity First]], {{icon|resist}}[[The Resistance]], and {{icon|escape}}[[Project Exodus]].&lt;br /&gt;
&lt;br /&gt;
=== Sustainability ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation&#039;s GDP, population, and presence of oil resource regions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies:&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation passively produces each month.&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}.&lt;br /&gt;
&lt;br /&gt;
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0:&lt;br /&gt;
* [[Arrival International Development]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Designer Lifeforms]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Integrated Earth-Space Economy]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Clean Energy]] reduces the minimum by 0.1.&lt;br /&gt;
* [[Climate Change Mitigation]] reduces the minimum by 0.1.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}: &lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.&lt;br /&gt;
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.&lt;br /&gt;
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.&lt;br /&gt;
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} &amp;gt; 2.&lt;br /&gt;
** Multiplied by Max(0.25, {{TV|pollution multiplier}} / 0.5) if the {{TV|pollution multiplier}} &amp;lt; 0.5.&lt;br /&gt;
** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.&lt;br /&gt;
 &lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation&#039;s Pollution Multiplier.&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s {{TV|sustainability}}value is calculated as:&lt;br /&gt;
* 10 if {{TV|pollution multiplier}} = 0.&lt;br /&gt;
* 9.99+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.99.&lt;br /&gt;
* 9.9+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.9.&lt;br /&gt;
* 1 / {{TV|pollution multiplier}} otherwise.&lt;br /&gt;
&lt;br /&gt;
Once a nation reaches {{TV|sustainability|10}} ({{TV|pollution multiplier|0}}), the {{TV|environment}} will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere. &lt;br /&gt;
&lt;br /&gt;
At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes |population scaling]] effect gets inverted. A larger {{TV|pop}} is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the {{TV|environment}} is completed is now multiplied by (the nation&#039;s {{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Hence, a player who wishes to fix the [[Climate_Change|Climate]] should aim to make the most populated nations reach {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}.&lt;br /&gt;
** This is further increased by 0.0001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}.&lt;br /&gt;
** This is further increased by 0.001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 9:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|inequality}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Whenever a nation&#039;s {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}.&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the nation&#039;s {{TV|ip}} the elites want diverted to the {{TV|spoils}} (Note: Does not account for priority bonuses). If this is not done then {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]s become easier to perform against the nation, to the point where they might even [[Nations#Coups_and_revolutions|naturally occur]] without any faction&#039;s involvement. Conversely, assigning more to the {{TV|spoils}} than the elites want will cause them to protect your nation from councilor {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] attempts.&lt;br /&gt;
&lt;br /&gt;
Corruption for human nations is calculated as follows:&lt;br /&gt;
* 50% base value.&lt;br /&gt;
* Decreased by 2.65515% for every point of {{TV|democracy}}.&lt;br /&gt;
* Decreased by 0.57342% for every point of {{TV|cohesion}}.&lt;br /&gt;
* Decreased by 0.824624% for every {{TV|gdppc|3000}}.&lt;br /&gt;
* Multiplied by 0.8 if the [[A Common Concern]] project has been researched. &lt;br /&gt;
** Note: Only available to {{icon|resist}}[[The Resistance]], {{icon|cooperate}}[[The Academy]], {{icon|escape}}[[Project Exodus]], and {{icon|submit}}[[The Servants]].&lt;br /&gt;
* Capped from below at 5%.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Administration]] always has 0% corruption.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of {{TV|ip}}, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each [[Nations#Control_Points|control point]] may direct a share of {{TV|ip}} into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of {{TV|ip}} going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
=== List of Priorities ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Priority !! {{TV|ip}} cost !! Requirements !! Effects !! [[Nations#Population_Scaling_for_Nation_Stat_Changes|Pop Scaled]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO economy priority.png|50px]] Economy || rowspan=4 | 1 || rowspan=4 | None&lt;br /&gt;
| {{TV|gdppc}} [[File:ICO arrow green.png|24px]] by 3 + (1.5 per {{icon|resource region}}Mining Region) + (1.5 per {{icon|oil}}Oil Region) + (1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region) + (0.5 per {{TV|democracy}}) + {{TV|education}} &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per {{icon|resource region}}Mining Region + 0.0001 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]] may be [[Regions#Improving_Regions|Improved]] into {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic, {{icon|resource region}}Mining or {{icon|oil}}Oil Regions after sufficient investment || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions]] || One {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions|Region]] loses {{icon|colony|bgcolor=DarkSlateGray}}Colony status every 1000 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO environment priority.png|50px]] Environment || rowspan=3 | 1&lt;br /&gt;
| {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|sustainability|&amp;lt;10}}&lt;br /&gt;
| &lt;br /&gt;
[[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow green down.png|24px]] by -0.005 / Max(1, total layers of Fallout)&lt;br /&gt;
* × [[Nations#Sustainability|Pollution Multiplier]] / 2 if the [[Nations#Sustainability|Pollution Multiplier]] &amp;gt; 2&lt;br /&gt;
* × Max(0.25, the [[Nations#Sustainability|Pollution Multiplier]] / 0.5) if the [[Nations#Sustainability|Pollution Multiplier]] &amp;lt; 0.5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* {{icon|life}}[[Transform Phages]] researched&lt;br /&gt;
* At least one [[Regions|Region]] has {{icon|fallout}}Fallout &lt;br /&gt;
| One [[Regions|Region]] loses a layer of {{icon|fallout}}Fallout every 100 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO knowledge priority.png|50px]] Knowledge || rowspan=2 | 1 || rowspan=2 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005 &lt;br /&gt;
* × 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5&lt;br /&gt;
* × 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cohesion}} centered by 0.01 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO government priority.png|50px]] Government || rowspan=3 | 1 || {{TV|democracy|&amp;lt;10}} || {{TV|democracy}} [[File:ICO arrow green.png|24px]] by 0.001 per {{TV|education}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy|10}} || Same as {{TV|knowledge}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|unity}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}})&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength 5 × number of control points owned by faction &amp;lt;br&amp;gt;&lt;br /&gt;
(Religion counts as 4 control points)&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|government priority}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || {{TV|miltech}} [[File:ICO arrow green.png|24px]] by 0.00125 / {{TV|miltech}} × Best Human Nation&#039;s {{TV|miltech}} || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO oppression priority.png|50px]] Oppression || rowspan=3 | 1 || rowspan=2 | Found Military Completed in Nation&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} [[File:ICO arrow green down.png|24px]] by (0.1 - {{TV|democracy}} / 100) × 3 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Found Military Completed in Nation and &amp;gt;5 {{TV|democracy}} || {{TV|cohesion}} [[File:ICO arrow red down.png|24px]] by 0.025 × ({{TV|democracy}} - 5) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[File:ICO spoils priority.png|50px]] Spoils || rowspan=6 | 1 || rowspan=5 | None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.0025 + 0.0015 per {{icon|resource region}}Mining Region + 0.0015 per {{icon|oil}}Oil Region || Yes &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength - 0.125 × ({{TV|education}} + {{TV|democracy}}) × fraction of control points owned by faction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow red.png|24px]] by 0.0005 + 0.00075 per {{icon|resource region}}Mining Region + 0.00075 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow red.png|24px]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Control Points Not Cracked&lt;br /&gt;
|&lt;br /&gt;
Each Faction&#039;s {{TV|money}} [[File:ICO arrow green.png|24px]] by (5 × Monthly {{TV|ip}} + 5 per {{icon|resource region}}Mining Region + 5 per {{icon|oil}}Oil Region + 2.5 × (10 - {{TV|democracy}})) × fraction of control points owned by faction &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO funding priority.png|50px]] Funding || 1 || None || Annual {{TV|money}} Production [[File:ICO arrow green.png|24px]] by 10 + (the nation&#039;s [[Nations#GDP|GDP]] in billions)^0.25 / 2, rounded to the nearest integer || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO_launchFacilities_Priority.png|50px]] Boost || 2 || Found Space Program Completed in Nation || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.4 - (Launch Facility Latitude / 250) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO missionControl priority.png|50px]] Mission Control || 25 || Found Space Program Completed in [[Foreign Relations#Federations|Federation]] || {{icon|mc}}Mission Control [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO spaceflightProgram priority.png|50px]] Found Space Program || 50 || None || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO found military priority.png|50px]] Found Military || 40 || None &lt;br /&gt;
|&lt;br /&gt;
Set {{TV|miltech}} to the Max of:&lt;br /&gt;
* 2&lt;br /&gt;
* Worst [[Foreign Relations#Federations|Federation]] Member&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst [[Foreign Relations#Alliances|Ally]]&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst Human Nation&#039;s {{TV|miltech}}&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;(5 + 25 × {{TV|Armies}}) {{TV|pop}} in Millions&lt;br /&gt;
* Has a non-colony Region without its own [[Nations#Armies|Army]]&lt;br /&gt;
| Builds an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;4 Control Points, or 3 Control Points and {{TV|gdppc|&amp;gt;40000}}&lt;br /&gt;
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]]&lt;br /&gt;
| Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO develop atomic bomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 |  80 || rowspan=4 | None || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No&lt;br /&gt;
|- &lt;br /&gt;
| Each Owning Faction Commits 1 [[Factions#Atrocity|Atrocity]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNuclearWeapons priority.png|50px]] Nuclear Weapons || rowspan=2 | 40 || rowspan=2 | Develop Atomic Bomb Completed in Nation || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || {{icon|military}}[[Trans-Interface Warfare]] researched || Builds a {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense Facility]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10 &lt;br /&gt;
| &lt;br /&gt;
* {{icon|military}}[[Exoatmospheric Fighters]] researched &lt;br /&gt;
* Has a Region not at [[Nations#Exofighters|Maximum Exofighters]]&lt;br /&gt;
|| Builds an {{icon|exofighter}}[[Nations#Exofighters|Exofighter]] || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Diversity Bonus ===&lt;br /&gt;
&lt;br /&gt;
Each control point &#039;&#039;&#039;independently&#039;&#039;&#039;&amp;lt;ref&amp;gt;The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.&amp;lt;/ref&amp;gt; gains a small diversity bonus to each of its priorities based on how much it is personally investing into &#039;&#039;&#039;other&#039;&#039;&#039;&amp;lt;ref&amp;gt;A priority cannot give itself its own diversity bonus&amp;lt;/ref&amp;gt; nation building priorities. &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;
! Priority !! Diversity Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|military priority}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of these nation building priorities adds a diversity bonus of X% to all &#039;&#039;&#039;other&#039;&#039;&#039; priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).&lt;br /&gt;
