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	<title>Terra Invicta Official Wiki - User contributions [en]</title>
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	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=6582</id>
		<title>Game Options</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=6582"/>
		<updated>2025-09-07T16:04:47Z</updated>

		<summary type="html">&lt;p&gt;76561198010628632: /* Game Difficulty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When starting a new game, a player can choose various options to their liking. Changing some options could disable difficulty-related achievements, and you&#039;ll see notification about this.&lt;br /&gt;
&lt;br /&gt;
== Scenario ==&lt;br /&gt;
Currently there is only one scenario, which starts in the year 2022.&lt;br /&gt;
&lt;br /&gt;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies will appear in the game. This option changes [[Game Options#Mining Productivity Rate|Mining Productivity Rate]] too, which affects the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
* Full Solar system - 360 Space objects, 100% mining productivity rate&lt;br /&gt;
* Medium Solar system - 250 Space objects, 100% mining productivity rate&lt;br /&gt;
* Light Solar system - 110 Space objects, 130% mining productivity rate&lt;br /&gt;
* Minimum Solar system - 70 Space objects, 210% mining productivity rate&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
Decides the number of [[Factions|factions]] in the game. The default option includes all 8 factions (7 Human factions and The Aliens). Removing a faction increases base cap of the {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control points]] by 50.&lt;br /&gt;
&lt;br /&gt;
The minimal number of factions is 3: which will spawn {{icon|alien|bgcolor=transparent}}The [[Aliens]], {{icon|resist|bgcolor=transparent}}[[The Resistance]] and {{icon|submit|bgcolor=transparent}}[[The Servants]]. {{icon|exploit|bgcolor=transparent}}[[The Initiative]], {{icon|escape|bgcolor=transparent}}[[Project Exodus]], {{icon|cooperate|bgcolor=transparent}}[[The Academy]], {{icon|destroy|bgcolor=transparent}}[[Humanity First]], and {{icon|appease|bgcolor=transparent}}[[The Protectorate]] is added by increasing the number of factions, in that order.&lt;br /&gt;
&lt;br /&gt;
== Game Difficulty ==&lt;br /&gt;
Chooses the difficulty of the game, which changes various things like AI bonus and alien behaviors.&lt;br /&gt;
&lt;br /&gt;
* 1 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#Mining Productivity Rate|Mining Productivity Rate]]: Double of the base amount set by Solar system setting&lt;br /&gt;
* [[Game Options#National investment Rate|National investment Rate]]: 200%&lt;br /&gt;
&lt;br /&gt;
== Customize Campaign ==&lt;br /&gt;
You may change various options to your liking.&lt;br /&gt;
&lt;br /&gt;
=== Starting Councilor Profession ===&lt;br /&gt;
You may choose the profession of your starting [[Councilors|Councilor(s)]]. Or you may remove a starting councilor or both and get 30 [[Resources#Faction_Resources|influence]] for each missing councilor instead.&lt;br /&gt;
&lt;br /&gt;
=== Variable Project Unlocks ===&lt;br /&gt;
&lt;br /&gt;
Turning on this setting will cause all [[Technology|Projects]] to have 100% [[Technology#Unlocking_Projects|unlock]] chance.&lt;br /&gt;
&lt;br /&gt;
=== Show Triggered Projects ===&lt;br /&gt;
&lt;br /&gt;
Turning on this setting will cause any project that fails its [[Technology#Unlocking_Projects|unlock]] chance roll for the player faction to show up in a different color in the tech tree, allowing the player to know which projects they have failed to unlock.&lt;br /&gt;
&lt;br /&gt;
=== Starting Councilor Profession ===&lt;br /&gt;
If selected, your first councilor&#039;s home nation will be decided by your PC&#039;s regional settings.&lt;br /&gt;
&lt;br /&gt;
=== Base Control Point Capacity ===&lt;br /&gt;
Decides the number of {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control point]](CP) cap each faction starts with, which decides how many nations you can control before triggering over the CP cap penalty.&lt;br /&gt;
&lt;br /&gt;
=== AI bonus Control Point Cap ===&lt;br /&gt;
Decides how much {{icon|cp|bgcolor=transparent|size=20px}}CP cap AI factions will receive, in addition to the base CP cap.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Mission Control ===&lt;br /&gt;
Decides how much bonus {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](MC) cap each faction starts with, which decides how many space assets you can control before triggering the penalty.&lt;br /&gt;
&lt;br /&gt;
=== AI Bonus Mission Control ===&lt;br /&gt;
Decides how much {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}MC cap AI factions will receive, in addition to the base MC cap and bonus MC.&lt;br /&gt;
&lt;br /&gt;
=== Research Rate ===&lt;br /&gt;
Decides the cost of technologies and projects. 200% Research rate means half cost for every tech and projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Mining Productivity Rate ===&lt;br /&gt;
Decides the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
=== National Investment Rate ===&lt;br /&gt;
Decides the value of {{icon|ip|bgcolor=DarkSlateGray}}[[Nations#Monthly_Investment_Points|Investment Points]](IP) required to finish [[Nations#Priorities|nation priorities]], which is used to develop or exploit nations.&lt;br /&gt;
200% national investment rate means only the half amount of IP is required to finish nation priorities. Also, the cost of [[Nations#Direct_Investment|direct investment]] is multiplied by this option&#039;s value. For example, the cost of direct investment on 200% national investment rate is double.&lt;br /&gt;
&lt;br /&gt;
=== Average Monthly Events ===&lt;br /&gt;
Decides how many events will happen.&lt;br /&gt;
&lt;br /&gt;
=== Long Campaign Defaults === &lt;br /&gt;
Change various options to the default settings of Long Campaign. Difficulty-related achievements will be enabled with this setting.&lt;br /&gt;
&lt;br /&gt;
=== Accelerated Defaults === &lt;br /&gt;
Change various options to the default settings of Accelerated Campaign. Difficulty-related achievements will be enabled with this setting.&lt;br /&gt;
&lt;br /&gt;
=== Start Custom Campaign ===&lt;br /&gt;
Start the game with chosen options.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198010628632</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=6581</id>
		<title>Game Options</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=6581"/>
		<updated>2025-09-07T16:01:14Z</updated>

		<summary type="html">&lt;p&gt;76561198010628632: /* Game Difficulty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When starting a new game, a player can choose various options to their liking. Changing some options could disable difficulty-related achievements, and you&#039;ll see notification about this.&lt;br /&gt;
&lt;br /&gt;
== Scenario ==&lt;br /&gt;
Currently there is only one scenario, which starts in the year 2022.&lt;br /&gt;
&lt;br /&gt;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies will appear in the game. This option changes [[Game Options#Mining Productivity Rate|Mining Productivity Rate]] too, which affects the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
* Full Solar system - 360 Space objects, 100% mining productivity rate&lt;br /&gt;
* Medium Solar system - 250 Space objects, 100% mining productivity rate&lt;br /&gt;
* Light Solar system - 110 Space objects, 130% mining productivity rate&lt;br /&gt;
* Minimum Solar system - 70 Space objects, 210% mining productivity rate&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
Decides the number of [[Factions|factions]] in the game. The default option includes all 8 factions (7 Human factions and The Aliens). Removing a faction increases base cap of the {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control points]] by 50.&lt;br /&gt;
&lt;br /&gt;
The minimal number of factions is 3: which will spawn {{icon|alien|bgcolor=transparent}}The [[Aliens]], {{icon|resist|bgcolor=transparent}}[[The Resistance]] and {{icon|submit|bgcolor=transparent}}[[The Servants]]. {{icon|exploit|bgcolor=transparent}}[[The Initiative]], {{icon|escape|bgcolor=transparent}}[[Project Exodus]], {{icon|cooperate|bgcolor=transparent}}[[The Academy]], {{icon|destroy|bgcolor=transparent}}[[Humanity First]], and {{icon|appease|bgcolor=transparent}}[[The Protectorate]] is added by increasing the number of factions, in that order.&lt;br /&gt;
&lt;br /&gt;
== Game Difficulty ==&lt;br /&gt;
Chooses the difficulty of the game, which changes various things like AI bonus and alien behaviors.&lt;br /&gt;
&lt;br /&gt;
* 1 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#Mining Productivity Rate|Mining Productivity Rate]]: Double of the base amount set by Solar system setting&lt;br /&gt;
* [[Game Options#National investment Rate|National investment Rate]]: 200%&lt;br /&gt;
&lt;br /&gt;
== Customize Campaign ==&lt;br /&gt;
You may change various options to your liking.&lt;br /&gt;
&lt;br /&gt;
=== Starting Councilor Profession ===&lt;br /&gt;
You may choose the profession of your starting [[Councilors|Councilor(s)]]. Or you may remove a starting councilor or both and get 30 [[Resources#Faction_Resources|influence]] for each missing councilor instead.&lt;br /&gt;
&lt;br /&gt;
=== Variable Project Unlocks ===&lt;br /&gt;
&lt;br /&gt;
Turning on this setting will cause all [[Technology|Projects]] to have 100% [[Technology#Unlocking_Projects|unlock]] chance.&lt;br /&gt;
&lt;br /&gt;
=== Show Triggered Projects ===&lt;br /&gt;
&lt;br /&gt;
Turning on this setting will cause any project that fails its [[Technology#Unlocking_Projects|unlock]] chance roll for the player faction to show up in a different color in the tech tree, allowing the player to know which projects they have failed to unlock.&lt;br /&gt;
&lt;br /&gt;
=== Starting Councilor Profession ===&lt;br /&gt;
If selected, your first councilor&#039;s home nation will be decided by your PC&#039;s regional settings.&lt;br /&gt;
&lt;br /&gt;
=== Base Control Point Capacity ===&lt;br /&gt;
Decides the number of {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control point]](CP) cap each faction starts with, which decides how many nations you can control before triggering over the CP cap penalty.&lt;br /&gt;
&lt;br /&gt;
=== AI bonus Control Point Cap ===&lt;br /&gt;
Decides how much {{icon|cp|bgcolor=transparent|size=20px}}CP cap AI factions will receive, in addition to the base CP cap.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Mission Control ===&lt;br /&gt;
Decides how much bonus {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](MC) cap each faction starts with, which decides how many space assets you can control before triggering the penalty.&lt;br /&gt;
&lt;br /&gt;
=== AI Bonus Mission Control ===&lt;br /&gt;
Decides how much {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}MC cap AI factions will receive, in addition to the base MC cap and bonus MC.&lt;br /&gt;
&lt;br /&gt;
=== Research Rate ===&lt;br /&gt;
Decides the cost of technologies and projects. 200% Research rate means half cost for every tech and projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Mining Productivity Rate ===&lt;br /&gt;
Decides the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
=== National Investment Rate ===&lt;br /&gt;
Decides the value of {{icon|ip|bgcolor=DarkSlateGray}}[[Nations#Monthly_Investment_Points|Investment Points]](IP) required to finish [[Nations#Priorities|nation priorities]], which is used to develop or exploit nations.&lt;br /&gt;
200% national investment rate means only the half amount of IP is required to finish nation priorities. Also, the cost of [[Nations#Direct_Investment|direct investment]] is multiplied by this option&#039;s value. For example, the cost of direct investment on 200% national investment rate is double.&lt;br /&gt;
&lt;br /&gt;
=== Average Monthly Events ===&lt;br /&gt;
Decides how many events will happen.&lt;br /&gt;
&lt;br /&gt;
=== Long Campaign Defaults === &lt;br /&gt;
Change various options to the default settings of Long Campaign. Difficulty-related achievements will be enabled with this setting.&lt;br /&gt;
&lt;br /&gt;
=== Accelerated Defaults === &lt;br /&gt;
Change various options to the default settings of Accelerated Campaign. Difficulty-related achievements will be enabled with this setting.&lt;br /&gt;
&lt;br /&gt;
=== Start Custom Campaign ===&lt;br /&gt;
Start the game with chosen options.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198010628632</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=6580</id>
		<title>Game Options</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=6580"/>
		<updated>2025-09-07T15:53:47Z</updated>

		<summary type="html">&lt;p&gt;76561198010628632: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When starting a new game, a player can choose various options to their liking. Changing some options could disable difficulty-related achievements, and you&#039;ll see notification about this.&lt;br /&gt;
&lt;br /&gt;
== Scenario ==&lt;br /&gt;
Currently there is only one scenario, which starts in the year 2022.&lt;br /&gt;
&lt;br /&gt;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies will appear in the game. This option changes [[Game Options#Mining Productivity Rate|Mining Productivity Rate]] too, which affects the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
* Full Solar system - 360 Space objects, 100% mining productivity rate&lt;br /&gt;
* Medium Solar system - 250 Space objects, 100% mining productivity rate&lt;br /&gt;
* Light Solar system - 110 Space objects, 130% mining productivity rate&lt;br /&gt;
