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	<id>https://wiki.hoodedhorse.com/Terra_Invicta/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198017060882</id>
	<title>Terra Invicta Official Wiki - User contributions [en]</title>
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	<updated>2026-10-11T21:18:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=GDP&amp;diff=12616</id>
		<title>GDP</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=GDP&amp;diff=12616"/>
		<updated>2026-09-21T03:23:53Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: /* Other GDP/GDPPC Impacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[nation]]&#039;s GDP is a measure of its economic output. It is measured in US dollars. In the real-world [[scenarios]] of [[2003]], [[2022]], and [[2026]], the starting GDP figures for nations are taken from their real-world economic output, adjusted for purchasing power parity. &lt;br /&gt;
&lt;br /&gt;
The closely related statistic of GDP per capita (abbreviated [[GDPPC]]) is equal to the GDP divided by the {{TV|pop}}. &lt;br /&gt;
&lt;br /&gt;
== Changing GDP ==&lt;br /&gt;
In a nation with {{TV|pop|50 million}}, each completion of the {{TV|economy}} increases the GDPPC by:&lt;br /&gt;
* 3 (Base value), slightly increased by certain global [[technologies]].&lt;br /&gt;
* +1.5 per {{icon|oil}}Oil [[Region]]&lt;br /&gt;
* +1.5 per {{icon|resource region}}Mining Region.&lt;br /&gt;
* +1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region.&lt;br /&gt;
* +0.5 per {{TV|democracy}}.&lt;br /&gt;
* +1 per {{TV|education}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want higher {{TV|democracy}}, higher {{TV|education}}, as well as as many {{icon|core economic region|bgcolor=DarkSlateGray}}economic, {{icon|oil}}oil, and {{icon|resource region}}mining regions as possible.&lt;br /&gt;
&lt;br /&gt;
GDP is negaively affected by [[Climate Change]], with a rate of annual decrease that is based on global pollution levels, national {{TV|inequality}}, and [[region]] characteristics. &lt;br /&gt;
&lt;br /&gt;
GDP can also be affected by [[events]], and regional GDP can be affected by certain [[projects]] (in particular, the bridge/tunnel/etc. projects unlocked by [[Arrival International Development]]). &lt;br /&gt;
&lt;br /&gt;
== Monthly Investment Points ==&lt;br /&gt;
GDP directly determines the number of {{TV|IP}} a nation has to distribute to priorities. These represent the nation&#039;s economic surplus that can be distributed by factions with [[Control Points]] in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of [[Armies]] and [[Navies]] it fields and by high levels of {{TV|unrest}}. The {{TV|Broken Earth}} scenario uses different mechanics here, so the differences are summarized below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Monthly Investment Points&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Impact in {{TV|2022}}/{{TV|2026}}/{{TV|2070}}/{{TV|2003}} !! Impact in {{TV|Broken Earth}}&lt;br /&gt;
|-&lt;br /&gt;
| Base IP || (GDP in billions)&amp;lt;sup&amp;gt;0.35&amp;lt;/sup&amp;gt; || 0.62 * (GDP in billions)&amp;lt;sup&amp;gt;0.48&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Army]] Maintenance (Home Region) || {{TV|IP|0.5}} per army || {{TV|IP|0.2}} per army &lt;br /&gt;
|-&lt;br /&gt;
| Army Maintenance (Away from Home) || {{TV|IP|1.0}} per army (total) || {{TV|IP|1.2}} per army (total)&lt;br /&gt;
|-&lt;br /&gt;
| [[Navy]] Maintenance || {{TV|IP|0.5}} per navy || {{TV|IP|0.4}} per navy&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|Unrest}} || colspan=2 | {{TV|ip|-1%}} for every {{TV|unrest|0.1}} above 2, capping at {{TV|ip|-80%}} at {{TV|unrest|10}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilor]] using [[Advise]] || colspan=2 | +1% per point of {{TV|administration}} (but see below)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Multiple Advisors ===&lt;br /&gt;
If a single nation gets the benefit of multiple councilors using the [[Advise]] mission, the benefits will decrease for every councilor after the first. The n-th advisor adds +(Advisor {{TV|administration}} / n)% to IP. &lt;br /&gt;
&lt;br /&gt;
Assuming each advisor has 25 {{TV|administration}}, the combined impact is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!| &#039;&#039;&#039;# Advisors&#039;&#039;&#039; || 1 || 2 || 3 || 4 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total {{TV|IP}} Impact&#039;&#039;&#039; || +25.0% || +37.5% || +45.8% || +52.1% || +57.1% || +61.3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other GDP/GDPPC Impacts ==&lt;br /&gt;
The global GDP at the start of the [[scenario]], plus a scenario-specific scaling factor, determines the impact that GDPPC has on {{TV|unrest}}, and the impact that GDP has on [[mission]] difficulty and {{TV|CP}} costs. &lt;br /&gt;
&lt;br /&gt;
Specifically, the GDPPC required to reduce Unrest by 1 is:&lt;br /&gt;
: Global Starting GDP * Scenario Scaling Adjustment * 6.26 * 10&amp;lt;sup&amp;gt;-11&amp;lt;/sup&amp;gt;&lt;br /&gt;
The GDP scaling factor for missions and CP cost is: &lt;br /&gt;
: Global Starting GDP * Scenario Scaling Adjustment * 6.26 * 10&amp;lt;sup&amp;gt;-5&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!| Scenario || {{TV|2022}} || {{TV|2026}} || {{TV|2070}} || {{TV|2003}} || {{TV|Broken Earth}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Starting GDP&#039;&#039;&#039; || $141.693 trillion || $182.556 trillion || $444.142 trillion || $33.612 trillion || $5.350 trillion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scaling Adjustment&#039;&#039;&#039; || x1.00 || x0.87 || x0.7 || x1.59 || x9.67&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GDPPC for {{TV|Unrest|-1}}&#039;&#039;&#039; || $8,870 || $9,942 || $19,462 || $3,345 || $3,239&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scenario GDP Scaling Factor&#039;&#039;&#039; || $0.887 billion || $0.994 billion || $1.946 billion || $0.335 billion || $0.324 billion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This scaling factor is used in the following formulas: &lt;br /&gt;
* [[Mission]] Difficulty Modifier = (Nation GDP / Scenario GDP Scaling Factor)&amp;lt;sup&amp;gt;0.33333334&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Control Point]] Capacity Cost = 0.5 * (Nation GDP / Scenario GDP Scaling Factor)&amp;lt;sup&amp;gt;0.6&amp;lt;/sup&amp;gt;&lt;br /&gt;
** In [[Broken Earth]], the formula is instead 0.35 * (Nation GDP / Scenario GDP Scaling Factor)&amp;lt;sup&amp;gt;0.6&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Regional GDP ==&lt;br /&gt;
GDP is not truly tracked per [[region]] - a nation has a single GDPPC value, and when a nation acquires regions, the GDPPC values are averaged out (weighted by population). If a nation is conquered and then liberated, its GDP value may change wildly as a result. However, certain game mechanics do affect regional GDP, and for this purpose an effective regional GDP is used. &lt;br /&gt;
&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on region {{TV|pop}} and economic modifiers. It pretends {{icon|colony|bgcolor=DarkSlateGray}}colony regions have 50% the people who actually live there, and that {{icon|oil}}core oil, {{icon|resource region}}core mining, and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. &lt;br /&gt;
&lt;br /&gt;
This affects the amount of {{TV|mc}} capacity that can be built in each region, as well as determining the impact of events and projects that affect regional GDP.&lt;br /&gt;
&lt;br /&gt;
For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:&lt;br /&gt;
* A {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}}.&lt;br /&gt;
* A {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}}.&lt;br /&gt;
Then because of economic modifiers:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is treated as if it has {{TV|pop|50 million}}&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is treated as if it has {{TV|pop|10 million}}.&lt;br /&gt;
So the 60 billion GDP is divided up such that:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is given 50 billion GDP.&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is given 10 billion GDP.&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Scenarios&amp;diff=12615</id>
		<title>Scenarios</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Scenarios&amp;diff=12615"/>
		<updated>2026-09-21T03:21:29Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Updated to use new redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Terra Invicta has five scenarios - three in the base game, and two in the [[Dark Skies]] expansion. &lt;br /&gt;
&lt;br /&gt;
The base game&#039;s scenarios are:&lt;br /&gt;
* [[2022]] was the original main scenario, and is based on the real world as it existed in 2022. &lt;br /&gt;
* [[2026]] is the current main scenario, and is based on the real world as it exists in 2026. &lt;br /&gt;
* [[2070]] is the &amp;quot;quick start&amp;quot; scenario, based on a fictional scenario of how Earth may look in 2070. It gives each faction a small space presence at the beginning of the game. &lt;br /&gt;
&lt;br /&gt;
Dark Skies added the following additional scenarios:&lt;br /&gt;
* [[2003]] is based on the real world of 2003, which is designed to be more difficult for anti-alien factions. &lt;br /&gt;
* [[Broken Earth]] is based on a fictional post-apocalyptic world in 2112, which is designed to emphasize terrestrial warfare and to make each faction play more uniquely. &lt;br /&gt;
&lt;br /&gt;
These scenarios have different starting [[nations]] with different national statistics, different starting [[technologies]], and different [[GDP Scaling]] for {{TV|unrest}}, [[mission]] difficulty, and {{TV|CP}}. The [[Dark Skies]] scenarios also feature changes to the [[technology]] tree, and [[Broken Earth]] has a wide variety of differences to game mechanics. See the scenario pages for details. &lt;br /&gt;
&lt;br /&gt;
{{Scenarios Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Broken_Earth&amp;diff=12614</id>
		<title>Broken Earth</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Broken_Earth&amp;diff=12614"/>
		<updated>2026-09-21T03:20:33Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Broken Earth scenario is one of the two [[scenarios]] available in the [[Dark Skies]] DLC. It begins in the year 2112, one hundred and fifty years into an alternate timeline where the Cuban Missile Crisis led to a nuclear exchange that destroyed much of human civilization. It includes a number of adjustments to the setup of the game to emphasize the post-apocalyptic nature of the setting, most of which serve to increase the role of terrestrial warfare (especially in the early game). &lt;br /&gt;
&lt;br /&gt;
