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		<title>Foreign Relations</title>
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		<summary type="html">&lt;p&gt;76561198010084768: /* Federations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page covers diplomatic actions available to Nations. For interactions between the global [[Factions]], see [[Diplomacy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Foreign relations encompass all actions a [[Nations|Nation]] may take to advance its political interests or of the [[Factions|Faction]] controlling it, ranging from peaceful diplomacy to open warfare.&lt;br /&gt;
== Policies ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councilor can use the Set Policy mission to enact policies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Policies, Terra Invicta Codex, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In order for a [[Factions|faction]] to enact a policy in a [[Nations|nation]], they must own the executive [[Nations#Control_Points|control point]], it must not be disabled, and they must use a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in the nation. Many policies require consolidated executive control. Many policies require another nation to agree.&lt;br /&gt;
&lt;br /&gt;
This section loosely summarizes the list of policies, and gives links to sections that discuss the more complex policies in more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Policy !! Needs Consolidated Exec? !! Can be Rejected? !! Ignores Diplomatic Cooldown? !! Main Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Wars|Declare War]] || No || No || Yes || Allows [[Terrestrial_Warfare]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Joining_Wars|Join War]] || No || No || Yes || Allows [[Terrestrial_Warfare]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Seeking_Peace|Seek Peace]] || No || Yes || Yes || Ends the [[Foreign_Relations#Wars|war]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Grant_Independence|Grant Independence]] to a New Nation || Yes || No || Yes || Release [[Regions]] to form their own [[Nations|Nation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Granting_Independence|Grant Independence]] to a [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] || Yes || No || Yes || The [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] is no longer a [[Foreign_Relations#Breakaway_Nations|Breakaway]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Independence|Declare Independence]] || No || No || Yes || Nation is no longer a [[Foreign_Relations#Breakaway_Nations|Breakaway]] and former parent nation [[Foreign_Relations#Declaring_Wars|declares war]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Demand_Territory|Demand Territory]] || Yes || Yes || No || Nation receives target [[Regions|Region]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Leaving_Federations|Leave Federation]] || Yes || No || Yes || Leaves the [[Foreign_Relations#Federations|Federation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Joining_Federations|Federation]] || Yes || Yes || No || [[Foreign_Relations#Federations|Federates]] with Target.&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Peaceful_Unification|Unification]] || Yes || Yes || No || Merge [[Nations]].&lt;br /&gt;
|-&lt;br /&gt;
| Disband Army || Yes || No || Yes || Disbands a human [[Nations#Armies|army]] that is:&lt;br /&gt;
* Owned by the [[Nations|Nation]].&lt;br /&gt;
* Owned by the [[Factions|Faction]] that owns the executive control point of the Nation.&lt;br /&gt;
* Not in an enemy [[Regions|region]].&lt;br /&gt;
|-&lt;br /&gt;
| Disband Warheads || Yes || No || Yes &lt;br /&gt;
| Remove up to {{TV|nukes|5}} from the nation. If the last {{TV|nuke}} is removed also cancel all progress on the {{TV|nuclear weapons}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Policies tab of the Nation intel window shows the available national policies. Here one can also find the diplomatic cooldown periods for countries, with whom certain diplomatic actions may become available after the timer expires. &lt;br /&gt;
&lt;br /&gt;
This is also where a player can choose to abandon their [[Nations#Control_Points|control points]] in the nation, which does not require a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission or any {{TV|influence}} cost.&lt;br /&gt;
&lt;br /&gt;
== Gaining Regions ==&lt;br /&gt;
&lt;br /&gt;
One of the fastest ways to improve a nation is to simply gain control over more [[Regions]], taking them from whatever nations previously controlled these [[Regions]]. However, Terra Invicta takes place in an era where it is no longer acceptable for nations to arbitrarily expand their territories through mere military might.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
&lt;br /&gt;
Instead, a nation can only take a region if it has a &#039;&#039;&#039;claim&#039;&#039;&#039; on it. This claim represents a sufficient set of justifications (typically via a combination of historical, ethnic, geographical, and other factors) that the nation can use to argue that its control over a region is acceptable.&lt;br /&gt;
&lt;br /&gt;
Notably, the set of claims that a nation has can grow throughout the course of a campaign. There are several social science projects that add new claims and even new nations. Additional claims can also be acquired via [[Foreign_Relations#Peaceful_Unification|peaceful unifications]].&lt;br /&gt;
&lt;br /&gt;
For a list of all claims, see [[Claim List]], [[2026 Claim List]], or [[2070 Claim List]].&lt;br /&gt;
&lt;br /&gt;
==== Hostile Claims ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The people of this region generally do not wish to be a part of this nation. This causes lower cohesion rest states in democracies and higher unrest rest states in authoritarian states. After the region is annexed, sufficient investment in the Government or Unity priorities can remove this status.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Hostile Claims, Terra Invicta, Version RC6.&lt;br /&gt;
&lt;br /&gt;
Claims can be hostile for two reasons:&lt;br /&gt;
* Historical: Because of certain historical events, the claim is simply innately hostile. Some of these historically hostile claims simply begin this way, but these hostile claims can also be generated in various ways, such as when acquiring new claims via [[Foreign_Relations#Peaceful_Unification|peaceful unifications]].&lt;br /&gt;
* Democratic: If the claiming nation&#039;s {{TV|democracy}} is at least 1.5 points lower than the region&#039;s current nation&#039;s {{TV|democracy}} score, then the claim becomes hostile.&lt;br /&gt;
&lt;br /&gt;
Claims that are hostile are typically more difficult to annex, and even after annexing, they give penalties to {{TV|base cohesion}} and/or {{TV|base unrest}} that is proportional to the fraction of the nation&#039;s {{TV|pop}} that currently lives in a hostile region.&lt;br /&gt;
&lt;br /&gt;
Specifically, the penalties are:&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Cohesion Penalty = -1.6 × Hostile Population Fraction × Government&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Unrest Penalty = 1.6 × Hostile Population Fraction × (10 - Government)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a hostile claim is annexed, the claim can be made non-hostile after sufficient investment in the {{TV|government priority}} or the {{TV|unity}}. Specifically, every 200 completions of either priority (added together) will make one hostile claim on an already annexed region into a non-hostile claim. If there are multiple candidates, then one is selected as follows:&lt;br /&gt;
# Remove all candidates that are not adjacent to any non-hostile region that also belongs to the nation, unless this would remove all candidates.&lt;br /&gt;
# Pick the candidate with the highest {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
Note: In this context, adjacency includes even connections that are only open to friendly {{TV|armies}}.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] always has a non-hostile claim on every region of earth.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Methods for Transferring Regions ===&lt;br /&gt;
&lt;br /&gt;
The following subsections discuss each of the possible methods by which a nation can gain control over more regions.&lt;br /&gt;
&lt;br /&gt;
==== Grant Independence ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X to grant independence to a human nation Y with no regions if the following are true:&lt;br /&gt;
* Y has a claim on its desired {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
* The desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y is not currently the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X.&lt;br /&gt;
* X currently controls the desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed, the desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y will be transferred from X to Y. In addition, the following effects also occur after the region is transferred:&lt;br /&gt;
# If X has {{icon|found military}}founded a military, then Y also {{icon|found military}}founds a military, if it hadn&#039;t already.&lt;br /&gt;
# If X has a complete {{icon|found space program}}spaceflight program, then Y also completes a {{icon|found space program}}spaceflight program, if it hadn&#039;t already.&lt;br /&gt;
# The {{TV|democracy}} and {{TV|cohesion}} of Y is set to those of X.&lt;br /&gt;
# The public opinion of Y is randomized via repeated applications of [[Nations#Changing_Public_Opinion|Propaganda]] towards random ideological coordinates. The strength and number applied decreases with the {{TV|cohesion}} of Y, with 10 {{TV|cohesion}} having no randomization at all.&lt;br /&gt;
# If X has less than 5 {{TV|cohesion}}, then reduce {{TV|unrest}} in X by (0 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
# If X has less than 5 {{TV|cohesion}}, then reduce {{TV|unrest}} in Y by 0 to 3.&lt;br /&gt;
# Increase {{TV|cohesion}} in X by (0 to 2) × Fraction of Population that X gave to Y.&lt;br /&gt;
# Increase {{TV|cohesion}} in Y by 1 to 3.&lt;br /&gt;
# Every rival of X also becomes a rival of Y.&lt;br /&gt;
# Every ally of X also becomes an ally of Y.&lt;br /&gt;
# X and Y become allies.&lt;br /&gt;
# X and Y are put on a diplomatic cooldown of 180 days with each other.&lt;br /&gt;
&lt;br /&gt;
Note: It is also possible to grant independence to [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations, but no regions are transferred when this happens, so that is not discussed in this subsection. That is instead discussed in [[Foreign_Relations#Granting_Independence]].&lt;br /&gt;
&lt;br /&gt;
==== Cede Territory ====&lt;br /&gt;
&lt;br /&gt;
This mechanic has been removed. It has been replaced by the Demand Territory policy.&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the capital region of X to cede territory to a human nation Y if the following are true:&lt;br /&gt;
* Either Y is not a rival of X, or X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
* Y has a claim on a region controlled by X that is not currently the capital region of X.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed, every non-capital region of X that Y has a claim on will be transferred to Y. In addition, X and Y will be put on a diplomatic cooldown of 90 days.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Demand Territory ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a [[Nations|nation]] X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] [[Councilors|councilor]] [[Missions|mission]] in the capital region of X to demand a [[Regions|region]] R from another nation Y if the following are true:&lt;br /&gt;
* X has a non-hostile [[Foreign_Relations#Claims|claim]] on R.&lt;br /&gt;
* R is not the {{icon|capital}}capital region of Y.&lt;br /&gt;
* The executive of Y is empty or the [[Factions|faction]] that owns this executive has consolidated executive control.&lt;br /&gt;
* Y is not in any [[Foreign_Relations#Wars|war]].&lt;br /&gt;
* X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
* X and Y are either not [[Foreign_Relations#Rivals|Rivals]] or can [[Foreign_Relations#Ending_Rivalries|end their rivalry]]. &lt;br /&gt;
** This means neither can be a [[Foreign_Relations#Breakaway_Nations|breakaway]] of the other. Because breakaway nations are permanently [[Foreign_Relations#Rivals|Rivals]] with their parent.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed:&lt;br /&gt;
* The region R is transferred from Y to X.&lt;br /&gt;
* If X and Y were [[Foreign_Relations#Rivals|Rivals]], then they [[Foreign_Relations#Ending_Rivalries|end their rivalry]].&lt;br /&gt;
* X and Y are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
==== Peaceful Unification ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the capital region of X to peacefully unify with (absorb) a human nation Y if one of the following sets of conditions are true:&lt;br /&gt;
#&lt;br /&gt;
#* X and Y are in the same [[Foreign_Relations#Federations|Federation]]. &amp;lt;br&amp;gt; &#039;&#039;&#039;Note&#039;&#039;&#039;: X does not need to be the federation leader or have the federation named after it.&lt;br /&gt;
#* X has a non-hostile claim on the desired capital region of Y.&lt;br /&gt;
#* X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
#* The faction has consolidated executive control over Y.&lt;br /&gt;
#* The faction owns all control points of Y.&lt;br /&gt;
#&lt;br /&gt;
#* Y is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
#* X is not at war with Y.&lt;br /&gt;
#* The faction owns all control points of Y.&lt;br /&gt;
#&lt;br /&gt;
#* X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
#* X is not at war with Y.&lt;br /&gt;
#* The faction owns all control points of X.&lt;br /&gt;
#* The faction owns the executive control point of Y.&lt;br /&gt;
&lt;br /&gt;
The third case functions pretty much identically to the second case, except that the faction is setting the policy in the other nation. &lt;br /&gt;
&lt;br /&gt;
In the first two cases, when this national policy is passed, every region of Y will be transferred to X. In addition, the following effects also occur after the regions are transferred:&lt;br /&gt;
# If X has completed a nuclear weapons program, then all of Y&#039;s {{TV|nukes}} are given to X. Otherwise the {{TV|nukes}} of Y simply disappear.&lt;br /&gt;
# If neither X nor Y have completed a nuclear weapons program, then 50% of Y&#039;s {{TV|develop atomic bomb}} progress is added to X&#039;s {{TV|develop atomic bomb}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|develop atomic bomb}}. &lt;br /&gt;
# If Y has completed a spaceflight program but X has not, then X completes a spaceflight program.&lt;br /&gt;
# If neither X nor Y have completed a spaceflight program, then 50% of Y&#039;s {{TV|found space program}} progress is added to X&#039;s {{TV|found space program}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|found space program}}. &lt;br /&gt;
# If Y has founded a military but X has not, then X founds a military.&lt;br /&gt;
# If neither X nor Y have founded a military, then 50% of Y&#039;s {{TV|found military}} progress is added to X&#039;s {{TV|found military}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|found military}}. &lt;br /&gt;
# For each other national priority, 50% of Y&#039;s priority progress is added to X&#039;s priority progress.&lt;br /&gt;
# All of Y&#039;s [[Nations#Funding|Funding]] is transferred to X.&lt;br /&gt;
# If the {{TV|democracy}} of X is less than (the {{TV|democracy}} of Y - 1), then the {{TV|unrest}} of X is increased by (the difference in their {{TV|democracy}} / 2), but capped at 9.8 total {{TV|unrest}}.&lt;br /&gt;
# If Y had any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations, then they are all peacefully granted independence from Y.&lt;br /&gt;
&lt;br /&gt;
See [[Peaceful Unification List]] and [[Full Unification List]] for a more detailed analysis of how each nation can increase its claims through peaceful unifications.&lt;br /&gt;
&lt;br /&gt;
==== Daily Check for Secession to Non-Extant Nations ====&lt;br /&gt;
&lt;br /&gt;
Every day at 10:30am, every human nation Y that currently does not have any regions will attempt to create itself by breaking away from the nation X that controls the desired capital region of Y. But this attempt only succeeds if all of the following conditions are true:&lt;br /&gt;
* X has at most {{TV|cohesion|3}}.&lt;br /&gt;
* X has at least {{TV|unrest|6}}.&lt;br /&gt;
* The desired capital region of Y is not the current capital region of X.&lt;br /&gt;
* A P% chance roll is passed, where P is calculated as follows:&lt;br /&gt;
*# Set P to (the {{TV|unrest}} of X / 2 - the {{TV|cohesion}} of X / 4 - the {{TV|democracy}} of X).&lt;br /&gt;
*# If X&#039;s claim on the region is [[Foreign_Relations#Hostile_Claims|hostile]], then multiply P by 3.&lt;br /&gt;
*# If there are {{TV|armies}} in the desired capital region of Y and X has less than {{TV|democracy|8}}, then divide P by 20 × the number of {{TV|armies}} in the desired capital region of Y.&lt;br /&gt;
*# Divide P by 75.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the desired capital region of Y is transferred from X to Y. Furthermore, for each non-capital region of X that is non-[[Foreign_Relations#Hostile_Claims|hostile]] claimed by Y and has no {{TV|armies}}, there is a Q% chance that the region will also be transferred to Y, where Q is (the {{TV|unrest}} of X × 6 - the {{TV|cohesion}} of X × 3 - the {{TV|democracy}} of X × 3).&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects also occur after the regions are transferred:&lt;br /&gt;
# The {{TV|democracy}} and {{TV|cohesion}} of Y is set to those of X.&lt;br /&gt;
# The armies of Y are disbanded.&lt;br /&gt;
# Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
# All of Y&#039;s control points are given to whichever faction raised the most unrest in X.&lt;br /&gt;
# Increase {{TV|cohesion}} in Y by 0 to 3.&lt;br /&gt;
# Set {{TV|unrest}} in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
# Increase {{TV|democracy}} in Y by (-2 to 0 + the Education of Y / 2.25).&lt;br /&gt;
# Reduce {{TV|miltech}} in Y by 0 to 0.5.&lt;br /&gt;
# Increase {{TV|inequality}} in Y by -1 to 1.&lt;br /&gt;
# Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
# Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
# X and Y become rivals if either the {{TV|democracy}} of X is less than 7 or some faction raised unrest in X.&lt;br /&gt;
&lt;br /&gt;
==== Periodic Check for Secession to Neighboring Nations ====&lt;br /&gt;
&lt;br /&gt;
Every 4 days at 10:30am, every human nation X will check if it should undergo a revolution or an organic coup. If not, then each non-capital region R of X will make an attempt to secede for each adjacent non-[[Foreign_Relations#Alliances|allied]] nation Y that has a non-[[Foreign_Relations#Hostile_Claims|hostile]] claim on R. But R&#039;s attempt to secede to Y only succeeds if all of the following conditions are true:&lt;br /&gt;
* X has at most {{TV|cohesion|3}}.&lt;br /&gt;
* X has at least {{TV|unrest|6}}.&lt;br /&gt;
* If Y is the [[Aliens#Alien_Administration|Alien Nation]], then {{icon|submit}}[[The Servants]] have at least 50% public support in X.&lt;br /&gt;
* A P% chance roll is passed, where P is calculated as follows:&lt;br /&gt;
*# Set P to (the {{TV|unrest}} of X - the {{TV|cohesion}} of X / 2 - the {{TV|democracy}} of X).&lt;br /&gt;
*# If X&#039;s claim on R is [[Foreign_Relations#Hostile_Claims|hostile]], then multiply P by 3.&lt;br /&gt;
*# If there are {{TV|armies}} in R and X has less than {{TV|democracy|8}}, then divide P by 20 × the number of {{TV|armies}} in R.&lt;br /&gt;
*# Divide P by 75.&lt;br /&gt;
*# If Y is the [[Aliens#Alien_Administration|Alien Nation]] and R has at least 50 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]], then add (the [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in R / 100) to P.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the region R is transferred from X to Y. In addition, the following effects also occur:&lt;br /&gt;
* Increase {{TV|cohesion}} in Y by 0 to 2.&lt;br /&gt;
* Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
* Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]] if either the {{TV|democracy}} of X is less than 7 or some faction raised unrest in X via {{MissionIcon|Unrest}}[[Increase Unrest]] missions.&lt;br /&gt;
&lt;br /&gt;
Note: If a region has multiple different nations that it can secede to, then it will make an attempt for each one of them in descending order of {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Post-Unrest Secession Check ====&lt;br /&gt;
&lt;br /&gt;