&lt;br /&gt;
For example, suppose a control point has 3 pips in the {{TV|economy}}, 1 pip in the {{TV|welfare}}, and 1 pip in the {{TV|spoils}}, for a total of 5 pips. Then:&lt;br /&gt;
* The {{TV|economy}} adds a diversity bonus of 50% × 3 ÷ 5 = 30%.&lt;br /&gt;
* The {{TV|welfare}} adds a diversity bonus of 20% × 1 ÷ 5 = 4%.&lt;br /&gt;
* The {{TV|spoils}} adds no diversity bonus, because it is not a nation building priority.&lt;br /&gt;
&lt;br /&gt;
Thus:&lt;br /&gt;
* The {{TV|economy}} receives a diversity bonus of 4% (because it cannot receive the 30% from itself).&lt;br /&gt;
* The {{TV|welfare}} receives a diversity bonus of 30% (because it cannot receive the 4% from itself).&lt;br /&gt;
* The {{TV|spoils}} receives a diversity bonus of 30% + 4% = 34%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This diversity bonus is &#039;&#039;&#039;additive&#039;&#039;&#039; with other bonuses to nation priorities. Specifically, whenever a control point would put any {{TV|IP}} into any priority, the amount of {{TV|IP}} that is actually put into the priority is multiplied by:&lt;br /&gt;
&amp;lt;pre&amp;gt;100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase {{TV|ip}} in a certain priority with {{TV|money}}, {{TV|influence}}, and/or {{TV|ops}}. The number of {{TV|ip}} that may be purchased each calendar year in any nation is capped at 12 × ({{TV|pop}} in Millions × 48.75) ^ 0.175 × ([[Nations#GDP|GDP]] in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Base Direct Investment Costs for each Nation Priority&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 150000 × [[Nations#Sustainability|Pollution Multiplier]] Decrease Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 625 / 41 × {{TV|pop}} in Millions / ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|oppression}} || 0 || 50 × Max(1, {{TV|democracy}}) × Required {{icon|ip|bgcolor=DarkSlateGray}}IP / ({{TV|pop}} / 50 million) ^ 0.35 || 30 / (1 + Min(2, {{TV|miltech}} / 10))&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|military priority}} || 250 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 30 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build army}} || 10000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build navy}} || 1200 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|develop atomic bomb}} || 30000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|nuclear weapons}} || 5000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|space defenses}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 600 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|build exofighter}} || 1000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 200 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&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;
|+ Direct Investment Cost Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! {{TV|money}} Cost Multiplier !! {{TV|influence}} Cost Multiplier !! {{TV|ops}} Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Technology|Projects]] || Researched || 1 - 0.15 for [[Transnational Investments]] - 0.15 for [[Adaptive FDI Modeling]] || 1 - 0.25 for [[Strategic Lobbying]] - 0.25 for [[Regulatory Capture]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| Recently Conquered || Within 365.25 days &amp;lt;br&amp;gt; Not {{TV|oppression}}&amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.5 || 1&lt;br /&gt;
|- &lt;br /&gt;
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1 &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cp}} Cost || Not Alien Nation &amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.1 × Single Control Point {{TV|cp}} Cost || 1  &lt;br /&gt;
|- &lt;br /&gt;
| National Priority Bonuses || Not from [[Foreign Relations#Federations|Federation]] &amp;lt;br&amp;gt; Not from [[Nations#Diversity_Bonus|Diversity]] || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign Relations#Federations|Federation]] Bonus || {{TV|economy}} Only || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| Nation {{icon|resource region}}Mining Regions || {{TV|build army}} and {{TV|build navy}} Only || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
&lt;br /&gt;
Each nation requires a certain percentage of {{TV|ip}} to be put into the {{TV|spoils}}. Failing to provide enough {{TV|ip}} into {{TV|spoils}}, shown by the priority becoming red, increases the chance of a [[Nations#Coups_and_revolutions|coup]]. See [[Nations#Corruption]] for details on how this percentage is calculated.&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. &lt;br /&gt;
&lt;br /&gt;
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical [[Resources|resources]], control over the nation&#039;s [[Nations#Armies|armies]], and the ability to direct [[Nations#Priorities|investment priorities]].&lt;br /&gt;
&lt;br /&gt;
The {{TV|research}}, {{TV|boost}}, {{TV|mc}} and {{TV|money}} (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned still get their share, but the owning faction does not receive it.&lt;br /&gt;
&lt;br /&gt;
If there are [[Nations#Armies|Armies]] controlled by the nation, owning a control point may also grant you direct control of said [[Nations#Armies|Armies]]. Control Points with [[Nations#Armies|Armies]] attached to them are shown with the {{TVS|army}} symbol. If there is more than one [[Nations#Armies|Army]] attached to a control point then the number of attached [[Nations#Armies|Armies]] is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving [[Foreign Relations#Federations|federations]] and [[Foreign Relations#Peaceful_Unification|merging nations]], require Consolidated control of the executive, which means the executive faction either gained control of the nation through violent means such as [[Foreign Relations#War_Conquest|war]] or [[Nations#Coups_and_revolutions|revolution]], or must have held continuous control of the executive control point for 180 days.&lt;br /&gt;
&lt;br /&gt;
=== Number of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The number of control points is based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-15.4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15.4-263 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 263-1701 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1701-6869 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6869-20944 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 20944+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The {{TV|cp}} cost of a control point is also based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
When a faction exceeds their {{TV|cp}}, they suffer the following penalties:&lt;br /&gt;
* Certain [[Missions]] against the faction gain a bonus attack mission modifier of {{TV|cp}} overcap / 3. These [[Missions]] are:&lt;br /&gt;
** {{MissionIcon|Crackdown}}[[Crackdown]]&lt;br /&gt;
** {{MissionIcon|Purge}}[[Purge]]&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
** {{MissionIcon|Dominate}}[[Dominate Nation]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* The faction&#039;s annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2.&lt;br /&gt;
&lt;br /&gt;
=== Taking Control Points ===&lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral Control Point, one usually performs a successful {{MissionIcon|Control Nation}}[[Control Nation]] mission with one of their [[Councilors]]. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by [[Factions]], then the {{MissionIcon|Control Nation}}[[Control Nation]] mission becomes unavailable. In that case you would need to perform a successful {{MissionIcon|Purge}}[[Purge]] mission on an enemy Control Point.&lt;br /&gt;
&lt;br /&gt;
To increase {{MissionIcon|Purge}}[[Purge]] success chances, it is recommended to conduct {{MissionIcon|Crackdown}}[[Crackdown]] on these Control Points first. Another alternative to Control Nation is {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]. It can either be performed with your councilor or happen naturally. See [[Nations#Effects_of_a_Coup]] for the effects of a coup, including the distribution of control points when a coup occurs. {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] has a higher success chance in nations with high {{TV|unrest}}, so {{MissionIcon|Unrest}}[[Increase Unrest]] missions can be very helpful.&lt;br /&gt;
&lt;br /&gt;
One more alternative is to simply use [[Foreign Relations#Wars|war]]. When armies [[Foreign Relations#War_Conquest|conquer]] a nation&#039;s {{icon|capital|bgcolor=DarkSlateGray}}capital region, all control points in the nation switch owners to whichever [[Factions|faction]] [[Foreign Relations#War_Conquest|conquered]] them.&lt;br /&gt;
&lt;br /&gt;
=== Control Point Types ===&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national {{TV|democracy}} and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.&lt;br /&gt;
|-&lt;br /&gt;
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits&lt;br /&gt;
|-&lt;br /&gt;
| 1st || None || Executive || &lt;br /&gt;
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions.&lt;br /&gt;
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]].&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|nukes}}.&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|exofighters}}.&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to [[Events]].&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to incoming requests for [[Foreign Relations#Declaring_Wars|joining wars]], [[Foreign Relations#Proposing_Alliances|allying]], and [[Foreign Relations#Joining_Federations|federating]].&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting the Executive.&lt;br /&gt;
* Otherwise, the faction gains +3 Bonus Attack on its {{MissionIcon|Purge}}[[Purge]] Missions targeting the Executive.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Purge}}[[Purge]] Missions targeting each non-Executive control point.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and &amp;lt;7 {{TV|cohesion}} || Oligarchs ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions&#039; {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3rd || &amp;lt;5 {{TV|democracy}} || Security Apparatus || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Extract}}[[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Crackdown}}[[Crackdown]], {{MissionIcon|Detain}}[[Detain]], and {{MissionIcon|Extract}}[[Extract Councilor]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| ≥7 {{TV|education}} || Mass Media || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Public Campaign}}[[Public Campaign]] and {{MissionIcon|Dominate}}[[Dominate Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for {{icon|unity}}Unity Priority&#039;s Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 4th || &amp;lt;4 {{TV|democracy}} || National Industries || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions targeting [[Orgs]] owned by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;3.5 {{TV|inequality}} and &amp;gt;10000 {{TV|gdppc}} and &amp;gt;7 {{TV|education}} || Trade Unions || [[Orgs]] based in the same nation cost 20% less {{TV|influence}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 5th || &amp;gt;6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 {{TV|cohesion}} or &amp;lt;7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Warlords || +6 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 6th || &amp;gt;9 {{TV|democracy}} and &amp;gt;9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|cohesion}} and Nation has a [[Foreign Relations#Rivals|rival]] or [[Foreign Relations#Wars|war enemy]] which has at least the same number of control points. || Defense Sector || Faction&#039;s {{TV|armies}} that belong to this Nation gain +0.005 [[Terrestrial_Warfare#Army_Healing|daily heal rate]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|democracy}} and &amp;gt;7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| Nation has at least 1 {{icon|oil}}Oil or {{icon|resource region}}Mining Region || Extractive Sector || Nation {{icon|spoils}}Spoils Money Output for Faction increased by 2 × Number of {{icon|oil}}Oil or {{icon|resource region}}Mining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Agricultural Sector || Nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] does not have any special control point types or bonuses. Though naturally the [[Aliens]] still receive all of the benefits that an Executive Control Point grants.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Nations]]&lt;/div&gt;</summary>
		<author><name>76561198004684101</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11558</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11558"/>
		<updated>2026-02-19T16:39:03Z</updated>

		<summary type="html">&lt;p&gt;76561198004684101: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see [[Nation List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
&lt;br /&gt;
Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:Gray;&amp;quot;&lt;br /&gt;