Major changes include: &lt;br /&gt;
* Nations are typically much smaller and more equal in power, with relatively few peaceful [[Claims]] but large numbers of hostile claims. &lt;br /&gt;
* The multiplier for [[IP]] from the size of a nation&#039;s economy is significantly more generous, making large nations much more powerful. &lt;br /&gt;
* It is much cheaper to build and maintain [[Armies]], especially for home defense.&lt;br /&gt;
* No nation begins with [[Nuclear Weapons]] or any progress towards unlocking them, and there is a global -95% penalty to the {{TV|nuclear weapons}}.&lt;br /&gt;
* Each faction will receive a powerful [[Playing From Behind]] [[project]] early in the game, which gives significant faction-specific bonuses and penalties. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Detailed Changes List ==&lt;br /&gt;
=== [[Terrestrial Warfare]] Changes ===&lt;br /&gt;
* [[Armies]] cost 40 {{TV|IP}} to build, not 60.&lt;br /&gt;
* Armies in their home [[region]] cost 0.2 {{TV|IP}} per month, not 0.5. &lt;br /&gt;
* Armies away from home cost an additional 1.0 {{TV|IP}} per month, not 0.5.&lt;br /&gt;
* [[Navies]] cost 100 {{TV|IP}} to build, not 80.&lt;br /&gt;
* Navies cost 0.4 {{TV|IP}} per month, not 0.5. &lt;br /&gt;
&lt;br /&gt;
=== [[Nation]] changes===&lt;br /&gt;
* {{TV|cp}} cost of nations is 70% of normal value, after [[GDP Scaling]] is applied.&lt;br /&gt;
* Size of National Economy defending modifier against mission is 150% of normal value, after [[GDP Scaling]] is applied.&lt;br /&gt;
* The base IP formula for [[Nations]] is now 0.62 * [[GDP]] (in billions) ^ 0.48, instead of GDP (in billions) ^ 0.35. &lt;br /&gt;
* The population scaling on certain priorities is weakened, from ({{TV|pop}}/50 million) ^ 0.35 to ({{TV|pop}}/50 million)^0.30.&lt;br /&gt;
* The cost of improving [[regions]] is reduced. &lt;br /&gt;
** Oil Region cost 500 -&amp;gt; 325 {{TV|Economy}} completions.&lt;br /&gt;
** Mining Region cost 750 -&amp;gt; 500 {{TV|Economy}} completions.&lt;br /&gt;
** Core Economic Region cost 1200 -&amp;gt; 900 {{TV|Economy}} completions.&lt;br /&gt;
** Hostile [[claims]] legitimization cost 200 -&amp;gt; 100 {{TV|Government}}/{{TV|Unity}} completions.&lt;br /&gt;
* The effect of the {{TV|economy}} on {{TV|gdppc}} and {{TV|inequality}} is increased by 70%. &lt;br /&gt;
* All nations begin with penalties to the following priorities: {{TV|nuclear weapons|-95%}}, {{TV|mission control priority|-50%}}, and {{TV|boost priority|-65%}}. &lt;br /&gt;
** The nuclear weapons penalty can be reduced to -45% by any faction completing the [[Responsible Nuclear Weapon Systems]] project. &lt;br /&gt;
** The Boost and MC penalties can be offset by completing the [[A New Space Race]] global tech.&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* All factions begin with {{TV|CP|-70}}.&lt;br /&gt;
** This can be offset by the [[Playing From Behind]] project.&lt;br /&gt;
* All factions begin with {{TV|space|-50%}}.&lt;br /&gt;
** This can be offset by completing the [[A New Space Race]] global tech.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* [[Alien]] nuclear hardening is reduced by 35%&lt;br /&gt;
* All factions get +3 defense to the [[Terrorize Region]] mission. &lt;br /&gt;
* The income of Alien Base Alpha starts at 15% of its base value, and increses to 100% over a period of time that depends on the [[difficulty]] level. &lt;br /&gt;
** 1.5 years for a Cinematic game (or Brutal, if playing as [[The Servants]])&lt;br /&gt;
** 1 year for a Normal game (or Veteran, if playing as [[The Servants]])&lt;br /&gt;
** 0.5 years for a Veteran game (or Normal, if playing as [[The Servants]])&lt;br /&gt;
** 0.01 years for a Brutal game (or Cinematic, if playing as [[The Servants]])&lt;br /&gt;
* The Alien Wormhole Setup Speed value for Veteran [[difficulty]] is reduced from 0.75 to 0.50, and for Brutal from 0.5 to 0.01. This will get the alien base producing its incomes more quickly. &lt;br /&gt;
** These difficulties are inverted for [[The Servants]], so the &amp;quot;Veteran&amp;quot; values apply to Normal games, and the &amp;quot;Brutal&amp;quot; values apply to Cinematic games. &lt;br /&gt;
* The Extra Years to Delay Alien Invasion value for Veteran [[difficulty]] is reduced from 6 to 4, and for Normal it is reduced from 12 to 9&lt;br /&gt;
** As above, these difficulties are inverted for [[The Servants]], with &amp;quot;Veteran&amp;quot; applying to Normal games and &amp;quot;Normal&amp;quot; applying to Veteran games. &lt;br /&gt;
* The &amp;quot;Invader Armies Lost Before Buildup&amp;quot; value is reduced from 3 to 0, which means aliens will start increasing their desired assault strength (for sending assault carriers to Earth) after losing their first army. &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
These values are drawn directly from TIGlobalConfig.json, as of v1.0.53b, and show the effects that are not included in the list above. (TODO: Confirm meanings, translate them into normal human text, and add them to the list above.)&lt;br /&gt;
* &amp;quot;occupationSpeed&amp;quot;: 1.5,&lt;br /&gt;
* &amp;quot;battleDamageEffectivenessFactor&amp;quot;: 0.5,&lt;br /&gt;
* &amp;quot;localDefensesDamageEffectivenessFactor&amp;quot;: 0.3333333333333,&lt;br /&gt;
* &amp;quot;ruggedTerrainDefenseBonus&amp;quot;: 0.2,&lt;br /&gt;
* &amp;quot;coreEconomicRegionDefenseBonus&amp;quot;: 0.1,&lt;br /&gt;
* &amp;quot;baseRegionDefenseBonus&amp;quot;: 0.1,&lt;br /&gt;
* &amp;quot;armyRegionDefenseBonus&amp;quot;: 0.2,&lt;br /&gt;
* &amp;quot;armyCrackdownMalus&amp;quot;: 0.2,&lt;br /&gt;
* &amp;quot;adjacentFriendlyForcesRegionMiltechMultiplier&amp;quot;: 0.1,&lt;br /&gt;
* &amp;quot;defenseCohesionMultiplier&amp;quot;: 0.05,&lt;br /&gt;
* &amp;quot;defenseUnrestMultiplier&amp;quot;: -0.05,&lt;br /&gt;
* &amp;quot;armyStrengthToLiberate&amp;quot;: 0.8,&lt;br /&gt;
* &amp;quot;maxValueFromAttackerAdjacentControlPoints&amp;quot;: 3,&lt;br /&gt;
* &amp;quot;TIMissionModifier_NationalRivalries_Multiplier&amp;quot;: 0.666,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Scenarios Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=GDP_Scaling&amp;diff=12613</id>
		<title>GDP Scaling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=GDP_Scaling&amp;diff=12613"/>
		<updated>2026-09-21T03:19:11Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Made redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[GDP#Other GDP/GDPPC Impacts]]&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=GDP&amp;diff=12612</id>
		<title>GDP</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=GDP&amp;diff=12612"/>
		<updated>2026-09-21T03:18:01Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Noted a difference to BE formulas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[nation]]&#039;s GDP is a measure of its economic output. It is measured in US dollars. In the real-world [[scenarios]] of [[2003]], [[2022]], and [[2026]], the starting GDP figures for nations are taken from their real-world economic output, adjusted for purchasing power parity. &lt;br /&gt;
&lt;br /&gt;
The closely related statistic of GDP per capita (abbreviated [[GDPPC]]) is equal to the GDP divided by the {{TV|pop}}. &lt;br /&gt;
&lt;br /&gt;
== Changing GDP ==&lt;br /&gt;
In a nation with {{TV|pop|50 million}}, each completion of the {{TV|economy}} increases the GDPPC by:&lt;br /&gt;
* 3 (Base value), slightly increased by certain global [[technologies]].&lt;br /&gt;
* +1.5 per {{icon|oil}}Oil [[Region]]&lt;br /&gt;
* +1.5 per {{icon|resource region}}Mining Region.&lt;br /&gt;
* +1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region.&lt;br /&gt;
* +0.5 per {{TV|democracy}}.&lt;br /&gt;
* +1 per {{TV|education}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want higher {{TV|democracy}}, higher {{TV|education}}, as well as as many {{icon|core economic region|bgcolor=DarkSlateGray}}economic, {{icon|oil}}oil, and {{icon|resource region}}mining regions as possible.&lt;br /&gt;
&lt;br /&gt;
GDP is negaively affected by [[Climate Change]], with a rate of annual decrease that is based on global pollution levels, national {{TV|inequality}}, and [[region]] characteristics. &lt;br /&gt;
&lt;br /&gt;
GDP can also be affected by [[events]], and regional GDP can be affected by certain [[projects]] (in particular, the bridge/tunnel/etc. projects unlocked by [[Arrival International Development]]). &lt;br /&gt;
&lt;br /&gt;
== Monthly Investment Points ==&lt;br /&gt;
GDP directly determines the number of {{TV|IP}} a nation has to distribute to priorities. These represent the nation&#039;s economic surplus that can be distributed by factions with [[Control Points]] in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of [[Armies]] and [[Navies]] it fields and by high levels of {{TV|unrest}}. The {{TV|Broken Earth}} scenario uses different mechanics here, so the differences are summarized below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Monthly Investment Points&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Impact in {{TV|2022}}/{{TV|2026}}/{{TV|2070}}/{{TV|2003}} !! Impact in {{TV|Broken Earth}}&lt;br /&gt;
|-&lt;br /&gt;
| Base IP || (GDP in billions)&amp;lt;sup&amp;gt;0.35&amp;lt;/sup&amp;gt; || 0.62 * (GDP in billions)&amp;lt;sup&amp;gt;0.48&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Army]] Maintenance (Home Region) || {{TV|IP|0.5}} per army || {{TV|IP|0.2}} per army &lt;br /&gt;
|-&lt;br /&gt;
| Army Maintenance (Away from Home) || {{TV|IP|1.0}} per army (total) || {{TV|IP|1.2}} per army (total)&lt;br /&gt;
|-&lt;br /&gt;
| [[Navy]] Maintenance || {{TV|IP|0.5}} per navy || {{TV|IP|0.4}} per navy&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|Unrest}} || colspan=2 | {{TV|ip|-1%}} for every {{TV|unrest|0.1}} above 2, capping at {{TV|ip|-80%}} at {{TV|unrest|10}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilor]] using [[Advise]] || colspan=2 | +1% per point of {{TV|administration}} (but see below)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Multiple Advisors ===&lt;br /&gt;
If a single nation gets the benefit of multiple councilors using the [[Advise]] mission, the benefits will decrease for every councilor after the first. The n-th advisor adds +(Advisor {{TV|administration}} / n)% to IP. &lt;br /&gt;
&lt;br /&gt;
Assuming each advisor has 25 {{TV|administration}}, the combined impact is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!| &#039;&#039;&#039;# Advisors&#039;&#039;&#039; || 1 || 2 || 3 || 4 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total {{TV|IP}} Impact&#039;&#039;&#039; || +25.0% || +37.5% || +45.8% || +52.1% || +57.1% || +61.3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other GDP/GDPPC Impacts ==&lt;br /&gt;