* Minimum Solar system - 70 Space objects, 210% mining productivity rate&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
Decides the number of [[Factions|factions]] in the game. The default option includes all 8 factions (7 Human factions and The Aliens). Removing a faction increases base cap of the {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control points]] by 50.&lt;br /&gt;
&lt;br /&gt;
The minimal number of factions is 3: which will spawn {{icon|alien|bgcolor=transparent}}The [[Aliens]], {{icon|resist|bgcolor=transparent}}[[The Resistance]] and {{icon|submit|bgcolor=transparent}}[[The Servants]]. {{icon|exploit|bgcolor=transparent}}[[The Initiative]], {{icon|escape|bgcolor=transparent}}[[Project Exodus]], {{icon|cooperate|bgcolor=transparent}}[[The Academy]], {{icon|destroy|bgcolor=transparent}}[[Humanity First]], and {{icon|appease|bgcolor=transparent}}[[The Protectorate]] is added by increasing the number of factions, in that order.&lt;br /&gt;
&lt;br /&gt;
== Game Difficulty ==&lt;br /&gt;
Chooses the difficulty of the game, which changes various things like AI bonus and alien behaviors.&lt;br /&gt;
&lt;br /&gt;
* 1 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. It also makes the Aliens missions easier to achieve, and increases the rate at which both Human and Alien AIs come to hate the player.&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#Mining Productivity Rate|Mining Productivity Rate]]: Double of the base amount set by Solar system setting&lt;br /&gt;
* [[Game Options#National investment Rate|National investment Rate]]: 200%&lt;br /&gt;
&lt;br /&gt;
== Customize Campaign ==&lt;br /&gt;
You may change various options to your liking.&lt;br /&gt;
&lt;br /&gt;
=== Starting Councilor Profession ===&lt;br /&gt;
You may choose the profession of your starting [[Councilors|Councilor(s)]]. Or you may remove a starting councilor or both and get 30 [[Resources#Faction_Resources|influence]] for each missing councilor instead.&lt;br /&gt;
&lt;br /&gt;
=== Variable Project Unlocks ===&lt;br /&gt;
&lt;br /&gt;
Turning on this setting will cause all [[Technology|Projects]] to have 100% [[Technology#Unlocking_Projects|unlock]] chance.&lt;br /&gt;
&lt;br /&gt;
=== Show Triggered Projects ===&lt;br /&gt;
&lt;br /&gt;
Turning on this setting will cause any project that fails its [[Technology#Unlocking_Projects|unlock]] chance roll for the player faction to show up in a different color in the tech tree, allowing the player to know which projects they have failed to unlock.&lt;br /&gt;
&lt;br /&gt;
=== Starting Councilor Profession ===&lt;br /&gt;
If selected, your first councilor&#039;s home nation will be decided by your PC&#039;s regional settings.&lt;br /&gt;
&lt;br /&gt;
=== Base Control Point Capacity ===&lt;br /&gt;
Decides the number of {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control point]](CP) cap each faction starts with, which decides how many nations you can control before triggering over the CP cap penalty.&lt;br /&gt;
&lt;br /&gt;
=== AI bonus Control Point Cap ===&lt;br /&gt;
Decides how much {{icon|cp|bgcolor=transparent|size=20px}}CP cap AI factions will receive, in addition to the base CP cap.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Mission Control ===&lt;br /&gt;
Decides how much bonus {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](MC) cap each faction starts with, which decides how many space assets you can control before triggering the penalty.&lt;br /&gt;
&lt;br /&gt;
=== AI Bonus Mission Control ===&lt;br /&gt;
Decides how much {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}MC cap AI factions will receive, in addition to the base MC cap and bonus MC.&lt;br /&gt;
&lt;br /&gt;
=== Research Rate ===&lt;br /&gt;
Decides the cost of technologies and projects. 200% Research rate means half cost for every tech and projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Mining Productivity Rate ===&lt;br /&gt;
Decides the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
=== National Investment Rate ===&lt;br /&gt;
Decides the value of {{icon|ip|bgcolor=DarkSlateGray}}[[Nations#Monthly_Investment_Points|Investment Points]](IP) required to finish [[Nations#Priorities|nation priorities]], which is used to develop or exploit nations.&lt;br /&gt;
200% national investment rate means only the half amount of IP is required to finish nation priorities. Also, the cost of [[Nations#Direct_Investment|direct investment]] is multiplied by this option&#039;s value. For example, the cost of direct investment on 200% national investment rate is double.&lt;br /&gt;
&lt;br /&gt;
=== Average Monthly Events ===&lt;br /&gt;
Decides how many events will happen.&lt;br /&gt;
&lt;br /&gt;
=== Long Campaign Defaults === &lt;br /&gt;
Change various options to the default settings of Long Campaign. Difficulty-related achievements will be enabled with this setting.&lt;br /&gt;
&lt;br /&gt;
=== Accelerated Defaults === &lt;br /&gt;
Change various options to the default settings of Accelerated Campaign. Difficulty-related achievements will be enabled with this setting.&lt;br /&gt;
&lt;br /&gt;
=== Start Custom Campaign ===&lt;br /&gt;
Start the game with chosen options.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198010628632</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=6579</id>
		<title>Game Options</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=6579"/>
		<updated>2025-09-07T15:52:39Z</updated>

		<summary type="html">&lt;p&gt;76561198010628632: Added summary of difficulty impacts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When starting a new game, a player can choose various options to their liking. Changing some options could disable difficulty-related achievements, and you&#039;ll see notification about this.&lt;br /&gt;
&lt;br /&gt;
== Scenario ==&lt;br /&gt;
Currently there is only one scenario, which starts in the year 2022.&lt;br /&gt;
&lt;br /&gt;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies will appear in the game. This option changes [[Game Options#Mining Productivity Rate|Mining Productivity Rate]] too, which affects the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
* Full Solar system - 360 Space objects, 100% mining productivity rate&lt;br /&gt;
* Medium Solar system - 250 Space objects, 100% mining productivity rate&lt;br /&gt;
* Light Solar system - 110 Space objects, 130% mining productivity rate&lt;br /&gt;
* Minimum Solar system - 70 Space objects, 210% mining productivity rate&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
Decides the number of [[Factions|factions]] in the game. The default option includes all 8 factions (7 Human factions and The Aliens). Removing a faction increases base cap of the {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control points]] by 50.&lt;br /&gt;
&lt;br /&gt;
The minimal number of factions is 3: which will spawn {{icon|alien|bgcolor=transparent}}The [[Aliens]], {{icon|resist|bgcolor=transparent}}[[The Resistance]] and {{icon|submit|bgcolor=transparent}}[[The Servants]]. {{icon|exploit|bgcolor=transparent}}[[The Initiative]], {{icon|escape|bgcolor=transparent}}[[Project Exodus]], {{icon|cooperate|bgcolor=transparent}}[[The Academy]], {{icon|destroy|bgcolor=transparent}}[[Humanity First]], and {{icon|appease|bgcolor=transparent}}[[The Protectorate]] is added by increasing the number of factions, in that order.&lt;br /&gt;
&lt;br /&gt;
== Game Difficulty ==&lt;br /&gt;
Chooses the difficulty of the game, which changes various things like AI bonus and alien behaviors.&lt;br /&gt;
&lt;br /&gt;
* 1 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the CP and MC bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. It also makes the Aliens missions easier to achieve, and increases the rate at which both Human and Alien AIs come to hate the player.&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#Mining Productivity Rate|Mining Productivity Rate]]: Double of the base amount set by Solar system setting&lt;br /&gt;
* [[Game Options#National investment Rate|National investment Rate]]: 200%&lt;br /&gt;
&lt;br /&gt;
== Customize Campaign ==&lt;br /&gt;
You may change various options to your liking.&lt;br /&gt;
&lt;br /&gt;
=== Starting Councilor Profession ===&lt;br /&gt;
You may choose the profession of your starting [[Councilors|Councilor(s)]]. Or you may remove a starting councilor or both and get 30 [[Resources#Faction_Resources|influence]] for each missing councilor instead.&lt;br /&gt;
&lt;br /&gt;
=== Variable Project Unlocks ===&lt;br /&gt;
&lt;br /&gt;
Turning on this setting will cause all [[Technology|Projects]] to have 100% [[Technology#Unlocking_Projects|unlock]] chance.&lt;br /&gt;
&lt;br /&gt;
=== Show Triggered Projects ===&lt;br /&gt;
&lt;br /&gt;
Turning on this setting will cause any project that fails its [[Technology#Unlocking_Projects|unlock]] chance roll for the player faction to show up in a different color in the tech tree, allowing the player to know which projects they have failed to unlock.&lt;br /&gt;
&lt;br /&gt;
=== Starting Councilor Profession ===&lt;br /&gt;
If selected, your first councilor&#039;s home nation will be decided by your PC&#039;s regional settings.&lt;br /&gt;
&lt;br /&gt;
=== Base Control Point Capacity ===&lt;br /&gt;
Decides the number of {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control point]](CP) cap each faction starts with, which decides how many nations you can control before triggering over the CP cap penalty.&lt;br /&gt;
&lt;br /&gt;
=== AI bonus Control Point Cap ===&lt;br /&gt;
Decides how much {{icon|cp|bgcolor=transparent|size=20px}}CP cap AI factions will receive, in addition to the base CP cap.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Mission Control ===&lt;br /&gt;
Decides how much bonus {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](MC) cap each faction starts with, which decides how many space assets you can control before triggering the penalty.&lt;br /&gt;
&lt;br /&gt;
=== AI Bonus Mission Control ===&lt;br /&gt;
Decides how much {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}MC cap AI factions will receive, in addition to the base MC cap and bonus MC.&lt;br /&gt;
&lt;br /&gt;
=== Research Rate ===&lt;br /&gt;
Decides the cost of technologies and projects. 200% Research rate means half cost for every tech and projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Mining Productivity Rate ===&lt;br /&gt;
Decides the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
=== National Investment Rate ===&lt;br /&gt;
Decides the value of {{icon|ip|bgcolor=DarkSlateGray}}[[Nations#Monthly_Investment_Points|Investment Points]](IP) required to finish [[Nations#Priorities|nation priorities]], which is used to develop or exploit nations.&lt;br /&gt;
200% national investment rate means only the half amount of IP is required to finish nation priorities. Also, the cost of [[Nations#Direct_Investment|direct investment]] is multiplied by this option&#039;s value. For example, the cost of direct investment on 200% national investment rate is double.&lt;br /&gt;
&lt;br /&gt;
=== Average Monthly Events ===&lt;br /&gt;
Decides how many events will happen.&lt;br /&gt;
&lt;br /&gt;
=== Long Campaign Defaults === &lt;br /&gt;
Change various options to the default settings of Long Campaign. Difficulty-related achievements will be enabled with this setting.&lt;br /&gt;
&lt;br /&gt;
=== Accelerated Defaults === &lt;br /&gt;
Change various options to the default settings of Accelerated Campaign. Difficulty-related achievements will be enabled with this setting.&lt;br /&gt;
&lt;br /&gt;
=== Start Custom Campaign ===&lt;br /&gt;
Start the game with chosen options.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198010628632</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Missions&amp;diff=3040</id>
		<title>Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Missions&amp;diff=3040"/>
		<updated>2024-12-21T12:43:11Z</updated>

		<summary type="html">&lt;p&gt;76561198010628632: Edit to change &amp;quot;higher attribute&amp;quot; to &amp;quot;higher success chance&amp;quot; on which mission resolves first.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors.&lt;br /&gt;
&lt;br /&gt;
Between mission phases, missions resolve in a partially predetermined order, denoted by the number of small clock symbols visible in the mission description. Uncontested and defensive missions trigger earlier than contested ones. When two councilors are attempting the same mission, the one with the higher mission success chance goes first.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Contested missions ==&lt;br /&gt;
For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution.&lt;br /&gt;
&lt;br /&gt;
When a contested mission resolves, a random number between 0 and 100 is generated; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences.&lt;br /&gt;
&lt;br /&gt;
Contested missions have a variable cost.&lt;br /&gt;
&lt;br /&gt;
The Dominate Nation mission is only available to [[File:FAC AppeaseCouncil 128.png|25px]] The Protectorate if it controls a Sentinel Complex module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=15% | Success effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO assassinate on.png|70px]] Assassinate&lt;br /&gt;
| Ops&lt;br /&gt;
| 3&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;10 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
* Detained Target&lt;br /&gt;
* Intel on Target&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Our Loyalty Monitor Implant&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Kills the targeted councilor.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO assaultfacility on.png|70px]] Assault Alien Asset&lt;br /&gt;