Every time a councilor from a faction F successfully performs an {{MissionIcon|Unrest}}[[Increase Unrest]] mission on a non-capital region R of a nation X, each human nation Y that currently does not have any regions and whose desired capital region is R will attempt to create itself by breaking away from X. This applies even if Y&#039;s claim on R is [[Foreign_Relations#Hostile_Claims|hostile]]. This attempt has a P% chance to succeed, where P is calculated as follows:&lt;br /&gt;
# Set P to 1000.&lt;br /&gt;
# If the mission was a critical success, then multiply P by 10.&lt;br /&gt;
# Divide P by the number of mission phases per month.&lt;br /&gt;
# If F has researched [[Freedom Fighters]], then multiply P by 1.5.&lt;br /&gt;
# If F researched a project that gave Y its claim on R, then multiply P by 3.&lt;br /&gt;
# Multiply P by (the {{TV|unrest}} of X - the {{TV|cohesion}} of X / 2).&lt;br /&gt;
# Subtract the {{TV|democracy}} of X from P.&lt;br /&gt;
# If X&#039;s claim on R is [[Foreign_Relations#Hostile_Claims|hostile]], then multiply P by 3.&lt;br /&gt;
# If there are armies in R and the {{TV|democracy}} of X is less than 8, then divide P by 20 × the number of armies in R.&lt;br /&gt;
# Divide P by 300.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the region R is transferred from X to Y. Furthermore, for each non-capital region of X that is non-[[Foreign_Relations#Hostile_Claims|hostile]] claimed by Y and has no armies, there is a Q% chance that the region will also be transferred to Y, where Q is calculated as follows:&lt;br /&gt;
# Set Q to 1000.&lt;br /&gt;
# If the mission was a critical success, then multiply Q by 10.&lt;br /&gt;
# If F has researched [[Freedom Fighters]], then multiply Q by 1.5.&lt;br /&gt;
# Divide Q by the number of mission phases per month.&lt;br /&gt;
# If F researched a project that gave Y its claim on R, then multiply Q by 3.&lt;br /&gt;
# Multiply Q by (the {{TV|unrest}} of X × 2 - the {{TV|cohesion}} of X - the {{TV|democracy}} of X).&lt;br /&gt;
# If X&#039;s claim on this region is [[Foreign_Relations#Hostile_Claims|hostile]], then set Q to 100.&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects also occur:&lt;br /&gt;
* Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
* All of Y&#039;s control points are given to faction F.&lt;br /&gt;
* Increase {{TV|cohesion}} in Y by 0 to 3.&lt;br /&gt;
* Set {{TV|unrest}} in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
* Increase {{TV|democracy}} in Y by (-2 to 0 + the {{TV|education}} of Y / 2.25).&lt;br /&gt;
* Reduce {{TV|miltech}} in Y by 0 to 0.5.&lt;br /&gt;
* Increase {{TV|inequality}} in Y by -1 to 1.&lt;br /&gt;
* Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
* Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]].&lt;br /&gt;
&lt;br /&gt;
==== War Annexation ====&lt;br /&gt;
&lt;br /&gt;
A human Army can perform an [[Annex Region]] operation on a region R owned by a nation X if:&lt;br /&gt;
* The army is not in battle.&lt;br /&gt;
* The army has at least 80% health remaining.&lt;br /&gt;
* Region R is not already being annexed by a different army.&lt;br /&gt;
* The army&#039;s home nation is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
* R is not the capital {{icon|capital|bgcolor=DarkSlateGray}} region of X.&lt;br /&gt;
* R is fully occupied by a war alliance that includes the home nation of the army.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The home nation of the army has a (possibly [[Foreign_Relations#Hostile_Claims|hostile]]) claim on R.&lt;br /&gt;
** There is a human nation Y that currently does not have any regions and whose desired {{icon|capital|bgcolor=DarkSlateGray}}capital region is R.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Starting the [[Annex Region]] operation will usually result in the nation X (or a war ally) launching a nuke at the army, if they have any.&lt;br /&gt;
&lt;br /&gt;
The duration of the [[Annex Region]] operation is D days, where D is calculated as follows:&lt;br /&gt;
# Set D to (the {{TV|pop}} of R / the average {{TV|pop}} per region at the start of the game) ^ 0.75.&lt;br /&gt;
# Add (the area of R in km^2 / the median area of a region in km^2) ^ 0.5 to D.&lt;br /&gt;
# Multiply D by 45.&lt;br /&gt;
# If R is {{icon|rugged}}rugged, then multiply D by 1.25.&lt;br /&gt;
# Cap D between 45 and 270.&lt;br /&gt;
# Multiply D by the {{TV|miltech}} of X.&lt;br /&gt;
# Divide D by the {{TV|miltech}} of the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
If the home nation of the army has a claim on R, then the only thing that happens when the [[Annex Region]] operation completes is:&lt;br /&gt;
# Every human army whose home region is R is disbanded.&lt;br /&gt;
# R is transferred from X to the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
Otherwise, when the [[Annex Region]] operation completes, R is transferred to the human nation Y that currently does not have any regions and whose desired {{icon|capital|bgcolor=DarkSlateGray}}capital region is R. In addition, the following effects also occur:&lt;br /&gt;
* Y and the home nation of the annexing army become [[Foreign_Relations#Alliances|allies]].&lt;br /&gt;
* Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
* All of Y&#039;s control points are given to the faction that owns the army that did the [[Annex Region]] operation. &lt;br /&gt;
* Increase {{TV|cohesion}} in Y by 0 to 3.&lt;br /&gt;
* Set {{TV|unrest}} in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
* Increase {{TV|democracy}} in Y by (-2 to 0 + the {{TV|Education}} of Y / 2.25).&lt;br /&gt;
* Reduce {{TV|miltech}} in Y by 0 to 0.5.&lt;br /&gt;
* Increase {{TV|inequality}} in Y by -1 to 1.&lt;br /&gt;
* Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of {{TV|pop}} that X gave to Y.&lt;br /&gt;
* Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of {{TV|pop}} that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]] if either the {{TV|democracy}} of X is less than 7 or some faction raised unrest in X.&lt;br /&gt;
* X [[Foreign_Relations#Declaring_Wars|declares war]] on Y, if able.&lt;br /&gt;
&lt;br /&gt;
==== War Conquest ====&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of the {{icon|capital|bgcolor=DarkSlateGray}}capital region of a human nation X, the game first checks which of the war alliances against X contributed the most to the occupation of the capital region of X. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
The list of nations in the occupying alliance is then sorted such that:&lt;br /&gt;
* The Lead Occupier is set to go first.&lt;br /&gt;
* The other nations are sorted in descending order by how much they contributed to the occupation of the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X.&lt;br /&gt;
* Nations that contributed the same amount are sorted in descending order by their [[Nations#Estimated_Military_Strength|Estimated Military Strength]].&lt;br /&gt;
&lt;br /&gt;
Then, one by one, each nation Y in the ordering will grab every remaining region R of X that Y has a claim on (even if it is [[Foreign_Relations#Hostile_Claims|hostile]]): every human army whose home region is R is disbanded, and then R is transferred from X to Y. &lt;br /&gt;
&lt;br /&gt;
In the end, if X has no remaining regions, then the now zero-region X is [[Foreign_Relations#Peaceful_Unification|unified]] into the nation that took the capital region of X.&lt;br /&gt;
&lt;br /&gt;
Otherwise, if X has any remaining regions, then the control points of X are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of X are given to a faction F that is determined as follows:&lt;br /&gt;
# Each human faction starts with a score of 0.&lt;br /&gt;
# Look at the set of all human-faction-owned armies whose home nations were at war with X and are still within the remaining regions of X. For each such army:&lt;br /&gt;
## Look at its home nation&#039;s {{TV|miltech}}, add in the Miltech bonuses from Councilors doing [[Advise]] missions on the home nation and from military habs in earth interface orbit. &lt;br /&gt;
## Multiply the total Miltech by the remaining health % of the army.&lt;br /&gt;
## Add this value to the score of the human faction that owns this army.&lt;br /&gt;
# If no such army exists, then the faction F is the undecided faction, and the control points of X are simply emptied out.&lt;br /&gt;
# Otherwise, the human faction with the highest score is chosen to be the faction F that takes over the control points of X.&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects are applied:&lt;br /&gt;
# X is removed from all wars that it is involved in.&lt;br /&gt;
# X ends all alliances with nations that are at war with the lead occupier.&lt;br /&gt;
# X ends all rivalries with all members of the occupying alliance and all allies of the lead occupier.&lt;br /&gt;
# X initiates an alliance with all members of the occupying alliance.&lt;br /&gt;
# If any member of the occupying alliance is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X, it is peacefully granted independence from X.&lt;br /&gt;
# The {{TV|unrest}} of X is increased by some amount U, calculated as follows:&lt;br /&gt;
## Set U to be the fraction of the remaining regions of X that were fully occupied when the capital region of X was conquered.&lt;br /&gt;
## Multiply U by -6.&lt;br /&gt;
## Add (4 + the number of remaining armies of X) to U.&lt;br /&gt;
## If the faction F that takes over the control points of X has researched [[Psyops]], then subtract 3 from U.&lt;br /&gt;
## If the faction F that takes over the control points of X has researched [[Networked Psyops]], then subtract 3 from U.&lt;br /&gt;
## If the faction that owned the executive control point of X before F took over has researched [[Guerrilla Warfare]], then add 3 to U.&lt;br /&gt;
## If U is positive, then:&lt;br /&gt;
##* If F is a human faction that owns the executive control point of the lead occupier, then multiply U by (1 - public support fraction for F in X).&lt;br /&gt;
##* Otherwise, multiply U by (1 - public support fraction for (the most popular human faction in the lead occupier) in X).&lt;br /&gt;
## If F is a human faction, then subtract (0.25 × number of times F raised unrest in X) from U.&lt;br /&gt;
## Add a random value between -1 and 1 inclusive to U.&lt;br /&gt;
# The {{TV|cohesion}} of X is decreased by 0 to 3.&lt;br /&gt;
# The {{TV|democracy}} of X is decreased by 0 to 0.5.&lt;br /&gt;
# If the {{TV|democracy}} of X is still at least 5 and the {{TV|democracy}} of the lead occupier is less than the {{TV|democracy}} of X, then the {{TV|democracy}} of X is decreased by 25% to 75% of the difference between their {{TV|democracy}} scores.&lt;br /&gt;
# All records of which factions raised unrest in X are deleted.&lt;br /&gt;
&lt;br /&gt;
==== Alien Related ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien Related}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering Non-Capital Regions for the [[Aliens#Alien_Administration|Alien Nation]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army whose home nation is the [[Aliens#Alien_Administration|Alien Nation]] completes the occupation of a non-capital region R of a human nation X, the region R is simply transferred from X to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
If this results in the creation of the [[Aliens#Alien_Administration|Alien Nation]], then it can trigger a [[Diplomacy#Alien_Specific|massive shift in inter-faction relationships]], as humanity recognizes the growing threat that is now in their midst.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering Regions from the [[Aliens#Alien_Administration|Alien Nation]] when it has more than one Region&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of a region R of the [[Aliens#Alien_Administration|Alien Nation]] such that R is not the only region of the [[Aliens#Alien_Administration|Alien Nation]], the region R will be transferred from the [[Aliens#Alien_Administration|Alien Nation]] to a human nation Y that has a claim on R.&lt;br /&gt;
&lt;br /&gt;
To determine which human nation Y should receive R, the game first checks which of the war alliances against the [[Aliens#Alien_Administration|Alien Nation]] contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn&#039;t contribute anything.&lt;br /&gt;
&lt;br /&gt;
The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then a second ordering is created, consisting of every ally of the lead occupier, sorted in descending order by their [[Nations#Estimated_Military_Strength|estimated military strength]].&lt;br /&gt;
&lt;br /&gt;
The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* whose last capital region is R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* that is adjacent to R.&lt;br /&gt;
* whose executive control point is owned by some human faction.&lt;br /&gt;
* whose executive control point is owned by the same faction that owns the executive control point of the lead occupier. &lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* that is adjacent to R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* whose executive control point is owned by some human faction.&lt;br /&gt;
* whose executive control point is owned by the same faction that owns the executive control point of the lead occupier. &lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
Note that this time, the nation is guaranteed to exist, since every region in the game is claimed by at least one human nation.&lt;br /&gt;
&lt;br /&gt;
In addition to transferring the region R from the [[Aliens#Alien_Administration|Alien Nation]] to Y, the following effects occur:&lt;br /&gt;
* If Y has no regions other than R, then the lead occupier and all allies of the lead occupier that are also at war with the [[Aliens#Alien_Administration|Alien Nation]] make an alliance with Y.&lt;br /&gt;
* If Y has no regions other than R, then the control points of Y are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of Y are simply emptied out.&lt;br /&gt;
* If Y has no regions other than R, then the [[Aliens#Alien_Administration|Alien Nation]] declares war on Y.&lt;br /&gt;
&lt;br /&gt;
If R was the capital region of the [[Aliens#Alien_Administration|Alien Nation]] before it was transferred to Y, then the following additional effects occur:&lt;br /&gt;
* The faction that owns the army that occupied R:&lt;br /&gt;
** Has a 10% chance to complete the [[Access Alien Tech]] milestone.&lt;br /&gt;
** Has a 2% chance to complete the [[Access Hydra Corpus]] milestone.&lt;br /&gt;
** Has a 2% chance to complete the [[Access Live Salamander]] milestone.&lt;br /&gt;
*** If it fails that 2% chance, then it has a 5% chance to complete the [[Access Salamander Corpus]] milestone.&lt;br /&gt;
** Has a 10% chance to complete the [[Access War Dog Corpus]] milestone.&lt;br /&gt;
* {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]] is increased by 1.&lt;br /&gt;
* A special [[Foreign_Relations#Post-Unrest_Secession_Check|Post-Unrest Secession Check]] is performed for every remaining region in the [[Aliens#Alien_Administration|Alien Nation]] except for its new capital region. This check is special in the following ways:&lt;br /&gt;
** The responsible faction F is the faction that owns the army that occupied R.&lt;br /&gt;
** The first three steps of computing P are replaced by setting P to 10000 × the {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering the Last Region from the [[Aliens#Alien_Administration|Alien Nation]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of the last region R of the [[Aliens#Alien_Administration|Alien Nation]], the game first checks which of the war alliances against the [[Aliens#Alien_Administration|Alien Nation]] contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn&#039;t contribute anything.&lt;br /&gt;
&lt;br /&gt;
Every human army whose home region is R is disbanded, and then R is transferred from the [[Aliens#Alien_Administration|Alien Nation]] to the first nation in the ordering that has a claim on R, if any exist.&lt;br /&gt;
&lt;br /&gt;
Then the [[Aliens#Alien_Administration|Alien Nation]] is &#039;&#039;&#039;overthrown&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Causing Revolutions in the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each nation is [[Nations#Coups_and_revolutions|periodically]] checked for whether it should undergo a revolution.&lt;br /&gt;
&lt;br /&gt;
When a revolution occurs in the [[Aliens#Alien_Administration|Alien Nation]], the following steps occur:&lt;br /&gt;
# The Public Support factor is calculated as the fraction of the public that supports [[The Protectorate]] + 2 × the fraction of the public that supports {{icon|submit}}[[The Servants]] in the [[Aliens#Alien_Administration|Alien Nation]]. &lt;br /&gt;
#: Note: If [[The Protectorate]] does not exist due to custom campaign settings, the Public Support factor is calculated as 3 × the fraction of the public that supports {{icon|submit}}[[The Servants]] in the [[Aliens#Alien_Administration|Alien Nation]]. &lt;br /&gt;
# {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]] decreases by (the Public Support factor × (0.8 to 1.2) + 2), capped between 3 and 6.&lt;br /&gt;
# {{TV|cohesion}} in the [[Aliens#Alien_Administration|Alien Nation]] increases by (the Public Support factor × (0.8 to 1.2)), capped at 3.&lt;br /&gt;
# If {{TV|inequality}} in the [[Aliens#Alien_Administration|Alien Nation]] is more than 2.5, then {{TV|inequality}} in the [[Aliens#Alien_Administration|Alien Nation]] decreases by (the Public Support factor × (0.8 to 1.2) × ({{TV|inequality}} / 2.5 - 1)), capped at 3.&lt;br /&gt;
# The [[Aliens#Alien_Administration|Alien Nation]] is &#039;&#039;&#039;overthrown&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Overthrowing the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the [[Aliens#Alien_Administration|Alien Nation]] is overthrown, the following steps occur:&lt;br /&gt;
# For each remaining region R in the [[Aliens#Alien_Administration|Alien Nation]]:&lt;br /&gt;
## R takes a random amount of damage between 0% and 25%, multiplied by 2 if R is the capital region.&lt;br /&gt;
## If there is any human nation whose last capital region is R, then a random one is selected and marked to receive R. Otherwise:&lt;br /&gt;
### Let Y be a random human nation that has a claim on R, but each human nation whose executive control point is owned by [[The Academy]], [[The Protectorate]], or {{icon|submit}}[[The Servants]] is 1/100 times as likely to be picked as Y.&lt;br /&gt;
### If R is the capital region of the [[Aliens#Alien_Administration|Alien Nation]] or a 50% chance roll succeeds, then mark Y to receive R.&lt;br /&gt;
# For each human nation Y that is marked to receive regions from the [[Aliens#Alien_Administration|Alien Nation]]:&lt;br /&gt;
## If Y has no regions and the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a conquering alliance in war, then Y initiates an alliance with every member of the conquering alliance.&lt;br /&gt;
## Transfer all regions that Y is marked to receive from the [[Aliens#Alien_Administration|Alien Nation]] to Y.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a revolution, then assign the control points of Y to the factions that raised the most unrest in the [[Aliens#Alien_Administration|Alien Nation]], in exactly the same way as a revolution in a human nation would assign control points to unrest-raising factions.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a revolution, then {{TV|unrest}} in Y is decreased by 5.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a conquering alliance in war, then assign all control points of Y to the faction that owns the executive control point of the lead occupier.&lt;br /&gt;
# The [[Aliens]] gain 80 hate divided up among the human factions responsible for overthrowing it. Factions with greater responsibility receive a larger share of the 80 hate.&lt;br /&gt;
# If the [[Aliens#Alien_Administration|Alien Nation]] still has remaining regions, then {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]] is decreased by (the number of regions transferred away from the [[Aliens#Alien_Administration|Alien Nation]]), capped between 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Effects of Transferring Regions ===&lt;br /&gt;
&lt;br /&gt;
Whenever a region R is transferred from a nation X to a nation Y by any method, the following steps occur:&lt;br /&gt;
# The [[Nations#GDP_Per_Region|region GDP]] of R is removed from X.&lt;br /&gt;
# If R is the {{icon|capital region|bgcolor=DarkSlateGray}}capital region of X and X has other regions, then the {{icon|capital region|bgcolor=DarkSlateGray}}capital of X moves to one of its remaining regions (whichever has the most {{TV|pop}}).&lt;br /&gt;
# The region R is removed from X. (This removes the {{TV|pop}} of R from X.)&lt;br /&gt;
# The {{TV|miltech}} of nation Y is set to the weighted average of the {{icon|miltech}}[[Nations#Miltech|Miltechs]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the sum of:&lt;br /&gt;
#** 1 &lt;br /&gt;
#** +1 if there is a human {{icon|army}}[[Nations#Armies|army]] whose home region is R &lt;br /&gt;