The global GDP at the start of the [[scenario]], plus a scenario-specific scaling factor, determines the impact that GDPPC has on {{TV|unrest}}, and the impact that GDP has on [[mission]] difficulty and {{TV|CP}} costs. &lt;br /&gt;
&lt;br /&gt;
Specifically, the GDPPC required to reduce Unrest by 1 is:&lt;br /&gt;
: Global Starting GDP * Scenario Scaling Adjustment * 6.26 * 10&amp;lt;sup&amp;gt;-11&amp;lt;/sup&amp;gt;&lt;br /&gt;
The GDP scaling factor for missions and CP cost is: &lt;br /&gt;
: Global Starting GDP * Scenario Scaling Adjustment * 6.26 * 10&amp;lt;sup&amp;gt;-5&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!| Scenario || {{TV|2022}} || {{TV|2026}} || {{TV|2070}} || {{TV|2003}} || {{TV|Broken Earth}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Starting GDP&#039;&#039;&#039; || $141.693 trillion || $182.556 trillion || $444.142 trillion || $33.612 trillion || $5.350 trillion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scaling Adjustment&#039;&#039;&#039; || x1.00 || x0.87 || x0.7 || x1.59 || x9.67&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GDPPC for -1 {{TV|Unrest}}&#039;&#039;&#039; || $8,870 || $9,942 || $19,462 || $3,345 || $3,239&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scenario GDP Scaling Factor&#039;&#039;&#039; || $0.887 billion || $0.994 billion || $1.946 billion || $0.335 billion || $0.324 billion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This scaling factor is used in the following formulas: &lt;br /&gt;
* [[Mission]] Difficulty Modifier = (Nation GDP / Scenario GDP Scaling Factor)&amp;lt;sup&amp;gt;0.33333334&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Control Point]] Capacity Cost = 0.5 * (Nation GDP / Scenario GDP Scaling Factor)&amp;lt;sup&amp;gt;0.6&amp;lt;/sup&amp;gt;&lt;br /&gt;
** In [[Broken Earth]], the formula is instead 0.35 * (Nation GDP / Scenario GDP Scaling Factor)&amp;lt;sup&amp;gt;0.6&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Regional GDP ==&lt;br /&gt;
GDP is not truly tracked per [[region]] - a nation has a single GDPPC value, and when a nation acquires regions, the GDPPC values are averaged out (weighted by population). If a nation is conquered and then liberated, its GDP value may change wildly as a result. However, certain game mechanics do affect regional GDP, and for this purpose an effective regional GDP is used. &lt;br /&gt;
&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on region {{TV|pop}} and economic modifiers. It pretends {{icon|colony|bgcolor=DarkSlateGray}}colony regions have 50% the people who actually live there, and that {{icon|oil}}core oil, {{icon|resource region}}core mining, and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. &lt;br /&gt;
&lt;br /&gt;
This affects the amount of {{TV|mc}} capacity that can be built in each region, as well as determining the impact of events and projects that affect regional GDP.&lt;br /&gt;
&lt;br /&gt;
For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:&lt;br /&gt;
* A {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}}.&lt;br /&gt;
* A {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}}.&lt;br /&gt;
Then because of economic modifiers:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is treated as if it has {{TV|pop|50 million}}&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is treated as if it has {{TV|pop|10 million}}.&lt;br /&gt;
So the 60 billion GDP is divided up such that:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is given 50 billion GDP.&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is given 10 billion GDP.&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Scenarios&amp;diff=12611</id>
		<title>Scenarios</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Scenarios&amp;diff=12611"/>
		<updated>2026-09-21T03:07:34Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Moved GDP scaling info to GDP article, added info on mechanical differences generally.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Terra Invicta has five scenarios - three in the base game, and two in the [[Dark Skies]] expansion. &lt;br /&gt;
&lt;br /&gt;
The base game&#039;s scenarios are:&lt;br /&gt;
* [[2022]] was the original main scenario, and is based on the real world as it existed in 2022. &lt;br /&gt;
* [[2026]] is the current main scenario, and is based on the real world as it exists in 2026. &lt;br /&gt;
* [[2070]] is the &amp;quot;quick start&amp;quot; scenario, based on a fictional scenario of how Earth may look in 2070. It gives each faction a small space presence at the beginning of the game. &lt;br /&gt;
&lt;br /&gt;
Dark Skies added the following additional scenarios:&lt;br /&gt;
* [[2003]] is based on the real world of 2003, which is designed to be more difficult for anti-alien factions. &lt;br /&gt;
* [[Broken Earth]] is based on a fictional post-apocalyptic world in 2112, which is designed to emphasize terrestrial warfare and to make each faction play more uniquely. &lt;br /&gt;
&lt;br /&gt;
These scenarios have different starting [[nations]] with different national statistics, different starting [[technologies]], and different [[GDP#Other_GDP/GDPPC_Impacts|GDP scaling]] for {{TV|unrest}}, [[mission]] difficulty, and {{TV|CP}}. The [[Dark Skies]] scenarios also feature changes to the [[technology]] tree, and [[Broken Earth]] has a wide variety of differences to game mechanics. See the scenario pages for details. &lt;br /&gt;
&lt;br /&gt;
{{Scenarios Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:MissionLister/Modifier/data&amp;diff=12610</id>
		<title>Module:MissionLister/Modifier/data</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:MissionLister/Modifier/data&amp;diff=12610"/>
		<updated>2026-09-21T03:00:59Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: GDP multiplier is scenario-specific, linked to details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- This converts an mission modifier name into a wiki row describing it.&lt;br /&gt;
---Table format is Name, Condition(s), Value&lt;br /&gt;
---&lt;br /&gt;
---Note these modifier descriptions are HANDWRITTEN. There is no convenient JSON or EN file to refer to.  &lt;br /&gt;
&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
local TVModule = require(&#039;Module:TV&#039;)&lt;br /&gt;
&lt;br /&gt;
return {&lt;br /&gt;
	TIMissionModifier_ResourceSpent = &#039;| Resource Spent || None || Scales logarithmically with Amount Spent&#039;,&lt;br /&gt;
	TIMissionModifier_FlatModifier = &#039;| Mission Difficulty || None || Flat Difficulty: {A}&#039;,&lt;br /&gt;
	TIMissionModifier_TargetNationGDP = &amp;quot;| Size of National Economy || None || (Target Nation&#039;s [[GDP]] / [[GDP#Other GDP/GDPPC Impacts|Scenario GDP Scaling Factor]]) ^ 0.33333334&amp;quot;,&lt;br /&gt;
	TIMissionModifier_NationCohesion = &amp;quot;| National Cohesion || None || Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;cohesion&#039;}}),&lt;br /&gt;
	TIMissionModifier_NationPopulation = &amp;quot;| Nation Population || None ||  (Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;pop&#039;}}) .. &amp;quot; in Millions) ^ 0.4&amp;quot;,&lt;br /&gt;
	TIMissionModifier_NationUnrest = &amp;quot;| National Unrest || None || Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;unrest&#039;}}),&lt;br /&gt;
	TIMissionModifier_NationStability = &amp;quot;| National Stability || None || 10 - Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;unrest&#039;}}),&lt;br /&gt;
	TIMissionModifier_NationDemocracy = &amp;quot;| National Democracy || None || Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;democracy&#039;}}),&lt;br /&gt;
	TIMissionModifier_NationEducation = &amp;quot;| National Education || None || Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;education&#039;}}),&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_Censorship = &lt;br /&gt;
		&amp;quot;| Censorship&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target Nation has &amp;quot; .. TVModule.TV({args={&#039;democracy&#039;,&amp;quot;&amp;lt;5&amp;quot;}}) ..&lt;br /&gt;
		&amp;quot;\n* Mission Performer&#039;s Faction owns no control points in Target Nation.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Either Target Nation is not the [[Aliens#Alien_Administration|Alien Nation]] or Mission Performer&#039;s Faction is not &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 5 / Max(Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;democracy&#039;}}) .. &amp;quot;, 0.5)&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_UnhappyElites = &amp;quot;| Elite Dissatisfaction || Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;corruption&#039;}}) .. &amp;quot; % &amp;gt; &amp;quot; .. TVModule.TV({args={&#039;spoils&#039;}}) .. &amp;quot; % || 15 × (Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;corruption&#039;}}) .. &amp;quot; % - &amp;quot; .. TVModule.TV({args={&#039;spoils&#039;}}) .. &amp;quot; %)&amp;quot;,&lt;br /&gt;
	TIMissionModifier_HappyElites = &amp;quot;| Elite Dissatisfaction || Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;spoils&#039;}}) .. &amp;quot; % &amp;gt; &amp;quot; .. TVModule.TV({args={&#039;corruption&#039;}}) .. &amp;quot; % || 10 × (Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;spoils&#039;}}) .. &amp;quot; % - &amp;quot; .. TVModule.TV({args={&#039;corruption&#039;}}) .. &amp;quot; %)&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_RegionalDefenses = &lt;br /&gt;
		&amp;quot;| rowspan=2 | Military in Region || Target Region is Fully Occupied&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Number of &amp;quot; .. TVModule.TV({args={&#039;armies&#039;}}) .. &amp;quot; in Target Region that are:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Enemies of the Target Nation.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Not owned by the Mission Performer&#039;s [[Factions|Faction]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Otherwise&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* 3 × Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;miltech&#039;}}) .. &amp;quot;.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;miltech&#039;}}) .. &amp;quot; × Number of &amp;quot; .. TVModule.TV({args={&#039;armies&#039;}}) .. &amp;quot; in Target Region that are:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** Owned by Target Nation.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** Not owned by the Mission Performer&#039;s Faction.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Number of &amp;quot; .. TVModule.TV({args={&#039;armies&#039;}}) .. &amp;quot; in Target Region that are:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** Owned by National [[Foreign_Relations#Alliances|Allies]] of the Target Nation.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** Not owned by the Mission Performer&#039;s Faction.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* +2 if Target Region is the &amp;quot; .. IconModule.Icon({args={&#039;capital&#039;}}) .. &amp;quot;Capital of Target Nation.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* -1 if Target Region is a &amp;quot; .. IconModule.Icon({args={&#039;colony&#039;}}) .. &amp;quot;Colony Region.&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_AttackerPopulationIdeology = &lt;br /&gt;