| colspan=2| || {{icon|pop}} || {{icon|gdppc}} || {{icon|ip}} || {{icon|economy}} || {{icon|welfare}} || {{icon|knowledge}} || {{icon|government priority}} || {{icon|unity}} || {{icon|oppression}} || {{icon|inequality}} || {{icon|cohesion}} || {{icon|unrest}} || {{icon|education}} || {{icon|democracy}} || {{icon|spoils}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|pop}} || [[Nations#Population|Population]]&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|gdppc}} || [[Nations#Per_Capita_GDP|GDPPC]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|ip}} || [[Nations#Monthly_Investment_Points|IP]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|economy}} || Economy Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|welfare}} || Welfare Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|knowledge}} || Knowledge Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|government priority}} || Government Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unity}} || Unity Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|oppression}} || Oppression Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|inequality}} || [[Nations#Inequality|Inequality]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|cohesion}} || [[Nations#Cohesion|Cohesion]]&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| {{icon|star}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unrest}} || [[Nations#Unrest|Unrest]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|education}} || [[Nations#Education|Education]]&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|democracy}} || [[Nations#Government|Government]]&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|spoils}} || Spoils Priority&lt;br /&gt;
| style=&amp;quot;background-color:#110000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|research}} || [[Nations#Research|Research]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| {{icon|star}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|mc}} || [[Nations#Mission_Control|MC]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Each cell represents the effect of having higher amounts of the column stat on the row stat. &lt;br /&gt;
* Lighter background colors indicate stronger effects on the row stat.&lt;br /&gt;
* Empty cell indicates that the column stat has no direct effect on the row stat.&lt;br /&gt;
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
&lt;br /&gt;
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to:&lt;br /&gt;
* {{TV|IP}}.&lt;br /&gt;
* {{icon|research|bgcolor=DarkSlateGray}}[[Nations#Research|Research output]].&lt;br /&gt;
* The maximum amount of {{icon|mc|bgcolor=DarkSlateGray}}[[Nations#Mission_Control|Mission Control Cap]] that can be built in each region.&lt;br /&gt;
* The maximum amount of {{TV|armies}} that the nation can build.&lt;br /&gt;
* {{TV|Cohesion}}.&lt;br /&gt;
* {{TV|influence}} income from [[Nations#Public_Opinion|public support]].&lt;br /&gt;
* {{icon|sustainability}}[[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Pollution output]] and pollution removal from the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
As a result, nations with larger {{TV|pop}} tend to have far greater long-term potential. On the other hand, nations with larger {{TV|pop}} are also slower to change their nation stats, because of the need to apply these changes to a larger number of people.&lt;br /&gt;
&lt;br /&gt;
====Population Scaling for Nation Stat Changes====&lt;br /&gt;
&lt;br /&gt;
The following nation stats are considered to apply to the entire population of the nation:&lt;br /&gt;
* {{TV|democracy}}&lt;br /&gt;
* {{TV|unrest}}&lt;br /&gt;
* {{TV|cohesion}}&lt;br /&gt;
* {{TV|inequality}}&lt;br /&gt;
* {{TV|gdppc}}&lt;br /&gt;
* {{TV|education}}&lt;br /&gt;
* {{TV|sustainability}}&lt;br /&gt;
&lt;br /&gt;
As a result, most changes to these stats are slowed down in nations with larger {{TV|pop}}. Specifically, the amount of change is divided by ({{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Notably, the base monthly {{TV|ip}} production of a nation is the product of ({{TV|gdppc}} in thousands) ^ 0.35 and ({{TV|pop}} in millions) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Consequently, two nations with different {{TV|pop}} but otherwise identical stats would usually develop themselves at the same rate.&lt;br /&gt;
&lt;br /&gt;
====Population Growth====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the game calculates the annual {{TV|pop}} growth of a region as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TIRegionState&lt;br /&gt;
public double annualPopulationGrowth&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		double num = 4.49788037409348;&lt;br /&gt;
		return Mathd.Max(Mathd.Clamp(num + Mathd.Max(-num, -0.418190741 * (double)this.nation.education) + -0.0624798523403752 * (double)this.nation.cohesion + 9.80843732089162E-06 * (double)Mathf.Min(180000f, this.nation.perCapitaGDP) + -0.115739931206548 * (double)Mathf.Sqrt(Mathf.Abs(this.latitude)) + (double)(this.annualPopGrowthModifier * Mathf.Max(0f, (25f - TITimeState.CampaignDuration_years_Exact()) / 25f)) + (double)this.nation.template.popGrowthModifier - (double)(this.xenoforming.xenoformingLevel / 200f) - (double)(this.nuclearDetonations * 4), -10.0, 10.0) - (double)(Math.Max(0f, Mathf.Abs(GameStateManager.GlobalValues().temperatureAnomaly_C) - 8f) * ((this.template.environment == EnvironmentType.Beneficiary) ? 0.5f : ((this.template.environment == EnvironmentType.Vulnerable) ? 2f : 1f))), -100.0) * 0.01;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
* Lower {{TV|education}} increases {{TV|pop}} growth by roughly 0.42% for each point of education below roughly 11, up to a maximum of roughly 4.08%.&lt;br /&gt;
* Higher {{TV|cohesion}} decreases {{TV|pop}} growth by roughly 0.06% for each point of cohesion, up to a maximum of roughly 0.62%.&lt;br /&gt;
* Higher {{TV|gdppc}} increases {{TV|pop}} growth by roughly 0.098% for every 10k GDP per capita, up to a maximum of roughly 1.77%.&lt;br /&gt;
* Distance from the equator decreases {{TV|pop}} growth by 0.115739931206548% multiplied by the square root of the absolute latitude of the region.&lt;br /&gt;
* Every nation and region has a {{TV|pop}} growth modifier, which is defined in plain text in [[TINationTemplate CSV|TINationTemplate.json]] and [[Region List|TIRegionTemplate.json]] in the game files. These values are simply added directly to the annual {{TV|pop}} growth. But the region {{TV|pop}} growth modifiers slowly fades away over time. After 25 years, they are completely removed.&lt;br /&gt;
* [[Aliens#Alien Xenoforming|Xenoflora]] decreases {{TV|pop}} growth by -1% per 200 levels of xenoflora growth. For reference, whenever xenoflora growth exceeds 100 levels, 50 levels are spent to spawn a [[Aliens#Megafauna|megafauna]].&lt;br /&gt;
* Nuclear fallout decreases {{TV|pop}} growth by 4% per layer of nuclear fallout. These can be removed through massive investments into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
The above effects are summed up and then capped between -10% and +10% annual {{TV|pop}} growth.&lt;br /&gt;
&lt;br /&gt;
Then the effects of severe [[Climate Change]] are applied:&lt;br /&gt;
* For every degree of temperature anomaly above or below 8 degrees, population growth decreases by 1%.&lt;br /&gt;
* This effect is doubled for {{icon|ecologically vulnerable region|bgcolor=DarkSlateGray}}ecologically vulnerable regions.&lt;br /&gt;
* This effect is halved for {{icon|ecologically protected region}}ecologically protected regions.&lt;br /&gt;
&lt;br /&gt;
At the start of every month, the {{TV|pop}} of every region is changed to match its projected annual {{TV|pop}} growth rate. But a small amount of randomization between -0.0412% and +0.0412% is also added to this monthly {{TV|pop}} change.&lt;br /&gt;
&lt;br /&gt;
If the region population decreases, the nation&#039;s {{TV|education}} does too. If you lose more than 0.5 million {{TV|pop}} (no, it does not scale with total {{TV|pop}}), you get the maximum reduction of -0.005 {{TV|education}}. This can add up quickly in a large nation with many regions, each reducing the {{TV|education}} by a maximum of -0.005 every month.&lt;br /&gt;
&lt;br /&gt;
Note: This {{TV|education}} decrease is only applied by the automatic monthly {{TV|pop}} change. Loss of {{TV|pop}} from other sources such as [[Terrestrial_Warfare|war]] or [[Events|natural disasters]] has no effect on {{TV|education}}.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 1.0.29.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|government priority}} adds {{TV|democracy|0.001}} per {{TV|education}}.&lt;br /&gt;
* Each completion of the {{TV|oppression}} removes {{TV|democracy|0.0025}}.&lt;br /&gt;
* Each completion of the {{TV|spoils}} removes {{TV|democracy|0.0005}}.&lt;br /&gt;
* Every month, if the nation is at war, then remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation has less than 4 {{TV|cohesion}}, then there is a (1 - {{TV|cohesion}} / 4) chance to remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation and all of its neighbors are not at [[Foreign Relations#Wars|war]] and all of its neighbors have higher {{TV|democracy}} than the nation, then the nation gains {{TV|democracy|0.01}}.&lt;br /&gt;
&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} impacts {{TV|base cohesion}}:&lt;br /&gt;
* Low {{TV|democracy}} increases the {{TV|base cohesion}}.&lt;br /&gt;
* Middle {{TV|democracy}} lowers the {{TV|base cohesion}}.&lt;br /&gt;
* High {{TV|democracy}} draws the {{TV|base cohesion}} towards a central value of 5, and simultaneously increases {{icon|research}}[[Nations#Research|research production]]. &lt;br /&gt;
&lt;br /&gt;
Higher {{TV|democracy}} also lowers the {{TV|spoils}} requirement to keep the national [[Nations#Corruption|elites happy]] in order to avoid resetting of CPs by {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] and boosts [[Nations#Per_Capita_GDP|economic growth]]. &lt;br /&gt;
&lt;br /&gt;
Lower {{TV|democracy}} increases the effectiveness of the {{TV|oppression}} and armies at reducing {{TV|unrest}}. It also increases the {{TV|money}} output of the {{TV|spoils}}.&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} also has effects on [[Foreign Relations]] and [[Terrestrial Warfare]].&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|democracy}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|unrest}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || &amp;lt;1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Subversion || &amp;lt;3 &lt;br /&gt;
|-&lt;br /&gt;
| Strife || &amp;lt;4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || &amp;lt;7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || ≥9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as:&lt;br /&gt;
* 10.5 &lt;br /&gt;
* -1 per {{TV|gdppc|10000}}.&lt;br /&gt;
* -1 per {{TV|cohesion}}.&lt;br /&gt;
* For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation:&lt;br /&gt;
** -0.5.&lt;br /&gt;
** Multiplied by the army health %.&lt;br /&gt;
** Multiplied by (10 - {{TV|democracy}}).&lt;br /&gt;
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65.&lt;br /&gt;
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}})&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation&#039;s [[Regions]]&#039; Xenoflora Growth Levels) / 20.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Unrest ====&lt;br /&gt;
&lt;br /&gt;
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}. &lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}.&lt;br /&gt;
&lt;br /&gt;
==== Coups and revolutions ====&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|&amp;gt;9.9}} when checked. A naturally occurring coup will never happen if {{TV|democracy|≥8}} and {{TV|unrest|&amp;lt;8}}; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is (({{TV|unrest}} * 2 - {{TV|cohesion}} - {{TV|democracy}}) / 10 + elite unhappiness) / 6000, where the elites&#039; unhappiness is:&lt;br /&gt;
* 0 if the {{TV|spoils}} weight percentage matches or exceeds the nation&#039;s {{TV|corruption}}.&lt;br /&gt;
* 0 if one faction owns all the nation&#039;s control points and that faction has {{TV|public support|≥65%}}.&lt;br /&gt;
* {{TV|corruption}} percent - {{TV|spoils}} percent otherwise. (Expressed as a value between 0 and 1.)&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering {{TV|unrest}} and increasing {{TV|cohesion}}, {{TV|democracy}} and {{TV|spoils}} (up to the {{TV|corruption}} level). The {{TV|spoils}} may often be ignored if the level of {{TV|unrest}} in a country is sufficiently low and the {{TV|cohesion}} and/or {{TV|democracy}} sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Coup =====&lt;br /&gt;
&lt;br /&gt;
When a nation undergoes a coup for any reason, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied, except for those owned by the faction whose councilor performed the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]], if any.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a random amount between -2 and 1.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a random amount between -3 and 0.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a random amount between -1 and 1.&lt;br /&gt;