#** +1 if that human {{icon|army}}[[Nations#Armies|army]] has a {{icon|navy}}[[Nations#Navies|navy]] attached.&lt;br /&gt;
#* Y is the sum of:&lt;br /&gt;
#** The number of [[Regions]] owned by Y (excluding R) × 2&lt;br /&gt;
#** The number of {{icon|army}}[[Nations#Armies|armies]] owned by Y&lt;br /&gt;
#** The number of {{icon|navy}}[[Nations#Navies|navies]] owned by Y.&lt;br /&gt;
# The region R is added to Y. (This adds the {{TV|pop}} of R to Y.)&lt;br /&gt;
# If R was a {{icon|colony|bgcolor=DarkSlateGray}}colony region or a {{icon|resource region}}mining region (note: not an {{icon|oil}}oil region), then the {{TV|inequality}} of X decreases by 0.25 while the {{TV|inequality}} of Y increases by 0.25. Both of these {{TV|inequality}} changes are affected by the [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] of their respective nations. &lt;br /&gt;
# If R is the desired {{icon|capital region|bgcolor=DarkSlateGray}}capital region of Y, then the {{icon|capital region|bgcolor=DarkSlateGray}}capital of Y moves to R.&lt;br /&gt;
# The GDP that was removed from X earlier is now added to Y.&lt;br /&gt;
# The [[Nations#Sustainability|Pollution Multiplier]] of Y is set to the weighted average of the [[Nations#Sustainability|Pollution Multipliers]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the GDP added to Y divided by the total GDP of Y including the addition.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|education}} of Y is set to the weighted average of the {{icon|education}}[[Nations#Education|Educations]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|unrest}} of Y is set to the weighted average of the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrests]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|cohesion}} of Y is set to the weighted average of the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesions]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|cohesion}} of Y is reduced by 0.25. Note: If cohesion is reduced below zero, {{icon|democracy|bgcolor=DarkSlateGray}}Government and {{icon|unrest|bgcolor=DarkSlateGray}}Unrest values are changed. See [[Nations#Underflowing_Cohesion|Underflowing Cohesion]] for details.&lt;br /&gt;
# The {{TV|inequality}} of Y is set to the weighted average of the {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequalities]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The [[Nations#Public_Opinion|Public Opinion]] of Y is set to the weighted average of the [[Nations#Public_Opinion|Public Opinions]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The human [[Nations#Armies|army]] whose home region is R (if any) is assigned to one of Y&#039;s control points.&lt;br /&gt;
# If the region R has {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]] but the nation Y cannot build {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]], then the {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]] of R are removed.&lt;br /&gt;
&lt;br /&gt;
Whenever a set of regions are transferred from X to Y, the game simply transfers each region sequentially. After which, the following effects are applied:&lt;br /&gt;
* If Y did not have any regions before the set of transfers, then all {{icon|colony|bgcolor=DarkSlateGray}}colony regions transferred to Y are decolonized.&lt;br /&gt;
* Otherwise, the game records the {{TV|gdppc}} of Y before the set of transfers.&lt;br /&gt;
** For each {{icon|colony|bgcolor=DarkSlateGray}}colony region R that is transferred from X to Y, if the {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#GDP_Per_Region|region GDPPC]] that R had before the transfer is higher than (0.667 × this recorded {{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC value), then R is decolonized.&lt;br /&gt;
** For each non-{{icon|colony|bgcolor=DarkSlateGray}}colony region R that is transferred from X to Y, if R was originally a {{icon|colony|bgcolor=DarkSlateGray}}colony region of Y at the start of the game, R did not get decolonized by the {{TV|welfare}}, and the {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#GDP_Per_Region|region GDPPC]] that R had before the transfer is lower than (0.667 × this recorded {{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC value × 1.25 if R is a resource region), then R is recolonized.&lt;br /&gt;
* Y gains a claim on every region transferred to Y.&lt;br /&gt;
** If Y did not previously have a claim on this region, then the new claim is [[Foreign_Relations#Hostile_Claims|hostile]].&lt;br /&gt;
* If Y had any regions before the set of transfers, and X had more than 1.5 more {{TV|democracy}} than Y, then Y&#039;s claim on every transferred region becomes [[Foreign_Relations#Hostile_Claims|hostile]].&lt;br /&gt;
* If X no longer has any regions after the set of transfers, then:&lt;br /&gt;
** All contributions by X to region occupations are removed.&lt;br /&gt;
** X is removed from all [[Foreign_Relations#Wars|wars]] it is involved in.&lt;br /&gt;
** All [[Foreign_Relations#Alliances|alliances]] and [[Foreign_Relations#Rivals|rivalries]] with X are ended.&lt;br /&gt;
** All [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations of X are peacefully granted independence.&lt;br /&gt;
** X is removed from its [[Foreign_Relations#Federations|federation]], if it was in one.&lt;br /&gt;
** All records of which [[Factions]] raised unrest in X are deleted.&lt;br /&gt;
** All diplomatic cooldowns with X are removed.&lt;br /&gt;
&lt;br /&gt;
== Diplomatic Relations ==&lt;br /&gt;
&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view&amp;lt;br&amp;gt;Nation flags in the list of allies and rivals can be mouseover-ed to bring up a tooltip with details on possible policy actions and their requirements.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Relations tab describes the relationships between this nation and other nations.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Allies are nations that will support this nation when attacked, and may hold a policy vote to join in a war started by this nation. Allies may host one another&#039;s armies, as well.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Rivals are nations with which this nation may go to war.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Relations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Relations between a pair of nations can be in one of four states, which are from best to worst:&lt;br /&gt;
# Ally&lt;br /&gt;
# Neutral&lt;br /&gt;
# Rival&lt;br /&gt;
# War&lt;br /&gt;
&lt;br /&gt;
A pair of nations can also be federated, which forces the ally relation between them.&lt;br /&gt;
&lt;br /&gt;
A pair of nations can also have one be a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of the other, which forces the rival relation between them.&lt;br /&gt;
&lt;br /&gt;
Changes in relations often trigger diplomatic cooldowns between nations that must be waited out before relations between them can be improved. &lt;br /&gt;
&lt;br /&gt;
The faction responsible for the change in relation can reduce the diplomatic cooldown duration by researching the [[Corridor Diplomacy]], [[Common Cause]], and [[United Effort|Crisis Diplomacy]] projects, which each multiply the duration by 0.8, compounding. If the faction responsible is the {{icon|alien}}[[Aliens]], the diplomatic cooldown duration is multiplied by 0.25.&lt;br /&gt;
&lt;br /&gt;
=== Alliances ===&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being allied is one of the requirements for [[Foreign_Relations#Federations|Federating]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|easier to perform]] in allied nations.&lt;br /&gt;
* War-capable allies can join, deter, or prevent [[Foreign_Relations#Declaring_Wars|wars]].&lt;br /&gt;
&lt;br /&gt;
==== Proposing Alliances ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose an alliance with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X and Y are not rivals.&lt;br /&gt;
* X and Y are not already allies.&lt;br /&gt;
* X and Y are not on diplomatic cooldown.&lt;br /&gt;
* X is not allied to any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
* Y is not allied to any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
* X is not allied to a nation that Y is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of.&lt;br /&gt;
* Y is not allied to a nation that X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** X has more than 2 control points.&lt;br /&gt;
** Y has more than 2 control points.&lt;br /&gt;
** X has a claim on some region of Y.&lt;br /&gt;
** Y has a claim on some region of X.&lt;br /&gt;
** X and Y are adjacent.&lt;br /&gt;
** X has a navy.&lt;br /&gt;
** Y has a navy.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to propose an alliance with Y, but does not need to use a [[Councilors|councilor]] to do so.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y are allied, and are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
==== Ending Alliances ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can end an alliance with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are allies.&lt;br /&gt;
* X and Y are not in the same [[Foreign_Relations#Federations|federation]].&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to end an alliance with Y, but does not need to use a [[Councilors|councilor]] to do so.&lt;br /&gt;
&lt;br /&gt;
This ending of an alliance cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X and Y are put on a diplomatic cooldown of 90 days after X ends its alliance with Y.&lt;br /&gt;
&lt;br /&gt;
=== Rivals ===&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being rivals is one of the requirements for [[Foreign_Relations#Declaring_Wars|Declaring War]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|harder to perform]] in rival nations.&lt;br /&gt;
* May increase {{TV|base cohesion}}.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Rivalries ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can initiate a rivalry with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X and Y are not already rivals.&lt;br /&gt;
* X and Y are not allies.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** X has more than 2 control points.&lt;br /&gt;
** Y has more than 2 control points.&lt;br /&gt;
** X has a claim on some region of Y.&lt;br /&gt;
** X and Y are adjacent.&lt;br /&gt;
** X has a navy.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to initiate a rivalry with Y, but does not need to use a councilor to do so.&lt;br /&gt;
&lt;br /&gt;
This initiation of a rivalry cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X and Y are put on a diplomatic cooldown of 90 days after X initiates a rivalry with Y.&lt;br /&gt;
&lt;br /&gt;
==== Ending Rivalries ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose ending a rivalry with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are rivals.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
* Y is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
* Y is not allied to a nation that X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of. (Not Mirrored??)&lt;br /&gt;
* Y is not allied to a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X. (Not Mirrored??)&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to propose ending a rivalry with Y, but does not need to use a councilor to do so.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y end their rivalry, and are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
■■■■■ is a de facto autonomous state whose nationhood is not recognized by the nation that claims its territory, ■■■■■. It is in a permanent rivalry with that nation. It will function as an independent nation with some limitations: it cannot declare or join wars, or join federations. It may declare independence, ending its breakaway status but allowing the parent nation to declare war. Allies will have the option to participate in the war. Any allies of this nation will also enter into a rivalry with the parent nation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Breakaway Nations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
When the game starts there are four &#039;&#039;&#039;breakaway nations&#039;&#039;&#039; - [[TWN|Taiwan]], [[PAL|Palestine]], [[YMS|South Yemen]], and [[SOL|Somaliland]]. Additional breakaway nations can be created via secession movements, liberations in wars, and peaceful unifications into non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
==== Granting Independence ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can grant independence to any nation Y that is a breakaway nation of X.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to grant independence to Y.&lt;br /&gt;
&lt;br /&gt;
This granting of independence cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X grants independence to Y, Y will no longer be a Breakaway Nation of X, and X and Y will end their [[Foreign_Relations#Rivals|rivalry]].&lt;br /&gt;
&lt;br /&gt;
==== Declaring Independence ====&lt;br /&gt;
&lt;br /&gt;
Any breakaway nation X can declare independence from its parent nation Y.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to declare independence from Y.&lt;br /&gt;
&lt;br /&gt;
This declaration of independence cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X declares independence from Y, X will no longer be a breakaway nation of Y, and Y will be automatically forced to [[Foreign_Relations#Declaring_Wars|declare war]] on X.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defense and share space program funding and boost. Members also receive a bonus to investments in the Economy priority. They are led by the member nation with the most significant international ambitions (claims).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;To join a federation, a nation must have claims on its territory by at least one of the federation&#039;s member nations, be allied with one of the members, and has secured normalized relations with all other members.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Nations may apply to join a federation using the Set Policy mission; the lead nation will approve or disapprove the request. The lead nation may also invite qualifying nations to join.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Federations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Some federations are present at the start of the game, while others can be created. Creating a federation requires certain techs and political control of the founding nation.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being part of the same federation is one of the requirements for a [[Foreign_Relations#Peaceful_Unification|peaceful unification]].&lt;br /&gt;
* Federation members are all forcefully [[Foreign_Relations#Alliances|allied]] to one another.&lt;br /&gt;
* Federation members share {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|funding}}[[Nations#Funding|Funding]]: each member&#039;s share is proportional to (the number of its control points) ^ 3.&lt;br /&gt;
* Federation members can build {{icon|mc}}[[Nations#Mission_Contro|Mission Control]] if any member has completed a [[Nations#List_of_Priorities|Spaceflight Program]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|easier to perform]] in other federation members.&lt;br /&gt;
* Federation members receive an {{TV|economy}} bonus of (total GDP of other federation members in billions ^ 0.25 / 2)%, rounded to the nearest 1%. This also affects the cost of  [[Nations#Direct_Investment|Direct Investments]] into the {{TV|economy}}.&lt;br /&gt;
&lt;br /&gt;
==== Joining Federations ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose joining in federation with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X has at least one region.&lt;br /&gt;
* X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation.&lt;br /&gt;
* X is not in a federation or X is the leader of its federation.&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* Y is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation.&lt;br /&gt;
* Y is not in a federation or Y is the leader of its federation.&lt;br /&gt;
*: &#039;&#039;Note: If Y is not the leader of its federation, X can still federate with Y, but it has to ask the leader of Y&#039;s federation, not Y.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If X is not in a federation but Y is the leader of a federation F, then:&lt;br /&gt;
** Some member of F is [[Foreign_Relations#Alliances|allied]] with X and not on diplomatic cooldown with X.&lt;br /&gt;
** No member of F has a rivalry with X.&lt;br /&gt;
** No member of F is at war with X.&lt;br /&gt;
** Some member of F has a claim on some region of X, or X has a claim on some region of some member of F.&lt;br /&gt;
** Every member of F that is not already [[Foreign_Relations#Alliances|alli]]ed with X is able to propose an [[Foreign_Relations#Alliances|alli]]ance with X.&lt;br /&gt;
&lt;br /&gt;
* If X is not in a federation and Y is not in a federation, then: &lt;br /&gt;
** X and Y are [[Foreign_Relations#Alliances|alli]]es.&lt;br /&gt;
** X has a claim on some region of Y or Y has a claim on some region of X.&lt;br /&gt;
** X and Y are not on diplomatic cooldown.&lt;br /&gt;
** Some faction has consolidated executive control of Y.&lt;br /&gt;
&lt;br /&gt;
* If X is the leader of a federation F, then: &lt;br /&gt;
** Y is not in a federation.&lt;br /&gt;
** Some faction has consolidated executive control of Y.&lt;br /&gt;
** Some member of F is [[Foreign_Relations#Alliances|alli]]ed with Y and not on diplomatic cooldown with Y.&lt;br /&gt;
** No member of F has a rivalry with Y.&lt;br /&gt;
** No member of F is at war with Y.&lt;br /&gt;
** Some member of F has a claim on some region of Y, or Y has a claim on some region of some member of F.&lt;br /&gt;
** Every member of F that is not already [[Foreign_Relations#Alliances|alli]]ed with Y is able to propose an [[Foreign_Relations#Alliances|alli]]ance with Y.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to propose joining in federation with Y.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y are federated, and are put on a diplomatic cooldown of 360 days. Furthermore:&lt;br /&gt;
** If X joined a federation that Y was the leader of, then X is [[Foreign_Relations#Alliances|alli]]ed to and put on a diplomatic cooldown of 360 days with all other federation members.&lt;br /&gt;
** If Y joined a federation that X was the leader of, then Y is [[Foreign_Relations#Alliances|alli]]ed to and put on a diplomatic cooldown of 360 days with all other federation members.&lt;br /&gt;
&lt;br /&gt;
==== Leaving Federations ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can leave a federation F if all of the following conditions are true:&lt;br /&gt;
* X has at least one region.&lt;br /&gt;
* X is in the federation F.&lt;br /&gt;
* X is not the leader of F.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to leave the federation F.&lt;br /&gt;
&lt;br /&gt;
This leaving of a federation can be rejected by the federation leader if that leader has less than 4 {{icon|democracy}}[[Nations#Government|Government]].&lt;br /&gt;
&lt;br /&gt;
X is put on a diplomatic cooldown of 720 days with all other members of F after X leaves F.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Federations ====&lt;br /&gt;
&lt;br /&gt;
2022  / 2026 scenario start:&lt;br /&gt;
* {{Icon|RUSU|size=50px}} &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; [[RUS|Russia]] (leader), [[ARM|Armenia]], [[BLR|Belarus]], [[KAZ|Kazakhstan]], [[KGZ|Kyrgyzstan]].&lt;br /&gt;
* {{Icon|EUAU|size=50px}} &#039;&#039;&#039;European Union:&#039;&#039;&#039; [[EUA|France]] (leader), [[ALP|Austria]], [[BGM|Belgium-Luxembourg]], [[BUL|Bulgaria]], [[CRS|Croatia]], [[CZE|Czechia]], [[DEN|Denmark]], [[EST|Estonia]]. [[FIN|Finland]], [[DEU|Germany]], [[GRE|Greece]], [[HUN|Hungary]], [[IRL|Ireland]], [[ITA|Italy]], [[LVA|Latvia]], [[LTU|Lithuania]], [[NET|Netherlands]], [[POL|Poland]], [[PRT|Portugal]], [[ROM|Romania]], [[SCA|Sweden]], [[SLO|Slovakia]], [[SLV|Slovenia]], [[ESP|Spain]].&lt;br /&gt;
&lt;br /&gt;
2070 scenario start:&lt;br /&gt;
* {{Icon|EUAU|size=50px}} &#039;&#039;&#039;European Union:&#039;&#039;&#039; [[2070 EUA|European Union]] (leader), [[2070 SCA|Nordic Federation]], [[2070 SLO|Slovakia]].&lt;br /&gt;
* {{Icon|PAL|size=50px}} &#039;&#039;&#039;Palestinian Federation&#039;&#039;&#039; [[2070 PAL|Palestine]] (leader), [[2070 JOR|Jordan]].&lt;br /&gt;
* {{Icon|AUSU|size=50px}} &#039;&#039;&#039;Republic of the Southern Cross&#039;&#039;&#039; [[2070 AUS|Australia]] (leader), [[2070 NZL|New Zealand]].&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created, it will have the name and flag of its initial nation. However, certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czechia.png|50px]] Czechoslovakia || [[File:Flag Czechia.png|50px]] Czechia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag England.png|50px]] England&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(work in progress, contributions are welcome)&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