| Ops&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 0 if critical success&amp;lt;br&amp;gt;4 if success&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Alien Defenses&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Lead a combat unit against the targeted alien asset.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|70px]] Assault Enemy Space Asset&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 4 if critical success&amp;lt;br&amp;gt;2 if success&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Attacking Force Strength&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Command&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Decommissioning Hab&lt;br /&gt;
* Defending Force Strength&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Attempt to capture the targeted hab. Requires Marines at the councilor&#039;s location. Fleets must dock with enemy habs to launch an assault. Station may drop troops to the surface, and bases may assault nearby hab sites. Requires spare Mission Control.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO gain influence on.png|70px]] Control Nation&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;4 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Bureaucracy Control Point&lt;br /&gt;
| &lt;br /&gt;
* Size of National Economy&lt;br /&gt;
* Control Points in Rivals&lt;br /&gt;
| Gain an unowned control point in the targeted nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|70px]] Control Space Asset&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;30 if failure&amp;lt;br&amp;gt;30 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Target has Negative Influence&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
| &lt;br /&gt;
* Council Loyalty&lt;br /&gt;
* Crew Size&lt;br /&gt;
* Hab Size&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Decommissioning Hab&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Defending Force Strength&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Defend Interests&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Targeted hab or ship joins the councilor&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO coup on.png|70px]] Coup d&#039;Etat&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 0 if critical success&amp;lt;br&amp;gt;2 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* National Unrest&lt;br /&gt;
* Elite Dissatisfaction&lt;br /&gt;
* Oligarchs Control Point&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Command&lt;br /&gt;
* National Cohesion&lt;br /&gt;
* Elite Satisfaction&lt;br /&gt;
* Size of National Economy&lt;br /&gt;
* Defended Control Point&lt;br /&gt;
* Oligarchs Control Point&lt;br /&gt;
* Democracy&lt;br /&gt;
* Pherocyte Resistance&lt;br /&gt;
| Targeted nation&#039;s control points become unowned.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO crackdown on.png|70px]] Crackdown&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;6 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Investigation&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
| &lt;br /&gt;
* Council Administration&lt;br /&gt;
* Size of National Economy&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Defend Interests&lt;br /&gt;
| Temporarily disables the benefits of the targeted control point, removes Defend Interests mission protection and increases the Purge mission success chance.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO detain on.png|70px]] Detain Councilor&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Investigation&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
* Detained Target&lt;br /&gt;
* Intel on Target&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Targeted councilor is detained for interrogation and their mission is canceled.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO extract on.png|70px]] Extract Councilor&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;10 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nearby Councilors&#039; Security&lt;br /&gt;
* Detaining Faction Joing Security&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
| Targeted detained councilor becomes free.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO hostiletakeover on.png|70px]] Hostile Takeover&lt;br /&gt;
| Money&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Administration&lt;br /&gt;
* Money Spent&lt;br /&gt;
* National Industries Control Point&lt;br /&gt;
* Intel on Target&lt;br /&gt;
* Target has Negative Funds&lt;br /&gt;
| &lt;br /&gt;
* Administration&lt;br /&gt;
* National Industries Control Point&lt;br /&gt;
| Seize an org from the targeted faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO unrest on.png|70px]] Increase Unrest&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Identity Blocks Control Point&lt;br /&gt;
* Warlords Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
* National Cohesion&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Increases unrest in the targeted region. Success in a region with an independence movement may trigger a secession.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO inspire on.png|70px]] Inspire&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;-4 if success&amp;lt;br&amp;gt;-4 if failure&amp;lt;br&amp;gt;-2 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
| &lt;br /&gt;
* None&lt;br /&gt;
| Improve the loylty of another councilor. May also bring back a turned councilor.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO investigatecouncilor on.png|70px]] Investigate Councilor&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;-2 if success&amp;lt;br&amp;gt;0 if failure&amp;lt;br&amp;gt;2 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Investigation&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Detained Target&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| If used on a councilor from a different faction enables targeting them with other councilor missions and discovers more about their faction. If used on a councilor from the same faction it discovers their real Loyalty.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO propaganda on.png|70px]] Public Campaign&lt;br /&gt;
| Money&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Money Spent&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Mass Media Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
* Censorship&lt;br /&gt;
| Increase Public Opinion in the targeted nation towards the councilor&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO purge on.png|70px]] Purge&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Legislature Control Point&lt;br /&gt;
* Party Control Point&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
| &lt;br /&gt;
* Council Administration&lt;br /&gt;
* Size on National Economy&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Crackdown&lt;br /&gt;
* Defend Interests&lt;br /&gt;
* Legislature Control Point&lt;br /&gt;
* Party Control Point&lt;br /&gt;
* Control Points in Rivals&lt;br /&gt;
| Gain an owned control point in the targeted nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sabotagefacilities on.png|70px]] Sabotage Facilities&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -6 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* National Unrest&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Security&lt;br /&gt;
* Military in Region&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Sabotage the targeted space facility.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sabotagefacilities on.png|70px]] Sabotage Hab Module&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| -6 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Security&lt;br /&gt;
* Defend Interests&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Sabotage the targeted non-core hab module in the current hab.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sabotageproject on.png|70px]] Sabotage Project&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| -2 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;0 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Target a councilor or hab with an engineering module to remove progress on a project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO stabilize on.png|70px]] Stabilize Nation&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;3 if failure&amp;lt;br&amp;gt;6 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* National Cohesion&lt;br /&gt;
* Regional Authorities Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
* Control Points in Rivals&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Reduces unrest in the targeted nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO stealproject on.png|70px]] Steal Project&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| -8 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Detained Target&lt;br /&gt;
* Intel on Target&lt;br /&gt;
* Target has Negative Funds&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Steal an engineering project you have prerequisites for from a faction by targeting one of their councilors or habs with an engineering module. May also acquire research if the enemy faction is ahead in its research income.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO turn on.png|70px]] &amp;lt;span id=&amp;quot;turn_councilor&amp;quot;&amp;gt;Turn Councilor&amp;lt;/span&amp;gt;&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 16&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Intel on Target&lt;br /&gt;
| &lt;br /&gt;
* Loyalty&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Pherocyte Resistance&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Turns the selected councilor.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sentinel on.png|70px]] Dominate Nation&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 30 if critical success&amp;lt;br&amp;gt;30 if success&amp;lt;br&amp;gt;30 if failure&amp;lt;br&amp;gt;30 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Legislature Control Point&lt;br /&gt;
* Mass Media Control Point&lt;br /&gt;
* Party Control Point&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
| &lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
| Gain an owned control point in the targeted nation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
Alien missions are only available to alien councilors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=20% | Success effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO abductions on.png|70px]] Abductions&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;2 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Xenoforming&lt;br /&gt;
| &lt;br /&gt;
* National Unrest&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Abducts humans.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO Xenoform on.png|70px]] Xenoform&lt;br /&gt;
| Ops&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;2 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Abductions&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Military in Region&lt;br /&gt;
* Region Population Density&lt;br /&gt;
| Creates an Alien Life Forms asset.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO enthrallelites on.png|70px]] Enthrall Elites&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 18&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;2 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Xenoforming in Nation&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Council Science&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Crackdown&lt;br /&gt;
* Nation Size&lt;br /&gt;
* Defend Interests (After Pherocyte Resistance is researched)&lt;br /&gt;
| Gain an owned control point in the targeted nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO enthrallpublic on.png|70px]] Enthrall Public&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Xenoforming in Nation&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
| Increase Public Opinion in the targeted nation towards the councilor&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO enthrallelites on.png|70px]] Enthrall Unaligned Elites&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 16&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Nation Size&lt;br /&gt;
| Gain an unowned control point in the targeted nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO hostiletakeover on.png|70px]] Enthrall Org&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 16&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;4 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Xenoforming in Nation&lt;br /&gt;
| &lt;br /&gt;
* Science&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Seize an org from the targeted faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildfacility on.png|70px]] Build Facility&lt;br /&gt;
| Money&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| Constructs an alien facility asset in a region with at least 15 abductions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO assumecontrol on.png|70px]] Grant Alien Control&lt;br /&gt;
| Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| Takes control of a nation that has an alien facility asset.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO passtechnology on.png|70px]] Pass Technology&lt;br /&gt;
| Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| Gives some technology to human allies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO terrorizeregion on.png|70px]] Terrorize Region&lt;br /&gt;
| Ops&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 16 if critical success&amp;lt;br&amp;gt;30 if success&amp;lt;br&amp;gt;16 if failure&amp;lt;br&amp;gt;16 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Military in Region&lt;br /&gt;