# The nation&#039;s [[Nations#GDP|GDP]] is changed by a random amount between -10% and 0%.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.&lt;br /&gt;
# If the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was performed by a councilor of some faction F, then:&lt;br /&gt;
#* If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.&lt;br /&gt;
#* If there is exactly one empty control point in the nation and the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.&lt;br /&gt;
#* Otherwise, give the first empty control point in the nation to F, and if the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was a critical success, also give the control point immediately to the right of it to F.&lt;br /&gt;
# Empty out every control point that is to the right of an empty control point.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
# Every councilor that is still planning to perform a {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission on the nation this turn aborts their pending {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Revolution =====&lt;br /&gt;
&lt;br /&gt;
When a human nation undergoes a revolution, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied.&lt;br /&gt;
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a semi-random amount between -6 and -3, where the likelihood of larger reductions is proportional to how much the nation&#039;s [[Nations#Public_Opinion|public opinion]] prefers the new control point owners over the old control point owners.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, where the likelihood of positive changes is proportional to how much the nation&#039;s [[Nations#Public_Opinion|public opinion]] prefers the new control point owners over the old control point owners.&lt;br /&gt;
# If the nation&#039;s {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, where the likelihood of larger reductions is proportional to how much {{TV|public support}} the new control point owners have compared to the old control point owners.&lt;br /&gt;
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is proportional to the average [[Factions#Human_Factions|Idealism]] of the new control point owners.&lt;br /&gt;
# X% chance for the number of loose nukes to increase by 1, where X is the number of {{TV|nukes}} the nation had. But note that this doesn&#039;t actually reduce the number of {{TV|nukes}} the nation has.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by purchasing power parity. The nation&#039;s GDP determines how many [[Nations#Control Points|Control Points]] a nation has, how many Investment Points it produces, and how difficult certain missions there are.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with [[Nations#Control_Points|Control Points]] in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of [[Nations#Armies|Armies]] and [[Nations#Navies|Navies]] it fields and by high levels of {{TV|unrest}}.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.35&amp;lt;/code&amp;gt;.&lt;br /&gt;
* {{TV|unrest}} removes {{TV|ip|1%}} for every {{TV|unrest|0.1}} above 2, capping at {{TV|ip|80%}} removed at {{TV|unrest|10}}.&lt;br /&gt;
* {{TV|navies}} remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Idle {{TV|armies}} in their home regions remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Other {{TV|armies}} remove {{TV|ip|1}} each.&lt;br /&gt;
&lt;br /&gt;
The overall formula is (GDP in billions)^0.35 × (1 - max({{TV|unrest}}-2, 0)/10) - 0.5 × ({{TV|navies}}) - 0.5 × (idle {{TV|armies}} at home) - (other {{TV|armies}}).&lt;br /&gt;
&lt;br /&gt;
The value can be significantly increased during a turn by assigning a [[Councilors|councilor]] to {{MissionIcon|Advise}}[[Advise]] the nation. The n-th advisor adds +(Advisor {{TV|administration}} / n)% to {{TV|ip}}.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s per-capita GDP is its &#039;&#039;&#039;Gross Domestic Product&#039;&#039;&#039; divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not being met.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}, the {{TV|economy}} increases the {{TV|gdppc}} by:&lt;br /&gt;
* 3 (Base value), slightly increased by certain global Techs.&lt;br /&gt;
* +1.5 per {{icon|oil}}Oil Region&lt;br /&gt;
* +1.5 per {{icon|resource region}}Mining Region.&lt;br /&gt;
* +1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region.&lt;br /&gt;
* +0.5 per {{TV|democracy}}.&lt;br /&gt;
* +1 per {{TV|education}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want higher {{TV|democracy}}, higher {{TV|education}}, as well as as many {{icon|core economic region|bgcolor=DarkSlateGray}}economic, {{icon|oil}}oil, and {{icon|resource region}}mining regions as possible.&lt;br /&gt;
&lt;br /&gt;
It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability. [[Climate Change]] has a negative effect on GDP that is increased by {{TV|inequality}}.&lt;br /&gt;
&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on region {{TV|pop}} and economic modifiers. It pretends {{icon|colony|bgcolor=DarkSlateGray}}colony regions have 50% the people who actually live there, and that {{icon|oil}}core oil, {{icon|resource region}}core mining, and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. &lt;br /&gt;
&lt;br /&gt;
This affects the amount of {{TV|mc}} capacity that can be built in each region.&lt;br /&gt;
&lt;br /&gt;
For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:&lt;br /&gt;
* A {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}}.&lt;br /&gt;
* A {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}}.&lt;br /&gt;
Then because of economic modifiers:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is treated as if it has {{TV|pop|50 million}}&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is treated as if it has {{TV|pop|10 million}}.&lt;br /&gt;
So the 60 billion GDP is divided up such that:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is given 50 billion GDP.&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is given 10 billion GDP.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s {{TV|education}} value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of {{TV|education}} there. Nations with higher {{TV|education}} scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.&lt;br /&gt;
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5.&lt;br /&gt;
** Multiplied by 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12.&lt;br /&gt;
* After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}.&lt;br /&gt;
* Each completion of the {{TV|unity}} removes {{TV|education|0.001}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|education}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 1-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} cannot be decreased below 1.&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} is one of the largest factors influencing national {{TV|research}} output aside from {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, a nation&#039;s {{TV|research}} output is calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TINationState&lt;br /&gt;
public float research_month&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		float population_Millions = this.population_Millions;&lt;br /&gt;
		float perCapitaGDP = this.perCapitaGDP;&lt;br /&gt;
		return (population_Millions * ((perCapitaGDP &amp;lt;= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other words:&lt;br /&gt;
&lt;br /&gt;
A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000.&lt;br /&gt;
&lt;br /&gt;
B) {{TV|pop}} in millions.&lt;br /&gt;
&lt;br /&gt;
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6.&lt;br /&gt;
&lt;br /&gt;
If the {{TV|gdppc}} is higher than $30000, use 1.5157166 + 0.90942997 × (ln({{TV|gdppc}}/15000) - 0.6931472) instead.&lt;br /&gt;
&lt;br /&gt;
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is this is equivalent to 2^0.6 × (1 + 0.6 × ln({{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC/30000))&lt;br /&gt;
&lt;br /&gt;
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]]&lt;br /&gt;
&lt;br /&gt;
D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12)&lt;br /&gt;
&lt;br /&gt;
E) Scales by the sixth root of {{TV|democracy}}, with a floor of 1 at 1 {{TV|democracy}}: Max({{TV|democracy}}&amp;lt;sup&amp;gt;0.16666667&amp;lt;/sup&amp;gt;, 1) (maximum of ~1.4678).&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
G) 100% efficient at 0 {{TV|unrest}} and 0% efficient at 10 {{TV|unrest}}, scales with {{TV|unrest}} squared: 1-{{TV|unrest}}²/100&lt;br /&gt;
&lt;br /&gt;
H) n% per {{TV|science}} {{MissionIcon|Advise}}[[Advise|Advisor]] with diminishing return: 1% per {{TV|science}} of first {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.5% per {{TV|science}} of second {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.333333% from 3rd etc, always sorted by {{MissionIcon|Advise}}[[Advise|Advisor]] bonus, descending (best {{MissionIcon|Advise}}[[Advise|Advisor]] will count towards the first bonus).&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H&lt;br /&gt;
&lt;br /&gt;
=== Mission Control ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Completing the Mission Control priority grants one Mission Control to the nation. New facilities will tend to go in regions that already have Mission Control facilities. A region&#039;s Mission Control maximum capacity is a function of the region&#039;s GDP and education.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|mc}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|mission control priority}} is completed, a random region in the nation is selected to gain {{TV|mc|1}}. This random selection is slightly weighted to favor {{icon|capital|bgcolor=DarkSlateGray}}capital and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions over {{icon|colony|bgcolor=DarkSlateGray}}colony regions. It cannot select regions that are currently occupied by war enemies. It also cannot select any regions that have reached (or exceeded) their Maximum Mission Control.&lt;br /&gt;
&lt;br /&gt;
The Maximum Mission Control of a region is calculated as 1 + [[#GDP_Per_Region|Region GDP]] in billions / Max(200, 300 - 6 * {{TV|education}}), rounded down to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
In practice, this formula is dominated by the region {{TV|pop}} and nation {{TV|gdppc}} factors, so players who wish to rapidly increase their nation&#039;s Maximum Mission Control should focus on the {{TV|economy}} over the {{TV|knowledge}}.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation&#039;s total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|boost}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|boost priority}} is completed, a random region in the nation is selected to increase its {{TV|boost}} production. This random selection is heavily weighted to favor the regions that already produce the most {{TV|boost}}, with a slight preference for regions that would gain more {{TV|boost}} production when selected. It also heavily prefers regions that are not currently occupied by war enemies.&lt;br /&gt;
&lt;br /&gt;
The amount of {{TV|boost}} production a region gains depends on the latitude of its Launch Facility. Specifically, the region&#039;s annual {{TV|boost}} production increases by 0.4 - (Launch Facility Latitude / 250). &lt;br /&gt;
&lt;br /&gt;
So the worst regions are Iceland and Arkhangelsk, whose Launch Facility Latitudes of 65 mean that each only gains {{TV|boost|0.14}} to annual production when selected. Whereas the best regions are the 26 regions with Launch Facilities that are practically on the Equator: each gains {{TV|boost|0.4}} to annual production when selected. See [[Region List]] for a full list of [[Regions]] and how much {{TV|boost}} each gains per {{TV|boost priority}} completion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their {{TV|boost}} with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total {{TV|boost}}, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Funding ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|funding}} is completed, the nation&#039;s annual funding grows by 10 + (the nation&#039;s GDP in billions)^0.25 / 2, rounded to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the {{TV|funding}} is completed.&lt;br /&gt;
&lt;br /&gt;
The annual funding of a nation is capped at the nation&#039;s [[Nations#GDP|GDP]] in billions multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their funding with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total funding, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology {{TV|miltech}} value represents the capability of the nation&#039;s armed forces. &lt;br /&gt;
&lt;br /&gt;