		&amp;quot;| Attacker&#039;s Popular Support || None || (10 + Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;democracy&#039;}}) .. &amp;quot;) × Fraction of Target Nation&#039;s [[Public Opinion]] that supports the Mission Performer&#039;s Faction.&amp;quot;,&lt;br /&gt;
	TIMissionModifier_DefenderPopulationIdeology =&lt;br /&gt;
		&amp;quot;| Defender&#039;s Popular Support || None || (10 + Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;democracy&#039;}}) .. &amp;quot;) × Fraction of Target Nation&#039;s [[Public Opinion]] that supports the Target&#039;s Faction.&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_AttackerLocalControlPoints =&lt;br /&gt;
		&amp;quot;| Attacker&#039;s Local Control Points || Mission is Performed within a Nation || 6 × Fraction of Nation&#039;s Control Points that are owned by Mission Performer&#039;s Faction.&amp;quot;,&lt;br /&gt;
	TIMissionModifier_DefenderLocalControlPoints =&lt;br /&gt;
		&amp;quot;| Defender&#039;s Local Control Points || Mission is Performed within a Nation || 6 × Fraction of Nation&#039;s Control Points that are owned by Target&#039;s Faction.&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_CouncilorAttackStat =&lt;br /&gt;
		&amp;quot;| Mission Performer&#039;s Attribute: {A} || None || Value of Attribute. Conditional [[Traits]] may exceed the 25 point cap.&amp;quot;,&lt;br /&gt;
	TIMissionModifier_CouncilorDefendStat =&lt;br /&gt;
		&amp;quot;| Target&#039;s Attribute: {A} || None || Value of Attribute. Conditional [[Traits]] may exceed the 25 point cap.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_JointCouncilStat = &lt;br /&gt;
		&amp;quot;| Joint Council Attribute: {A} ||&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target is owned by some Faction.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target is not an Equipped [[Orgs|Org]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of Attribute of Non-&amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed Councilor(s) for Target&#039;s Faction / 12&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_OwnedControlPoint = &lt;br /&gt;
		&amp;quot;| [[Control_Points|Control Point&#039;s]] Joint Council Attribute: {A} || Target is not a Disabled [[Control Point]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of Attribute of Non-&amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed Councilor(s) for Target&#039;s Faction / 12&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_JointControlPointStat = &lt;br /&gt;
		&amp;quot;| Joint Control Point Attribute: {A} || Target is a [[Nation]] or in a [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Average over each  [[Control Point]]:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* 0 if Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* 0 if owned by Mission Performer&#039;s Faction.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Sum of Attribute of Non-&amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed Councilor(s) for Owning Faction / 12&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_ExtractionDefense_JointCouncilStat =&lt;br /&gt;
		&amp;quot;| Joint &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ing Council Attribute: {A}&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed by some Faction.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of Attribute of Non-&amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed Councilor(s) for &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ing Faction / 12&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_ExtractionDefense_Councilor =&lt;br /&gt;
		&amp;quot;| Nearby Councilors&#039; Attribute: {A} || Target is &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed Councilor || Sum of that Attribute over all &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ing Faction&#039;s Councilor(s) that are in the same location as Target.&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_ProtectionBonus =&lt;br /&gt;
		&amp;quot;| Protect Mission: Attribute: {A}&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target is being &amp;quot; .. IconModule.MissionIcon({args={&#039;protect target&#039;}}) .. &amp;quot;[[Protect_Target|protected]] by [[Councilors|Councilor(s)]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target&#039;s Faction is not Mission Performer&#039;s Faction.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of that Attribute over all &amp;quot; .. IconModule.MissionIcon({args={&#039;protect target&#039;}}) .. &amp;quot;[[Protect_Target|Protecting]] Councilor(s).&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_AttackerAdjacentControlPoints =&lt;br /&gt;
		&amp;quot;| Control Points in Neighbors || None || 6 × Fraction of Target Nation&#039;s Neighbors&#039; [[Control Points]] that are owned by Mission Performer&#039;s Faction and not Disabled. Neighbors must be fully adjacent: adjacencies that only allow friendly armies to cross do not count.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_AttackerAllyControlPoints =&lt;br /&gt;
		&amp;quot;| Control in Larger Allies / Federation || None || 6 × Fraction of Target Nation&#039;s [[Foreign_Relations#Alliances|Allies&#039;]] [[Control Points]] that are owned by Mission Performer&#039;s Faction and not Disabled and one of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Ally Nation has more [[GDP]] than the Target Nation&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Ally Nation is [[Foreign_Relations#Federations|Federated]] to the Target Nation.&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_NationalRivalries =&lt;br /&gt;
		&amp;quot;| Control Points in Enemies || Mission Performer&#039;s Faction has no [[Control Points]] in Target&#039;s Nation || 0.33333334 × Number of Mission Performer&#039;s Faction&#039;s [[Control Points]] in [[Nations]] that are [[Foreign_Relations#Rivals|Rivals]] or [[Foreign_Relations#Wars|War Enemies]] of the Target&#039;s Nation.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_IdeologicalDistance = &lt;br /&gt;
		&amp;quot;| Difference in Ideology || Target is owned by some Faction || 2 × [[Factions#Human_Factions|Ideological Distance]] between Target&#039;s Faction and Mission Performer&#039;s Faction.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_DisabledControlPoint =&lt;br /&gt;
		&amp;quot;| Disabled [[Control Point]] || Target [[Control Point]] is Disabled || -10 base, add another -5 for each additional Disabled [[Control Point]] in Target&#039;s Nation that is owned by the Target&#039;s Faction.&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_DefendedAsset = &lt;br /&gt;
		&amp;quot;| [[Defend Interests]] || Target is &amp;quot; .. IconModule.MissionIcon({args={&#039;Defend Interests&#039;}}) .. &amp;quot;[[Defend Interests|Defended]] [[Control Point]] or &amp;quot; .. IconModule.MissionIcon({args={&#039;Defend Interests&#039;}}) .. &amp;quot;[[Defend Interests|Defended]] Hab || 10, may be increased by certain [[Technologies]]&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_ConditionalEnthrallDefendedPoint =&lt;br /&gt;
		&amp;quot;| [[Defend Interests]] - Partial \n|\n*Target Faction has researched [[Alien Methods]]. \n*Target is &amp;quot; .. IconModule.MissionIcon({args={&#039;Defend Interests&#039;}}) .. &amp;quot;[[Defend Interests|Defended]] [[Control Point]] or &amp;quot; .. IconModule.MissionIcon({args={&#039;Defend Interests&#039;}}) .. &amp;quot;[[Defend Interests|Defended]] Hab \n| 5&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_numDefendedControlPoints = &lt;br /&gt;
		&amp;quot;| [[Defend Interests|Defended]] Control Points || None || Number of &amp;quot; .. IconModule.MissionIcon({args={&#039;Defend Interests&#039;}}) .. &amp;quot;[[Defend Interests|Defended]] Control Points in Target Nation.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_DetainedCouncilor = &lt;br /&gt;
		&amp;quot;| rowspan=2 | [[Detained]] Target || Target is &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed by Mission Performer&#039;s Faction || 8&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed by anyone else || 4&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_IntelonDefendingCouncilor =&lt;br /&gt;
		&amp;quot;| rowspan=3 | [[Councilors#Intel_on_target|Intel on Target]] || Mission Performer&#039;s Faction has 100% Intel on Target Councilor || 5&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Mission Performer&#039;s Faction has at least 75% Intel on Target Councilor || 3&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Mission Performer&#039;s Faction has at least 50% Intel on Target Councilor || 1&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_SpaceSupportShortage =&lt;br /&gt;
		&amp;quot;| rowspan=2 | Hab Support Shortages || Target is a [[Spaceships|Ship]] || Max(0, Target Faction&#039;s Monthly &amp;quot; .. TVModule.TV({args={&#039;money&#039;}}) .. &amp;quot; Income / -10) if Target Faction has negative &amp;quot; .. TVModule.TV({args={&#039;money&#039;}}) .. &amp;quot;.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is a [[Habs|Hab or Hab Module]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Max(0, Target Faction&#039;s Monthly &amp;quot; .. TVModule.TV({args={&#039;money&#039;}}) .. &amp;quot; Net Income / -10) if Target Faction has negative &amp;quot; .. TVModule.TV({args={&#039;money&#039;}}) .. &amp;quot;.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Max(0, Target Faction&#039;s Daily Space Resource Shortage -  Target Faction&#039;s &amp;quot; .. TVModule.TV({args={&#039;boost&#039;}}),&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_AttackingForceSize =&lt;br /&gt;
		&amp;quot;| Attacking Force Strength || None &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* &amp;quot; .. TVModule.TV({args={&#039;marine&#039;}}) .. &amp;quot; of [[Spaceships|ships]] in the [[Fleets|fleet]] that the Mission Performing Councilor is on, if any.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* &amp;quot; .. TVModule.TV({args={&#039;marine&#039;}}) .. &amp;quot; of the hab that the Mission Performing Councilor is on, if any, and only if the Mission Performer&#039;s Faction is not short on &amp;quot; .. TVModule.TV({args={&#039;mc&#039;}}) .. &amp;quot;, &amp;quot; .. TVModule.TV({args={&#039;boost&#039;}}) .. &amp;quot;, or &amp;quot; .. TVModule.TV({args={&#039;money&#039;}}) .. &amp;quot;.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* &amp;quot; .. TVModule.TV({args={&#039;marine&#039;}}) .. &amp;quot; of ships of the Mission Performer&#039;s Faction that are docked to the hab that the Mission Performing Councilor is on, if any.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_DefendingForceSize =&lt;br /&gt;