* Nation Population&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Give an unowned control point in the targeted nation to The Protectorate or The Servants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Uncontested Missions ==&lt;br /&gt;
Uncontested missions are always successful.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Cost !! width=1% | Success XP !! width=1% | Detection risk !! width=55% | Effect !! Councilor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO orbit on.png|70px]] Orbit&lt;br /&gt;
| 0.1 Boost&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Move from the surface of Earth to any orbit in the Earth-Luna system, or from the surface of any space body to a station or ship in an interface orbit. Undercover trait required to travel to enemy outposts, platforms and ships.&lt;br /&gt;
|&lt;br /&gt;
* All&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO deorbit on.png|70px]] Deorbit&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Move from a hab or ship in an interface orbit to the surface of a space body, or from any location in the Earth-Luna system to Earth&#039;s surface.&lt;br /&gt;
|&lt;br /&gt;
* All&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO transfer on.png|70px]] Transfer&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Relocate from one hab or fleet to another anywhere in space in the Earth-Luna system. Away from Earth, move to any hab or fleet in same orbit, or on the same space body. Undercover trait required to travel to enemy outposts, platforms and ships.&lt;br /&gt;
|&lt;br /&gt;
* All&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO contact on.png|70px]] Contact&lt;br /&gt;
| 10 Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Contact an identified councilor from another faction to initiate a diplomatic exchange.&lt;br /&gt;
|&lt;br /&gt;
* All&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO gotoground on.png|70px]] Go To Ground&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| -8&lt;br /&gt;
| Go into hiding in an Earth region to escape enemy detection and attacks.&lt;br /&gt;
|&lt;br /&gt;
* All&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO callpolicyvote on.png|70px]] Set National Policy&lt;br /&gt;
| 10 influence&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| Set a major policy for the targeted nation, such as initiating a war. You will select the policy when the mission resolves. Requires executive control.&lt;br /&gt;
|&lt;br /&gt;
* All&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO advisenation on.png|70px]] Advise&lt;br /&gt;
| 10 Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Provide expertise to a nation or hab. The councilor&#039;s Science, Command and Administration attributes will improve the target&#039;s research output, combat capabilities, and financial performance. Additional advising councilors provide diminishing benefits.&lt;br /&gt;
|&lt;br /&gt;
* Operative&lt;br /&gt;
* Scientist&lt;br /&gt;
* Tech Mogul&lt;br /&gt;
* Evangelist&lt;br /&gt;
* Diplomat&lt;br /&gt;
* Professor&lt;br /&gt;
* Inspector&lt;br /&gt;
* Judge&lt;br /&gt;
* Officer&lt;br /&gt;
* Astronaut&lt;br /&gt;
* Politician&lt;br /&gt;
* Executive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO defendinterest on.png|70px]] Defend Interests&lt;br /&gt;
| 20 Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Fortify our control points in this nation against enemy Crackdowns, Purges and Coups. Duration decreases with the number of control points we are protecting.&lt;br /&gt;
|&lt;br /&gt;
* Diplomat&lt;br /&gt;
* Inspector&lt;br /&gt;
* Judge&lt;br /&gt;
* Officer&lt;br /&gt;
* Politician&lt;br /&gt;
* Executive&lt;br /&gt;
* Fixer&lt;br /&gt;
* Kingpin&lt;br /&gt;
* Tycoon&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO investigatealienactivity on.png|70px]] Investigate Alien Activity&lt;br /&gt;
| 5 Ops&lt;br /&gt;
| 2&lt;br /&gt;
| -2&lt;br /&gt;
| Target a site of suspected alien activity to learn more about the aliens&#039; methods and motives.&lt;br /&gt;
|&lt;br /&gt;
* Diplomat&lt;br /&gt;
* Inspector&lt;br /&gt;
* Judge&lt;br /&gt;
* Officer&lt;br /&gt;
* Fixer&lt;br /&gt;
* Operative&lt;br /&gt;
* Scientist&lt;br /&gt;
* Professor&lt;br /&gt;
* Astronaut&lt;br /&gt;
* Journalist&lt;br /&gt;
* Spy&lt;br /&gt;
* Rebel&lt;br /&gt;
* Commando&lt;br /&gt;
* Investigator&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO protect on.png|70px]] Protect Target&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Apply my Security or Command attribute to protect a targeted councilor, region, or hab against physical attacks or other operations. Will also prevent councilor from dying in failed assault missions.&lt;br /&gt;
|&lt;br /&gt;
* Inspector&lt;br /&gt;
* Officer&lt;br /&gt;
* Fixer&lt;br /&gt;
* Operative&lt;br /&gt;
* Rebel&lt;br /&gt;
* Commando&lt;br /&gt;
* Kingpin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO detectcouncilactivity on.png|70px]] Surveil Location&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| -4&lt;br /&gt;
| Significantly increase the likelihood enemy councilors and aliens will be detected in the councilor&#039;s region and adjacent regions, or in a hab or fleet. May also detect hidden alien assets in nearby Earth regions.&lt;br /&gt;
|&lt;br /&gt;
* Inspector&lt;br /&gt;
* Officer&lt;br /&gt;
* Fixer&lt;br /&gt;
* Operative&lt;br /&gt;
* Rebel&lt;br /&gt;
* Kingpin&lt;br /&gt;
* Diplomat&lt;br /&gt;
* Professor&lt;br /&gt;
* Journalist&lt;br /&gt;
* Spy&lt;br /&gt;
* Investigator&lt;br /&gt;
* Tech Mogul&lt;br /&gt;
* Hacker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ending Missions ===&lt;br /&gt;
Ending missions will result in the victory of the councilor&#039;s faction. They will only appear once a faction unlocks its final unique org.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Required Org !! width=65% | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission appease on.png|70px]] Claim Hegemony&lt;br /&gt;
| [[File:Org appease win.png|40px]] The Protectorate Authority&lt;br /&gt;
| &#039;&#039;Activate our network of Sentinel stations to establish our dominance of world affairs, placating the aliens. All human nations will surrender to us. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission resist on.png|70px]] Close the Gate&lt;br /&gt;
| [[File:Org resist win.png|40px]] Janus Section&lt;br /&gt;
| &#039;&#039;Activate the device to shut down the alien wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission cooperate on.png|70px]] Forge an Alliance&lt;br /&gt;
| [[File:Org cooperate win.png|40px]] Mission to the Hydra&lt;br /&gt;
| &#039;&#039;Send our pherocyte-resistant diplomats through the wormhole to establish relations and end this conflict. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission submit on.png|70px]] Herald Our Masters&lt;br /&gt;
| [[File:Org submit win.png|40px]] The Sword of the Devoted&lt;br /&gt;
| &#039;&#039;Assert the aliens&#039; dominance on Earth. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission escape on.png|70px]] Launch the Bifrost&lt;br /&gt;
| [[File:Org escape win.png|40px]] Bifrost Command Staff&lt;br /&gt;
| &#039;&#039;Issue the launch order to begin our interstellar journey.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission exploit on.png|70px]] Tame the Enemy&lt;br /&gt;
| [[File:Org exploit win.png|40px]] The Pherocyte Masters&lt;br /&gt;
| &#039;&#039;Send the neopherocyte package through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission destroy on.png|70px]] Trigger the Weapon&lt;br /&gt;
| [[File:Org destroy win.png|40px]] The Omega Solution&lt;br /&gt;
| &#039;&#039;Send our biological weapon through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198010628632</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Missions&amp;diff=2969</id>
		<title>Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Missions&amp;diff=2969"/>
		<updated>2024-04-02T14:26:56Z</updated>

		<summary type="html">&lt;p&gt;76561198010628632: Added * Defend Interests (After Pherocyte Resistance is researched) to enthrall defences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors.&lt;br /&gt;
&lt;br /&gt;
Between mission phases, missions resolve in a partially predetermined order, denoted by the number of small clock symbols visible in the mission description. Uncontested and defensive missions trigger earlier than contested ones. When two councilors are attempting the same mission, the one with the higher primary attribute used in calculating the mission success chance goes first.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Contested missions ==&lt;br /&gt;
For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution.&lt;br /&gt;
&lt;br /&gt;
When a contested mission resolves, a random number between 0 and 100 is generated; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences.&lt;br /&gt;
&lt;br /&gt;
Contested missions have a variable cost.&lt;br /&gt;
&lt;br /&gt;
The Dominate Nation mission is only available to [[File:FAC AppeaseCouncil 128.png|25px]] The Protectorate if it controls a Sentinel Complex module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=15% | Success effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO assassinate on.png|70px]] Assassinate&lt;br /&gt;
| Ops&lt;br /&gt;
| 3&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;10 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
* Detained Target&lt;br /&gt;
* Intel on Target&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Our Loyalty Monitor Implant&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Kills the targeted councilor.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO assaultfacility on.png|70px]] Assault Alien Asset&lt;br /&gt;
| Ops&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 0 if critical success&amp;lt;br&amp;gt;4 if success&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Alien Defenses&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Lead a combat unit against the targeted alien asset.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|70px]] Assault Enemy Space Asset&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 4 if critical success&amp;lt;br&amp;gt;2 if success&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Attacking Force Strength&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Command&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Decommissioning Hab&lt;br /&gt;
* Defending Force Strength&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Attempt to capture the targeted hab. Requires Marines at the councilor&#039;s location. Fleets must dock with enemy habs to launch an assault. Station may drop troops to the surface, and bases may assault nearby hab sites. Requires spare Mission Control.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO gain influence on.png|70px]] Control Nation&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;4 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Bureaucracy Control Point&lt;br /&gt;
| &lt;br /&gt;
* Size of National Economy&lt;br /&gt;
* Control Points in Rivals&lt;br /&gt;
| Gain an unowned control point in the targeted nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|70px]] Control Space Asset&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;30 if failure&amp;lt;br&amp;gt;30 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Target has Negative Influence&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
| &lt;br /&gt;
* Council Loyalty&lt;br /&gt;
* Crew Size&lt;br /&gt;
* Hab Size&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Decommissioning Hab&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Defending Force Strength&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Defend Interests&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Targeted hab or ship joins the councilor&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO coup on.png|70px]] Coup d&#039;Etat&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 0 if critical success&amp;lt;br&amp;gt;2 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* National Unrest&lt;br /&gt;
* Elite Dissatisfaction&lt;br /&gt;
* Oligarchs Control Point&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Command&lt;br /&gt;
* National Cohesion&lt;br /&gt;
* Elite Satisfaction&lt;br /&gt;
* Size of National Economy&lt;br /&gt;
* Defended Control Point&lt;br /&gt;
* Oligarchs Control Point&lt;br /&gt;
* Democracy&lt;br /&gt;
* Pherocyte Resistance&lt;br /&gt;
| Targeted nation&#039;s control points become unowned.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO crackdown on.png|70px]] Crackdown&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;6 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Investigation&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
| &lt;br /&gt;
* Council Administration&lt;br /&gt;
* Size of National Economy&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Defend Interests&lt;br /&gt;
| Temporarily disables the benefits of the targeted control point, removes Defend Interests mission protection and increases the Purge mission success chance.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO detain on.png|70px]] Detain Councilor&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Investigation&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
* Detained Target&lt;br /&gt;
* Intel on Target&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Targeted councilor is detained for interrogation and their mission is canceled.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO extract on.png|70px]] Extract Councilor&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;10 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nearby Councilors&#039; Security&lt;br /&gt;