Each completion of the {{TV|military priority}} adds {{TV|miltech|0.00125}}. This is further increased for nations that are falling behind on {{TV|miltech}}. Specifically, the effect is multiplied by (best Human Nation&#039;s {{TV|miltech}}/ this nation&#039;s {{TV|miltech}}).&lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the {{TV|miltech}} between the two nations. {{{TV|miltech}} applies to both army strength, which changes together with national {{{TV|miltech}}, and regional defense power.&lt;br /&gt;
&lt;br /&gt;
{{TV|miltech}} ranges from 2 to infinity. The {{TV|miltech}} &#039;age&#039; also determines the visual appearance of armies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{TV|miltech}} range&lt;br /&gt;
| 2-3 || 3-4 || 4-5 || 5-6 || 6-7 || 7-infinity&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|miltech}} age&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|x55px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the {{TV|miltech}} is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Cybernetics]]&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Applied Artificial Intelligence]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Next-Generation Aerospace]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Diamondoids]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Terrestrial Military Science]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Networked Global Defense]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Coilguns]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Trans-Interface Warfare]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Future Tech: Military Science]]&lt;br /&gt;
&lt;br /&gt;
=== Armies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Armies are powerful and expensive assets that belong to nations. Each army represents multiple divisions of troops, air support, and a logistics train sufficient for the unit to take and hold territory outside their home nation&#039;s borders.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Naval armies are supported by a combat and transport fleet, and are able to cross oceans if the nation&#039;s naval score exceeds that of its enemies.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Armies are bound to a particular control point in a nation; the owner of that control point commands the army&#039;s actions. Use of armies on foreign soil are subject the nation&#039;s relations; they may be stationed in allied nations and only enter the territory of hostile nations during war.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Each nation may have one army per region it controls; if a region joins another nation, any armies based in that region will belong to the new nation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Armies, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
An army needs two things: {{TV|pop}} and land.&lt;br /&gt;
* Each army needs its own unique home region that is:&lt;br /&gt;
** Not shared by any other army.&lt;br /&gt;
** Not a {{icon|colony|bgcolor=DarkSlateGray}}colony region.&lt;br /&gt;
** Not occupied by enemy forces.&lt;br /&gt;
* Each army needs {{TV|pop|25 million}} in the nation.&lt;br /&gt;
** Except the first army of each nation gets a discount: it only needs {{TV|pop|5 million}}.&lt;br /&gt;
&lt;br /&gt;
Some nations do not begin with any military, and must first complete the {{TV|found military}} before they can use the {{TV|build army}} to build any armies.&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation&#039;s {{TV|miltech}}.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur.&lt;br /&gt;
&lt;br /&gt;
{{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true:&lt;br /&gt;
* The nation has completed the {{TV|found military}} (or started with it already complete).&lt;br /&gt;
* The nation has more {{TV|armies}} than {{TV|navies}}.&lt;br /&gt;
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]].&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The nation has at least 4 [[Nations#Control_Points|control points]].&lt;br /&gt;
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack.&lt;br /&gt;
&lt;br /&gt;
=== Estimated Military Strength ===&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation X is calculated as the sum of the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Multipliers&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Navies|Navies]] of X || || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} Value of X || || -1&lt;br /&gt;
|-&lt;br /&gt;
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100&lt;br /&gt;
|-&lt;br /&gt;
| Number {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, at the start of the game, the nation of North Korea has {{TV|miltech|2.8}}, 1 region, {{TV|armies|1}}, {{TV|navies|0}}, {{TV|unrest|0}}, and {{TV|nuke|1}}. So its estimated military strength is the sum of:&lt;br /&gt;
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96&lt;br /&gt;
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4&lt;br /&gt;
* {{TV|navies|0}} × 1 = 0&lt;br /&gt;
* {{TV|unrest|0}} × -1 = 0&lt;br /&gt;
* 1 (has nukes) × 100 = 100&lt;br /&gt;
* {{TV|nuke|1}} × 5 = 5&lt;br /&gt;
So it has an estimated military strength of 115.36.&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation is important because when multiple nations fight on the same side of a [[Foreign_Relations#Wars|war]], the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.&lt;br /&gt;
&lt;br /&gt;
In addition, the estimated military strength of a nation is often used by the AI to determine their [[Foreign_Relations|international relations]]. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.&lt;br /&gt;
&lt;br /&gt;
=== Space Defenses ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
Human Nations can build Space Defenses after [[Trans-Interface Warfare]] is researched.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are built in the following order:&lt;br /&gt;
# The {{icon|capital|bgcolor=DarkSlateGray}}Capital region.&lt;br /&gt;
# The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|oil|bgcolor=DarkSlateGray}}{{icon|resource region|bgcolor=DarkSlateGray}}Resource regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The Non-Colony regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
&lt;br /&gt;
The amount of IP needed by the {{icon|space defenses}}Space Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See [[Region List]] for a list of all regions and their areas.&lt;br /&gt;
&lt;br /&gt;
=== Exofighters ===&lt;br /&gt;
&lt;br /&gt;
Human nations can build {{icon|exofighter}}exofighters after [[Exoatmospheric Fighters]] is researched.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{icon|build exofighter}}Build Exofighter priority is completed, a region in the nation is selected to increase its {{icon|exofighter}}exofighters by 1. The region is selected as follows:&lt;br /&gt;
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters.&lt;br /&gt;
* If any remaining region has zero {{icon|exofighter}}exofighters, then pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production.&lt;br /&gt;
* Pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production divided by the number of {{icon|exofighter}}exofighters already in the region.&lt;br /&gt;
&lt;br /&gt;
The Maximum {{icon|exofighter}}exofighters of a region is calculated as:&lt;br /&gt;
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1.&lt;br /&gt;
* Min(64, Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production / 4), rounded up to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal. High values keep unrest in check and increase the nation&#039;s ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed.&lt;br /&gt;
* Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|education}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|democracy}}.&lt;br /&gt;
** This cannot be reduced below 0.025.&lt;br /&gt;
* If {{TV|democracy}} &amp;gt; 5, then each completion of the {{TV|oppression}} removes {{TV|cohesion|0.025}} per {{TV|democracy}} over 5.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} moves by 0.1 per month towards {{TV|base cohesion}}. It can decrease faster, up to 0.25 per month towards its resting point, depending on {{TV|inequality}} (this acceleration occurs for {{TV|inequality}} values between 4 to 4.6). Specifically, when {{TV|base cohesion}} is lower than {{TV|cohesion}}, the {{TV|cohesion}} decrease per month is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is not affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] and is rapid enough that it is usually better to move {{TV|base cohesion}} rather than trying to fight the tide. See [[Nations#Resting_Cohesion]] for details on how to achieve this.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} is also commonly changed by [[Events]], and can be strongly affected by [[Foreign Relations#Declaring_Wars|War Declarations]] and the [[Terrestrial_Warfare#Army_Death|Destruction of armies]].&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|cohesion}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || &amp;lt;1 &lt;br /&gt;
|-&lt;br /&gt;
| Fractured || &amp;lt;2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || &amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || &amp;lt;4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || &amp;lt;5 &lt;br /&gt;
|-&lt;br /&gt;
| Diverse || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || &amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || &amp;lt;8 &lt;br /&gt;
|-&lt;br /&gt;
| Dominated || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Resting Cohesion ====&lt;br /&gt;
&lt;br /&gt;
{{TV|base cohesion}} depends on the following factors:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{TV|inequality}}&lt;br /&gt;
| ≤ 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × 2.25 × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × (3.25 × {{TV|inequality}} - 4.75)&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|gdppc}}&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by (1 - ({{TV|gdppc}} / Highest {{TV|gdppc}} in last 10 years)) × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{TV|pop}}&lt;br /&gt;
| 1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|pop}}Population Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.0025/km × {{TV|pop}}-weighted average distance from each [[Regions|Region]] to the nation&#039;s capital. Capped at 7.5 Reduction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Foreign Relations#Wars|Wars]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Peer [[Foreign Relations#Rivals|Rivals]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners.&lt;br /&gt;
|-&lt;br /&gt;
| Public Opinion Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Change&amp;lt;/span&amp;gt; by -6 × ([[#Public_Opinion|Standard Deviation]] of Public Opinion / Worst Possible Standard Deviation - 0.5).&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{TV|democracy}}&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by (3.5&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt; - {{TV|democracy}}&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt;) × ((10 - {{TV|unrest}}) / 10)&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - {{TV|democracy}})&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × ({{TV|democracy}} - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × ({{TV|democracy}} - 6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Owning [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1.6 × {{TV|democracy}} × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In other words, {{TV|base cohesion}} is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high.&lt;br /&gt;
* War enemies that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3.&lt;br /&gt;
* Rivalries with nations no more than 1 control point smaller, that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3 - the amount already given by the War {{TV|base cohesion}} Bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High {{TV|democracy}} score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;changed by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Public Opinion [[#Public_Opinion|distribution]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium {{TV|democracy}} score.&lt;br /&gt;
* High {{TV|inequality}} score, stronger when {{TV|education}} is high.&lt;br /&gt;
* Loss of {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDP per Capita]] within the last 10 years.&lt;br /&gt;
* {{TV|pop}}, worse when the entire {{TV|pop}} is confined to just one [[Region]] because the nation has no other [[Regions]].&lt;br /&gt;
* Geographic {{icon|pop}}Population Distribution.&lt;br /&gt;
* Difference between [[#Public_Opinion|average public opinion]] and the [[Factions]] that own the control points.&lt;br /&gt;
* Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]], multiplied by {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Cohesion ====&lt;br /&gt;
&lt;br /&gt;