		&amp;quot;| rowspan=2 | Defending Force Strength || Target is a [[Spaceships|Ship]] || Target [[Spaceships|Ship&#039;s]] &amp;quot; .. TVModule.TV({args={&#039;marine&#039;}}) ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is a [[Habs|Hab]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* &amp;quot; .. TVModule.TV({args={&#039;marine&#039;}}) .. &amp;quot; of the Target Hab.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* &amp;quot; .. TVModule.TV({args={&#039;marine&#039;}}) .. &amp;quot; of ships of the Target&#039;s Faction that are docked to the Target Hab.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Sum of Tiers of Active [[Habs|Hab]] Defense Module on the Target [[Habs|Hab]], if the Target [[Habs|Hab]] is a ground base.&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_DefenderHabSize =&lt;br /&gt;
		&amp;quot;| [[Habs|Hab]] Size || None || Number of Complete Modules on Target [[Habs|Hab]]&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_Legislature_ExecCP = &lt;br /&gt;
		&amp;quot;| Legislature [[Control Point]] Attack &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Legislature [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Legislature [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Legislature [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_Legislature_ExecCP_Defense =&lt;br /&gt;
		&amp;quot;| Legislature [[Control Point]] Defense &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Legislature [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Legislature [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Legislature [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_Bureaucracy = &lt;br /&gt;
		&amp;quot;| Bureaucracy [[Control Point]] &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Bureaucracy [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Bureaucracy [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Bureaucracy [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_IdentityBlocs = &lt;br /&gt;
		&amp;quot;| Identity Blocs [[Control Point]] &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Identity Blocs [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Identity Blocs [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Identity Blocs [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_MassMedia =&lt;br /&gt;
		&amp;quot;| Mass Media [[Control Point]] &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Mass Media [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Mass Media [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Mass Media [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_NationalIndustries =&lt;br /&gt;
		&amp;quot;| National Industries [[Control Point]] Attack &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the National Industries [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The National Industries [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the National Industries [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_NationalIndustries_Def =&lt;br /&gt;
		&amp;quot;| National Industries [[Control Point]] Defense &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the National Industries [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The National Industries [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the National Industries [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_Oligarchs =&lt;br /&gt;
		&amp;quot;| Oligarchs [[Control Point]] Attack &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Oligarchs [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Oligarchs [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Oligarchs [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_Oligarchs_Defense =&lt;br /&gt;
		&amp;quot;| Oligarchs [[Control Point]] Defense &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Oligarchs [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Oligarchs [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Oligarchs [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_RegionalAuthorities = &lt;br /&gt;
		&amp;quot;| Regional Authorities [[Control Point]] &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Regional Authorities [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Regional Authorities [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Regional Authorities [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_SecurityApparatus =&lt;br /&gt;
		&amp;quot;| Security Apparatus [[Control Point]] &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Security Apparatus [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Security Apparatus [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Security Apparatus [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_TheParty_NonExecCP = &lt;br /&gt;
		&amp;quot;| Party [[Control Point]] Attack&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Party [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Party [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Party [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_TheParty_NonExecCP_Defense = &lt;br /&gt;
		&amp;quot;| Party [[Control Point]] Defense&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Party [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Party [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Party [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_Warlords =&lt;br /&gt;
		&amp;quot;| Warlords [[Control Point]] &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Warlords [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Warlords [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Warlords [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 6&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_TargetNegativeInfluence = &lt;br /&gt;
		&amp;quot;| Target Has Negative Influence &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target Faction has &amp;quot; .. TVModule.TV({args={&#039;influence&#039;,0}}) .. &amp;quot;.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target Faction has negative &amp;quot; .. TVModule.TV({args={&#039;influence&#039;}}) .. &amp;quot; net income.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 6&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_TargetBroke =&lt;br /&gt;
		&amp;quot;| Target Has Negative Funds &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target Faction has negative &amp;quot; .. TVModule.TV({args={&#039;money&#039;}}) .. &amp;quot;.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target Faction has negative &amp;quot; .. TVModule.TV({args={&#039;money&#039;}}) .. &amp;quot; net income.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 6&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_CampaignDifficulty_Attacker = &lt;br /&gt;
		&amp;quot;| rowspan=3 | [[Game_Options#Game_Difficulty|Campaign Difficulty]] Attack || Mission Performer is AI and Difficulty is Cinematic || -2&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Mission Performer is AI and Difficulty is Veteran || 1&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Mission Performer is AI and Difficulty is Brutal || 2&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_CampaignDifficulty_Defender =&lt;br /&gt;
		&amp;quot;| rowspan=3 | [[Game_Options#Game_Difficulty|Campaign Difficulty]] Defense || Target is AI Faction and Difficulty is Cinematic || -2&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is AI Faction and Difficulty is Veteran || 1&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is AI Faction and Difficulty is Brutal || 2&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_SpaceAssetPopulation =&lt;br /&gt;
		&amp;quot;| rowspan=2 | Crew Size || Target is a [[Spaceships|Ship]] || Target [[Spaceships|Ship]] Crew ^ 0.5&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is a [[Habs|Hab]] that is not Decommissioning || Target [[Habs|Hab]] Crew ^ 0.33&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_RegionPopulationDensity =&lt;br /&gt;
		&amp;quot;| Region Population Density || Target is a [[Regions|Region]] || Target [[Regions|Region&#039;s]] &amp;quot; .. TVModule.TV({args={&#039;pop&#039;}}) .. &amp;quot; ^ 0.33, then:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* / 2 if [[Regions|Region]] is &amp;quot; .. IconModule.Icon({args={&#039;rugged&#039;}}) .. &amp;quot;Rugged.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* × 1.5 if [[Regions|Region]] is &amp;quot; .. IconModule.Icon({args={&#039;core economic region&#039;}}) .. &amp;quot;Core Economic.&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_MyFactionLoyaltyMonitor =&lt;br /&gt;
		&amp;quot;| Our Loyalty Monitor Implant ||&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target is [[Councilors|Councilor]].&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Target&#039;s Faction is Mission Performer&#039;s Faction.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target has Loyalty Monitor trait. &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| -50&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_InsufficientCPMaintenance_Defender =&lt;br /&gt;
		&amp;quot;| Target Over &amp;quot; .. TVModule.TV({args={&#039;cp&#039;}}) .. &amp;quot; || None || Max(0, 0.33333334 × (Target Faction&#039;s &amp;quot; .. TVModule.TV({args={&#039;cp&#039;}}) .. &amp;quot; Upkeep - Target Faction&#039;s&amp;quot; .. TVModule.TV({args={&#039;cp&#039;}}) .. &amp;quot;)), Averaged over the last 32 days.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_DecommissioningHab =&lt;br /&gt;
		&amp;quot;| Decommissioning [[Habs|Hab]] || Target is a Decommissioning [[Habs|Hab]] || -100&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_AttackerMissionControlShortage = &lt;br /&gt;
		&amp;quot;| Attacker&#039;s Recent Mission Control Shortage || None || Max(0, Mission Performer&#039;s Faction&#039;s &amp;quot; .. TVModule.TV({args={&#039;mc&#039;}}) .. &amp;quot; Upkeep - Mission Performer&#039;s Faction&#039;s &amp;quot; .. TVModule.TV({args={&#039;mc&#039;}}) .. &amp;quot; Cap), Averaged over the last 32 days.&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_DefenderMissionControlShortage = &lt;br /&gt;