* Detaining Faction Joing Security&lt;br /&gt;
* Security Apparatus Control Point&lt;br /&gt;
| Targeted detained councilor becomes free.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO hostiletakeover on.png|70px]] Hostile Takeover&lt;br /&gt;
| Money&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Administration&lt;br /&gt;
* Money Spent&lt;br /&gt;
* National Industries Control Point&lt;br /&gt;
* Intel on Target&lt;br /&gt;
* Target has Negative Funds&lt;br /&gt;
| &lt;br /&gt;
* Administration&lt;br /&gt;
* National Industries Control Point&lt;br /&gt;
| Seize an org from the targeted faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO unrest on.png|70px]] Increase Unrest&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Identity Blocks Control Point&lt;br /&gt;
* Warlords Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
* National Cohesion&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Increases unrest in the targeted region. Success in a region with an independence movement may trigger a secession.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO inspire on.png|70px]] Inspire&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;-4 if success&amp;lt;br&amp;gt;-4 if failure&amp;lt;br&amp;gt;-2 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
| &lt;br /&gt;
* None&lt;br /&gt;
| Improve the loylty of another councilor. May also bring back a turned councilor.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO investigatecouncilor on.png|70px]] Investigate Councilor&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;-2 if success&amp;lt;br&amp;gt;0 if failure&amp;lt;br&amp;gt;2 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Investigation&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Detained Target&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Local Control Points&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| If used on a councilor from a different faction enables targeting them with other councilor missions and discovers more about their faction. If used on a councilor from the same faction it discovers their real Loyalty.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO propaganda on.png|70px]] Public Campaign&lt;br /&gt;
| Money&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Money Spent&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Mass Media Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
* Censorship&lt;br /&gt;
| Increase Public Opinion in the targeted nation towards the councilor&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO purge on.png|70px]] Purge&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Legislature Control Point&lt;br /&gt;
* Party Control Point&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
| &lt;br /&gt;
* Council Administration&lt;br /&gt;
* Size on National Economy&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Crackdown&lt;br /&gt;
* Defend Interests&lt;br /&gt;
* Legislature Control Point&lt;br /&gt;
* Party Control Point&lt;br /&gt;
* Control Points in Rivals&lt;br /&gt;
| Gain an owned control point in the targeted nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sabotagefacilities on.png|70px]] Sabotage Facilities&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -6 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* National Unrest&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Security&lt;br /&gt;
* Military in Region&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Sabotage the targeted space facility.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sabotagefacilities on.png|70px]] Sabotage Hab Module&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| -6 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Joint Council Security&lt;br /&gt;
* Defend Interests&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Sabotage the targeted non-core hab module in the current hab.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sabotageproject on.png|70px]] Sabotage Project&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| -2 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;0 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Target a councilor or hab with an engineering module to remove progress on a project.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO stabilize on.png|70px]] Stabilize Nation&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;3 if failure&amp;lt;br&amp;gt;6 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* National Cohesion&lt;br /&gt;
* Regional Authorities Control Point&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
* Control Points in Rivals&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Reduces unrest in the targeted nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO stealproject on.png|70px]] Steal Project&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| -8 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Detained Target&lt;br /&gt;
* Intel on Target&lt;br /&gt;
* Target has Negative Funds&lt;br /&gt;
| &lt;br /&gt;
* Security&lt;br /&gt;
* Hab Support Shortages&lt;br /&gt;
* Mission Control Shortage&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Steal an engineering project you have prerequisites for from a faction by targeting one of their councilors or habs with an engineering module. May also acquire research if the enemy faction is ahead in its research income.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO turn on.png|70px]] &amp;lt;span id=&amp;quot;turn_councilor&amp;quot;&amp;gt;Turn Councilor&amp;lt;/span&amp;gt;&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 16&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;6 if failure&amp;lt;br&amp;gt;12 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Intel on Target&lt;br /&gt;
| &lt;br /&gt;
* Loyalty&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Pherocyte Resistance&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Turns the selected councilor.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO sentinel on.png|70px]] Dominate Nation&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 30 if critical success&amp;lt;br&amp;gt;30 if success&amp;lt;br&amp;gt;30 if failure&amp;lt;br&amp;gt;30 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Popular Support&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Legislature Control Point&lt;br /&gt;
* Mass Media Control Point&lt;br /&gt;
* Party Control Point&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
| &lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
| Gain an owned control point in the targeted nation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
Alien missions are only available to alien councilors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=20% | Success effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO abductions on.png|70px]] Abductions&lt;br /&gt;
| Ops&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;2 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Xenoforming&lt;br /&gt;
| &lt;br /&gt;
* National Unrest&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Abducts humans.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO Xenoform on.png|70px]] Xenoform&lt;br /&gt;
| Ops&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;2 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Espionage&lt;br /&gt;
* Ops Spent&lt;br /&gt;
* Local Abductions&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Military in Region&lt;br /&gt;
* Region Population Density&lt;br /&gt;
| Creates an Alien Life Forms asset.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO enthrallelites on.png|70px]] Enthrall Elites&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 18&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;2 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Target Over Control Point Cap&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Xenoforming in Nation&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Council Science&lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Crackdown&lt;br /&gt;
* Nation Size&lt;br /&gt;
* Defend Interests (After Pherocyte Resistance is researched)&lt;br /&gt;
| Gain an owned control point in the targeted nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO enthrallpublic on.png|70px]] Enthrall Public&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Xenoforming in Nation&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Nation Population&lt;br /&gt;
| Increase Public Opinion in the targeted nation towards the councilor&#039;s faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO enthrallelites on.png|70px]] Enthrall Unaligned Elites&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 16&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;4 if failure&amp;lt;br&amp;gt;8 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Control Points in Neighbors&lt;br /&gt;
* Control in Larger Allies / Federations&lt;br /&gt;
| &lt;br /&gt;
* Difference in Ideology&lt;br /&gt;
* Nation Size&lt;br /&gt;
| Gain an unowned control point in the targeted nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO hostiletakeover on.png|70px]] Enthrall Org&lt;br /&gt;
| Influence&lt;br /&gt;
| 2&lt;br /&gt;
| 16&lt;br /&gt;
| -4 if critical success&amp;lt;br&amp;gt;0 if success&amp;lt;br&amp;gt;2 if failure&amp;lt;br&amp;gt;4 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Persuasion&lt;br /&gt;
* Influence Spent&lt;br /&gt;
* Abductions in Nation&lt;br /&gt;
* Xenoforming in Nation&lt;br /&gt;
| &lt;br /&gt;
* Science&lt;br /&gt;
* Protect Mission: Security&lt;br /&gt;
| Seize an org from the targeted faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildfacility on.png|70px]] Build Facility&lt;br /&gt;
| Money&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| Constructs an alien facility asset in a region with at least 15 abductions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO assumecontrol on.png|70px]] Grant Alien Control&lt;br /&gt;
| Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| Takes control of a nation that has an alien facility asset.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO passtechnology on.png|70px]] Pass Technology&lt;br /&gt;
| Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| &lt;br /&gt;
* Always successful&lt;br /&gt;
| Gives some technology to human allies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO terrorizeregion on.png|70px]] Terrorize Region&lt;br /&gt;
| Ops&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 16 if critical success&amp;lt;br&amp;gt;30 if success&amp;lt;br&amp;gt;16 if failure&amp;lt;br&amp;gt;16 if critical failure&lt;br /&gt;
| &lt;br /&gt;
* Command&lt;br /&gt;
* Ops Spent&lt;br /&gt;
| &lt;br /&gt;
* Military in Region&lt;br /&gt;
* Nation Population&lt;br /&gt;
* Protect Mission: Command&lt;br /&gt;
| Give an unowned control point in the targeted nation to The Protectorate or The Servants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Uncontested Missions ==&lt;br /&gt;
Uncontested missions are always successful.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Cost !! width=1% | Success XP !! width=1% | Detection risk !! width=55% | Effect !! Councilor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO orbit on.png|70px]] Orbit&lt;br /&gt;
| 0.1 Boost&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Move from the surface of Earth to any orbit in the Earth-Luna system, or from the surface of any space body to a station or ship in an interface orbit. Undercover trait required to travel to enemy outposts, platforms and ships.&lt;br /&gt;
|&lt;br /&gt;
* All&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO deorbit on.png|70px]] Deorbit&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Move from a hab or ship in an interface orbit to the surface of a space body, or from any location in the Earth-Luna system to Earth&#039;s surface.&lt;br /&gt;
|&lt;br /&gt;
* All&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO transfer on.png|70px]] Transfer&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Relocate from one hab or fleet to another anywhere in space in the Earth-Luna system. Away from Earth, move to any hab or fleet in same orbit, or on the same space body. Undercover trait required to travel to enemy outposts, platforms and ships.&lt;br /&gt;
|&lt;br /&gt;
* All&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO contact on.png|70px]] Contact&lt;br /&gt;
| 10 Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Contact an identified councilor from another faction to initiate a diplomatic exchange.&lt;br /&gt;
|&lt;br /&gt;
* All&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO gotoground on.png|70px]] Go To Ground&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| -8&lt;br /&gt;
| Go into hiding in an Earth region to escape enemy detection and attacks.&lt;br /&gt;
|&lt;br /&gt;
* All&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO callpolicyvote on.png|70px]] Set National Policy&lt;br /&gt;
| 10 influence&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| Set a major policy for the targeted nation, such as initiating a war. You will select the policy when the mission resolves. Requires executive control.&lt;br /&gt;
|&lt;br /&gt;
* All&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO advisenation on.png|70px]] Advise&lt;br /&gt;
| 10 Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Provide expertise to a nation or hab. The councilor&#039;s Science, Command and Administration attributes will improve the target&#039;s research output, combat capabilities, and financial performance. Additional advising councilors provide diminishing benefits.&lt;br /&gt;
|&lt;br /&gt;