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}.&lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1.25 - |{{TV|cohesion}} - 5| / 10). So it is multiplied by 75% at {{TV|cohesion|0}} and at {{TV|cohesion|10}}, whereas it is multiplied by 125% at {{TV|cohesion|5}}.&lt;br /&gt;
&lt;br /&gt;
==== Underflowing Cohesion ====&lt;br /&gt;
&lt;br /&gt;
If {{TV|cohesion}} would ever be reduced below 0, then it &#039;&#039;&#039;underflows&#039;&#039;&#039;. This section discusses the effects of such an underflow.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|democracy}} is reduced by &amp;lt;code&amp;gt;Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
* {{TV|unrest}} is increased by &amp;lt;code&amp;gt;({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount - Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0))) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The people of Earth all hold a particular viewpoint about the alien arrival. But people are malleable, and events and propaganda can sway them to a different point of view.&lt;br /&gt;
&lt;br /&gt;
These viewpoints track with the ideologies of each faction, along with an &amp;quot;undecided&amp;quot; viewpoint in the middle of all of them. Ideologies have a position relative to each other; when events have a chance to change someone&#039;s opinion, they will typically move to something nearby -- a Resistance supporter could see their views radicalize to those of Humanity First, or soften to being simply undecided, for example.&lt;br /&gt;
&lt;br /&gt;
Public support for your faction is a primary source of the influence resource. You will also receive bonuses on missions in nations where a large portion of the public is on your side.&lt;br /&gt;
&lt;br /&gt;
A potential mover of public opinion are atrocities committed by a faction. Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the public opinion penalty increases dramatically.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
Public support for a faction provides many benefits, including but not limited to:&lt;br /&gt;
; {{TV|influence}} Income&lt;br /&gt;
: For every one million supporters a faction possesses, their annual {{TV|influence}} income is increased by 0.5.&lt;br /&gt;
: This bonus applies even if the faction does not possess any of the nation&#039;s control points.&lt;br /&gt;
: With over 8 billion people on Earth, a faction with high public support around the globe could earn more than 200 {{TV|influence}} every month, just from their public support.&lt;br /&gt;
; Councilor [[Missions#Mission_Modifiers|Mission Support]]&lt;br /&gt;
: Most councilor missions that attempt to gain or maintain control of the nation have mission modifiers based on the nation&#039;s public opinion. Public support for a faction makes such missions significantly easier for them, and significantly harder against them.&lt;br /&gt;
: This is especially true in highly democratic nations.&lt;br /&gt;
: Specifically, the [[Missions#Mission_Modifiers|mission modifier]] has X points, where X = (10 + {{icon|democracy|bgcolor=DarkSlateGray}}Government) * public support fraction for the faction.&lt;br /&gt;
; Preventing [[Nations#Coups_and_revolutions|Organic Coups]]&lt;br /&gt;
: In very rare cases, high [[Nations#Corruption|Corruption]] in a nation can lead its elites to organically launch a [[Nations#Coups_and_revolutions|coup]] even without outside intervention, if they are not sufficiently appeased by investments into the {{icon|spoils}}Spoils priority.&lt;br /&gt;
: But high public support (&amp;gt;65%) for the faction that owns the nation automatically prevents such [[Nations#Coups_and_revolutions|organic coups]] from occurring.&lt;br /&gt;
; Post-Revolution Changes&lt;br /&gt;
: Whenever a [[Nations#Coups_and_revolutions|revolution]] occurs in a human nation, public support for the old control point owners is compared to public support for the new control point owners. If the new owners are significantly more popular with the public, the nation can experience large benefits: increased {{TV|cohesion}}, reduced {{TV|unrest}}, and reduced {{TV|inequality}}.&lt;br /&gt;
; {{TV|base cohesion}}&lt;br /&gt;
: Public opinion affects the {{TV|base cohesion}} of a nation in two ways.&lt;br /&gt;
: First, [[Factions]] that own a nation will find the nation to be significantly less cohesive when the public does not support them. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is twice the ideological distance between the average ideology of the factions that own the nation&#039;s control points and the population-weighted average ideology of the public. &lt;br /&gt;
: Note: ideological distance is calculated using good old pythagoras. &lt;br /&gt;
: Second, a public with wildly differing views is naturally far less cohesive than a public that bands together to support one ideology. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is calculated as follows:&lt;br /&gt;
: 1. Set X to be the public opinion&#039;s standard deviation.&lt;br /&gt;
: 2. Divide X by the worst possible standard deviation (this is when the two most different ideologies are each supported by exactly half the public).&lt;br /&gt;
: 3. Subtract 0.5 from X.&lt;br /&gt;
: 4. Multiply X by 6.&lt;br /&gt;
: Note: X can actually be negative, meaning that the {{TV|base cohesion}} can actually be increased by a highly unified public opinion.&lt;br /&gt;
&lt;br /&gt;
==== Changing Public Opinion ====&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s public opinion can be changed by applying Propaganda to it. Each piece of propaganda is defined by two things: the &#039;&#039;&#039;faction ideology&#039;&#039;&#039; it is aimed at, and the &#039;&#039;&#039;strength&#039;&#039;&#039; of the propaganda. For example, a typical public campaign mission applies Propaganda for the councilor&#039;s faction, with a strength of roughly 10.&lt;br /&gt;
&lt;br /&gt;
===== How Propaganda Works =====&lt;br /&gt;
&lt;br /&gt;
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Faction Ideology Chart]]&lt;br /&gt;
&lt;br /&gt;
Whenever Propaganda of strength X for a faction F is applied on a nation, the {{icon|pop}}population of the nation is split into roughly ({{icon|pop}}population / 100) ^ 0.5 groups, where each group fully supports one ideology. Then for each group, a random value Y between 0 and 100 is rolled, and then:&lt;br /&gt;
* Nothing happens if any of the following are true:&lt;br /&gt;
** X &amp;gt;= 0 and the group already supports faction F. Because this is just preaching to the choir.&lt;br /&gt;
** X &amp;lt; 0 and the group does not support faction F.&lt;br /&gt;
** Y &amp;gt; X and Y &amp;gt; -X, indicating that the propaganda failed to convince the group.&lt;br /&gt;
* Otherwise:&lt;br /&gt;
** If X &amp;gt;= 0, then:&lt;br /&gt;
*** If X - Y &amp;gt; 10, the group&#039;s ideology moves towards F&#039;s ideology by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards F&#039;s ideology by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
** If X &amp;lt; 0, then a completely random coordinate is selected from within a cube of length 2 that is centered on the group&#039;s original ideology, and then:&lt;br /&gt;
*** If (-X) - Y &amp;gt; 10, the group&#039;s ideology moves towards the coordinate by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards the coordinate by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
&lt;br /&gt;
===== Sources of Propaganda =====&lt;br /&gt;
&lt;br /&gt;
These include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
====== A Successful Councilor [[Public Campaign]] ======&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction with strength X, where X is calculated as: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| ×2 || On critical success.&lt;br /&gt;
|-&lt;br /&gt;
| Up to +9 || Earth Interface Hab Module bonus &amp;lt;br&amp;gt; (Broadcast Outlets, Communications Hubs, and Media Centers.)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.15 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Hope Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|resist}}[[The Resistance]], {{icon|escape}}[[Project Exodus]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Fear Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], {{icon|appease}}[[The Protectorate]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Enslave the Masters]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
(Available to {{icon|exploit}}[[The Initiative]].) &lt;br /&gt;
|- &lt;br /&gt;
| -3.5 to +3.5 || Random.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== A Unity Priority Completion ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points. (Empty control points do not count.)&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 5 multiplied by the number of control points owned by the faction, but the Religion control point counts as 4 control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is also affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].&lt;br /&gt;
&lt;br /&gt;
Abandoned or {{MissionIcon|Crackdown}}[[Crackdown|Cracked]] control points do not count.&lt;br /&gt;
&lt;br /&gt;
Note: Ordering matters. The last faction to get propaganda applied on each unity completion would get more public support and influence income on average.&lt;br /&gt;
&lt;br /&gt;
The ordering here is determined by the control point ownership: the faction that owns the leftmost control point goes first, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous faction, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous factions, and so on. Thus when sharing nations with other factions, one should try to avoid owning the leftmost control points.&lt;br /&gt;
&lt;br /&gt;
====== A Spoils Priority Completion ======&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is ({{TV|education}} + {{TV|democracy}}) multiplied by -0.125 multiplied by the fraction of the nation&#039;s control points owned by the faction.&lt;br /&gt;
&lt;br /&gt;
====== An Army Destroyed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the faction that controlled the army on the home nation of the army.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is {{TV|democracy}} multiplied by -1.&lt;br /&gt;
&lt;br /&gt;
====== A Martyr Councilor Killed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction on every nation.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 35.&lt;br /&gt;
&lt;br /&gt;
====== An [[Factions#Atrocity|Atrocity]] Committed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength X for the faction responsible on every nation, where X is calculated as:&lt;br /&gt;
# Set X to the total number of atrocities committed by the faction, including the newest atrocity.&lt;br /&gt;
# Multiply X by -0.333.&lt;br /&gt;
# Divide X by 2 if [[Total War Framing]] has been researched. (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
&lt;br /&gt;
====== [[Publicize Alien Threat]] Researched ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength 10 for the faction responsible on every nation.&lt;br /&gt;
&lt;br /&gt;
Available to {{icon|destroy}}[[Humanity First]], {{icon|resist}}[[The Resistance]], and {{icon|escape}}[[Project Exodus]].&lt;br /&gt;
&lt;br /&gt;
=== Sustainability ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation&#039;s GDP, population, and presence of oil resource regions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies:&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation passively produces each month.&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}.&lt;br /&gt;
&lt;br /&gt;
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0:&lt;br /&gt;
* [[Arrival International Development]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Designer Lifeforms]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Integrated Earth-Space Economy]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Clean Energy]] reduces the minimum by 0.1.&lt;br /&gt;
* [[Climate Change Mitigation]] reduces the minimum by 0.1.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}: &lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.&lt;br /&gt;
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.&lt;br /&gt;
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.&lt;br /&gt;
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} &amp;gt; 2.&lt;br /&gt;
** Multiplied by Max(0.25, {{TV|pollution multiplier}} / 0.5) if the {{TV|pollution multiplier}} &amp;lt; 0.5.&lt;br /&gt;
** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.&lt;br /&gt;
 &lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation&#039;s Pollution Multiplier.&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s {{TV|sustainability}}value is calculated as:&lt;br /&gt;
* 10 if {{TV|pollution multiplier}} = 0.&lt;br /&gt;
* 9.99+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.99.&lt;br /&gt;
* 9.9+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.9.&lt;br /&gt;
* 1 / {{TV|pollution multiplier}} otherwise.&lt;br /&gt;
&lt;br /&gt;