		&amp;quot;| Defender&#039;s Recent Mission Control Shortage || None || Max(0, Target&#039;s Faction&#039;s &amp;quot; .. TVModule.TV({args={&#039;mc&#039;}}) .. &amp;quot; Upkeep - Target&#039;s Faction&#039;s &amp;quot; .. TVModule.TV({args={&#039;mc&#039;}}) .. &amp;quot; Cap), Averaged over the last 32 days.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_HabStability =&lt;br /&gt;
		&amp;quot;| Stability-Granting Modules || Target is a [[Habs|Hab]] || Sum of Stability Bonuses from Active [[Habs|Hab]] Modules on Target [[Habs|Hab]]&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_OrgDefenses =&lt;br /&gt;
		&amp;quot;| Org Size || Target is an [[Orgs|Org]] || Target [[Orgs|Org&#039;s]] Tier × 4&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_OrgDefenses_Admin = &lt;br /&gt;
		&amp;quot;| Org Administration Value || Target is an [[Orgs|Org]] || Target [[Orgs|Org&#039;s]] &amp;quot; .. TVModule.TV({args={&#039;administration&#039;}}) .. &amp;quot; × 2&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_OrgDefense =&lt;br /&gt;
		&amp;quot;| Org Innate Takeover Defense || Target is an [[Orgs|Org]] || The Amount Specified by the Target [[Orgs|Org]]&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_AlienAssetDefense = &lt;br /&gt;
		&amp;quot;| rowspan=3 | Alien Defenses || Target is [[Aliens#Alien_Assault_Carrier|UFO Landing]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* 36&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Number of Armies owned by &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] in Target [[Regions|Region]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Number of Armies owned by &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] in Target [[Regions|Region]] / 2&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* +6 if Target [[Regions|Region]] is part of the [[Aliens#Alien_Administration|Alien Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* +3 if &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] own either:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** Target [[Regions|Region&#039;s]] [[Nation]]&#039;s [[Control_Points|Executive Control Point]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** At least 25% of the Target [[Regions|Region&#039;s]] [[Nation]]&#039;s [[Control Points]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is [[Aliens#Alien_Facility|Alien Facility]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* 18&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Number of Armies owned by &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] in Target [[Regions|Region]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Number of Armies owned by &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] in Target [[Regions|Region]] / 2&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* +7 if Target [[Regions|Region]] is part of the [[Aliens#Alien_Administration|Alien Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* +1 if &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] own either:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** Target [[Regions|Region&#039;s]] [[Nation]]&#039;s [[Control_Points|Executive Control Point]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** At least 25% of the Target [[Regions|Region&#039;s]] [[Nation]]&#039;s [[Control Points]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is [[Aliens#Alien_Xenoforming|Alien Xenoforming]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in Target [[Regions|Region]] / 20&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Number of Armies owned by &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] in Target [[Regions|Region]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Number of Armies owned by &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] in Target [[Regions|Region]] / 2&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* +2 if Target [[Regions|Region]] is part of the [[Aliens#Alien_Administration|Alien Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* +1 if &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] own either:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** Target [[Regions|Region&#039;s]] [[Nation]]&#039;s [[Control_Points|Executive Control Point]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** At least 25% of the Target [[Regions|Region&#039;s]] [[Nation]]&#039;s [[Control Points]].&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_AbductionsInRegion_AlienOnly =&lt;br /&gt;
		&amp;quot;| Local Abductions || Mission Performer&#039;s Faction is the &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] || [[Aliens#Alien_Abductions|Abductions]] in Target [[Regions|Region]] × [[Aliens#Effects|Difficulty Scaling]]&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_MeanAbductionsinNation_AlienOnly =&lt;br /&gt;
		&amp;quot;| Abductions in Nation || Mission Performer&#039;s Faction is the &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] || Average [[Aliens#Alien_Abductions|Abductions]] per [[Regions|Region]] in Target [[Nation]] × [[Aliens#Effects|Difficulty Scaling]]&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_RegionXenoforming_AlienOnly = &lt;br /&gt;
		&amp;quot;| Local Xenoforming (Alien Only) || Mission Performer&#039;s Faction is the &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]]. &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in Target [[Regions|Region]] / 20 × [[Game_Options#Game_Difficulty|Difficulty]]&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_RegionXenoforming_AlienAndProxyOnly =&lt;br /&gt;
		&amp;quot;| Local Xenoforming (Alien and Servant Only) || Mission Performer&#039;s Faction is the &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] or &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]]. &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in Target [[Regions|Region]] / 20 × [[Game_Options#Game_Difficulty|Difficulty]]&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_MeanNationXenoforming_AlienAndProxyOnly =&lt;br /&gt;
		&amp;quot;| Xenoforming in Nation || Mission Performer&#039;s Faction is the &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] or &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] || Average [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in Target [[Nation]] / 20 × [[Game_Options#Game_Difficulty|Difficulty]]&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_PherocyteResistance =&lt;br /&gt;
		&amp;quot;| Pherocyte Resistance || Mission Performer&#039;s Faction is the [[Aliens]] || 2 × Number of Following Projects researched by Target Faction:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* [[Pherocytes]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* [[Pherocyte Resistance]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* [[Pherocyte Mastery]]&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_AlienCoordination =&lt;br /&gt;
		&amp;quot;| rowspan=7 | [[Aliens#Alien_Coordination|Proxy Support]] || &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] have Researched [[Alien Signatures]] || 1 &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] have Researched [[Alien Methods]] || 2&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] have Researched [[Alien Operations]] || 3&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] have Researched [[Alien Movements]] || 4&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] have Completed [[Alien Diplomacy]] Milestone || 6&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] have Researched [[Hydra Diplomacy]] || 10&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] have Researched [[The Alien Nation]] || 14&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_AlienNation =&lt;br /&gt;
		&amp;quot;| Alien Nation || Target Nation is the [[Aliens#Alien_Administration|Alien Nation]] || 6&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_AlienDetainDifficulty =&lt;br /&gt;
		&amp;quot;| Alien || Target is an [[Aliens#Alien_Agents|Alien Councilor]] || 6&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_AliensRemoved = &lt;br /&gt;
		&amp;quot;| Aliens Captured or Killed || Target Faction is the &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] || 0.1 × Number of [[Aliens#Alien_Agents|Alien Councilors]] that have been &amp;quot; .. IconModule.MissionIcon({args={&#039;assassinate&#039;}}) .. &amp;quot;[[Assassinate]]d or &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed by Mission Performer&#039;s Faction&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=GDP&amp;diff=12609</id>
		<title>GDP</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=GDP&amp;diff=12609"/>
		<updated>2026-09-21T02:58:34Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Pulled in scenario scaling info from the Scenarios page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[nation]]&#039;s GDP is a measure of its economic output. It is measured in US dollars. In the real-world [[scenarios]] of [[2003]], [[2022]], and [[2026]], the starting GDP figures for nations are taken from their real-world economic output, adjusted for purchasing power parity. &lt;br /&gt;
&lt;br /&gt;
The closely related statistic of GDP per capita (abbreviated [[GDPPC]]) is equal to the GDP divided by the {{TV|pop}}. &lt;br /&gt;
&lt;br /&gt;
== Changing GDP ==&lt;br /&gt;
In a nation with {{TV|pop|50 million}}, each completion of the {{TV|economy}} increases the GDPPC by:&lt;br /&gt;
* 3 (Base value), slightly increased by certain global [[technologies]].&lt;br /&gt;
* +1.5 per {{icon|oil}}Oil [[Region]]&lt;br /&gt;
* +1.5 per {{icon|resource region}}Mining Region.&lt;br /&gt;
* +1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region.&lt;br /&gt;
* +0.5 per {{TV|democracy}}.&lt;br /&gt;
* +1 per {{TV|education}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want higher {{TV|democracy}}, higher {{TV|education}}, as well as as many {{icon|core economic region|bgcolor=DarkSlateGray}}economic, {{icon|oil}}oil, and {{icon|resource region}}mining regions as possible.&lt;br /&gt;
&lt;br /&gt;
GDP is negaively affected by [[Climate Change]], with a rate of annual decrease that is based on global pollution levels, national {{TV|inequality}}, and [[region]] characteristics. &lt;br /&gt;
&lt;br /&gt;
GDP can also be affected by [[events]], and regional GDP can be affected by certain [[projects]] (in particular, the bridge/tunnel/etc. projects unlocked by [[Arrival International Development]]). &lt;br /&gt;
&lt;br /&gt;
== Monthly Investment Points ==&lt;br /&gt;