* Operative&lt;br /&gt;
* Scientist&lt;br /&gt;
* Tech Mogul&lt;br /&gt;
* Evangelist&lt;br /&gt;
* Diplomat&lt;br /&gt;
* Professor&lt;br /&gt;
* Inspector&lt;br /&gt;
* Judge&lt;br /&gt;
* Officer&lt;br /&gt;
* Astronaut&lt;br /&gt;
* Politician&lt;br /&gt;
* Executive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO defendinterest on.png|70px]] Defend Interests&lt;br /&gt;
| 20 Influence&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Fortify our control points in this nation against enemy Crackdowns, Purges and Coups. Duration decreases with the number of control points we are protecting.&lt;br /&gt;
|&lt;br /&gt;
* Diplomat&lt;br /&gt;
* Inspector&lt;br /&gt;
* Judge&lt;br /&gt;
* Officer&lt;br /&gt;
* Politician&lt;br /&gt;
* Executive&lt;br /&gt;
* Fixer&lt;br /&gt;
* Kingpin&lt;br /&gt;
* Tycoon&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO investigatealienactivity on.png|70px]] Investigate Alien Activity&lt;br /&gt;
| 5 Ops&lt;br /&gt;
| 2&lt;br /&gt;
| -2&lt;br /&gt;
| Target a site of suspected alien activity to learn more about the aliens&#039; methods and motives.&lt;br /&gt;
|&lt;br /&gt;
* Diplomat&lt;br /&gt;
* Inspector&lt;br /&gt;
* Judge&lt;br /&gt;
* Officer&lt;br /&gt;
* Fixer&lt;br /&gt;
* Operative&lt;br /&gt;
* Scientist&lt;br /&gt;
* Professor&lt;br /&gt;
* Astronaut&lt;br /&gt;
* Journalist&lt;br /&gt;
* Spy&lt;br /&gt;
* Rebel&lt;br /&gt;
* Commando&lt;br /&gt;
* Investigator&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO protect on.png|70px]] Protect Target&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Apply my Security or Command attribute to protect a targeted councilor, region, or hab against physical attacks or other operations. Will also prevent councilor from dying in failed assault missions.&lt;br /&gt;
|&lt;br /&gt;
* Inspector&lt;br /&gt;
* Officer&lt;br /&gt;
* Fixer&lt;br /&gt;
* Operative&lt;br /&gt;
* Rebel&lt;br /&gt;
* Commando&lt;br /&gt;
* Kingpin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO detectcouncilactivity on.png|70px]] Surveil Location&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
| -4&lt;br /&gt;
| Significantly increase the likelihood enemy councilors and aliens will be detected in the councilor&#039;s region and adjacent regions, or in a hab or fleet. May also detect hidden alien assets in nearby Earth regions.&lt;br /&gt;
|&lt;br /&gt;
* Inspector&lt;br /&gt;
* Officer&lt;br /&gt;
* Fixer&lt;br /&gt;
* Operative&lt;br /&gt;
* Rebel&lt;br /&gt;
* Kingpin&lt;br /&gt;
* Diplomat&lt;br /&gt;
* Professor&lt;br /&gt;
* Journalist&lt;br /&gt;
* Spy&lt;br /&gt;
* Investigator&lt;br /&gt;
* Tech Mogul&lt;br /&gt;
* Hacker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ending Missions ===&lt;br /&gt;
Ending missions will result in the victory of the councilor&#039;s faction. They will only appear once a faction unlocks its final unique org.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission !! Required Org !! width=65% | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission appease on.png|70px]] Claim Hegemony&lt;br /&gt;
| [[File:Org appease win.png|40px]] The Protectorate Authority&lt;br /&gt;
| &#039;&#039;Activate our network of Sentinel stations to establish our dominance of world affairs, placating the aliens. All human nations will surrender to us. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission resist on.png|70px]] Close the Gate&lt;br /&gt;
| [[File:Org resist win.png|40px]] Janus Section&lt;br /&gt;
| &#039;&#039;Activate the device to shut down the alien wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission cooperate on.png|70px]] Forge an Alliance&lt;br /&gt;
| [[File:Org cooperate win.png|40px]] Mission to the Hydra&lt;br /&gt;
| &#039;&#039;Send our pherocyte-resistant diplomats through the wormhole to establish relations and end this conflict. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission submit on.png|70px]] Herald Our Masters&lt;br /&gt;
| [[File:Org submit win.png|40px]] The Sword of the Devoted&lt;br /&gt;
| &#039;&#039;Assert the aliens&#039; dominance on Earth. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission escape on.png|70px]] Launch the Bifrost&lt;br /&gt;
| [[File:Org escape win.png|40px]] Bifrost Command Staff&lt;br /&gt;
| &#039;&#039;Issue the launch order to begin our interstellar journey.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission exploit on.png|70px]] Tame the Enemy&lt;br /&gt;
| [[File:Org exploit win.png|40px]] The Pherocyte Masters&lt;br /&gt;
| &#039;&#039;Send the neopherocyte package through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO mission destroy on.png|70px]] Trigger the Weapon&lt;br /&gt;
| [[File:Org destroy win.png|40px]] The Omega Solution&lt;br /&gt;
| &#039;&#039;Send our biological weapon through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198010628632</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=2968</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=2968"/>
		<updated>2024-02-20T15:01:45Z</updated>

		<summary type="html">&lt;p&gt;76561198010628632: noted that aliens can&amp;#039;t have rivals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; is an act of contacting other factions&#039; councilors, usually to trade, or to bribe them to improve relationship. &lt;br /&gt;
&lt;br /&gt;
== Faction Hate ==&lt;br /&gt;
&lt;br /&gt;
[[Factions|Faction]] relationships are governed by &#039;&#039;&#039;FactionHate&#039;&#039;&#039; score. This is a float value that determines how poorly a faction feels about another; the higher the score for another faction, the more it&#039;s hated. Each faction has a separate hatred score for every other faction, including the [[aliens]]. &lt;br /&gt;
&lt;br /&gt;
There are 3 different tiers of hatred levels for human factions:&lt;br /&gt;
&lt;br /&gt;
* Tolerance: &amp;lt; 20&lt;br /&gt;
* Conflicted: 20 to 50&lt;br /&gt;
* War: &amp;gt;= 50&lt;br /&gt;
&lt;br /&gt;
Visiting trade screen allows determining hate score more precisely. From there, faction attitudes can range between following values:&lt;br /&gt;
&lt;br /&gt;
* Pleased&lt;br /&gt;
* Tolerant&lt;br /&gt;
* Wary&lt;br /&gt;
* Conflicted&lt;br /&gt;
* Displeased&lt;br /&gt;
* Annoyed&lt;br /&gt;
* Angry&lt;br /&gt;
* Infuriated&lt;br /&gt;
* Outraged&lt;br /&gt;
* Hate&lt;br /&gt;
&lt;br /&gt;
At each level, factions will prioritize aggressive actions and target hated factions more. In addition, they&#039;ll also be harder to trade and cooperate with. After the aliens reach the war phase, they&#039;ll start attacking faction&#039;s ships and habs until the threat drops below 50.&lt;br /&gt;
&lt;br /&gt;
Factions also have a minimum hatred score for each faction. Ideological differences affect this as well as used mission control (MC) cap. If the minimum level climbs above the current hate level, the hate level is moved up to the minimum.&lt;br /&gt;
&lt;br /&gt;
Aggressive actions and combat increases hatred against the attacking faction. There is a table of hatred increasing councilor and military actions below. &lt;br /&gt;
&lt;br /&gt;
Every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2. This means that the hatred score changes you get in-game can be between 80% to 120% of the values listed in this post.&lt;br /&gt;
&lt;br /&gt;
Hatred also changes over time. Each faction has a rival (referred to in the code as &amp;lt;code&amp;gt;mostPowerfulHumanEnemy&amp;lt;/code&amp;gt;) which is the faction that most threatens them. Threat is generated by CPs, tech score, MC usage, etc. Every month, each faction gains hatred for its rival faction and loses hatred for everyone else. The exact formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Threat = [[Nations#Control_Points|CP Points]] + [[Terrestrial Warfare |Sum of all armies&#039; tech level]] * 0.5 + number of active [[Habs|hab modules]] * 0.3 + sum of all [[ship&#039;s structural integrity scores * 0.3 + number of objectives completed * 10&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hatred does not factor into the threat score, so you can be a tolerant faction&#039;s rival. If you&#039;re doing better than the AI, they&#039;ll likely hate you regardless of what you do.&lt;br /&gt;
&lt;br /&gt;
Factions gain hatred for their rival proportionate to how much better the rival is doing:&lt;br /&gt;
&lt;br /&gt;
* 0 if the faction is ahead of its rival&lt;br /&gt;
* +1 if they&#039;re equivalent&lt;br /&gt;
* +2 if they&#039;re losing&lt;br /&gt;
* +3 if they&#039;re losing by a big margin&lt;br /&gt;
&lt;br /&gt;
If the rival also has an opposing ideology, this gain is increased by +2. Also, unlocking a faction&#039;s victory condition increases it by a further +1. For example, the Servant&#039;s hatred for the Resistance will increase by +6 every 2 months if the Resistance is their rival, is doing much better, and has victory conditions unlocked.&lt;br /&gt;
&lt;br /&gt;
Hatred decays for all other factions:&lt;br /&gt;
&lt;br /&gt;
* -1 normally&lt;br /&gt;
* -2 if the factions share a rival&lt;br /&gt;
* -3 if they share a rival with an opposing ideology&lt;br /&gt;
&lt;br /&gt;
Every other month (technically, every even numbered month), hatred also decays according to the above rules for the rival in addition to the usual hatred gain being applied. Following the example above, in August the Servants will both gain +6 hatred and lose -1 hatred for the Resistance. This means that if a faction is very far ahead of its rival and is not ideologically opposed to them (gain is 0), then they will slowly lose hatred for their rival.&lt;br /&gt;
&lt;br /&gt;
Minimum hatred score is typically 0, but is set to 20 (Conflicted) for ideologically opposite factions. This means that you can never become Tolerant of [[Humanity First]] as [[the Protectorate]]. Conflicted extremist factions can&#039;t trade with their ideological opponents (HF and pro-aliens, Servants and anti-aliens).&lt;br /&gt;
&lt;br /&gt;
Faction hatred can grow pretty much infinitely, so if you piss off a faction (or the Aliens) enough, it can become virtually impossible to get them back to Tolerance.&lt;br /&gt;
&lt;br /&gt;
== Actions that affect hatred ==&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission&lt;br /&gt;
! Critical Failure&lt;br /&gt;
! Failure&lt;br /&gt;
! Success&lt;br /&gt;
! Critical success&lt;br /&gt;
|-&lt;br /&gt;
| Assassinate, or detain alien&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Control Space Asset&lt;br /&gt;
| 2&lt;br /&gt;
| 2 &lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Seize Space Asset&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Coup&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Crackdown&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Detain&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Extract Councilor	&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hostile Takeover&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Purge&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Facilities	&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Hab Module&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Project&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Steal Project	&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Turn Councilor	&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Cause Unrest&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dominate Nation&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Asset, except xenoforming&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a faction detects (and has basic intel on) a councilor of another faction performing an action that affects them and causes hatred on success, they&#039;ll gain hatred equal to its success hatred / 2 regardless of whether the action succeeded or not.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred generated&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a ship&lt;br /&gt;
| 0.4 * hull structural integrity&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a hab module&lt;br /&gt;
| hab tier level&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a hab&lt;br /&gt;
| 3 * hab tier level&lt;br /&gt;
|-&lt;br /&gt;
| Assaulting a hab&lt;br /&gt;
| 8 (bugged)&lt;br /&gt;
|-&lt;br /&gt;
| Bombarding and destroying an army outside of war&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Initiating bombardment on any target&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| Entering combat against a hab&lt;br /&gt;
| 2 * hab tier&lt;br /&gt;
|-&lt;br /&gt;
| Declaring war on another nation&lt;br /&gt;
| Number of CPs owned in nation* 3 (for faction with executive control only)&lt;br /&gt;
|-&lt;br /&gt;
| Stealing fuel&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Nation specific ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred&lt;br /&gt;
|-&lt;br /&gt;
| Formation of alien nation&lt;br /&gt;
| &lt;br /&gt;
*  All non pro-alien factions gain 30 hatred towards the aliens and 100 hatred towards the Servants&lt;br /&gt;
* Anti-alien and very anti-alien factions gain an additional 30 hatred towards the aliens&lt;br /&gt;
|-&lt;br /&gt;
| Destroying landed UFO&lt;br /&gt;
| + 40 for aliens and [[servants]]&lt;br /&gt;
|-&lt;br /&gt;
| Destroying alien facility&lt;br /&gt;
| + 10 for aliens and [[servants]]&lt;br /&gt;
|-&lt;br /&gt;
| Destroying alien nation&lt;br /&gt;
| &amp;lt;code&amp;gt;+80 / number of factions with armies helping to conquer the nation&amp;lt;/code&amp;gt; for aliens and servants&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Retaliation bleed-off ===&lt;br /&gt;
&lt;br /&gt;
Aliens lose hatred by destroying your space and ground assets&lt;br /&gt;
&lt;br /&gt;
* If the target is not &amp;quot;high value&amp;quot; (not a hab, army, or fleet), -1 hatred in all cases&lt;br /&gt;