&lt;br /&gt;
A nation is considered war-capable if it is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation and it has an army or a nuke.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Allows [[Terrestrial_Warfare]].&lt;br /&gt;
* Increases {{TV|base cohesion}}.&lt;br /&gt;
* Slowly decreases {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Declaring Wars ====&lt;br /&gt;
&lt;br /&gt;
Any war-capable nation X can declare war on any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are [[Foreign_Relations#Rivals|rivals]].&lt;br /&gt;
* There is no war-capable nation that is [[Foreign_Relations#Alliances|allied]] to both X and Y.&lt;br /&gt;
* Y would be an accessible war enemy.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to declare war on Y.&lt;br /&gt;
&lt;br /&gt;
This declaration of war cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X declares war on Y, the following steps occur:&lt;br /&gt;
# If it has been less than 90 days since X and Y became rivals, then the {{TV|cohesion}} of X decreases by 0.5 × (1 - days since X and Y became rivals / 90) × the {{TV|democracy}} of X.&lt;br /&gt;
# X gains {{TV|cohesion|1}} if all of the following conditions are true:&lt;br /&gt;
#* X did not lose any {{TV|cohesion}} in the previous step.&lt;br /&gt;
#* X was at peace.&lt;br /&gt;
#* The {{TV|unrest}} of X is less than 8.&lt;br /&gt;
#* The {{TV|cohesion}} of X is more than 2.&lt;br /&gt;
#* Either the {{TV|democracy}} of X is less than 7 or the {{TV|democracy}} of Y is less than 7.&lt;br /&gt;
# Y gains {{TV|cohesion|3}} if all of the following conditions are true:&lt;br /&gt;
#* The {{TV|unrest}} of Y is less than 8.&lt;br /&gt;
#* The {{TV|cohesion}} of Y is more than 2.&lt;br /&gt;
# Each war-capable nation that is [[Foreign_Relations#Alliances|allied]] to Y is forced to join the war on the side of Y and gains {{TV|cohesion|1}} if all of the following conditions are true:&lt;br /&gt;
#* The {{TV|unrest}} of the nation is less than 8.&lt;br /&gt;
#* The {{TV|cohesion}} of the nation is more than 2.&lt;br /&gt;
# Each war-capable nation that is [[Foreign_Relations#Alliances|allied]] to X and not [[Foreign_Relations#Alliances|allied]] to anyone on the side of Y is asked if it wants to join the war on the side of X.&lt;br /&gt;
#* The faction that owns the executive control point of the nation gets to decide whether to join. Saying yes is equivalent to performing the [[Foreign_Relations#Joining_Wars|Join War]] policy.&lt;br /&gt;
# The faction that owns the executive control point of Y gains (3 × the number of control points Y has) hate for the faction that owns the executive control point of X.&lt;br /&gt;
# Every nation that joined this war is put on a diplomatic cooldown of 90 days with all nations on the other side of the war.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}} &lt;br /&gt;
If either X or Y is the [[Aliens#Alien_Administration|Alien Administration]], then the first step is skipped.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Joining Wars ====&lt;br /&gt;
&lt;br /&gt;
Any war-capable nation X can join any side S of any ongoing war W if all of the following conditions are true:&lt;br /&gt;
* X is [[Foreign_Relations#Alliances|allied]] to at least one member on side S of the war W.&lt;br /&gt;
* X is not [[Foreign_Relations#Alliances|allied]] to any member on the side of the war W that is not S.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to join war W.&lt;br /&gt;
&lt;br /&gt;
This joining of war cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X is put on a diplomatic cooldown of 90 days with every nation on the other side of war W after X joins war W.&lt;br /&gt;
&lt;br /&gt;
If X was not previously at war, and X joined the attacking side of the war, then X gains {{TV|cohesion|0.5}}.&lt;br /&gt;
&lt;br /&gt;
==== Seeking Peace ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can seek peace from any war W it is part of.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to seek peace from war W.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of the lead nation Y of the other side of the war gets to decide whether to accept or reject:&lt;br /&gt;
* If rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If accepted, then:&lt;br /&gt;
** If X was the leader of its side of the war W, then the war W is ended:&lt;br /&gt;
*** Every nation involved in the war W is removed from the war.&lt;br /&gt;
*** Every nation involved in the war W returns to [[Foreign_Relations#Rivals|rival]] relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.&lt;br /&gt;
** Otherwise, X is removed from the war W and returns to [[Foreign_Relations#Rivals|rival]] relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.&lt;br /&gt;
&lt;br /&gt;
Note: Seeking Peace can result in {{TV|cohesion}} penalties for any nations that gained {{TV|cohesion}} from the war.&lt;br /&gt;
&lt;br /&gt;
==== Other Sources ====&lt;br /&gt;
&lt;br /&gt;
Wars can be started through various other means:&lt;br /&gt;
&lt;br /&gt;
; Declaring Independence&lt;br /&gt;
&lt;br /&gt;
See [[Foreign_Relations#Declaring_Independence]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
; Assaulting Alien Assets with Armies&lt;br /&gt;
&lt;br /&gt;
If the [[Aliens#Alien_Administration|Alien Nation]] has at least one region, then using an army to begin an assault on an [[Aliens#Alien_Facility|Alien Facility]] or [[Aliens#Alien_Assault_Carrier|Landed UFO]] will automatically force the [[Aliens#Alien_Administration|Alien Nation]] to [[Foreign_Relations#Declaring_Wars|declare war]] on the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198010084768</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Foreign_Relations&amp;diff=11690</id>
		<title>Foreign Relations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Foreign_Relations&amp;diff=11690"/>
		<updated>2026-04-18T12:03:16Z</updated>

		<summary type="html">&lt;p&gt;76561198010084768: /* Examples of Federations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page covers diplomatic actions available to Nations. For interactions between the global [[Factions]], see [[Diplomacy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Foreign relations encompass all actions a [[Nations|Nation]] may take to advance its political interests or of the [[Factions|Faction]] controlling it, ranging from peaceful diplomacy to open warfare.&lt;br /&gt;
== Policies ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councilor can use the Set Policy mission to enact policies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Policies, Terra Invicta Codex, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In order for a [[Factions|faction]] to enact a policy in a [[Nations|nation]], they must own the executive [[Nations#Control_Points|control point]], it must not be disabled, and they must use a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in the nation. Many policies require consolidated executive control. Many policies require another nation to agree.&lt;br /&gt;
&lt;br /&gt;
This section loosely summarizes the list of policies, and gives links to sections that discuss the more complex policies in more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Policy !! Needs Consolidated Exec? !! Can be Rejected? !! Ignores Diplomatic Cooldown? !! Main Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Wars|Declare War]] || No || No || Yes || Allows [[Terrestrial_Warfare]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Joining_Wars|Join War]] || No || No || Yes || Allows [[Terrestrial_Warfare]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Seeking_Peace|Seek Peace]] || No || Yes || Yes || Ends the [[Foreign_Relations#Wars|war]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Grant_Independence|Grant Independence]] to a New Nation || Yes || No || Yes || Release [[Regions]] to form their own [[Nations|Nation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Granting_Independence|Grant Independence]] to a [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] || Yes || No || Yes || The [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] is no longer a [[Foreign_Relations#Breakaway_Nations|Breakaway]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Independence|Declare Independence]] || No || No || Yes || Nation is no longer a [[Foreign_Relations#Breakaway_Nations|Breakaway]] and former parent nation [[Foreign_Relations#Declaring_Wars|declares war]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Demand_Territory|Demand Territory]] || Yes || Yes || No || Nation receives target [[Regions|Region]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Leaving_Federations|Leave Federation]] || Yes || No || Yes || Leaves the [[Foreign_Relations#Federations|Federation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Joining_Federations|Federation]] || Yes || Yes || No || [[Foreign_Relations#Federations|Federates]] with Target.&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Peaceful_Unification|Unification]] || Yes || Yes || No || Merge [[Nations]].&lt;br /&gt;
|-&lt;br /&gt;
| Disband Army || Yes || No || Yes || Disbands a human [[Nations#Armies|army]] that is:&lt;br /&gt;
* Owned by the [[Nations|Nation]].&lt;br /&gt;
* Owned by the [[Factions|Faction]] that owns the executive control point of the Nation.&lt;br /&gt;
* Not in an enemy [[Regions|region]].&lt;br /&gt;
|-&lt;br /&gt;
| Disband Warheads || Yes || No || Yes &lt;br /&gt;
| Remove up to {{TV|nukes|5}} from the nation. If the last {{TV|nuke}} is removed also cancel all progress on the {{TV|nuclear weapons}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Policies tab of the Nation intel window shows the available national policies. Here one can also find the diplomatic cooldown periods for countries, with whom certain diplomatic actions may become available after the timer expires. &lt;br /&gt;
&lt;br /&gt;
This is also where a player can choose to abandon their [[Nations#Control_Points|control points]] in the nation, which does not require a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission or any {{TV|influence}} cost.&lt;br /&gt;
&lt;br /&gt;
== Gaining Regions ==&lt;br /&gt;
&lt;br /&gt;
One of the fastest ways to improve a nation is to simply gain control over more [[Regions]], taking them from whatever nations previously controlled these [[Regions]]. However, Terra Invicta takes place in an era where it is no longer acceptable for nations to arbitrarily expand their territories through mere military might.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
&lt;br /&gt;
Instead, a nation can only take a region if it has a &#039;&#039;&#039;claim&#039;&#039;&#039; on it. This claim represents a sufficient set of justifications (typically via a combination of historical, ethnic, geographical, and other factors) that the nation can use to argue that its control over a region is acceptable.&lt;br /&gt;
&lt;br /&gt;
Notably, the set of claims that a nation has can grow throughout the course of a campaign. There are several social science projects that add new claims and even new nations. Additional claims can also be acquired via [[Foreign_Relations#Peaceful_Unification|peaceful unifications]].&lt;br /&gt;
&lt;br /&gt;
For a list of all claims, see [[Claim List]], [[2026 Claim List]], or [[2070 Claim List]].&lt;br /&gt;
&lt;br /&gt;
==== Hostile Claims ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The people of this region generally do not wish to be a part of this nation. This causes lower cohesion rest states in democracies and higher unrest rest states in authoritarian states. After the region is annexed, sufficient investment in the Government or Unity priorities can remove this status.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Hostile Claims, Terra Invicta, Version RC6.&lt;br /&gt;
&lt;br /&gt;
Claims can be hostile for two reasons:&lt;br /&gt;
* Historical: Because of certain historical events, the claim is simply innately hostile. Some of these historically hostile claims simply begin this way, but these hostile claims can also be generated in various ways, such as when acquiring new claims via [[Foreign_Relations#Peaceful_Unification|peaceful unifications]].&lt;br /&gt;
* Democratic: If the claiming nation&#039;s {{TV|democracy}} is at least 1.5 points lower than the region&#039;s current nation&#039;s {{TV|democracy}} score, then the claim becomes hostile.&lt;br /&gt;
&lt;br /&gt;
Claims that are hostile are typically more difficult to annex, and even after annexing, they give penalties to {{TV|base cohesion}} and/or {{TV|base unrest}} that is proportional to the fraction of the nation&#039;s {{TV|pop}} that currently lives in a hostile region.&lt;br /&gt;
&lt;br /&gt;
Specifically, the penalties are:&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Cohesion Penalty = -1.6 × Hostile Population Fraction × Government&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Unrest Penalty = 1.6 × Hostile Population Fraction × (10 - Government)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a hostile claim is annexed, the claim can be made non-hostile after sufficient investment in the {{TV|government priority}} or the {{TV|unity}}. Specifically, every 200 completions of either priority (added together) will make one hostile claim on an already annexed region into a non-hostile claim. If there are multiple candidates, then one is selected as follows:&lt;br /&gt;
# Remove all candidates that are not adjacent to any non-hostile region that also belongs to the nation, unless this would remove all candidates.&lt;br /&gt;
# Pick the candidate with the highest {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
Note: In this context, adjacency includes even connections that are only open to friendly {{TV|armies}}.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] always has a non-hostile claim on every region of earth.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Methods for Transferring Regions ===&lt;br /&gt;
&lt;br /&gt;
The following subsections discuss each of the possible methods by which a nation can gain control over more regions.&lt;br /&gt;
&lt;br /&gt;
==== Grant Independence ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X to grant independence to a human nation Y with no regions if the following are true:&lt;br /&gt;
* Y has a claim on its desired {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
* The desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y is not currently the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X.&lt;br /&gt;
* X currently controls the desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed, the desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y will be transferred from X to Y. In addition, the following effects also occur after the region is transferred:&lt;br /&gt;
# If X has {{icon|found military}}founded a military, then Y also {{icon|found military}}founds a military, if it hadn&#039;t already.&lt;br /&gt;
# If X has a complete {{icon|found space program}}spaceflight program, then Y also completes a {{icon|found space program}}spaceflight program, if it hadn&#039;t already.&lt;br /&gt;
# The {{TV|democracy}} and {{TV|cohesion}} of Y is set to those of X.&lt;br /&gt;
# The public opinion of Y is randomized via repeated applications of [[Nations#Changing_Public_Opinion|Propaganda]] towards random ideological coordinates. The strength and number applied decreases with the {{TV|cohesion}} of Y, with 10 {{TV|cohesion}} having no randomization at all.&lt;br /&gt;
# If X has less than 5 {{TV|cohesion}}, then reduce {{TV|unrest}} in X by (0 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
# If X has less than 5 {{TV|cohesion}}, then reduce {{TV|unrest}} in Y by 0 to 3.&lt;br /&gt;
# Increase {{TV|cohesion}} in X by (0 to 2) × Fraction of Population that X gave to Y.&lt;br /&gt;
# Increase {{TV|cohesion}} in Y by 1 to 3.&lt;br /&gt;
# Every rival of X also becomes a rival of Y.&lt;br /&gt;
# Every ally of X also becomes an ally of Y.&lt;br /&gt;
# X and Y become allies.&lt;br /&gt;
# X and Y are put on a diplomatic cooldown of 180 days with each other.&lt;br /&gt;
&lt;br /&gt;
Note: It is also possible to grant independence to [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations, but no regions are transferred when this happens, so that is not discussed in this subsection. That is instead discussed in [[Foreign_Relations#Granting_Independence]].&lt;br /&gt;
&lt;br /&gt;
==== Cede Territory ====&lt;br /&gt;
&lt;br /&gt;
This mechanic has been removed. It has been replaced by the Demand Territory policy.&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the capital region of X to cede territory to a human nation Y if the following are true:&lt;br /&gt;
* Either Y is not a rival of X, or X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
* Y has a claim on a region controlled by X that is not currently the capital region of X.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed, every non-capital region of X that Y has a claim on will be transferred to Y. In addition, X and Y will be put on a diplomatic cooldown of 90 days.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Demand Territory ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a [[Nations|nation]] X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] [[Councilors|councilor]] [[Missions|mission]] in the capital region of X to demand a [[Regions|region]] R from another nation Y if the following are true:&lt;br /&gt;
* X has a non-hostile [[Foreign_Relations#Claims|claim]] on R.&lt;br /&gt;
* R is not the {{icon|capital}}capital region of Y.&lt;br /&gt;
* The executive of Y is empty or the [[Factions|faction]] that owns this executive has consolidated executive control.&lt;br /&gt;
* Y is not in any [[Foreign_Relations#Wars|war]].&lt;br /&gt;
* X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
* X and Y are either not [[Foreign_Relations#Rivals|Rivals]] or can [[Foreign_Relations#Ending_Rivalries|end their rivalry]]. &lt;br /&gt;
** This means neither can be a [[Foreign_Relations#Breakaway_Nations|breakaway]] of the other. Because breakaway nations are permanently [[Foreign_Relations#Rivals|Rivals]] with their parent.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed:&lt;br /&gt;
* The region R is transferred from Y to X.&lt;br /&gt;
* If X and Y were [[Foreign_Relations#Rivals|Rivals]], then they [[Foreign_Relations#Ending_Rivalries|end their rivalry]].&lt;br /&gt;
* X and Y are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
==== Peaceful Unification ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the capital region of X to peacefully unify with (absorb) a human nation Y if one of the following sets of conditions are true:&lt;br /&gt;
#&lt;br /&gt;
#* X and Y are in the same [[Foreign_Relations#Federations|Federation]]. &amp;lt;br&amp;gt; &#039;&#039;&#039;Note&#039;&#039;&#039;: X does not need to be the federation leader or have the federation named after it.&lt;br /&gt;
#* X has a non-hostile claim on the desired capital region of Y.&lt;br /&gt;
#* X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
#* The faction has consolidated executive control over Y.&lt;br /&gt;
#* The faction owns all control points of Y.&lt;br /&gt;
#&lt;br /&gt;
#* Y is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
#* X is not at war with Y.&lt;br /&gt;
#* The faction owns all control points of Y.&lt;br /&gt;
#&lt;br /&gt;
#* X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
#* X is not at war with Y.&lt;br /&gt;
#* The faction owns all control points of X.&lt;br /&gt;
#* The faction owns the executive control point of Y.&lt;br /&gt;
&lt;br /&gt;
The third case functions pretty much identically to the second case, except that the faction is setting the policy in the other nation. &lt;br /&gt;
&lt;br /&gt;
In the first two cases, when this national policy is passed, every region of Y will be transferred to X. In addition, the following effects also occur after the regions are transferred:&lt;br /&gt;
# If X has completed a nuclear weapons program, then all of Y&#039;s {{TV|nukes}} are given to X. Otherwise the {{TV|nukes}} of Y simply disappear.&lt;br /&gt;
# If neither X nor Y have completed a nuclear weapons program, then 50% of Y&#039;s {{TV|develop atomic bomb}} progress is added to X&#039;s {{TV|develop atomic bomb}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|develop atomic bomb}}. &lt;br /&gt;
# If Y has completed a spaceflight program but X has not, then X completes a spaceflight program.&lt;br /&gt;
# If neither X nor Y have completed a spaceflight program, then 50% of Y&#039;s {{TV|found space program}} progress is added to X&#039;s {{TV|found space program}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|found space program}}. &lt;br /&gt;
# If Y has founded a military but X has not, then X founds a military.&lt;br /&gt;
# If neither X nor Y have founded a military, then 50% of Y&#039;s {{TV|found military}} progress is added to X&#039;s {{TV|found military}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|found military}}. &lt;br /&gt;
# For each other national priority, 50% of Y&#039;s priority progress is added to X&#039;s priority progress.&lt;br /&gt;
# All of Y&#039;s [[Nations#Funding|Funding]] is transferred to X.&lt;br /&gt;
# If the {{TV|democracy}} of X is less than (the {{TV|democracy}} of Y - 1), then the {{TV|unrest}} of X is increased by (the difference in their {{TV|democracy}} / 2), but capped at 9.8 total {{TV|unrest}}.&lt;br /&gt;
# If Y had any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations, then they are all peacefully granted independence from Y.&lt;br /&gt;
&lt;br /&gt;