GDP directly determines the number of {{TV|IP}} a nation has to distribute to priorities. These represent the nation&#039;s economic surplus that can be distributed by factions with [[Control Points]] in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of [[Armies]] and [[Navies]] it fields and by high levels of {{TV|unrest}}. The {{TV|Broken Earth}} scenario uses different mechanics here, so the differences are summarized below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Monthly Investment Points&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Impact in {{TV|2022}}/{{TV|2026}}/{{TV|2070}}/{{TV|2003}} !! Impact in {{TV|Broken Earth}}&lt;br /&gt;
|-&lt;br /&gt;
| Base IP || (GDP in billions)&amp;lt;sup&amp;gt;0.35&amp;lt;/sup&amp;gt; || 0.62 * (GDP in billions)&amp;lt;sup&amp;gt;0.48&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Army]] Maintenance (Home Region) || {{TV|IP|0.5}} per army || {{TV|IP|0.2}} per army &lt;br /&gt;
|-&lt;br /&gt;
| Army Maintenance (Away from Home) || {{TV|IP|1.0}} per army (total) || {{TV|IP|1.2}} per army (total)&lt;br /&gt;
|-&lt;br /&gt;
| [[Navy]] Maintenance || {{TV|IP|0.5}} per navy || {{TV|IP|0.4}} per navy&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|Unrest}} || colspan=2 | {{TV|ip|-1%}} for every {{TV|unrest|0.1}} above 2, capping at {{TV|ip|-80%}} at {{TV|unrest|10}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilor]] using [[Advise]] || colspan=2 | +1% per point of {{TV|administration}} (but see below)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Multiple Advisors ===&lt;br /&gt;
If a single nation gets the benefit of multiple councilors using the [[Advise]] mission, the benefits will decrease for every councilor after the first. The n-th advisor adds +(Advisor {{TV|administration}} / n)% to IP. &lt;br /&gt;
&lt;br /&gt;
Assuming each advisor has 25 {{TV|administration}}, the combined impact is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!| &#039;&#039;&#039;# Advisors&#039;&#039;&#039; || 1 || 2 || 3 || 4 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total {{TV|IP}} Impact&#039;&#039;&#039; || +25.0% || +37.5% || +45.8% || +52.1% || +57.1% || +61.3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other GDP/GDPPC Impacts ==&lt;br /&gt;
The global GDP at the start of the [[scenario]], plus a scenario-specific scaling factor, determines the impact that GDPPC has on {{TV|unrest}}, and the impact that GDP has on [[mission]] difficulty and {{TV|CP}} costs. &lt;br /&gt;
&lt;br /&gt;
Specifically, the GDPPC required to reduce Unrest by 1 is:&lt;br /&gt;
: Global Starting GDP * Scenario Scaling Adjustment * 6.26 * 10&amp;lt;sup&amp;gt;-11&amp;lt;/sup&amp;gt;&lt;br /&gt;
The GDP scaling factor for missions and CP cost is: &lt;br /&gt;
: Global Starting GDP * Scenario Scaling Adjustment * 6.26 * 10&amp;lt;sup&amp;gt;-5&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!| Scenario || {{TV|2022}} || {{TV|2026}} || {{TV|2070}} || {{TV|2003}} || {{TV|Broken Earth}}&lt;br /&gt;
|-&lt;br /&gt;
| Starting GDP || $141.693 trillion || $182.556 trillion || $444.142 trillion || $33.612 trillion || $5.350 trillion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scaling Adjustment&#039;&#039;&#039; || x1.00 || x0.87 || x0.7 || x1.59 || x9.67&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GDPPC for -1 {{TV|Unrest}}&#039;&#039;&#039; || $8,870 || $9,942 || $19,462 || $3,345 || $3,239&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scenario GDP Scaling Factor&#039;&#039;&#039; || $0.887 billion || $0.994 billion || $1.946 billion || $0.335 billion || $0.324 billion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This scaling factor is used in the following formulas: &lt;br /&gt;
* [[Mission]] Difficulty Modifier = (Nation GDP / Scenario GDP Scaling Factor)&amp;lt;sup&amp;gt;0.33333334&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Control Point]] Capacity Cost = 0.5 * (Nation GDP / Scenario GDP Scaling Factor)&amp;lt;sup&amp;gt;0.6&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Regional GDP ==&lt;br /&gt;
GDP is not truly tracked per [[region]] - a nation has a single GDPPC value, and when a nation acquires regions, the GDPPC values are averaged out (weighted by population). If a nation is conquered and then liberated, its GDP value may change wildly as a result. However, certain game mechanics do affect regional GDP, and for this purpose an effective regional GDP is used. &lt;br /&gt;
&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on region {{TV|pop}} and economic modifiers. It pretends {{icon|colony|bgcolor=DarkSlateGray}}colony regions have 50% the people who actually live there, and that {{icon|oil}}core oil, {{icon|resource region}}core mining, and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. &lt;br /&gt;
&lt;br /&gt;
This affects the amount of {{TV|mc}} capacity that can be built in each region, as well as determining the impact of events and projects that affect regional GDP.&lt;br /&gt;
&lt;br /&gt;
For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:&lt;br /&gt;
* A {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}}.&lt;br /&gt;
* A {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}}.&lt;br /&gt;
Then because of economic modifiers:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is treated as if it has {{TV|pop|50 million}}&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is treated as if it has {{TV|pop|10 million}}.&lt;br /&gt;
So the 60 billion GDP is divided up such that:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is given 50 billion GDP.&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is given 10 billion GDP.&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=IP&amp;diff=12608</id>
		<title>IP</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=IP&amp;diff=12608"/>
		<updated>2026-09-20T15:03:25Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Pointed link to new article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[GDP#Monthly_Investment_Points]]&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Economy_Priority&amp;diff=12607</id>
		<title>Economy Priority</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Economy_Priority&amp;diff=12607"/>
		<updated>2026-09-20T15:02:56Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Pointed link to new article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page provides a list of all sources of {{TV|Economy}}. For information on the mechanics, see [[GDP]] instead&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orgs ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OrgLister|ListRestrictedOrgs|Not Match,chanceEconomyBonus,0|Not Match,chanceEconomyBonus,|Focus=Economy}}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:TraitLister|ListRestrictedTraits|In List,priorityBonuses/{i}/priority,Economy}}&lt;br /&gt;
&lt;br /&gt;
== Hab Modules ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:HabModuleLister|ListRestrictedHabModules|Not Match,alienModule,true|In List,specialRules,LEOBonusEconomy}}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Techs ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ProjectLister/Context|ListProjects|Economy}}&lt;br /&gt;
&lt;br /&gt;
{{Bonus_Sources_Navbox}}&lt;br /&gt;
{{Priorities Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=12606</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=12606"/>
		<updated>2026-09-20T15:02:46Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: /* GDP */ Moved content to new article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see [[Nation List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
&lt;br /&gt;
Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:Gray;&amp;quot;&lt;br /&gt;
| colspan=2| || {{icon|pop}} || {{icon|gdppc}} || {{icon|ip}} || {{icon|economy}} || {{icon|welfare}} || {{icon|knowledge}} || {{icon|government priority}} || {{icon|unity}} || {{icon|oppression}} || {{icon|inequality}} || {{icon|cohesion}} || {{icon|unrest}} || {{icon|education}} || {{icon|democracy}} || {{icon|spoils}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|pop}} || [[Nations#Population|Population]]&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|gdppc}} || [[Nations#Per_Capita_GDP|GDPPC]]&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|ip}} || [[Nations#Monthly_Investment_Points|IP]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|economy}} || Economy Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|welfare}} || Welfare Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|knowledge}} || Knowledge Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|government priority}} || Government Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unity}} || Unity Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|oppression}} || Oppression Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|inequality}} || [[Nations#Inequality|Inequality]]&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|cohesion}} || [[Nations#Cohesion|Cohesion]]&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| {{icon|star}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unrest}} || [[Nations#Unrest|Unrest]]&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|education}} || [[Nations#Education|Education]]&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|democracy}} || [[Nations#Government|Government]]&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|spoils}} || Spoils Priority&lt;br /&gt;
| style=&amp;quot;background-color:#110000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|research}} || [[Nations#Research|Research]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| {{icon|star}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|mc}} || [[Nations#Mission_Control|MC]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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&lt;br /&gt;
* Each cell represents the effect of having higher amounts of the column stat on the row stat. &lt;br /&gt;
* Lighter background colors indicate stronger effects on the row stat.&lt;br /&gt;
* Empty cell indicates that the column stat has no direct effect on the row stat.&lt;br /&gt;
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to {{TV|IP}}, {{icon|research|bgcolor=DarkSlateGray}}, [[Research]] output, [[Mission_Control]] cap, [[Army]] cap, and {{TV|Cohesion}}. Larger populations also make it slower to change nation stats. This means larger-pop nations tend to have more long-term potential, but also tend to be slower to realize that potential. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics, see [[Population]].&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Government score of a nation represents how democratic it is, with 0 representing a totalitarian dictatorship, and 10 representing an idealized democracy. It is raised by the {{TV|government priority}} and lowered by the {{TV|oppression}} and the {{TV|spoils}}. &lt;br /&gt;
&lt;br /&gt;
* A high government score pulls {{TV|base cohesion}} towards 5, increases [[research]] output, lowers [[corruption]], and helps with [[Foreign_Relations|unification]].&lt;br /&gt;