* If the target is a ship the aliens chose to engage -1 hatred per MC cost of the ship (roughly)&lt;br /&gt;
* If the target is a station apply the following based on what was destroyed:&lt;br /&gt;
** -1 hate per hab teir&lt;br /&gt;
Or&lt;br /&gt;
** -0.25 hate per t1 module&lt;br /&gt;
** -0.5 hate per t2 module&lt;br /&gt;
** -0.75 hate per t3 module&lt;br /&gt;
It will apply the reduction that is larger of the two, note that WIP modules don&#039;t contribute to this - but WIP habs do&lt;br /&gt;
&lt;br /&gt;
If the Alien nation has formed then there are certain conditions which, if the aliens destroy a hab and cause to be met, apply a flat hatred reduction that overrides the above (likely much smaller) reduction from a hab kill:&lt;br /&gt;
* If faction has no habs left after combat (they destroyed your last one), -50 hatred&lt;br /&gt;
* If faction has no habs left outside the orbit of Mars, -25 hatred&lt;br /&gt;
&lt;br /&gt;
== Contact with human factions ==&lt;br /&gt;
To conduct diplomacy, a [[Councilors|councilor]] needs to do &#039;&#039;Contact&#039;&#039; [[Missions|mission]] on an adviser of target faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Trade.png|thumb|Trade interface]]&lt;br /&gt;
It&#039;s possible to trade following things:&lt;br /&gt;
&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Orgs]] (including assigned orgs)&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
* Engineering projects&lt;br /&gt;
* Non-aggression pact&lt;br /&gt;
&lt;br /&gt;
Trade is the only action that decreases hatred directly. Equal trades decrease hatred by -9 and favorable trades decrease hatred by -18. Having a hatred score above a 6 with a faction hampers your ability to trade with them, so it&#039;s important to trade early and often with factions you want to ally.&lt;br /&gt;
&lt;br /&gt;
Faction hatred significantly affects trade favorability:&lt;br /&gt;
* Each faction computes a score for a trade by weighing it against what they have, what they&#039;re prioritizing, etc.&lt;br /&gt;
* If hatred is greater than 6, that score is divided by hatred / 5, significantly reducing the trade&#039;s favorability score&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
In the code, the aliens are treated as yet another faction (except that they do not have rivals), so they have a relationship/hatred score with each faction as well. For the alien faction, there&#039;s only 2 tiers: not at war (&amp;lt; 50) and war (&amp;gt;= 50). The alien threat indicator on the intel screen shows the [[Aliens#Alien_Threat_Level|estimated alien hatred level]], with each light corresponding to an increase of 10 hatred. However, it&#039;s important to remember this is an estimate of the alien&#039;s hatred level, whereas the human factions level on the intel screen is accurate. &lt;br /&gt;
&lt;br /&gt;
All of the hatred score rules for the human factions also applies to the aliens. Actions that increase hatred for human factions also increases it for the aliens.&lt;br /&gt;
&lt;br /&gt;
Hatred also changes over time with the aliens. The every other month decay for rivals matters more than for human factions. The aliens will likely evaluate themselves as being ahead of your faction until mid/late game, so their threat level/hatred for your faction will decay even if you&#039;re the most powerful human faction to start. However, once you&#039;re a significant threat/very advanced, they&#039;ll start gaining threat like the other factions.&lt;br /&gt;
&lt;br /&gt;
Unlike human factions, the minimum hatred level is now influenced by MC usage. For anti-alien factions, the minimum hatred level is either &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;the difficulty modifier * MC&amp;lt;/code&amp;gt;, whichever is higher. For the other factions (excepting the Servants, which are permanently allied to the aliens and cannot gain hatred), the minimum level is just &amp;lt;code&amp;gt;the difficulty modifier * MC&amp;lt;/code&amp;gt;. Difficulty level modifiers are as follows:&lt;br /&gt;
&lt;br /&gt;
* Cinematic: 0.05&lt;br /&gt;
* Normal: 0.3&lt;br /&gt;
* Veteran: 0.6&lt;br /&gt;
* Brutal: 1&lt;br /&gt;
&lt;br /&gt;
Some factions have research projects which decrease hate generated by used MC. Only used MC, and not MC cap affects hate levels. This means that increasing your MC usage enough will increase the minimum hatred level past the point of being at war with the aliens. For example, if you use 167 MC on normal, it is impossible to be at peace with the aliens (167 MC * 0.3 = 50.1). However, if their attacks destroy enough of your ships and habs to reduce your MC usage below that critical value, then it is possible to return to peace. &lt;br /&gt;
&lt;br /&gt;
Servant hatred and alien hatred scores are related. Gaining hatred with one will increase hatred for the other according to the following relationships:&lt;br /&gt;
&lt;br /&gt;
* If the Servants gain hatred on a faction and can contact the aliens, the aliens gain the same amount of hatred / 4&lt;br /&gt;
* Otherwise, the aliens gain the same amount of hatred / 8&lt;br /&gt;
* If the Aliens gain hatred on a faction and can contact the Servants, the Servants gain the same amount of hatred / 2&lt;br /&gt;
* Otherwise, the Servants gain the same amount of hatred / 4&lt;br /&gt;
&lt;br /&gt;
Same situation applies to the Protectorate, but only if they can contact the Aliens and to a much smaller extent&lt;br /&gt;
&lt;br /&gt;
* Amount / 10 given to the Aliens for actions against the Protectorate&lt;br /&gt;
* Amount / 3 given to the Protectorate for actions against the Aliens&lt;br /&gt;
&lt;br /&gt;
While it is possible to decrease hatred with the Servants/Protectorate through trade, that decrease does not transfer to the aliens.&lt;br /&gt;
&lt;br /&gt;
The alien threat indicator is only an estimate of the actual alien hatred level. It is stored in &amp;lt;code&amp;gt;assessedAlienHateOfMe&amp;lt;/code&amp;gt; key for each faction. At the start of the game, the estimated level will be at 0 for all factions. In contrast, the actual level will start at 20 for anti-alien factions (the Resistance and Humanity First). Every time hatred increases for the aliens, the hatred value is added to the estimated threat level before the 80-120% variance is applied. As a result, the estimated level change can be higher or lower than the actual change depending on RNG. The estimate is only corrected to the actual value after detaining an alien councilor or contacting the aliens as the Servants/Protectorate. All of these changes means that the alien threat indicator can be wildly off the real alien threat and it shouldn&#039;t be trusted before detaining your first alien.&lt;br /&gt;
[[File:Total war TI.JPG|thumb|Alien threat indicator during total war]]&lt;br /&gt;
Aliens lose hatred by destroying space assets and armies. However, after the aliens declare total war after a certain period of time has passed, this no longer applies (without all of your MC being wiped out). The number of years before total war is declared depends on difficulty:&lt;br /&gt;
&lt;br /&gt;
* Cinematic: 25 years&lt;br /&gt;
* Normal: 20 years&lt;br /&gt;
* Veteran: 10 years&lt;br /&gt;
* Brutal: 0 years&lt;br /&gt;
&lt;br /&gt;
Aliens also need 300 hate to declare total war.&lt;br /&gt;
&lt;br /&gt;
Note: even on brutal difficulty, the alien&#039;s hatred score still needs to reach 50 before they start going after you. Also, if you&#039;re playing as the Servants, this relationship is inverted; higher difficulty means more time until the aliens get serious.&lt;br /&gt;
&lt;br /&gt;
=== Contact aliens ===&lt;br /&gt;
&lt;br /&gt;
Factions that can speak Hydra language may contact alien operatives. This makes alien threat level. Other than that, there doesn&#039;t seem to be a reason to do this. However, there are lines of alien diplomatic contact dialogue in game files:&lt;br /&gt;
&lt;br /&gt;
* [[File:FAC_SubmitCouncil_128.png|30px|link=]]Servants: Greetings, faithful servant (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Kneel, domestic animal&amp;lt;/font&amp;gt;). You are loved (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;you are nothing&amp;lt;/font&amp;gt;).  &lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/War: Yield (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;die&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/in conflict: Submission=survival (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Resistance=obliteration&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/Tolerance: You are tolerated (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;You present no threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/War: Undesired obstacle (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Expunge the threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/In conflict: Cease. Cease. Cease. (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Threat. Threat. Threat.&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/Tolerance: Communication=acceptable (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Human=persuadable?&amp;lt;/font&amp;gt;).&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198010628632</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=2967</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=2967"/>
		<updated>2024-02-20T15:00:59Z</updated>

		<summary type="html">&lt;p&gt;76561198010628632: Updated the Retaliation bleed-off section to be accurate for the current patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; is an act of contacting other factions&#039; councilors, usually to trade, or to bribe them to improve relationship. &lt;br /&gt;
&lt;br /&gt;
== Faction Hate ==&lt;br /&gt;
&lt;br /&gt;
[[Factions|Faction]] relationships are governed by &#039;&#039;&#039;FactionHate&#039;&#039;&#039; score. This is a float value that determines how poorly a faction feels about another; the higher the score for another faction, the more it&#039;s hated. Each faction has a separate hatred score for every other faction, including the [[aliens]]. &lt;br /&gt;
&lt;br /&gt;
There are 3 different tiers of hatred levels for human factions:&lt;br /&gt;
&lt;br /&gt;
* Tolerance: &amp;lt; 20&lt;br /&gt;
* Conflicted: 20 to 50&lt;br /&gt;
* War: &amp;gt;= 50&lt;br /&gt;
&lt;br /&gt;
Visiting trade screen allows determining hate score more precisely. From there, faction attitudes can range between following values:&lt;br /&gt;
&lt;br /&gt;
* Pleased&lt;br /&gt;
* Tolerant&lt;br /&gt;
* Wary&lt;br /&gt;
* Conflicted&lt;br /&gt;
* Displeased&lt;br /&gt;
* Annoyed&lt;br /&gt;
* Angry&lt;br /&gt;
* Infuriated&lt;br /&gt;
* Outraged&lt;br /&gt;
* Hate&lt;br /&gt;
&lt;br /&gt;
At each level, factions will prioritize aggressive actions and target hated factions more. In addition, they&#039;ll also be harder to trade and cooperate with. After the aliens reach the war phase, they&#039;ll start attacking faction&#039;s ships and habs until the threat drops below 50.&lt;br /&gt;
&lt;br /&gt;
Factions also have a minimum hatred score for each faction. Ideological differences affect this as well as used mission control (MC) cap. If the minimum level climbs above the current hate level, the hate level is moved up to the minimum.&lt;br /&gt;
&lt;br /&gt;
Aggressive actions and combat increases hatred against the attacking faction. There is a table of hatred increasing councilor and military actions below. &lt;br /&gt;
&lt;br /&gt;
Every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2. This means that the hatred score changes you get in-game can be between 80% to 120% of the values listed in this post.&lt;br /&gt;
&lt;br /&gt;
Hatred also changes over time. Each faction has a rival (referred to in the code as &amp;lt;code&amp;gt;mostPowerfulHumanEnemy&amp;lt;/code&amp;gt;) which is the faction that most threatens them. Threat is generated by CPs, tech score, MC usage, etc. Every month, each faction gains hatred for its rival faction and loses hatred for everyone else. The exact formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Threat = [[Nations#Control_Points|CP Points]] + [[Terrestrial Warfare |Sum of all armies&#039; tech level]] * 0.5 + number of active [[Habs|hab modules]] * 0.3 + sum of all [[ship&#039;s structural integrity scores * 0.3 + number of objectives completed * 10&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hatred does not factor into the threat score, so you can be a tolerant faction&#039;s rival. If you&#039;re doing better than the AI, they&#039;ll likely hate you regardless of what you do.&lt;br /&gt;
&lt;br /&gt;
Factions gain hatred for their rival proportionate to how much better the rival is doing:&lt;br /&gt;
&lt;br /&gt;
* 0 if the faction is ahead of its rival&lt;br /&gt;
* +1 if they&#039;re equivalent&lt;br /&gt;
* +2 if they&#039;re losing&lt;br /&gt;
* +3 if they&#039;re losing by a big margin&lt;br /&gt;
&lt;br /&gt;
If the rival also has an opposing ideology, this gain is increased by +2. Also, unlocking a faction&#039;s victory condition increases it by a further +1. For example, the Servant&#039;s hatred for the Resistance will increase by +6 every 2 months if the Resistance is their rival, is doing much better, and has victory conditions unlocked.&lt;br /&gt;
&lt;br /&gt;
Hatred decays for all other factions:&lt;br /&gt;
&lt;br /&gt;
* -1 normally&lt;br /&gt;
* -2 if the factions share a rival&lt;br /&gt;
* -3 if they share a rival with an opposing ideology&lt;br /&gt;
&lt;br /&gt;