See [[Peaceful Unification List]] and [[Full Unification List]] for a more detailed analysis of how each nation can increase its claims through peaceful unifications.&lt;br /&gt;
&lt;br /&gt;
==== Daily Check for Secession to Non-Extant Nations ====&lt;br /&gt;
&lt;br /&gt;
Every day at 10:30am, every human nation Y that currently does not have any regions will attempt to create itself by breaking away from the nation X that controls the desired capital region of Y. But this attempt only succeeds if all of the following conditions are true:&lt;br /&gt;
* X has at most {{TV|cohesion|3}}.&lt;br /&gt;
* X has at least {{TV|unrest|6}}.&lt;br /&gt;
* The desired capital region of Y is not the current capital region of X.&lt;br /&gt;
* A P% chance roll is passed, where P is calculated as follows:&lt;br /&gt;
*# Set P to (the {{TV|unrest}} of X / 2 - the {{TV|cohesion}} of X / 4 - the {{TV|democracy}} of X).&lt;br /&gt;
*# If X&#039;s claim on the region is [[Foreign_Relations#Hostile_Claims|hostile]], then multiply P by 3.&lt;br /&gt;
*# If there are {{TV|armies}} in the desired capital region of Y and X has less than {{TV|democracy|8}}, then divide P by 20 × the number of {{TV|armies}} in the desired capital region of Y.&lt;br /&gt;
*# Divide P by 75.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the desired capital region of Y is transferred from X to Y. Furthermore, for each non-capital region of X that is non-[[Foreign_Relations#Hostile_Claims|hostile]] claimed by Y and has no {{TV|armies}}, there is a Q% chance that the region will also be transferred to Y, where Q is (the {{TV|unrest}} of X × 6 - the {{TV|cohesion}} of X × 3 - the {{TV|democracy}} of X × 3).&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects also occur after the regions are transferred:&lt;br /&gt;
# The {{TV|democracy}} and {{TV|cohesion}} of Y is set to those of X.&lt;br /&gt;
# The armies of Y are disbanded.&lt;br /&gt;
# Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
# All of Y&#039;s control points are given to whichever faction raised the most unrest in X.&lt;br /&gt;
# Increase {{TV|cohesion}} in Y by 0 to 3.&lt;br /&gt;
# Set {{TV|unrest}} in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
# Increase {{TV|democracy}} in Y by (-2 to 0 + the Education of Y / 2.25).&lt;br /&gt;
# Reduce {{TV|miltech}} in Y by 0 to 0.5.&lt;br /&gt;
# Increase {{TV|inequality}} in Y by -1 to 1.&lt;br /&gt;
# Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
# Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
# X and Y become rivals if either the {{TV|democracy}} of X is less than 7 or some faction raised unrest in X.&lt;br /&gt;
&lt;br /&gt;
==== Periodic Check for Secession to Neighboring Nations ====&lt;br /&gt;
&lt;br /&gt;
Every 4 days at 10:30am, every human nation X will check if it should undergo a revolution or an organic coup. If not, then each non-capital region R of X will make an attempt to secede for each adjacent non-[[Foreign_Relations#Alliances|allied]] nation Y that has a non-[[Foreign_Relations#Hostile_Claims|hostile]] claim on R. But R&#039;s attempt to secede to Y only succeeds if all of the following conditions are true:&lt;br /&gt;
* X has at most {{TV|cohesion|3}}.&lt;br /&gt;
* X has at least {{TV|unrest|6}}.&lt;br /&gt;
* If Y is the [[Aliens#Alien_Administration|Alien Nation]], then {{icon|submit}}[[The Servants]] have at least 50% public support in X.&lt;br /&gt;
* A P% chance roll is passed, where P is calculated as follows:&lt;br /&gt;
*# Set P to (the {{TV|unrest}} of X - the {{TV|cohesion}} of X / 2 - the {{TV|democracy}} of X).&lt;br /&gt;
*# If X&#039;s claim on R is [[Foreign_Relations#Hostile_Claims|hostile]], then multiply P by 3.&lt;br /&gt;
*# If there are {{TV|armies}} in R and X has less than {{TV|democracy|8}}, then divide P by 20 × the number of {{TV|armies}} in R.&lt;br /&gt;
*# Divide P by 75.&lt;br /&gt;
*# If Y is the [[Aliens#Alien_Administration|Alien Nation]] and R has at least 50 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]], then add (the [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in R / 100) to P.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the region R is transferred from X to Y. In addition, the following effects also occur:&lt;br /&gt;
* Increase {{TV|cohesion}} in Y by 0 to 2.&lt;br /&gt;
* Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
* Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]] if either the {{TV|democracy}} of X is less than 7 or some faction raised unrest in X via {{MissionIcon|Unrest}}[[Increase Unrest]] missions.&lt;br /&gt;
&lt;br /&gt;
Note: If a region has multiple different nations that it can secede to, then it will make an attempt for each one of them in descending order of {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Post-Unrest Secession Check ====&lt;br /&gt;
&lt;br /&gt;
Every time a councilor from a faction F successfully performs an {{MissionIcon|Unrest}}[[Increase Unrest]] mission on a non-capital region R of a nation X, each human nation Y that currently does not have any regions and whose desired capital region is R will attempt to create itself by breaking away from X. This applies even if Y&#039;s claim on R is [[Foreign_Relations#Hostile_Claims|hostile]]. This attempt has a P% chance to succeed, where P is calculated as follows:&lt;br /&gt;
# Set P to 1000.&lt;br /&gt;
# If the mission was a critical success, then multiply P by 10.&lt;br /&gt;
# Divide P by the number of mission phases per month.&lt;br /&gt;
# If F has researched [[Freedom Fighters]], then multiply P by 1.5.&lt;br /&gt;
# If F researched a project that gave Y its claim on R, then multiply P by 3.&lt;br /&gt;
# Multiply P by (the {{TV|unrest}} of X - the {{TV|cohesion}} of X / 2).&lt;br /&gt;
# Subtract the {{TV|democracy}} of X from P.&lt;br /&gt;
# If X&#039;s claim on R is [[Foreign_Relations#Hostile_Claims|hostile]], then multiply P by 3.&lt;br /&gt;
# If there are armies in R and the {{TV|democracy}} of X is less than 8, then divide P by 20 × the number of armies in R.&lt;br /&gt;
# Divide P by 300.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the region R is transferred from X to Y. Furthermore, for each non-capital region of X that is non-[[Foreign_Relations#Hostile_Claims|hostile]] claimed by Y and has no armies, there is a Q% chance that the region will also be transferred to Y, where Q is calculated as follows:&lt;br /&gt;
# Set Q to 1000.&lt;br /&gt;
# If the mission was a critical success, then multiply Q by 10.&lt;br /&gt;
# If F has researched [[Freedom Fighters]], then multiply Q by 1.5.&lt;br /&gt;
# Divide Q by the number of mission phases per month.&lt;br /&gt;
# If F researched a project that gave Y its claim on R, then multiply Q by 3.&lt;br /&gt;
# Multiply Q by (the {{TV|unrest}} of X × 2 - the {{TV|cohesion}} of X - the {{TV|democracy}} of X).&lt;br /&gt;
# If X&#039;s claim on this region is [[Foreign_Relations#Hostile_Claims|hostile]], then set Q to 100.&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects also occur:&lt;br /&gt;
* Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
* All of Y&#039;s control points are given to faction F.&lt;br /&gt;
* Increase {{TV|cohesion}} in Y by 0 to 3.&lt;br /&gt;
* Set {{TV|unrest}} in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
* Increase {{TV|democracy}} in Y by (-2 to 0 + the {{TV|education}} of Y / 2.25).&lt;br /&gt;
* Reduce {{TV|miltech}} in Y by 0 to 0.5.&lt;br /&gt;
* Increase {{TV|inequality}} in Y by -1 to 1.&lt;br /&gt;
* Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
* Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]].&lt;br /&gt;
&lt;br /&gt;
==== War Annexation ====&lt;br /&gt;
&lt;br /&gt;
A human Army can perform an [[Annex Region]] operation on a region R owned by a nation X if:&lt;br /&gt;
* The army is not in battle.&lt;br /&gt;
* The army has at least 80% health remaining.&lt;br /&gt;
* Region R is not already being annexed by a different army.&lt;br /&gt;
* The army&#039;s home nation is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
* R is not the capital {{icon|capital|bgcolor=DarkSlateGray}} region of X.&lt;br /&gt;
* R is fully occupied by a war alliance that includes the home nation of the army.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The home nation of the army has a (possibly [[Foreign_Relations#Hostile_Claims|hostile]]) claim on R.&lt;br /&gt;
** There is a human nation Y that currently does not have any regions and whose desired {{icon|capital|bgcolor=DarkSlateGray}}capital region is R.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Starting the [[Annex Region]] operation will usually result in the nation X (or a war ally) launching a nuke at the army, if they have any.&lt;br /&gt;
&lt;br /&gt;
The duration of the [[Annex Region]] operation is D days, where D is calculated as follows:&lt;br /&gt;
# Set D to (the {{TV|pop}} of R / the average {{TV|pop}} per region at the start of the game) ^ 0.75.&lt;br /&gt;
# Add (the area of R in km^2 / the median area of a region in km^2) ^ 0.5 to D.&lt;br /&gt;
# Multiply D by 45.&lt;br /&gt;
# If R is {{icon|rugged}}rugged, then multiply D by 1.25.&lt;br /&gt;
# Cap D between 45 and 270.&lt;br /&gt;
# Multiply D by the {{TV|miltech}} of X.&lt;br /&gt;
# Divide D by the {{TV|miltech}} of the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
If the home nation of the army has a claim on R, then the only thing that happens when the [[Annex Region]] operation completes is:&lt;br /&gt;
# Every human army whose home region is R is disbanded.&lt;br /&gt;
# R is transferred from X to the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
Otherwise, when the [[Annex Region]] operation completes, R is transferred to the human nation Y that currently does not have any regions and whose desired {{icon|capital|bgcolor=DarkSlateGray}}capital region is R. In addition, the following effects also occur:&lt;br /&gt;
* Y and the home nation of the annexing army become [[Foreign_Relations#Alliances|allies]].&lt;br /&gt;
* Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
* All of Y&#039;s control points are given to the faction that owns the army that did the [[Annex Region]] operation. &lt;br /&gt;
* Increase {{TV|cohesion}} in Y by 0 to 3.&lt;br /&gt;
* Set {{TV|unrest}} in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
* Increase {{TV|democracy}} in Y by (-2 to 0 + the {{TV|Education}} of Y / 2.25).&lt;br /&gt;
* Reduce {{TV|miltech}} in Y by 0 to 0.5.&lt;br /&gt;
* Increase {{TV|inequality}} in Y by -1 to 1.&lt;br /&gt;
* Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of {{TV|pop}} that X gave to Y.&lt;br /&gt;
* Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of {{TV|pop}} that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]] if either the {{TV|democracy}} of X is less than 7 or some faction raised unrest in X.&lt;br /&gt;
* X [[Foreign_Relations#Declaring_Wars|declares war]] on Y, if able.&lt;br /&gt;
&lt;br /&gt;
==== War Conquest ====&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of the {{icon|capital|bgcolor=DarkSlateGray}}capital region of a human nation X, the game first checks which of the war alliances against X contributed the most to the occupation of the capital region of X. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
The list of nations in the occupying alliance is then sorted such that:&lt;br /&gt;
* The Lead Occupier is set to go first.&lt;br /&gt;
* The other nations are sorted in descending order by how much they contributed to the occupation of the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X.&lt;br /&gt;
* Nations that contributed the same amount are sorted in descending order by their [[Nations#Estimated_Military_Strength|Estimated Military Strength]].&lt;br /&gt;
&lt;br /&gt;
Then, one by one, each nation Y in the ordering will grab every remaining region R of X that Y has a claim on (even if it is [[Foreign_Relations#Hostile_Claims|hostile]]): every human army whose home region is R is disbanded, and then R is transferred from X to Y. &lt;br /&gt;
&lt;br /&gt;
In the end, if X has no remaining regions, then the now zero-region X is [[Foreign_Relations#Peaceful_Unification|unified]] into the nation that took the capital region of X.&lt;br /&gt;
&lt;br /&gt;
Otherwise, if X has any remaining regions, then the control points of X are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of X are given to a faction F that is determined as follows:&lt;br /&gt;
# Each human faction starts with a score of 0.&lt;br /&gt;
# Look at the set of all human-faction-owned armies whose home nations were at war with X and are still within the remaining regions of X. For each such army:&lt;br /&gt;
## Look at its home nation&#039;s {{TV|miltech}}, add in the Miltech bonuses from Councilors doing [[Advise]] missions on the home nation and from military habs in earth interface orbit. &lt;br /&gt;
## Multiply the total Miltech by the remaining health % of the army.&lt;br /&gt;
## Add this value to the score of the human faction that owns this army.&lt;br /&gt;
# If no such army exists, then the faction F is the undecided faction, and the control points of X are simply emptied out.&lt;br /&gt;
# Otherwise, the human faction with the highest score is chosen to be the faction F that takes over the control points of X.&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects are applied:&lt;br /&gt;
# X is removed from all wars that it is involved in.&lt;br /&gt;
# X ends all alliances with nations that are at war with the lead occupier.&lt;br /&gt;
# X ends all rivalries with all members of the occupying alliance and all allies of the lead occupier.&lt;br /&gt;
# X initiates an alliance with all members of the occupying alliance.&lt;br /&gt;
# If any member of the occupying alliance is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X, it is peacefully granted independence from X.&lt;br /&gt;
# The {{TV|unrest}} of X is increased by some amount U, calculated as follows:&lt;br /&gt;
## Set U to be the fraction of the remaining regions of X that were fully occupied when the capital region of X was conquered.&lt;br /&gt;
## Multiply U by -6.&lt;br /&gt;
## Add (4 + the number of remaining armies of X) to U.&lt;br /&gt;
## If the faction F that takes over the control points of X has researched [[Psyops]], then subtract 3 from U.&lt;br /&gt;
## If the faction F that takes over the control points of X has researched [[Networked Psyops]], then subtract 3 from U.&lt;br /&gt;
## If the faction that owned the executive control point of X before F took over has researched [[Guerrilla Warfare]], then add 3 to U.&lt;br /&gt;
## If U is positive, then:&lt;br /&gt;
##* If F is a human faction that owns the executive control point of the lead occupier, then multiply U by (1 - public support fraction for F in X).&lt;br /&gt;
##* Otherwise, multiply U by (1 - public support fraction for (the most popular human faction in the lead occupier) in X).&lt;br /&gt;
## If F is a human faction, then subtract (0.25 × number of times F raised unrest in X) from U.&lt;br /&gt;
## Add a random value between -1 and 1 inclusive to U.&lt;br /&gt;
# The {{TV|cohesion}} of X is decreased by 0 to 3.&lt;br /&gt;
# The {{TV|democracy}} of X is decreased by 0 to 0.5.&lt;br /&gt;
# If the {{TV|democracy}} of X is still at least 5 and the {{TV|democracy}} of the lead occupier is less than the {{TV|democracy}} of X, then the {{TV|democracy}} of X is decreased by 25% to 75% of the difference between their {{TV|democracy}} scores.&lt;br /&gt;
# All records of which factions raised unrest in X are deleted.&lt;br /&gt;
&lt;br /&gt;
==== Alien Related ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien Related}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering Non-Capital Regions for the [[Aliens#Alien_Administration|Alien Nation]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army whose home nation is the [[Aliens#Alien_Administration|Alien Nation]] completes the occupation of a non-capital region R of a human nation X, the region R is simply transferred from X to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
If this results in the creation of the [[Aliens#Alien_Administration|Alien Nation]], then it can trigger a [[Diplomacy#Alien_Specific|massive shift in inter-faction relationships]], as humanity recognizes the growing threat that is now in their midst.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering Regions from the [[Aliens#Alien_Administration|Alien Nation]] when it has more than one Region&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of a region R of the [[Aliens#Alien_Administration|Alien Nation]] such that R is not the only region of the [[Aliens#Alien_Administration|Alien Nation]], the region R will be transferred from the [[Aliens#Alien_Administration|Alien Nation]] to a human nation Y that has a claim on R.&lt;br /&gt;
&lt;br /&gt;
To determine which human nation Y should receive R, the game first checks which of the war alliances against the [[Aliens#Alien_Administration|Alien Nation]] contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn&#039;t contribute anything.&lt;br /&gt;
&lt;br /&gt;
The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then a second ordering is created, consisting of every ally of the lead occupier, sorted in descending order by their [[Nations#Estimated_Military_Strength|estimated military strength]].&lt;br /&gt;
&lt;br /&gt;
The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* whose last capital region is R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* that is adjacent to R.&lt;br /&gt;
* whose executive control point is owned by some human faction.&lt;br /&gt;
* whose executive control point is owned by the same faction that owns the executive control point of the lead occupier. &lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* that is adjacent to R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* whose executive control point is owned by some human faction.&lt;br /&gt;
* whose executive control point is owned by the same faction that owns the executive control point of the lead occupier. &lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
Note that this time, the nation is guaranteed to exist, since every region in the game is claimed by at least one human nation.&lt;br /&gt;
&lt;br /&gt;
In addition to transferring the region R from the [[Aliens#Alien_Administration|Alien Nation]] to Y, the following effects occur:&lt;br /&gt;
* If Y has no regions other than R, then the lead occupier and all allies of the lead occupier that are also at war with the [[Aliens#Alien_Administration|Alien Nation]] make an alliance with Y.&lt;br /&gt;
* If Y has no regions other than R, then the control points of Y are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of Y are simply emptied out.&lt;br /&gt;
* If Y has no regions other than R, then the [[Aliens#Alien_Administration|Alien Nation]] declares war on Y.&lt;br /&gt;
&lt;br /&gt;
If R was the capital region of the [[Aliens#Alien_Administration|Alien Nation]] before it was transferred to Y, then the following additional effects occur:&lt;br /&gt;
* The faction that owns the army that occupied R:&lt;br /&gt;
** Has a 10% chance to complete the [[Access Alien Tech]] milestone.&lt;br /&gt;
** Has a 2% chance to complete the [[Access Hydra Corpus]] milestone.&lt;br /&gt;
** Has a 2% chance to complete the [[Access Live Salamander]] milestone.&lt;br /&gt;
*** If it fails that 2% chance, then it has a 5% chance to complete the [[Access Salamander Corpus]] milestone.&lt;br /&gt;
** Has a 10% chance to complete the [[Access War Dog Corpus]] milestone.&lt;br /&gt;
* {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]] is increased by 1.&lt;br /&gt;
* A special [[Foreign_Relations#Post-Unrest_Secession_Check|Post-Unrest Secession Check]] is performed for every remaining region in the [[Aliens#Alien_Administration|Alien Nation]] except for its new capital region. This check is special in the following ways:&lt;br /&gt;