Once a nation reaches {{TV|sustainability|10}} ({{TV|pollution multiplier|0}}), the {{TV|environment}} will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere. &lt;br /&gt;
&lt;br /&gt;
At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes |population scaling]] effect gets inverted. A larger {{TV|pop}} is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the {{TV|environment}} is completed is now multiplied by (the nation&#039;s {{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Hence, a player who wishes to fix the [[Climate_Change|Climate]] should aim to make the most populated nations reach {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}.&lt;br /&gt;
** This is further increased by 0.0001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}.&lt;br /&gt;
** This is further increased by 0.001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 9:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|inequality}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Whenever a nation&#039;s {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}.&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the nation&#039;s {{TV|ip}} the elites want diverted to the {{TV|spoils}} (Note: Does not account for priority bonuses). If this is not done then {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]s become easier to perform against the nation, to the point where they might even [[Nations#Coups_and_revolutions|naturally occur]] without any faction&#039;s involvement. Conversely, assigning more to the {{TV|spoils}} than the elites want will cause them to protect your nation from councilor {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] attempts.&lt;br /&gt;
&lt;br /&gt;
Corruption for human nations is calculated as follows:&lt;br /&gt;
* 50% base value.&lt;br /&gt;
* Decreased by 2.65515% for every point of {{TV|democracy}}.&lt;br /&gt;
* Decreased by 0.57342% for every point of {{TV|cohesion}}.&lt;br /&gt;
* Decreased by 0.824624% for every {{TV|gdppc|3000}}.&lt;br /&gt;
* Multiplied by 0.8 if the [[A Common Concern]] project has been researched. &lt;br /&gt;
** Note: Only available to {{icon|resist}}[[The Resistance]], {{icon|cooperate}}[[The Academy]], {{icon|escape}}[[Project Exodus]], and {{icon|submit}}[[The Servants]].&lt;br /&gt;
* Capped from below at 5%.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Administration]] always has 0% corruption.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of {{TV|ip}}, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each [[Nations#Control_Points|control point]] may direct a share of {{TV|ip}} into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of {{TV|ip}} going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
=== List of Priorities ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Priority !! {{TV|ip}} cost !! Requirements !! Effects !! [[Nations#Population_Scaling_for_Nation_Stat_Changes|Pop Scaled]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO economy priority.png|50px]] Economy || rowspan=4 | 1 || rowspan=4 | None&lt;br /&gt;
| {{TV|gdppc}} [[File:ICO arrow green.png|24px]] by 3 + (1.5 per {{icon|resource region}}Mining Region) + (1.5 per {{icon|oil}}Oil Region) + (1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region) + (0.5 per {{TV|democracy}}) + {{TV|education}} &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per {{icon|resource region}}Mining Region + 0.0001 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]] may be [[Regions#Improving_Regions|Improved]] into {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic, {{icon|resource region}}Mining or {{icon|oil}}Oil Regions after sufficient investment || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions]] || One {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions|Region]] loses {{icon|colony|bgcolor=DarkSlateGray}}Colony status every 1000 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO environment priority.png|50px]] Environment || rowspan=3 | 1&lt;br /&gt;
| {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|sustainability|&amp;lt;10}}&lt;br /&gt;
| &lt;br /&gt;
[[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow green down.png|24px]] by -0.005 / Max(1, total layers of Fallout)&lt;br /&gt;
* × [[Nations#Sustainability|Pollution Multiplier]] / 2 if the [[Nations#Sustainability|Pollution Multiplier]] &amp;gt; 2&lt;br /&gt;
* × Max(0.25, the [[Nations#Sustainability|Pollution Multiplier]] / 0.5) if the [[Nations#Sustainability|Pollution Multiplier]] &amp;lt; 0.5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* {{icon|life}}[[Transform Phages]] researched&lt;br /&gt;
* At least one [[Regions|Region]] has {{icon|fallout}}Fallout &lt;br /&gt;
| One [[Regions|Region]] loses a layer of {{icon|fallout}}Fallout every 100 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO knowledge priority.png|50px]] Knowledge || rowspan=2 | 1 || rowspan=2 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005 &lt;br /&gt;
* × 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5&lt;br /&gt;
* × 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cohesion}} centered by 0.01 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO government priority.png|50px]] Government || rowspan=3 | 1 || {{TV|democracy|&amp;lt;10}} || {{TV|democracy}} [[File:ICO arrow green.png|24px]] by 0.001 per {{TV|education}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy|10}} || Same as {{TV|knowledge}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|unity}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}})&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength 5 × number of control points owned by faction &amp;lt;br&amp;gt;&lt;br /&gt;
(Religion counts as 4 control points)&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|government priority}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || {{TV|miltech}} [[File:ICO arrow green.png|24px]] by 0.00125 / {{TV|miltech}} × Best Human Nation&#039;s {{TV|miltech}} || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO oppression priority.png|50px]] Oppression || rowspan=3 | 1 || rowspan=2 | Found Military Completed in Nation&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} [[File:ICO arrow green down.png|24px]] by (0.1 - {{TV|democracy}} / 100) × 3 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Found Military Completed in Nation and &amp;gt;5 {{TV|democracy}} || {{TV|cohesion}} [[File:ICO arrow red down.png|24px]] by 0.025 × ({{TV|democracy}} - 5) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[File:ICO spoils priority.png|50px]] Spoils || rowspan=6 | 1 || rowspan=5 | None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.0025 + 0.0015 per {{icon|resource region}}Mining Region + 0.0015 per {{icon|oil}}Oil Region || Yes &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength - 0.125 × ({{TV|education}} + {{TV|democracy}}) × fraction of control points owned by faction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow red.png|24px]] by 0.0005 + 0.00075 per {{icon|resource region}}Mining Region + 0.00075 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow red.png|24px]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Control Points Not Cracked&lt;br /&gt;
|&lt;br /&gt;
Each Faction&#039;s {{TV|money}} [[File:ICO arrow green.png|24px]] by (5 × Monthly {{TV|ip}} + 5 per {{icon|resource region}}Mining Region + 5 per {{icon|oil}}Oil Region + 2.5 × (10 - {{TV|democracy}})) × fraction of control points owned by faction &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO funding priority.png|50px]] Funding || 1 || None || Annual {{TV|money}} Production [[File:ICO arrow green.png|24px]] by 10 + (the nation&#039;s [[Nations#GDP|GDP]] in billions)^0.25 / 2, rounded to the nearest integer || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO_launchFacilities_Priority.png|50px]] Boost || 2 || Found Space Program Completed in Nation || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.4 - (Launch Facility Latitude / 250) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO missionControl priority.png|50px]] Mission Control || 25 || Found Space Program Completed in [[Foreign Relations#Federations|Federation]] || {{icon|mc}}Mission Control [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO spaceflightProgram priority.png|50px]] Found Space Program || 50 || None || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO found military priority.png|50px]] Found Military || 40 || None &lt;br /&gt;
|&lt;br /&gt;
Set {{TV|miltech}} to the Max of:&lt;br /&gt;
* 2&lt;br /&gt;
* Worst [[Foreign Relations#Federations|Federation]] Member&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst [[Foreign Relations#Alliances|Ally]]&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst Human Nation&#039;s {{TV|miltech}}&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;(5 + 25 × {{TV|Armies}}) {{TV|pop}} in Millions&lt;br /&gt;
* Has a non-colony Region without its own [[Nations#Armies|Army]]&lt;br /&gt;
| Builds an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;4 Control Points, or 3 Control Points and {{TV|gdppc|&amp;gt;40000}}&lt;br /&gt;
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]]&lt;br /&gt;
| Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO develop atomic bomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 |  80 || rowspan=4 | None || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No&lt;br /&gt;
|- &lt;br /&gt;
| Each Owning Faction Commits 1 [[Factions#Atrocity|Atrocity]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNuclearWeapons priority.png|50px]] Nuclear Weapons || rowspan=2 | 40 || rowspan=2 | Develop Atomic Bomb Completed in Nation || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || {{icon|military}}[[Trans-Interface Warfare]] researched || Builds a {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense Facility]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10 &lt;br /&gt;
| &lt;br /&gt;
* {{icon|military}}[[Exoatmospheric Fighters]] researched &lt;br /&gt;
* Has a Region not at [[Nations#Exofighters|Maximum Exofighters]]&lt;br /&gt;
|| Builds an {{icon|exofighter}}[[Nations#Exofighters|Exofighter]] || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Diversity Bonus ===&lt;br /&gt;
&lt;br /&gt;
Each control point &#039;&#039;&#039;independently&#039;&#039;&#039;&amp;lt;ref&amp;gt;The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.&amp;lt;/ref&amp;gt; gains a small diversity bonus to each of its priorities based on how much it is personally investing into &#039;&#039;&#039;other&#039;&#039;&#039;&amp;lt;ref&amp;gt;A priority cannot give itself its own diversity bonus&amp;lt;/ref&amp;gt; nation building priorities. &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;
! Priority !! Diversity Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|military priority}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of these nation building priorities adds a diversity bonus of X% to all &#039;&#039;&#039;other&#039;&#039;&#039; priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).&lt;br /&gt;
&lt;br /&gt;
For example, suppose a control point has 3 pips in the {{TV|economy}}, 1 pip in the {{TV|welfare}}, and 1 pip in the {{TV|spoils}}, for a total of 5 pips. Then:&lt;br /&gt;
* The {{TV|economy}} adds a diversity bonus of 50% × 3 ÷ 5 = 30%.&lt;br /&gt;
* The {{TV|welfare}} adds a diversity bonus of 20% × 1 ÷ 5 = 4%.&lt;br /&gt;
* The {{TV|spoils}} adds no diversity bonus, because it is not a nation building priority.&lt;br /&gt;
&lt;br /&gt;
Thus:&lt;br /&gt;
* The {{TV|economy}} receives a diversity bonus of 4% (because it cannot receive the 30% from itself).&lt;br /&gt;
* The {{TV|welfare}} receives a diversity bonus of 30% (because it cannot receive the 4% from itself).&lt;br /&gt;
* The {{TV|spoils}} receives a diversity bonus of 30% + 4% = 34%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This diversity bonus is &#039;&#039;&#039;additive&#039;&#039;&#039; with other bonuses to nation priorities. Specifically, whenever a control point would put any {{TV|IP}} into any priority, the amount of {{TV|IP}} that is actually put into the priority is multiplied by:&lt;br /&gt;