Every other month (technically, every even numbered month), hatred also decays according to the above rules for the rival in addition to the usual hatred gain being applied. Following the example above, in August the Servants will both gain +6 hatred and lose -1 hatred for the Resistance. This means that if a faction is very far ahead of its rival and is not ideologically opposed to them (gain is 0), then they will slowly lose hatred for their rival.&lt;br /&gt;
&lt;br /&gt;
Minimum hatred score is typically 0, but is set to 20 (Conflicted) for ideologically opposite factions. This means that you can never become Tolerant of [[Humanity First]] as [[the Protectorate]]. Conflicted extremist factions can&#039;t trade with their ideological opponents (HF and pro-aliens, Servants and anti-aliens).&lt;br /&gt;
&lt;br /&gt;
Faction hatred can grow pretty much infinitely, so if you piss off a faction (or the Aliens) enough, it can become virtually impossible to get them back to Tolerance.&lt;br /&gt;
&lt;br /&gt;
== Actions that affect hatred ==&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission&lt;br /&gt;
! Critical Failure&lt;br /&gt;
! Failure&lt;br /&gt;
! Success&lt;br /&gt;
! Critical success&lt;br /&gt;
|-&lt;br /&gt;
| Assassinate, or detain alien&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Control Space Asset&lt;br /&gt;
| 2&lt;br /&gt;
| 2 &lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Seize Space Asset&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Coup&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Crackdown&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Detain&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Extract Councilor	&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hostile Takeover&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Purge&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Facilities	&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Hab Module&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Project&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Steal Project	&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Turn Councilor	&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Cause Unrest&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dominate Nation&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Asset, except xenoforming&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a faction detects (and has basic intel on) a councilor of another faction performing an action that affects them and causes hatred on success, they&#039;ll gain hatred equal to its success hatred / 2 regardless of whether the action succeeded or not.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred generated&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a ship&lt;br /&gt;
| 0.4 * hull structural integrity&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a hab module&lt;br /&gt;
| hab tier level&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a hab&lt;br /&gt;
| 3 * hab tier level&lt;br /&gt;
|-&lt;br /&gt;
| Assaulting a hab&lt;br /&gt;
| 8 (bugged)&lt;br /&gt;
|-&lt;br /&gt;
| Bombarding and destroying an army outside of war&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Initiating bombardment on any target&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| Entering combat against a hab&lt;br /&gt;
| 2 * hab tier&lt;br /&gt;
|-&lt;br /&gt;
| Declaring war on another nation&lt;br /&gt;
| Number of CPs owned in nation* 3 (for faction with executive control only)&lt;br /&gt;
|-&lt;br /&gt;
| Stealing fuel&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Nation specific ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred&lt;br /&gt;
|-&lt;br /&gt;
| Formation of alien nation&lt;br /&gt;
| &lt;br /&gt;
*  All non pro-alien factions gain 30 hatred towards the aliens and 100 hatred towards the Servants&lt;br /&gt;
* Anti-alien and very anti-alien factions gain an additional 30 hatred towards the aliens&lt;br /&gt;
|-&lt;br /&gt;
| Destroying landed UFO&lt;br /&gt;
| + 40 for aliens and [[servants]]&lt;br /&gt;
|-&lt;br /&gt;
| Destroying alien facility&lt;br /&gt;
| + 10 for aliens and [[servants]]&lt;br /&gt;
|-&lt;br /&gt;
| Destroying alien nation&lt;br /&gt;
| &amp;lt;code&amp;gt;+80 / number of factions with armies helping to conquer the nation&amp;lt;/code&amp;gt; for aliens and servants&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Retaliation bleed-off ===&lt;br /&gt;
&lt;br /&gt;
Aliens lose hatred by destroying your space and ground assets&lt;br /&gt;
&lt;br /&gt;
* If the target is not &amp;quot;high value&amp;quot; (not a hab, army, or fleet), -1 hatred in all cases&lt;br /&gt;
* If the target is a ship the aliens chose to engage -1 hatred per MC cost of the ship (roughly)&lt;br /&gt;
* If the target is a station apply the following based on what was destroyed:&lt;br /&gt;
** -1 hate per hab teir&lt;br /&gt;
Or&lt;br /&gt;
** -0.25 hate per t1 module&lt;br /&gt;
** -0.5 hate per t2 module&lt;br /&gt;
** -0.75 hate per t3 module&lt;br /&gt;
It will apply the reduction that is larger of the two, note that WIP modules don&#039;t contribute to this - but WIP habs do&lt;br /&gt;
&lt;br /&gt;
If the Alien nation has formed then there are certain conditions which, if the aliens destroy a hab and cause to be met, apply a flat hatred reduction that overrides the above (likely much smaller) reduction from a hab kill:&lt;br /&gt;
* If faction has no habs left after combat (they destroyed your last one), -50 hatred&lt;br /&gt;
* If faction has no habs left outside the orbit of Mars, -25 hatred&lt;br /&gt;
&lt;br /&gt;
== Contact with human factions ==&lt;br /&gt;
To conduct diplomacy, a [[Councilors|councilor]] needs to do &#039;&#039;Contact&#039;&#039; [[Missions|mission]] on an adviser of target faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Trade.png|thumb|Trade interface]]&lt;br /&gt;
It&#039;s possible to trade following things:&lt;br /&gt;
&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Orgs]] (including assigned orgs)&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
* Engineering projects&lt;br /&gt;
* Non-aggression pact&lt;br /&gt;
&lt;br /&gt;
Trade is the only action that decreases hatred directly. Equal trades decrease hatred by -9 and favorable trades decrease hatred by -18. Having a hatred score above a 6 with a faction hampers your ability to trade with them, so it&#039;s important to trade early and often with factions you want to ally.&lt;br /&gt;
&lt;br /&gt;
Faction hatred significantly affects trade favorability:&lt;br /&gt;
* Each faction computes a score for a trade by weighing it against what they have, what they&#039;re prioritizing, etc.&lt;br /&gt;
* If hatred is greater than 6, that score is divided by hatred / 5, significantly reducing the trade&#039;s favorability score&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
In the code, the aliens are treated as yet another faction, so they have a relationship/hatred score with each faction as well. For the alien faction, there&#039;s only 2 tiers: not at war (&amp;lt; 50) and war (&amp;gt;= 50). The alien threat indicator on the intel screen shows the [[Aliens#Alien_Threat_Level|estimated alien hatred level]], with each light corresponding to an increase of 10 hatred. However, it&#039;s important to remember this is an estimate of the alien&#039;s hatred level, whereas the human factions level on the intel screen is accurate. &lt;br /&gt;
&lt;br /&gt;
All of the hatred score rules for the human factions also applies to the aliens. Actions that increase hatred for human factions also increases it for the aliens.&lt;br /&gt;
&lt;br /&gt;
Hatred also changes over time with the aliens. The every other month decay for rivals matters more than for human factions. The aliens will likely evaluate themselves as being ahead of your faction until mid/late game, so their threat level/hatred for your faction will decay even if you&#039;re the most powerful human faction to start. However, once you&#039;re a significant threat/very advanced, they&#039;ll start gaining threat like the other factions.&lt;br /&gt;
&lt;br /&gt;
Unlike human factions, the minimum hatred level is now influenced by MC usage. For anti-alien factions, the minimum hatred level is either &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;the difficulty modifier * MC&amp;lt;/code&amp;gt;, whichever is higher. For the other factions (excepting the Servants, which are permanently allied to the aliens and cannot gain hatred), the minimum level is just &amp;lt;code&amp;gt;the difficulty modifier * MC&amp;lt;/code&amp;gt;. Difficulty level modifiers are as follows:&lt;br /&gt;
&lt;br /&gt;
* Cinematic: 0.05&lt;br /&gt;
* Normal: 0.3&lt;br /&gt;
* Veteran: 0.6&lt;br /&gt;
* Brutal: 1&lt;br /&gt;
&lt;br /&gt;
Some factions have research projects which decrease hate generated by used MC. Only used MC, and not MC cap affects hate levels. This means that increasing your MC usage enough will increase the minimum hatred level past the point of being at war with the aliens. For example, if you use 167 MC on normal, it is impossible to be at peace with the aliens (167 MC * 0.3 = 50.1). However, if their attacks destroy enough of your ships and habs to reduce your MC usage below that critical value, then it is possible to return to peace. &lt;br /&gt;
&lt;br /&gt;
Servant hatred and alien hatred scores are related. Gaining hatred with one will increase hatred for the other according to the following relationships:&lt;br /&gt;
&lt;br /&gt;
* If the Servants gain hatred on a faction and can contact the aliens, the aliens gain the same amount of hatred / 4&lt;br /&gt;
* Otherwise, the aliens gain the same amount of hatred / 8&lt;br /&gt;
* If the Aliens gain hatred on a faction and can contact the Servants, the Servants gain the same amount of hatred / 2&lt;br /&gt;
* Otherwise, the Servants gain the same amount of hatred / 4&lt;br /&gt;
&lt;br /&gt;
Same situation applies to the Protectorate, but only if they can contact the Aliens and to a much smaller extent&lt;br /&gt;
&lt;br /&gt;
* Amount / 10 given to the Aliens for actions against the Protectorate&lt;br /&gt;
* Amount / 3 given to the Protectorate for actions against the Aliens&lt;br /&gt;
&lt;br /&gt;
While it is possible to decrease hatred with the Servants/Protectorate through trade, that decrease does not transfer to the aliens.&lt;br /&gt;
&lt;br /&gt;
The alien threat indicator is only an estimate of the actual alien hatred level. It is stored in &amp;lt;code&amp;gt;assessedAlienHateOfMe&amp;lt;/code&amp;gt; key for each faction. At the start of the game, the estimated level will be at 0 for all factions. In contrast, the actual level will start at 20 for anti-alien factions (the Resistance and Humanity First). Every time hatred increases for the aliens, the hatred value is added to the estimated threat level before the 80-120% variance is applied. As a result, the estimated level change can be higher or lower than the actual change depending on RNG. The estimate is only corrected to the actual value after detaining an alien councilor or contacting the aliens as the Servants/Protectorate. All of these changes means that the alien threat indicator can be wildly off the real alien threat and it shouldn&#039;t be trusted before detaining your first alien.&lt;br /&gt;
[[File:Total war TI.JPG|thumb|Alien threat indicator during total war]]&lt;br /&gt;
Aliens lose hatred by destroying space assets and armies. However, after the aliens declare total war after a certain period of time has passed, this no longer applies (without all of your MC being wiped out). The number of years before total war is declared depends on difficulty:&lt;br /&gt;
&lt;br /&gt;
* Cinematic: 25 years&lt;br /&gt;
* Normal: 20 years&lt;br /&gt;
* Veteran: 10 years&lt;br /&gt;
* Brutal: 0 years&lt;br /&gt;
&lt;br /&gt;
Aliens also need 300 hate to declare total war.&lt;br /&gt;
&lt;br /&gt;
Note: even on brutal difficulty, the alien&#039;s hatred score still needs to reach 50 before they start going after you. Also, if you&#039;re playing as the Servants, this relationship is inverted; higher difficulty means more time until the aliens get serious.&lt;br /&gt;
&lt;br /&gt;
=== Contact aliens ===&lt;br /&gt;
&lt;br /&gt;
Factions that can speak Hydra language may contact alien operatives. This makes alien threat level. Other than that, there doesn&#039;t seem to be a reason to do this. However, there are lines of alien diplomatic contact dialogue in game files:&lt;br /&gt;
&lt;br /&gt;
* [[File:FAC_SubmitCouncil_128.png|30px|link=]]Servants: Greetings, faithful servant (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Kneel, domestic animal&amp;lt;/font&amp;gt;). You are loved (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;you are nothing&amp;lt;/font&amp;gt;).  &lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/War: Yield (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;die&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/in conflict: Submission=survival (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Resistance=obliteration&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/Tolerance: You are tolerated (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;You present no threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/War: Undesired obstacle (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Expunge the threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/In conflict: Cease. Cease. Cease. (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Threat. Threat. Threat.&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/Tolerance: Communication=acceptable (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Human=persuadable?&amp;lt;/font&amp;gt;).&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198010628632</name></author>
	</entry>
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