** The responsible faction F is the faction that owns the army that occupied R.&lt;br /&gt;
** The first three steps of computing P are replaced by setting P to 10000 × the {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering the Last Region from the [[Aliens#Alien_Administration|Alien Nation]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of the last region R of the [[Aliens#Alien_Administration|Alien Nation]], the game first checks which of the war alliances against the [[Aliens#Alien_Administration|Alien Nation]] contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn&#039;t contribute anything.&lt;br /&gt;
&lt;br /&gt;
Every human army whose home region is R is disbanded, and then R is transferred from the [[Aliens#Alien_Administration|Alien Nation]] to the first nation in the ordering that has a claim on R, if any exist.&lt;br /&gt;
&lt;br /&gt;
Then the [[Aliens#Alien_Administration|Alien Nation]] is &#039;&#039;&#039;overthrown&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Causing Revolutions in the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each nation is [[Nations#Coups_and_revolutions|periodically]] checked for whether it should undergo a revolution.&lt;br /&gt;
&lt;br /&gt;
When a revolution occurs in the [[Aliens#Alien_Administration|Alien Nation]], the following steps occur:&lt;br /&gt;
# The Public Support factor is calculated as the fraction of the public that supports [[The Protectorate]] + 2 × the fraction of the public that supports {{icon|submit}}[[The Servants]] in the [[Aliens#Alien_Administration|Alien Nation]]. &lt;br /&gt;
#: Note: If [[The Protectorate]] does not exist due to custom campaign settings, the Public Support factor is calculated as 3 × the fraction of the public that supports {{icon|submit}}[[The Servants]] in the [[Aliens#Alien_Administration|Alien Nation]]. &lt;br /&gt;
# {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]] decreases by (the Public Support factor × (0.8 to 1.2) + 2), capped between 3 and 6.&lt;br /&gt;
# {{TV|cohesion}} in the [[Aliens#Alien_Administration|Alien Nation]] increases by (the Public Support factor × (0.8 to 1.2)), capped at 3.&lt;br /&gt;
# If {{TV|inequality}} in the [[Aliens#Alien_Administration|Alien Nation]] is more than 2.5, then {{TV|inequality}} in the [[Aliens#Alien_Administration|Alien Nation]] decreases by (the Public Support factor × (0.8 to 1.2) × ({{TV|inequality}} / 2.5 - 1)), capped at 3.&lt;br /&gt;
# The [[Aliens#Alien_Administration|Alien Nation]] is &#039;&#039;&#039;overthrown&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Overthrowing the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the [[Aliens#Alien_Administration|Alien Nation]] is overthrown, the following steps occur:&lt;br /&gt;
# For each remaining region R in the [[Aliens#Alien_Administration|Alien Nation]]:&lt;br /&gt;
## R takes a random amount of damage between 0% and 25%, multiplied by 2 if R is the capital region.&lt;br /&gt;
## If there is any human nation whose last capital region is R, then a random one is selected and marked to receive R. Otherwise:&lt;br /&gt;
### Let Y be a random human nation that has a claim on R, but each human nation whose executive control point is owned by [[The Academy]], [[The Protectorate]], or {{icon|submit}}[[The Servants]] is 1/100 times as likely to be picked as Y.&lt;br /&gt;
### If R is the capital region of the [[Aliens#Alien_Administration|Alien Nation]] or a 50% chance roll succeeds, then mark Y to receive R.&lt;br /&gt;
# For each human nation Y that is marked to receive regions from the [[Aliens#Alien_Administration|Alien Nation]]:&lt;br /&gt;
## If Y has no regions and the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a conquering alliance in war, then Y initiates an alliance with every member of the conquering alliance.&lt;br /&gt;
## Transfer all regions that Y is marked to receive from the [[Aliens#Alien_Administration|Alien Nation]] to Y.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a revolution, then assign the control points of Y to the factions that raised the most unrest in the [[Aliens#Alien_Administration|Alien Nation]], in exactly the same way as a revolution in a human nation would assign control points to unrest-raising factions.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a revolution, then {{TV|unrest}} in Y is decreased by 5.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a conquering alliance in war, then assign all control points of Y to the faction that owns the executive control point of the lead occupier.&lt;br /&gt;
# The [[Aliens]] gain 80 hate divided up among the human factions responsible for overthrowing it. Factions with greater responsibility receive a larger share of the 80 hate.&lt;br /&gt;
# If the [[Aliens#Alien_Administration|Alien Nation]] still has remaining regions, then {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]] is decreased by (the number of regions transferred away from the [[Aliens#Alien_Administration|Alien Nation]]), capped between 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Effects of Transferring Regions ===&lt;br /&gt;
&lt;br /&gt;
Whenever a region R is transferred from a nation X to a nation Y by any method, the following steps occur:&lt;br /&gt;
# The [[Nations#GDP_Per_Region|region GDP]] of R is removed from X.&lt;br /&gt;
# If R is the {{icon|capital region|bgcolor=DarkSlateGray}}capital region of X and X has other regions, then the {{icon|capital region|bgcolor=DarkSlateGray}}capital of X moves to one of its remaining regions (whichever has the most {{TV|pop}}).&lt;br /&gt;
# The region R is removed from X. (This removes the {{TV|pop}} of R from X.)&lt;br /&gt;
# The {{TV|miltech}} of nation Y is set to the weighted average of the {{icon|miltech}}[[Nations#Miltech|Miltechs]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the sum of:&lt;br /&gt;
#** 1 &lt;br /&gt;
#** +1 if there is a human {{icon|army}}[[Nations#Armies|army]] whose home region is R &lt;br /&gt;
#** +1 if that human {{icon|army}}[[Nations#Armies|army]] has a {{icon|navy}}[[Nations#Navies|navy]] attached.&lt;br /&gt;
#* Y is the sum of:&lt;br /&gt;
#** The number of [[Regions]] owned by Y (excluding R) × 2&lt;br /&gt;
#** The number of {{icon|army}}[[Nations#Armies|armies]] owned by Y&lt;br /&gt;
#** The number of {{icon|navy}}[[Nations#Navies|navies]] owned by Y.&lt;br /&gt;
# The region R is added to Y. (This adds the {{TV|pop}} of R to Y.)&lt;br /&gt;
# If R was a {{icon|colony|bgcolor=DarkSlateGray}}colony region or a {{icon|resource region}}mining region (note: not an {{icon|oil}}oil region), then the {{TV|inequality}} of X decreases by 0.25 while the {{TV|inequality}} of Y increases by 0.25. Both of these {{TV|inequality}} changes are affected by the [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] of their respective nations. &lt;br /&gt;
# If R is the desired {{icon|capital region|bgcolor=DarkSlateGray}}capital region of Y, then the {{icon|capital region|bgcolor=DarkSlateGray}}capital of Y moves to R.&lt;br /&gt;
# The GDP that was removed from X earlier is now added to Y.&lt;br /&gt;
# The [[Nations#Sustainability|Pollution Multiplier]] of Y is set to the weighted average of the [[Nations#Sustainability|Pollution Multipliers]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the GDP added to Y divided by the total GDP of Y including the addition.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|education}} of Y is set to the weighted average of the {{icon|education}}[[Nations#Education|Educations]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|unrest}} of Y is set to the weighted average of the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrests]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|cohesion}} of Y is set to the weighted average of the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesions]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|cohesion}} of Y is reduced by 0.25. Note: If cohesion is reduced below zero, {{icon|democracy|bgcolor=DarkSlateGray}}Government and {{icon|unrest|bgcolor=DarkSlateGray}}Unrest values are changed. See [[Nations#Underflowing_Cohesion|Underflowing Cohesion]] for details.&lt;br /&gt;
# The {{TV|inequality}} of Y is set to the weighted average of the {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequalities]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The [[Nations#Public_Opinion|Public Opinion]] of Y is set to the weighted average of the [[Nations#Public_Opinion|Public Opinions]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The human [[Nations#Armies|army]] whose home region is R (if any) is assigned to one of Y&#039;s control points.&lt;br /&gt;
# If the region R has {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]] but the nation Y cannot build {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]], then the {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]] of R are removed.&lt;br /&gt;
&lt;br /&gt;
Whenever a set of regions are transferred from X to Y, the game simply transfers each region sequentially. After which, the following effects are applied:&lt;br /&gt;
* If Y did not have any regions before the set of transfers, then all {{icon|colony|bgcolor=DarkSlateGray}}colony regions transferred to Y are decolonized.&lt;br /&gt;
* Otherwise, the game records the {{TV|gdppc}} of Y before the set of transfers.&lt;br /&gt;
** For each {{icon|colony|bgcolor=DarkSlateGray}}colony region R that is transferred from X to Y, if the {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#GDP_Per_Region|region GDPPC]] that R had before the transfer is higher than (0.667 × this recorded {{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC value), then R is decolonized.&lt;br /&gt;
** For each non-{{icon|colony|bgcolor=DarkSlateGray}}colony region R that is transferred from X to Y, if R was originally a {{icon|colony|bgcolor=DarkSlateGray}}colony region of Y at the start of the game, R did not get decolonized by the {{TV|welfare}}, and the {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#GDP_Per_Region|region GDPPC]] that R had before the transfer is lower than (0.667 × this recorded {{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC value × 1.25 if R is a resource region), then R is recolonized.&lt;br /&gt;
* Y gains a claim on every region transferred to Y.&lt;br /&gt;
** If Y did not previously have a claim on this region, then the new claim is [[Foreign_Relations#Hostile_Claims|hostile]].&lt;br /&gt;
* If Y had any regions before the set of transfers, and X had more than 1.5 more {{TV|democracy}} than Y, then Y&#039;s claim on every transferred region becomes [[Foreign_Relations#Hostile_Claims|hostile]].&lt;br /&gt;
* If X no longer has any regions after the set of transfers, then:&lt;br /&gt;
** All contributions by X to region occupations are removed.&lt;br /&gt;
** X is removed from all [[Foreign_Relations#Wars|wars]] it is involved in.&lt;br /&gt;
** All [[Foreign_Relations#Alliances|alliances]] and [[Foreign_Relations#Rivals|rivalries]] with X are ended.&lt;br /&gt;
** All [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations of X are peacefully granted independence.&lt;br /&gt;
** X is removed from its [[Foreign_Relations#Federations|federation]], if it was in one.&lt;br /&gt;
** All records of which [[Factions]] raised unrest in X are deleted.&lt;br /&gt;
** All diplomatic cooldowns with X are removed.&lt;br /&gt;
&lt;br /&gt;
== Diplomatic Relations ==&lt;br /&gt;
&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view&amp;lt;br&amp;gt;Nation flags in the list of allies and rivals can be mouseover-ed to bring up a tooltip with details on possible policy actions and their requirements.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Relations tab describes the relationships between this nation and other nations.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Allies are nations that will support this nation when attacked, and may hold a policy vote to join in a war started by this nation. Allies may host one another&#039;s armies, as well.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Rivals are nations with which this nation may go to war.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Relations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Relations between a pair of nations can be in one of four states, which are from best to worst:&lt;br /&gt;
# Ally&lt;br /&gt;
# Neutral&lt;br /&gt;
# Rival&lt;br /&gt;
# War&lt;br /&gt;
&lt;br /&gt;
A pair of nations can also be federated, which forces the ally relation between them.&lt;br /&gt;
&lt;br /&gt;
A pair of nations can also have one be a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of the other, which forces the rival relation between them.&lt;br /&gt;
&lt;br /&gt;
Changes in relations often trigger diplomatic cooldowns between nations that must be waited out before relations between them can be improved. &lt;br /&gt;
&lt;br /&gt;
The faction responsible for the change in relation can reduce the diplomatic cooldown duration by researching the [[Corridor Diplomacy]], [[Common Cause]], and [[United Effort|Crisis Diplomacy]] projects, which each multiply the duration by 0.8, compounding. If the faction responsible is the {{icon|alien}}[[Aliens]], the diplomatic cooldown duration is multiplied by 0.25.&lt;br /&gt;
&lt;br /&gt;
=== Alliances ===&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being allied is one of the requirements for [[Foreign_Relations#Federations|Federating]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|easier to perform]] in allied nations.&lt;br /&gt;
* War-capable allies can join, deter, or prevent [[Foreign_Relations#Declaring_Wars|wars]].&lt;br /&gt;
&lt;br /&gt;
==== Proposing Alliances ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose an alliance with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X and Y are not rivals.&lt;br /&gt;
* X and Y are not already allies.&lt;br /&gt;
* X and Y are not on diplomatic cooldown.&lt;br /&gt;
* X is not allied to any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
* Y is not allied to any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
* X is not allied to a nation that Y is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of.&lt;br /&gt;
* Y is not allied to a nation that X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** X has more than 2 control points.&lt;br /&gt;
** Y has more than 2 control points.&lt;br /&gt;
** X has a claim on some region of Y.&lt;br /&gt;
** Y has a claim on some region of X.&lt;br /&gt;
** X and Y are adjacent.&lt;br /&gt;
** X has a navy.&lt;br /&gt;
** Y has a navy.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to propose an alliance with Y, but does not need to use a [[Councilors|councilor]] to do so.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y are allied, and are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
==== Ending Alliances ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can end an alliance with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are allies.&lt;br /&gt;
* X and Y are not in the same [[Foreign_Relations#Federations|federation]].&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to end an alliance with Y, but does not need to use a [[Councilors|councilor]] to do so.&lt;br /&gt;
&lt;br /&gt;
This ending of an alliance cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X and Y are put on a diplomatic cooldown of 90 days after X ends its alliance with Y.&lt;br /&gt;
&lt;br /&gt;
=== Rivals ===&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being rivals is one of the requirements for [[Foreign_Relations#Declaring_Wars|Declaring War]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|harder to perform]] in rival nations.&lt;br /&gt;
* May increase {{TV|base cohesion}}.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Rivalries ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can initiate a rivalry with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X and Y are not already rivals.&lt;br /&gt;
* X and Y are not allies.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** X has more than 2 control points.&lt;br /&gt;
** Y has more than 2 control points.&lt;br /&gt;
** X has a claim on some region of Y.&lt;br /&gt;
** X and Y are adjacent.&lt;br /&gt;
** X has a navy.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to initiate a rivalry with Y, but does not need to use a councilor to do so.&lt;br /&gt;
&lt;br /&gt;
This initiation of a rivalry cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X and Y are put on a diplomatic cooldown of 90 days after X initiates a rivalry with Y.&lt;br /&gt;
&lt;br /&gt;
==== Ending Rivalries ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose ending a rivalry with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are rivals.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
* Y is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
* Y is not allied to a nation that X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of. (Not Mirrored??)&lt;br /&gt;
* Y is not allied to a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X. (Not Mirrored??)&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to propose ending a rivalry with Y, but does not need to use a councilor to do so.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y end their rivalry, and are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
■■■■■ is a de facto autonomous state whose nationhood is not recognized by the nation that claims its territory, ■■■■■. It is in a permanent rivalry with that nation. It will function as an independent nation with some limitations: it cannot declare or join wars, or join federations. It may declare independence, ending its breakaway status but allowing the parent nation to declare war. Allies will have the option to participate in the war. Any allies of this nation will also enter into a rivalry with the parent nation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Breakaway Nations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
When the game starts there are four &#039;&#039;&#039;breakaway nations&#039;&#039;&#039; - [[TWN|Taiwan]], [[PAL|Palestine]], [[YMS|South Yemen]], and [[SOL|Somaliland]]. Additional breakaway nations can be created via secession movements, liberations in wars, and peaceful unifications into non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
==== Granting Independence ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can grant independence to any nation Y that is a breakaway nation of X.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to grant independence to Y.&lt;br /&gt;
&lt;br /&gt;
This granting of independence cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X grants independence to Y, Y will no longer be a Breakaway Nation of X, and X and Y will end their [[Foreign_Relations#Rivals|rivalry]].&lt;br /&gt;
&lt;br /&gt;
==== Declaring Independence ====&lt;br /&gt;
&lt;br /&gt;
Any breakaway nation X can declare independence from its parent nation Y.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to declare independence from Y.&lt;br /&gt;
&lt;br /&gt;
This declaration of independence cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X declares independence from Y, X will no longer be a breakaway nation of Y, and Y will be automatically forced to [[Foreign_Relations#Declaring_Wars|declare war]] on X.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defense and share space program funding and boost. Members also receive a bonus to investments in the Economy priority. They are led by the member nation with the most significant international ambitions (claims).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;To join a federation, a nation must have claims on its territory by at least one of the federation&#039;s member nations, be allied with one of the members, and has secured normalized relations with all other members.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Nations may apply to join a federation using the Set Policy mission; the lead nation will approve or disapprove the request. The lead nation may also invite qualifying nations to join.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Federations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being part of the same federation is one of the requirements for a [[Foreign_Relations#Peaceful_Unification|peaceful unification]].&lt;br /&gt;
* Federation members are all forcefully [[Foreign_Relations#Alliances|allied]] to one another.&lt;br /&gt;
* Federation members share {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|funding}}[[Nations#Funding|Funding]]: each member&#039;s share is proportional to (the number of its control points) ^ 3.&lt;br /&gt;
* Federation members can build {{icon|mc}}[[Nations#Mission_Contro|Mission Control]] if any member has completed a [[Nations#List_of_Priorities|Spaceflight Program]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|easier to perform]] in other federation members.&lt;br /&gt;