&amp;lt;pre&amp;gt;100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase {{TV|ip}} in a certain priority with {{TV|money}}, {{TV|influence}}, and/or {{TV|ops}}. The number of {{TV|ip}} that may be purchased each calendar year in any nation is capped at 12 × ({{TV|pop}} in Millions × 48.75) ^ 0.175 × ([[Nations#GDP|GDP]] in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Base Direct Investment Costs for each Nation Priority&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 150000 × [[Nations#Sustainability|Pollution Multiplier]] Decrease Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 625 / 41 × {{TV|pop}} in Millions / ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|oppression}} || 0 || 50 × Max(1, {{TV|democracy}}) × Required {{icon|ip|bgcolor=DarkSlateGray}}IP / ({{TV|pop}} / 50 million) ^ 0.35 || 30 / (1 + Min(2, {{TV|miltech}} / 10))&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|military priority}} || 250 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 30 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build army}} || 10000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build navy}} || 1200 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|develop atomic bomb}} || 30000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|nuclear weapons}} || 5000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|space defenses}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 600 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|build exofighter}} || 1000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 200 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&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;
|+ Direct Investment Cost Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! {{TV|money}} Cost Multiplier !! {{TV|influence}} Cost Multiplier !! {{TV|ops}} Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Technology|Projects]] || Researched || 1 - 0.15 for [[Transnational Investments]] - 0.15 for [[Adaptive FDI Modeling]] || 1 - 0.25 for [[Strategic Lobbying]] - 0.25 for [[Regulatory Capture]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| Recently Conquered || Within 365.25 days &amp;lt;br&amp;gt; Not {{TV|oppression}}&amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.5 || 1&lt;br /&gt;
|- &lt;br /&gt;
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1 &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cp}} Cost || Not Alien Nation &amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.1 × Single Control Point {{TV|cp}} Cost || 1  &lt;br /&gt;
|- &lt;br /&gt;
| National Priority Bonuses || Not from [[Foreign Relations#Federations|Federation]] &amp;lt;br&amp;gt; Not from [[Nations#Diversity_Bonus|Diversity]] || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign Relations#Federations|Federation]] Bonus || {{TV|economy}} Only || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| Nation {{icon|resource region}}Mining Regions || {{TV|build army}} and {{TV|build navy}} Only || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
&lt;br /&gt;
Each nation requires a certain percentage of {{TV|ip}} to be put into the {{TV|spoils}}. Failing to provide enough {{TV|ip}} into {{TV|spoils}}, shown by the priority becoming red, increases the chance of a [[Nations#Coups_and_revolutions|coup]]. See [[Nations#Corruption]] for details on how this percentage is calculated.&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. &lt;br /&gt;
&lt;br /&gt;
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical [[Resources|resources]], control over the nation&#039;s [[Nations#Armies|armies]], and the ability to direct [[Nations#Priorities|investment priorities]].&lt;br /&gt;
&lt;br /&gt;
The {{TV|research}}, {{TV|boost}}, {{TV|mc}} and {{TV|money}} (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned still get their share, but the owning faction does not receive it.&lt;br /&gt;
&lt;br /&gt;
If there are [[Nations#Armies|Armies]] controlled by the nation, owning a control point may also grant you direct control of said [[Nations#Armies|Armies]]. Control Points with [[Nations#Armies|Armies]] attached to them are shown with the {{TVS|army}} symbol. If there is more than one [[Nations#Armies|Army]] attached to a control point then the number of attached [[Nations#Armies|Armies]] is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving [[Foreign Relations#Federations|federations]] and [[Foreign Relations#Peaceful_Unification|merging nations]], require Consolidated control of the executive, which means the executive faction either gained control of the nation through violent means such as [[Foreign Relations#War_Conquest|war]] or [[Nations#Coups_and_revolutions|revolution]], or must have held continuous control of the executive control point for 180 days.&lt;br /&gt;
&lt;br /&gt;
=== Number of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The number of control points is based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-15.4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15.4-263 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 263-1701 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1701-6869 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6869-20944 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 20944+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The {{TV|cp}} cost of a control point is also based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
When a faction exceeds their {{TV|cp}}, they suffer the following penalties:&lt;br /&gt;
* Certain [[Missions]] against the faction gain a bonus attack mission modifier of {{TV|cp}} overcap / 3. These [[Missions]] are:&lt;br /&gt;
** {{MissionIcon|Crackdown}}[[Crackdown]]&lt;br /&gt;
** {{MissionIcon|Purge}}[[Purge]]&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
** {{MissionIcon|Dominate}}[[Dominate Nation]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* The faction&#039;s annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2.&lt;br /&gt;
&lt;br /&gt;
=== Taking Control Points ===&lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral Control Point, one usually performs a successful {{MissionIcon|Control Nation}}[[Control Nation]] mission with one of their [[Councilors]]. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by [[Factions]], then the {{MissionIcon|Control Nation}}[[Control Nation]] mission becomes unavailable. In that case you would need to perform a successful {{MissionIcon|Purge}}[[Purge]] mission on an enemy Control Point.&lt;br /&gt;
&lt;br /&gt;
To increase {{MissionIcon|Purge}}[[Purge]] success chances, it is recommended to conduct {{MissionIcon|Crackdown}}[[Crackdown]] on these Control Points first. Another alternative to Control Nation is {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]. It can either be performed with your councilor or happen naturally. See [[Nations#Effects_of_a_Coup]] for the effects of a coup, including the distribution of control points when a coup occurs. {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] has a higher success chance in nations with high {{TV|unrest}}, so {{MissionIcon|Unrest}}[[Increase Unrest]] missions can be very helpful.&lt;br /&gt;
&lt;br /&gt;
One more alternative is to simply use [[Foreign Relations#Wars|war]]. When armies [[Foreign Relations#War_Conquest|conquer]] a nation&#039;s {{icon|capital|bgcolor=DarkSlateGray}}capital region, all control points in the nation switch owners to whichever [[Factions|faction]] [[Foreign Relations#War_Conquest|conquered]] them.&lt;br /&gt;
&lt;br /&gt;
=== Control Point Types ===&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national {{TV|democracy}} and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.&lt;br /&gt;
|-&lt;br /&gt;
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits&lt;br /&gt;
|-&lt;br /&gt;
| 1st || None || Executive || &lt;br /&gt;
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions.&lt;br /&gt;
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]].&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|nukes}}.&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|exofighters}}.&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to [[Events]].&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to incoming requests for [[Foreign Relations#Declaring_Wars|joining wars]], [[Foreign Relations#Proposing_Alliances|allying]], and [[Foreign Relations#Joining_Federations|federating]].&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting the Executive.&lt;br /&gt;
* Otherwise, the faction gains +3 Bonus Attack on its {{MissionIcon|Purge}}[[Purge]] Missions targeting the Executive.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Purge}}[[Purge]] Missions targeting the each non-Executive control point.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and &amp;lt;7 {{TV|cohesion}} || Oligarchs ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions&#039; {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3rd || &amp;lt;5 {{TV|democracy}} || Security Apparatus || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Extract}}[[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Crackdown}}[[Crackdown]], {{MissionIcon|Detain}}[[Detain]], and {{MissionIcon|Extract}}[[Extract Councilor]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| ≥7 {{TV|education}} || Mass Media || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Public Campaign}}[[Public Campaign]] and {{MissionIcon|Dominate}}[[Dominate Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for {{icon|unity}}Unity Priority&#039;s Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 4th || &amp;lt;4 {{TV|democracy}} || National Industries || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions targeting [[Orgs]] owned by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;3.5 {{TV|inequality}} and &amp;gt;10000 {{TV|gdppc}} and &amp;gt;7 {{TV|education}} || Trade Unions || [[Orgs]] based in the same nation cost 20% less {{TV|influence}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 5th || &amp;gt;6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 {{TV|cohesion}} or &amp;lt;7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Warlords || +6 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 6th || &amp;gt;9 {{TV|democracy}} and &amp;gt;9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|cohesion}} and Nation has a [[Foreign Relations#Rivals|rival]] or [[Foreign Relations#Wars|war enemy]] which has at least the same number of control points. || Defense Sector || Faction&#039;s {{TV|armies}} that belong to this Nation gain +0.005 [[Terrestrial_Warfare#Army_Healing|daily heal rate]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|democracy}} and &amp;gt;7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| Nation has at least 1 {{icon|oil}}Oil or {{icon|resource region}}Mining Region || Extractive Sector || Nation {{icon|spoils}}Spoils Money Output for Faction increased by 2 × Number of {{icon|oil}}Oil or {{icon|resource region}}Mining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Agricultural Sector || Nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] does not have any special control point types or bonuses. Though naturally the [[Aliens]] still receive all of the benefits that an Executive Control Point grants.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Nations]]&lt;/div&gt;</summary>
		<author><name>76561198004684101</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Hab_Planner&amp;diff=11553</id>
		<title>Hab Planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Hab_Planner&amp;diff=11553"/>
		<updated>2026-02-17T18:31:17Z</updated>

		<summary type="html">&lt;p&gt;76561198004684101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== How to Use ==&lt;br /&gt;
&lt;br /&gt;
To see what your desired hab would look like, edit the section below according to the following rules:&lt;br /&gt;
* Do NOT change the first line: &amp;lt;pre&amp;gt;{{#invoke:HabModuleLister/Planner|ShowPlan&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Do NOT change the last line: &amp;lt;pre&amp;gt;}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Every line in between should be of the form: &amp;lt;pre&amp;gt;| ModuleDataName = Number&amp;lt;/pre&amp;gt; where ModuleDataName is the data name of the module (usually just the name but with spaces removed), and Number is the desired number of modules.&lt;br /&gt;
* For modules that have variable power, such as Solar Collectors or Mining Complexes, the actual power should be appended to the ModuleDataName as follows: &amp;lt;pre&amp;gt;| ModuleDataNamePower = Value&amp;lt;/pre&amp;gt;If power is consumed by the module, then Value should be negative.&lt;br /&gt;
&lt;br /&gt;
Helpful Tips:&lt;br /&gt;
* Remember to add the Core module.&lt;br /&gt;
* You do not need to actually submit your edit. You can simply click the &amp;quot;Show preview&amp;quot; button.&lt;br /&gt;
* See [[Hab Module List]] for a list of Hab Modules.&lt;br /&gt;
&lt;br /&gt;
Known Issues:&lt;br /&gt;
* Modules with variable build costs such as mining complexes and solettas cannot have their build costs specified.&lt;br /&gt;
&lt;br /&gt;
== Hab Plan: Edit This Section Only! == &lt;br /&gt;
{{#invoke:HabModuleLister/Planner|ShowPlan&lt;br /&gt;
| SettlementCore = 1&lt;br /&gt;
| SettlementMiningComplex = 1&lt;br /&gt;
| SettlementMiningComplexPower = -40&lt;br /&gt;
| FissionReactorArray = 1&lt;br /&gt;
| HeavyFissionReactorArray = 1&lt;br /&gt;
| AdministrationNode = 1&lt;br /&gt;
| Farm = 1&lt;br /&gt;
| ConstructionModule = 1&lt;br /&gt;
| Skunkworks = 1&lt;br /&gt;
| OperationsCenter = 1&lt;br /&gt;
| EnergyResearchCenter = 1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>76561198004684101</name></author>
	</entry>
</feed>