* Federation members receive an {{TV|economy}} bonus of (total GDP of other federation members in billions ^ 0.25 / 2)%, rounded to the nearest 1%. This also affects the cost of  [[Nations#Direct_Investment|Direct Investments]] into the {{TV|economy}}.&lt;br /&gt;
&lt;br /&gt;
==== Joining Federations ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose joining in federation with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X has at least one region.&lt;br /&gt;
* X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation.&lt;br /&gt;
* X is not in a federation or X is the leader of its federation.&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* Y is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation.&lt;br /&gt;
* Y is not in a federation or Y is the leader of its federation.&lt;br /&gt;
*: &#039;&#039;Note: If Y is not the leader of its federation, X can still federate with Y, but it has to ask the leader of Y&#039;s federation, not Y.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If X is not in a federation but Y is the leader of a federation F, then:&lt;br /&gt;
** Some member of F is [[Foreign_Relations#Alliances|allied]] with X and not on diplomatic cooldown with X.&lt;br /&gt;
** No member of F has a rivalry with X.&lt;br /&gt;
** No member of F is at war with X.&lt;br /&gt;
** Some member of F has a claim on some region of X, or X has a claim on some region of some member of F.&lt;br /&gt;
** Every member of F that is not already [[Foreign_Relations#Alliances|alli]]ed with X is able to propose an [[Foreign_Relations#Alliances|alli]]ance with X.&lt;br /&gt;
&lt;br /&gt;
* If X is not in a federation and Y is not in a federation, then: &lt;br /&gt;
** X and Y are [[Foreign_Relations#Alliances|alli]]es.&lt;br /&gt;
** X has a claim on some region of Y or Y has a claim on some region of X.&lt;br /&gt;
** X and Y are not on diplomatic cooldown.&lt;br /&gt;
** Some faction has consolidated executive control of Y.&lt;br /&gt;
&lt;br /&gt;
* If X is the leader of a federation F, then: &lt;br /&gt;
** Y is not in a federation.&lt;br /&gt;
** Some faction has consolidated executive control of Y.&lt;br /&gt;
** Some member of F is [[Foreign_Relations#Alliances|alli]]ed with Y and not on diplomatic cooldown with Y.&lt;br /&gt;
** No member of F has a rivalry with Y.&lt;br /&gt;
** No member of F is at war with Y.&lt;br /&gt;
** Some member of F has a claim on some region of Y, or Y has a claim on some region of some member of F.&lt;br /&gt;
** Every member of F that is not already [[Foreign_Relations#Alliances|alli]]ed with Y is able to propose an [[Foreign_Relations#Alliances|alli]]ance with Y.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to propose joining in federation with Y.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y are federated, and are put on a diplomatic cooldown of 360 days. Furthermore:&lt;br /&gt;
** If X joined a federation that Y was the leader of, then X is [[Foreign_Relations#Alliances|alli]]ed to and put on a diplomatic cooldown of 360 days with all other federation members.&lt;br /&gt;
** If Y joined a federation that X was the leader of, then Y is [[Foreign_Relations#Alliances|alli]]ed to and put on a diplomatic cooldown of 360 days with all other federation members.&lt;br /&gt;
&lt;br /&gt;
==== Leaving Federations ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can leave a federation F if all of the following conditions are true:&lt;br /&gt;
* X has at least one region.&lt;br /&gt;
* X is in the federation F.&lt;br /&gt;
* X is not the leader of F.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to leave the federation F.&lt;br /&gt;
&lt;br /&gt;
This leaving of a federation can be rejected by the federation leader if that leader has less than 4 {{icon|democracy}}[[Nations#Government|Government]].&lt;br /&gt;
&lt;br /&gt;
X is put on a diplomatic cooldown of 720 days with all other members of F after X leaves F.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Federations ====&lt;br /&gt;
&lt;br /&gt;
2022  / 2026 scenario start:&lt;br /&gt;
* {{Icon|RUSU|size=50px}} &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; [[RUS|Russia]] (leader), [[ARM|Armenia]], [[BLR|Belarus]], [[KAZ|Kazakhstan]], [[KGZ|Kyrgyzstan]].&lt;br /&gt;
* {{Icon|EUAU|size=50px}} &#039;&#039;&#039;European Union:&#039;&#039;&#039; [[EUA|France]] (leader), [[ALP|Austria]], [[BGM|Belgium-Luxembourg]], [[BUL|Bulgaria]], [[CRS|Croatia]], [[CZE|Czechia]], [[DEN|Denmark]], [[EST|Estonia]]. [[FIN|Finland]], [[DEU|Germany]], [[GRE|Greece]], [[HUN|Hungary]], [[IRL|Ireland]], [[ITA|Italy]], [[LVA|Latvia]], [[LTU|Lithuania]], [[NET|Netherlands]], [[POL|Poland]], [[PRT|Portugal]], [[ROM|Romania]], [[SCA|Sweden]], [[SLO|Slovakia]], [[SLV|Slovenia]], [[ESP|Spain]].&lt;br /&gt;
&lt;br /&gt;
2070 scenario start:&lt;br /&gt;
* {{Icon|EUAU|size=50px}} &#039;&#039;&#039;European Union:&#039;&#039;&#039; [[2070 EUA|European Union]] (leader), [[2070 SCA|Nordic Federation]], [[2070 SLO|Slovakia]].&lt;br /&gt;
* {{Icon|PAL|size=50px}} &#039;&#039;&#039;Palestinian Federation&#039;&#039;&#039; [[2070 PAL|Palestine]] (leader), [[2070 JOR|Jordan]].&lt;br /&gt;
* {{Icon|AUSU|size=50px}} &#039;&#039;&#039;Republic of the Southern Cross&#039;&#039;&#039; [[2070 AUS|Australia]] (leader), [[2070 NZL|New Zealand]].&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created, it will have the name and flag of its initial nation. However, certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czechia.png|50px]] Czechoslovakia || [[File:Flag Czechia.png|50px]] Czechia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag England.png|50px]] England&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(work in progress, contributions are welcome)&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
&lt;br /&gt;
A nation is considered war-capable if it is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation and it has an army or a nuke.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Allows [[Terrestrial_Warfare]].&lt;br /&gt;
* Increases {{TV|base cohesion}}.&lt;br /&gt;
* Slowly decreases {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Declaring Wars ====&lt;br /&gt;
&lt;br /&gt;
Any war-capable nation X can declare war on any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are [[Foreign_Relations#Rivals|rivals]].&lt;br /&gt;
* There is no war-capable nation that is [[Foreign_Relations#Alliances|allied]] to both X and Y.&lt;br /&gt;
* Y would be an accessible war enemy.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to declare war on Y.&lt;br /&gt;
&lt;br /&gt;
This declaration of war cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X declares war on Y, the following steps occur:&lt;br /&gt;
# If it has been less than 90 days since X and Y became rivals, then the {{TV|cohesion}} of X decreases by 0.5 × (1 - days since X and Y became rivals / 90) × the {{TV|democracy}} of X.&lt;br /&gt;
# X gains {{TV|cohesion|1}} if all of the following conditions are true:&lt;br /&gt;
#* X did not lose any {{TV|cohesion}} in the previous step.&lt;br /&gt;
#* X was at peace.&lt;br /&gt;
#* The {{TV|unrest}} of X is less than 8.&lt;br /&gt;
#* The {{TV|cohesion}} of X is more than 2.&lt;br /&gt;
#* Either the {{TV|democracy}} of X is less than 7 or the {{TV|democracy}} of Y is less than 7.&lt;br /&gt;
# Y gains {{TV|cohesion|3}} if all of the following conditions are true:&lt;br /&gt;
#* The {{TV|unrest}} of Y is less than 8.&lt;br /&gt;
#* The {{TV|cohesion}} of Y is more than 2.&lt;br /&gt;
# Each war-capable nation that is [[Foreign_Relations#Alliances|allied]] to Y is forced to join the war on the side of Y and gains {{TV|cohesion|1}} if all of the following conditions are true:&lt;br /&gt;
#* The {{TV|unrest}} of the nation is less than 8.&lt;br /&gt;
#* The {{TV|cohesion}} of the nation is more than 2.&lt;br /&gt;
# Each war-capable nation that is [[Foreign_Relations#Alliances|allied]] to X and not [[Foreign_Relations#Alliances|allied]] to anyone on the side of Y is asked if it wants to join the war on the side of X.&lt;br /&gt;
#* The faction that owns the executive control point of the nation gets to decide whether to join. Saying yes is equivalent to performing the [[Foreign_Relations#Joining_Wars|Join War]] policy.&lt;br /&gt;
# The faction that owns the executive control point of Y gains (3 × the number of control points Y has) hate for the faction that owns the executive control point of X.&lt;br /&gt;
# Every nation that joined this war is put on a diplomatic cooldown of 90 days with all nations on the other side of the war.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}} &lt;br /&gt;
If either X or Y is the [[Aliens#Alien_Administration|Alien Administration]], then the first step is skipped.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Joining Wars ====&lt;br /&gt;
&lt;br /&gt;
Any war-capable nation X can join any side S of any ongoing war W if all of the following conditions are true:&lt;br /&gt;
* X is [[Foreign_Relations#Alliances|allied]] to at least one member on side S of the war W.&lt;br /&gt;
* X is not [[Foreign_Relations#Alliances|allied]] to any member on the side of the war W that is not S.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to join war W.&lt;br /&gt;
&lt;br /&gt;
This joining of war cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X is put on a diplomatic cooldown of 90 days with every nation on the other side of war W after X joins war W.&lt;br /&gt;
&lt;br /&gt;
If X was not previously at war, and X joined the attacking side of the war, then X gains {{TV|cohesion|0.5}}.&lt;br /&gt;
&lt;br /&gt;
==== Seeking Peace ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can seek peace from any war W it is part of.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to seek peace from war W.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of the lead nation Y of the other side of the war gets to decide whether to accept or reject:&lt;br /&gt;
* If rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If accepted, then:&lt;br /&gt;
** If X was the leader of its side of the war W, then the war W is ended:&lt;br /&gt;
*** Every nation involved in the war W is removed from the war.&lt;br /&gt;
*** Every nation involved in the war W returns to [[Foreign_Relations#Rivals|rival]] relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.&lt;br /&gt;
** Otherwise, X is removed from the war W and returns to [[Foreign_Relations#Rivals|rival]] relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.&lt;br /&gt;
&lt;br /&gt;
Note: Seeking Peace can result in {{TV|cohesion}} penalties for any nations that gained {{TV|cohesion}} from the war.&lt;br /&gt;
&lt;br /&gt;
==== Other Sources ====&lt;br /&gt;
&lt;br /&gt;
Wars can be started through various other means:&lt;br /&gt;
&lt;br /&gt;
; Declaring Independence&lt;br /&gt;
&lt;br /&gt;
See [[Foreign_Relations#Declaring_Independence]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
; Assaulting Alien Assets with Armies&lt;br /&gt;
&lt;br /&gt;
If the [[Aliens#Alien_Administration|Alien Nation]] has at least one region, then using an army to begin an assault on an [[Aliens#Alien_Facility|Alien Facility]] or [[Aliens#Alien_Assault_Carrier|Landed UFO]] will automatically force the [[Aliens#Alien_Administration|Alien Nation]] to [[Foreign_Relations#Declaring_Wars|declare war]] on the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198010084768</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=11689</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=11689"/>
		<updated>2026-04-17T11:55:57Z</updated>

		<summary type="html">&lt;p&gt;76561198010084768: the starting condition of each faction should probably also be added to each faction page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Factions.png|thumb|400px|Goals and starting relations of all factions]]&lt;br /&gt;
With the [[Nations]] of [[Earth]] unable to reach consensus on how to approach the [[Aliens|alien]] arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.&lt;br /&gt;
&lt;br /&gt;
The inner leadership circle of each faction is its council. [[Councilors]] will go on [[Missions]] to help you gain power over Earth&#039;s [[Nations]] and discover the aliens&#039; goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build [[Habs|Habitats]] and [[Fleets]] of [[Spaceships]] in space.&lt;br /&gt;
&lt;br /&gt;
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and [[Orgs|organizational]] structures removed, but ideas can&#039;t fully die. What matters is how much power the people holding those ideologies possess.&lt;br /&gt;
&lt;br /&gt;
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our [[Solar System]]. Objectives can also unlock special research projects and orgs for a faction.&lt;br /&gt;
&lt;br /&gt;
Each faction also have slightly different starting conditions with some having more popular support than others, and some starting with space stations.&lt;br /&gt;
&lt;br /&gt;
By using the {{MissionIcon|Contact}}[[Contact]] mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower [[Diplomacy|hostility]] between factions.&lt;br /&gt;
&lt;br /&gt;
== Human Factions ==&lt;br /&gt;
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation&#039;s population having different beliefs. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;noresize&amp;quot;&amp;gt;&amp;lt;!-- According to MediaWiki this helps with display of large tables on mobile --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! rowspan=2 | Leader !! rowspan=2 | Agenda !! colspan=2  width=1% | Ideology !! rowspan=2 | Default names !! rowspan=2 width=1% | Ship color&lt;br /&gt;
|-&lt;br /&gt;
! Humanity !! Aliens&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|resist|size=x80px}}&amp;lt;br&amp;gt;[[The Resistance]]&lt;br /&gt;
| {{Icon|resist leader|size=80px}}&amp;lt;br&amp;gt;[[Commander Fiona Ayoade]]&lt;br /&gt;
| Protect humanity by resisting the alien invasion&lt;br /&gt;
| Realist&lt;br /&gt;
| Hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: heroes&lt;br /&gt;
* Medium ships: qualities&lt;br /&gt;
* Large ships: battles&lt;br /&gt;
* Habs: commanders&lt;br /&gt;
| style=&amp;quot;background-color: White&amp;quot; | &amp;lt;code&amp;gt;White&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|submit|size=x80px}}&amp;lt;br&amp;gt;[[The Servants]]&lt;br /&gt;
| {{Icon|submit leader|size=80px}}&amp;lt;br&amp;gt;[[Superior Judith Howell]]&lt;br /&gt;
| Support the aliens by any means necessary&lt;br /&gt;
| Idealist&lt;br /&gt;
| Very supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: mythical beasts&lt;br /&gt;
* Medium ships: phenomena&lt;br /&gt;
* Large ships: mythologies&lt;br /&gt;
* Habs: monuments&lt;br /&gt;
| style=&amp;quot;background-color: Black&amp;quot; | &amp;lt;code&amp;gt;Black&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|exploit|size=x80px}}&amp;lt;br&amp;gt;[[The Initiative]]&lt;br /&gt;
| {{Icon|exploit leader|size=80px}}&amp;lt;br&amp;gt;[[Chairman Soren Van Wyk]]&lt;br /&gt;
| Exploit the alien arrival to gain power&lt;br /&gt;
| Cynical&lt;br /&gt;
| Neutral&lt;br /&gt;
|&lt;br /&gt;
* Small ships: fish&lt;br /&gt;
* Medium ships: rivers&lt;br /&gt;
* Large ships: water bodies&lt;br /&gt;
* Habs: explorers&lt;br /&gt;
| style=&amp;quot;background-color: Orange&amp;quot; | &amp;lt;code&amp;gt;Orange&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|escape|size=x80px}}&amp;lt;br&amp;gt;[[Project Exodus]]&lt;br /&gt;
| {{Icon|escape leader|size=80px}}&amp;lt;br&amp;gt;[[Director Khalid Al-Ashgar]]&lt;br /&gt;
| Escape the aliens by sending humans to other stars&lt;br /&gt;
| Idealist&lt;br /&gt;
| Somewhat hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: birds&lt;br /&gt;
* Medium ships: astronomy objects&lt;br /&gt;
* Large ships: famous ships&lt;br /&gt;
* Habs: astronauts&lt;br /&gt;
| style=&amp;quot;background-color: Brown&amp;quot; | &amp;lt;code&amp;gt;Brown&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|cooperate|size=x80px}}&amp;lt;br&amp;gt;[[The Academy]]&lt;br /&gt;
| {{Icon|cooperate leader|size=80px}}&amp;lt;br&amp;gt;[[Chancellor Li Qingzhao]]&lt;br /&gt;
| Convince the aliens that we are equal&lt;br /&gt;
| Idealist&lt;br /&gt;
| Somewhat supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: land animals&lt;br /&gt;
* Medium ships: scientists&lt;br /&gt;
* Large ships: explorations&lt;br /&gt;
* Habs: exemplars&lt;br /&gt;
| style=&amp;quot;background-color: Olive&amp;quot; | &amp;lt;code&amp;gt;Olive&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|destroy|size=x80px}}&amp;lt;br&amp;gt;[[Humanity First]]&lt;br /&gt;
| {{Icon|destroy leader|size=80px}}&amp;lt;br&amp;gt;[[Colonel Hanse Castillo]]&lt;br /&gt;
| Eradicate the aliens and all who support them&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Very hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: weapons&lt;br /&gt;
* Medium ships: warriors&lt;br /&gt;
* Large ships: scary things&lt;br /&gt;
* Habs: mountains&lt;br /&gt;
| style=&amp;quot;background-color: Red&amp;quot; | &amp;lt;code&amp;gt;Red&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|appease|size=x80px}}&amp;lt;br&amp;gt;[[The Protectorate]]&lt;br /&gt;
| {{Icon|appease leader|size=80px}}&amp;lt;br&amp;gt;[[Commissioner Kiran Banerjee]]&lt;br /&gt;
| Protect humanity by appeasing the aliens&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: cities&lt;br /&gt;
* Medium ships: regions&lt;br /&gt;
* Large ships: landmasses&lt;br /&gt;
* Habs: leaders&lt;br /&gt;
| style=&amp;quot;background-color: Blue&amp;quot; | &amp;lt;code&amp;gt;Blue&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Terra_Invicta_Ideology_Map.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
== Trade Negotiations ==&lt;br /&gt;
&lt;br /&gt;
[[File:Trade.png|thumb|Trade interface]]&lt;br /&gt;
&lt;br /&gt;
Factions can begin trade negotiations with each other by using the [[Contact]] mission. They may trade [[Resources]], [[Orgs]], [[Habs]], or council engineering [[Technology|projects]]. They can also form non-aggression pacts, which prevents two factions from using hostile [[Missions]] or the [[Foreign_Relations#Declaring_Wars|declare war]] [[Set National Policy|policy]] against each other&#039;s [[Councilors]] and [[Nations]]. &lt;br /&gt;
&lt;br /&gt;
Some pairs of Factions can go one step further, forming an intel sharing agreement that allows both factions to see everything that the other faction sees, with one exception: the true loyalties of councilors is not shared.&lt;br /&gt;
&lt;br /&gt;
On the other hand, in some very rare situations, even factions that are at [[Diplomacy#War|war]] with each other can trade a truce, pausing their war for up to 12 months (currently bugged to immediately expire).&lt;br /&gt;
&lt;br /&gt;
Trade negotiations can never be held between the more extreme factions on opposite sides of the divide: &lt;br /&gt;
* {{icon|destroy}}[[Humanity First]] can never trade with {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* {{icon|submit}}[[The Servants]] can never trade with {{icon|destroy}}[[Humanity First]] or {{icon|resist}}[[The Resistance]].&lt;br /&gt;
&lt;br /&gt;
Trade options may be limited by the following factors:&lt;br /&gt;
* [[Diplomacy|Faction hate]]: Factions that hate each other will offer less and demand more.&lt;br /&gt;
* Starvation: &lt;br /&gt;
** Factions will refuse to sell any [[Resources]] that they believe they lack.&lt;br /&gt;
** Factions will refuse to buy any [[Habs]] whose upkeeps they cannot afford.&lt;br /&gt;
* Active use: &lt;br /&gt;
** Factions cannot trade [[Habs]] that currently have [[Spaceships|Ships]] docked to them. &lt;br /&gt;
** Factions cannot trade any [[Orgs]] that are currently being used for the missions they grant.&lt;br /&gt;
** Factions cannot trade any [[Orgs]] that grant {{TV|administration}} if said {{TV|administration}} is currently used to equip other [[Orgs]].&lt;br /&gt;
* [[Factions#Human_Faction_Threat_and_Self-Assessment|Threat]]: Factions will not offer a non-aggression pact if either party is the most threatening human faction.&lt;br /&gt;
* [[Diplomacy#Envy-Based_Human_Hate|Envy]]: Factions will not offer a non-aggression pact or a truce to a faction that they currently envy. Human factions are usually envied if they have unlocked their [[Factions#Victory Objectives|victory objective]] or if they possess the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]].&lt;br /&gt;
&lt;br /&gt;
In practice, it does not take long for players to become the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]]. Therefore any non-aggression pacts and intel sharing agreements that the player desires should be made early in the game and the player should try to avoid ever breaking them.&lt;br /&gt;
&lt;br /&gt;
=== Best Possible Player Relations with AI Factions ===&lt;br /&gt;
&lt;br /&gt;
Note: This section is outdated, and the new rules are unclear :(&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Player Faction&lt;br /&gt;
| [[Humanity First]] || [[The Resistance]] || [[Project Exodus]] || [[The Initiative]] || [[The Academy]] || [[The Protectorate]] || [[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Humanity First]] AI&lt;br /&gt;
|  || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! [[The Resistance]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! [[Project Exodus]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; ||&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
! [[The Initiative]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[The Academy]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; ||  ||&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
! [[The Protectorate]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[The Servants]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
! [[Aliens]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; ||&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Resource Trade Limits ===&lt;br /&gt;
&lt;br /&gt;
For each tradeable resource type R:&lt;br /&gt;
* Let S be the current amount of that resource R that the AI faction has.&lt;br /&gt;
* Let M be the monthly income amount of that resource R that the AI faction has.&lt;br /&gt;
* Let B be the number of ground habs that the AI faction has.&lt;br /&gt;
* Let H be the amount of [[Diplomacy|hate]] that the AI faction has for its trading partner.&lt;br /&gt;
Then the AI faction is only willing to trade up to X units of R, where X is the minimum of all of the following:&lt;br /&gt;
* If R is {{TV|boost}}, then S × (0.2 + 0.1 × B).&lt;br /&gt;
* S × ((0.4 - H / 300), capped between 0.05 and 0.3).&lt;br /&gt;
* M × 3.&lt;br /&gt;
* S - T, where T is based on R:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Resource Type R !! Threshold T &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|money}} || 40000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|influence}} || 400&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|ops}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost}} || 80&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|water}} || rowspan=3 | 20000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|volatiles}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metals}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|nobles}} || 4000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} || rowspan=2 | 400&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|exotics}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|antimatter}} || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Furthermore, if the AI faction feels that it is deficient on a resource type, then it is completely unwilling to trade away that resource type.&lt;br /&gt;
&lt;br /&gt;
=== Breaking Non-Aggression Pacts ===&lt;br /&gt;
&lt;br /&gt;
An AI faction will immediately break its non-aggression pact (and intel sharing agreement) with the player if any of the following become true:&lt;br /&gt;
* The AI faction has more hate for the player faction today than it did yesterday. See [[Diplomacy]] for details on how faction hate may increase.&lt;br /&gt;
* The AI faction&#039;s [[Diplomacy#Human_War_Threshold|war threshold]] towards the player has decreased to the point where the AI would declare war on the player faction because of its current hate value.&lt;br /&gt;
* The Player has monopolized every good nation on earth. &lt;br /&gt;
* The Player has unlocked their [[Factions#Victory_Objectives|Victory Objective]].&lt;br /&gt;
&lt;br /&gt;
The Player is always free to break any non-aggression pacts and intel sharing agreements from their end, without needing to generate any hate or contact the other faction. Simply open up the intel window, go to the faction page, click the relations tab of the faction you wish to break the pact with, and then click the break pact button.&lt;br /&gt;
&lt;br /&gt;
== Atrocity ==&lt;br /&gt;
[[File:Wartime_atrocity.png|thumb|A random event that usually gives an atrocity.]]&lt;br /&gt;
&lt;br /&gt;
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 [[Nations#Public_Opinion|public opinion]] penalty increases dramatically. (See [[Nations#An_Atrocity_Committed]] for details on how this public opinion penalty is actually applied.) [[Councilors]] with the [[Ethical]] and [[Pacifist]] traits also lose loyalty whenever their faction commits an atrocity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Causes of Atrocities&lt;br /&gt;
|-&lt;br /&gt;
! Cause !! Condition(s) !! Atrocities&lt;br /&gt;
|-&lt;br /&gt;
| Starting&amp;lt;ref&amp;gt;The atrocity is committed even if you immediately cancel.&amp;lt;/ref&amp;gt; Bombardment of a [[Regions|Region]] &lt;br /&gt;
|&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
Only if the region is not owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a civilian [[Habs|Hab]] module&lt;br /&gt;
|&lt;br /&gt;
* Module must have completed construction.&lt;br /&gt;
* Module must not be decommissioning.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Failing to protect your own civilian [[Habs|Hab]] module from destruction&lt;br /&gt;
|&lt;br /&gt;
* Module must have completed construction.&lt;br /&gt;
* Module must not be decommissioning.&lt;br /&gt;
| 0&amp;lt;ref&amp;gt;Losing civilian [[Habs|hab]] modules does not generate any atrocities for the losing faction, but will cause a [[Nations#Public_Opinion|public opinion]] penalty of the same strength as the last atrocity committed by the faction.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Completing the {{TV|develop atomic bomb}} in a [[Nations|Nation]]&lt;br /&gt;
| Faction owns any (possibly disabled) control point in the nation.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Using a {{TV|nuke}}&lt;br /&gt;
| &lt;br /&gt;
| 1 per {{TV|pop|100k}} killed (rounded down). Multiply by 10 under [[Terrestrial_Warfare#Effects_of_a_Nuclear_Strike|certain conditions]]. Capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrestrial_Warfare#Army_Operations|Razing a region]] with an {{TV|army}}&lt;br /&gt;
| &lt;br /&gt;
| 5 + 1 per {{TV|pop|100k}} killed (rounded down). Capped between 5 and 25.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Unrest}}[[Increase Unrest]] [[Missions]]&lt;br /&gt;
| Critical Failure&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Assassinate}}[[Assassinate]] [[Missions]]&lt;br /&gt;
| &lt;br /&gt;
* Not Critical Success&lt;br /&gt;
* Target has [[Beloved]] Trait&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Various random [[Events]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Total War Framing]] project, when researched, will halve the [[Nations#How_Propaganda_Works|negative propaganda strength]] of all atrocities committed by the faction. This project is only available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], and {{icon|submit}}[[The Servants]]. &lt;br /&gt;
&lt;br /&gt;
Note: The {{icon|alien}}[[Aliens]] can also commit atrocities. Atrocities committed by the {{icon|alien}}[[Aliens]] have the same effect as atrocities committed by {{icon|submit}}[[The Servants]], but their atrocity counts are not shared. The {{icon|alien}}[[Aliens|Aliens&#039;]] atrocity count is also hidden.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Campaign Milestones ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions awards milestones for factions, which can complete objectives and unlock new research [[Technology|projects]].&lt;br /&gt;
&lt;br /&gt;
Milestone list (unformatted for now):&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* Complete Destroy Hab Operation on an Alien Hab with at least 1 crew -&amp;gt; Access Alien Tech&lt;br /&gt;
* Kill Human Army with at least militech 6 and belonging to alien nation -&amp;gt; Access Alien Tech, 50% Access Salamander Corpus, 10% Access Live Salamander&lt;br /&gt;
* Kill Megafauna -&amp;gt; Access Alien Megafauna&lt;br /&gt;
* Kill Invader Army -&amp;gt; Access Alien Tech, Access Salamander Corpus, Access War Dog Corpus, Alien Army Destroyed, 40% Access Live Salamander&lt;br /&gt;
* Access Alien Ship Milestone -&amp;gt; Access Alien Tech, Access Griffin Corpus&lt;br /&gt;
* Research Their Language Objective -&amp;gt; Access Alien Language&lt;br /&gt;
* Aliens destroy any hab -&amp;gt; Aliens Attack In Space (all factions)&lt;br /&gt;
* Capture Alien hab (complicated) -&amp;gt; Access Alien Tech, Access Griffin Corpus, Access Hydra Corpus, Access Live Griffin, Access Live Hydra, Access Live Griffin, Access Salamander Corpus, Access Live Salamander, Access War Dog Corpus, Access Alien Ship&lt;br /&gt;
* Alien Megafauna Spawns -&amp;gt; Alien Megafauna Spawns (all factions)&lt;br /&gt;
* Alien Nation Overthrown (complicated) -&amp;gt; Access Alien Tech, Access Hydra Corpus, Access Live Salamander, Access Salamander Corpus, Access War Dog Corpus&lt;br /&gt;
* Alien Nation Founded -&amp;gt; Alien Infrastructure Exists (Academy, Protectorate, Servants)&lt;br /&gt;
* Assault Xenoflora -&amp;gt; Destroy Xenoforming&lt;br /&gt;
* Assault Facility (complicated) -&amp;gt; Access Alien Tech, Access Salamander Corpus, Access Hydra Corpus, Access Live Salamander, Access Live Hydra, Access Hydra Corpus&lt;br /&gt;
* Assault UFO (complicated) -&amp;gt; Access Alien Ship, Access Alien Tech, Access Griffin Corpus, Access Hydra Corpus, Access Live Griffin, Access Live Hydra, Access Hydra Corpus&lt;br /&gt;
* Detect Alien Facility -&amp;gt; Alien Infrastructure Exists (Academy, Protectorate, Servants), Alien Diplomacy (Protectorate, Servants)&lt;br /&gt;
* Conquer Alien Non-capital Region -&amp;gt; Access Alien Tech (10%), Access Hydra Corpus (2%), Access Live Salamander (2%), Access Salamander Corpus (4.9%), Access War Dog Corpus (10%)&lt;br /&gt;
* UFO Lands -&amp;gt; Aliens Land Army (All factions)&lt;br /&gt;
* Kill alien ship in combat and WIN -&amp;gt; Access Alien Ship&lt;br /&gt;
* Aliens start bombarding earth -&amp;gt; Aliens Bombard Earth (all factions)&lt;br /&gt;
* Aliens start bombarding non-earth -&amp;gt; Aliens Attack in Space (all factions)&lt;br /&gt;
* Assassinate Alien -&amp;gt; Access Hydra Corpus, Access Salamander Corpus (25% per salamander org equipped), Access Live Salamander (10% per salamander org equipped, only if already accessed salamander corpus)&lt;br /&gt;
* Detain Alien -&amp;gt; Access Live Hydra, Access Salamander Corpus (25% per salamander org equipped), Access Live Salamander (10% per salamander org equipped, only if already accessed salamander corpus)&lt;br /&gt;
* Contact Alien -&amp;gt; Access Alien Tech (Servant Protectorate), Alien Diplomacy (Servant Protectorate)&lt;br /&gt;
* Terrorize Region steals control point -&amp;gt; Targeted By Terror Mission (faction that lost control point)&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Campaign Objectives ==&lt;br /&gt;
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.&lt;br /&gt;
&lt;br /&gt;
See [[Objective_List]] for a full list of campaign objectives.&lt;br /&gt;
&lt;br /&gt;
See the individual faction pages (linked above) for a list of campaign objectives for that faction.&lt;br /&gt;
&lt;br /&gt;
=== Victory Objectives ===&lt;br /&gt;
Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission. &lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Objective !! Org !! Mission !! width=45% | Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] Assert Alien Hegemony&lt;br /&gt;
| [[File:Org submit win.png|40px]] [[The Sword of the Devoted]]&lt;br /&gt;
| [[File:ICO mission submit on.png|40px]] [[Herald Our Masters]]&lt;br /&gt;
| &lt;br /&gt;
* Targets New York region (No control needed)&lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] has at least 65% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* The combined [[Fleets]] of the {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], and {{icon|cooperate}}[[The Academy]] must make up at least 90% of the total {{TV|combat value}} for all [[Factions]]&#039; [[Fleets]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] Close The Gate&lt;br /&gt;
| [[File:Org resist win.png|40px]] [[Janus Section]]&lt;br /&gt;
| [[File:ICO mission resist on.png|40px]] [[Close the Gate]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] controls no [[Regions]].&lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs]] on any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Earth Is Not Enough&lt;br /&gt;
| [[File:Org exploit win.png|40px]] [[The Pherocyte Masters]]&lt;br /&gt;
| [[File:ICO mission exploit on.png|40px]] [[Tame the Enemy]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Nations]] where the {{icon|exploit}}[[The Initiative]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total [[Nations#GDP|GDP]].&lt;br /&gt;
* {{icon|exploit}}[[The Initiative]] has at least one full&amp;lt;ref name=full&amp;gt;All modules must be tier 3, fully constructed, and fully powered.&amp;lt;/ref&amp;gt; T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs|Hab]] within each of the following 8 locations: &lt;br /&gt;
** [[Mercury]] &lt;br /&gt;
** [[Luna]] &lt;br /&gt;
** [[Mars]] and its moons &lt;br /&gt;
** [[Ceres]] &lt;br /&gt;
** The moons of [[Jupiter]] &lt;br /&gt;
** The moons of [[Saturn]] &lt;br /&gt;
** The moons of [[Uranus]] &lt;br /&gt;
** The moons of [[Neptune]]&lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs]] on any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* All other factions have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Kill Them All&lt;br /&gt;
| [[File:Org destroy win.png|40px]] [[The Omega Solution]]&lt;br /&gt;
| [[File:ICO mission destroy on.png|40px]] [[Trigger the Weapon]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] controls no [[Regions]].&lt;br /&gt;
* The [[Nations]] where the {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], or {{icon|cooperate}}[[The Academy]] have Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; control at most 20% of the Earth&#039;s [[Regions]].&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Launch&lt;br /&gt;
| [[File:Org escape win.png|40px]] [[Bifrost Command Staff]]&lt;br /&gt;
| [[File:ICO mission escape on.png|40px]] [[Launch the Bifrost]]&lt;br /&gt;
| &lt;br /&gt;
* [[Habs#Campaign_Modules|Interstellar Launch Facility module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Pacify The Earth&lt;br /&gt;
| [[File:Org appease win.png|40px]] [[The Protectorate Authority]]&lt;br /&gt;
| [[File:ICO mission appease on.png|40px]] [[Claim Hegemony]]&lt;br /&gt;
| &lt;br /&gt;
* 10 [[Habs#Campaign_Modules|Sentinel Complex modules]] (needed for previous objective, but you may be able to blow them up before winning?)&lt;br /&gt;
* The [[Nations]] where the {{icon|appease}}[[The Protectorate]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 50% of Earth&#039;s Total [[Nations#GDP|GDP]].&lt;br /&gt;
* The [[Nations]] where the {{icon|appease}}[[The Protectorate]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* All Factions except for The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
* All Factions except for The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] Send Out Envoys Through The Wormhole&lt;br /&gt;
| [[File:Org cooperate win.png|40px]] [[Mission to the Hydra]]&lt;br /&gt;
| [[File:ICO mission cooperate on.png|40px]] [[Forge an Alliance]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Nations]] where the {{icon|cooperate}}[[The Academy]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* {{icon|cooperate}}[[The Academy]] has at least one full&amp;lt;ref name=full&amp;gt;All modules must be tier 3, fully constructed, and fully powered.&amp;lt;/ref&amp;gt; T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs|Hab]] within each of the following 8 locations: &lt;br /&gt;
** [[Mercury]] &lt;br /&gt;
** [[Luna]] &lt;br /&gt;
** [[Mars]] and its moons &lt;br /&gt;
** [[Ceres]] &lt;br /&gt;
** The moons of [[Jupiter]] &lt;br /&gt;
** The moons of [[Saturn]] &lt;br /&gt;
** The moons of [[Uranus]] &lt;br /&gt;
** The moons of [[Neptune]]&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|destroy}}[[Humanity First]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|destroy}}[[Humanity First]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Faction Ownership of Humanity ==&lt;br /&gt;
Humanity&#039;s total strength can be measured by four categories:&lt;br /&gt;
* The sum of GDP for all [[Nations]].&lt;br /&gt;
* The sum of {{TV|research}} outputs for all human factions.&lt;br /&gt;
* The sum of {{TV|mc}} upkeeps for all human [[Habs|hab]] core modules.&lt;br /&gt;
* The sum of {{TV|combat score}} for all human [[Spaceships|ships]].&lt;br /&gt;
&lt;br /&gt;
A human faction&#039;s fractional ownership of humanity can thus be measured by:&lt;br /&gt;
* The fraction of [[Nations|nation]]s&#039; GDP under the faction&#039;s control points.&lt;br /&gt;
* The fraction of Human {{TV|research}} that the faction outputs.&lt;br /&gt;
* The fraction of Human {{TV|mc}} upkeeps that the faction&#039;s [[Habs|hab]] core modules incur.&lt;br /&gt;
* The fraction of Human {{TV|combat score}} that the faction&#039;s [[Spaceships]] possess.&lt;br /&gt;
&lt;br /&gt;
In the case of {{icon|submit}}[[The Servants]] faction, their ownership scores are also affected by the {{icon|alien}}[[Aliens]]&#039; assets, especially those around [[Earth]].&lt;br /&gt;
&lt;br /&gt;
As the game progresses, factions will [[Diplomacy#Envy-Based_Human_Hate|envy]] the human faction with the highest fractional ownership of humanity, gaining passive hate for them and so slowly begin to target them. On [[Game_Options#Game_Difficulty|difficulties]] below Brutal, AI factions cannot gain envy for the player&#039;s faction if they are ideologically close enough.&lt;br /&gt;
&lt;br /&gt;
Note: In some cases, the game is only concerned with the fractional ownership of the two space categories, meaning the [[Habs]] and [[Spaceships]], but not the [[Nations]] and {{TV|research}}. We will refer to this value as the Faction&#039;s Fractional Ownership of Space Humanity.&lt;br /&gt;
&lt;br /&gt;
== Human Faction Threat and Self-Assessment ==&lt;br /&gt;
&lt;br /&gt;
Every human faction has a threat score, which represents how much of a danger it is to the other factions&#039; goals. Because at the end of the day, all seven human factions have differing goals, and would love to take all the resources of the other human factions and use them to achieve their own goals.&lt;br /&gt;
&lt;br /&gt;
This threat score is calculated as the sum of the following:&lt;br /&gt;
* For each [[Nations#Control_Points|control point]] under the faction&#039;s control, add the number of CPs the nation would have if it was not capped at 6. This is equal to the nation&#039;s [[Nations#GDP|GDP]] in billions ^ 0.25 / 2, rounded to the nearest integer.&lt;br /&gt;
* For each [[Nations#Armies|army]] under the faction&#039;s control, add the {{TV|miltech}} level of the army times 0.5.&lt;br /&gt;
* For each [[Habs|hab]] module under the faction&#039;s control, add the tier of the module times 0.3.&lt;br /&gt;
* For each [[Spaceships|ship]] under the faction&#039;s control, add the [[Spaceships#Hull|structural integrity]] of the ship&#039;s hull times 0.3.&lt;br /&gt;
* For each [[Factions#Campaign_Objectives|campaign objective]] completed by the faction, add 10.&lt;br /&gt;
&lt;br /&gt;
Each human faction sets their &#039;&#039;&#039;most powerful human enemy&#039;&#039;&#039; to be the human faction with the highest threat score other than itself. Then it assesses itself based on its own threat score compared to this most powerful human enemy:&lt;br /&gt;
* If it has at least 200% of the enemy&#039;s threat score, then it considers itself way ahead.&lt;br /&gt;
* If it has at least 125% of the enemy&#039;s threat score, then it considers itself ahead.&lt;br /&gt;
* If it has at most 80% of the enemy&#039;s threat score, then it considers itself losing.&lt;br /&gt;
* If it has at most 50% of the enemy&#039;s threat score, then it considers itself losing big.&lt;br /&gt;
* Otherwise, it considers itself to be on par.&lt;br /&gt;
&lt;br /&gt;
Threat Scores and Self Assessments influence the behavior of human AI factions in various ways, including but not limited to:&lt;br /&gt;
* [[Diplomacy#Passive_Hate_Change|Passively gaining hate]] for other factions.&lt;br /&gt;
* [[Diplomacy#Human_War_Threshold|Declaring open war]] on other factions.&lt;br /&gt;
* Their evaluations of trade offers and what they are willing to trade.&lt;br /&gt;
* Their willingness to take risks.&lt;br /&gt;
* Their fear of nuclear retaliation.&lt;br /&gt;
* Their desire to {{MissionIcon|Sabotage Facilities}}[[Sabotage_Facilities|sabotage space facilities]].&lt;br /&gt;
&lt;br /&gt;
It even influences the {{icon|alien}}[[Aliens|Alien]] faction to an extent, because the [[Aliens]] are more inclined to help {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] when they have lower self-assessments.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>76561198010084768</name></author>
	</entry>
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