* A medium government score lowers {{TV|base cohesion}}.&lt;br /&gt;
* A low government score raises {{TV|base cohesion}}, improves the effect of the {{TV|oppression}} and [[armies]] on {{TV|unrest}}, and increases the [[Money]] gained by {{TV|Spoils}}. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics, see [[Government]].&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|unrest}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || &amp;lt;1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Subversion || &amp;lt;3 &lt;br /&gt;
|-&lt;br /&gt;
| Strife || &amp;lt;4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || &amp;lt;7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || ≥9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as:&lt;br /&gt;
* 10.5 &lt;br /&gt;
* -1 per {{TV|gdppc|10000}}.&lt;br /&gt;
* -1 per {{TV|cohesion}}.&lt;br /&gt;
* For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation:&lt;br /&gt;
** -0.5.&lt;br /&gt;
** Multiplied by the army health %.&lt;br /&gt;
** Multiplied by (10 - {{TV|democracy}}).&lt;br /&gt;
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65.&lt;br /&gt;
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}})&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation&#039;s [[Regions]]&#039; Xenoflora Growth Levels) / 20.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Unrest ====&lt;br /&gt;
&lt;br /&gt;
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}. &lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}.&lt;br /&gt;
&lt;br /&gt;
==== Coups and revolutions ====&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|&amp;gt;9.9}} when checked, but never otherwise. A naturally occurring coup will never happen if {{TV|democracy|≥8}} and {{TV|unrest|&amp;lt;8}}; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is (({{TV|unrest}} * 2 - {{TV|cohesion}} - {{TV|democracy}}) / 10 + conditional elite unhappiness) / 6000, where the elites&#039; unhappiness is {{TV|corruption}} percent - {{TV|spoils}} percent, but is ignored if any of the following conditions are true:&lt;br /&gt;
* {{TV|corruption}} percent &amp;lt; {{TV|spoils}} percent.&lt;br /&gt;
* Some faction owns all the nation&#039;s control points and that faction has {{TV|public support|≥65%}}.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering {{TV|unrest}} and increasing {{TV|cohesion}}, {{TV|democracy}} and {{TV|spoils}} (up to the {{TV|corruption}} level). The {{TV|spoils}} may often be ignored if the level of {{TV|unrest}} in a country is sufficiently low and the {{TV|cohesion}} and/or {{TV|democracy}} sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Coup =====&lt;br /&gt;
&lt;br /&gt;
When a nation undergoes a coup for any reason, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied, except for those owned by the faction whose councilor performed the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]], if any.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a random amount between -2 and 1.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a random amount between -3 and 0.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a random amount between -1 and 1.&lt;br /&gt;
# The nation&#039;s [[Nations#GDP|GDP]] is changed by a random amount between -10% and 0%.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.&lt;br /&gt;
# If the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was performed by a councilor of some faction F, then:&lt;br /&gt;
#* If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.&lt;br /&gt;
#* If there is exactly one empty control point in the nation and the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.&lt;br /&gt;
#* Otherwise, give the first empty control point in the nation to F, and if the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was a critical success, also give the control point immediately to the right of it to F.&lt;br /&gt;
# Empty out every control point that is to the right of an empty control point.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
# Every councilor that is still planning to perform a {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission on the nation this turn aborts their pending {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Revolution =====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
When a human nation undergoes a revolution, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied.&lt;br /&gt;
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a semi-random amount between -6 and -3, affected by {{TV|public support}}.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, affected by {{TV|public support}}.&lt;br /&gt;
# If the nation&#039;s {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, affected by {{TV|public support}}.&lt;br /&gt;
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is increased by the average [[Factions#Human_Factions|Idealism]] of the new control point owners.&lt;br /&gt;
#* Note: {{TV|democracy}} cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# X% chance for the number of loose nukes to increase by 1, where X is the number of {{TV|nukes}} the nation had. But note that this doesn&#039;t actually reduce the number of {{TV|nukes}} the nation has.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
The changes that are affected by {{TV|public support}} are multiplied by X, where X is calculated as follows:&lt;br /&gt;
# Set X to 0.&lt;br /&gt;
# For each non-empty control point before the revolution:&lt;br /&gt;
#* If this is not the executive control point, then reduce X by 0.5 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
#* If this is the executive control point, then reduce X by 1 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
# For each non-empty control point after the revolution:&lt;br /&gt;
#* If this is not the executive control point, then increase X by 1 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
#* If this is the executive control point, then increase X by 2 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
# Increase X by a random value between 0 and 0.25.&lt;br /&gt;
# If all control points are empty both before and after the revolution, then again increase X by a random value between 0 and 0.25.&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
A nation&#039;s [[GDP]] is its Gross Domestic Product, measured in US dollars. It is primarily increased by investing in the {{TV|economy}}. GDP determines the raw {{TV|IP}} output of a nation and the {{TV|CP}} cost to hold its [[Control Points]], and also influences how hard it is to target the nation with [[missions]]. Per-[[region]] GDP determines {{TV|MC}} cap. &lt;br /&gt;
&lt;br /&gt;
GDP per capita (&amp;quot;[[GDPPC]]&amp;quot;) is the GDP divided by {{TV|pop}}, and it has impacts on {{TV|research}}, {{TV|unrest}}, {{TV|sustainability}}, and [[corruption]]. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics, see [[GDP]].&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s {{TV|education}} value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of {{TV|education}} there. Nations with higher {{TV|education}} scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.&lt;br /&gt;
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5.&lt;br /&gt;
** Multiplied by 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12.&lt;br /&gt;
* After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}.&lt;br /&gt;
* Each completion of the {{TV|unity}} removes {{TV|education|0.001}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|education}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 1-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} cannot be decreased below 1.&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} is one of the largest factors influencing {{TV|national research}} output aside from {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the {{TV|national research}} output is calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TINationState&lt;br /&gt;
public float research_month&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		float population_Millions = this.population_Millions;&lt;br /&gt;
		float perCapitaGDP = this.perCapitaGDP;&lt;br /&gt;
		return (population_Millions * ((perCapitaGDP &amp;lt;= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other words:&lt;br /&gt;
&lt;br /&gt;
A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000.&lt;br /&gt;
&lt;br /&gt;
B) {{TV|pop}} in millions.&lt;br /&gt;
&lt;br /&gt;
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6.&lt;br /&gt;
&lt;br /&gt;
If the {{TV|gdppc}} is higher than $30000, use 1.5157166 + 0.90942997 × (ln({{TV|gdppc}}/15000) - 0.6931472) instead.&lt;br /&gt;
&lt;br /&gt;
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is about 2^0.6 × (1 + 0.6 × ln({{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC/30000))&lt;br /&gt;
&lt;br /&gt;
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]]&lt;br /&gt;
&lt;br /&gt;
D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12)&lt;br /&gt;
&lt;br /&gt;
E) Scales by the sixth root of {{TV|democracy}}, with a floor of 1 at 1 {{TV|democracy}}: Max({{TV|democracy}}&amp;lt;sup&amp;gt;0.16666667&amp;lt;/sup&amp;gt;, 1) (maximum of ~1.4678).&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
G) 100% efficient at 0 {{TV|unrest}} and 0% efficient at 10 {{TV|unrest}}, scales with {{TV|unrest}} squared: 1-{{TV|unrest}}²/100&lt;br /&gt;
&lt;br /&gt;
H) n% per {{TV|science}} {{MissionIcon|Advise}}[[Advise|Advisor]] with diminishing return: 1% per {{TV|science}} of first {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.5% per {{TV|science}} of second {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.333333% from 3rd etc, always sorted by {{MissionIcon|Advise}}[[Advise|Advisor]] bonus, descending (best {{MissionIcon|Advise}}[[Advise|Advisor]] will count towards the first bonus).&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H&lt;br /&gt;
&lt;br /&gt;
=== Mission Control ===&lt;br /&gt;
Whenever the {{TV|mission control priority}} is completed, a [[region]] in the nation is selected to gain {{TV|mc|1}}. A nation&#039;s MC is split equally between the owners of the nation&#039;s [[Control Points]]. See [[Mission Control#MC_from_Nations]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
A nation that has completed the {{TV|found space program}} may invest in the {{TV|boost priority}}, which will give the nation permanent production of {{TV|boost}}. &lt;br /&gt;
&lt;br /&gt;
A nation&#039;s boost production is distributed between [[federation]] members, with larger members getting much more, and then each nation&#039;s boost is distributed equally between owners of that nation&#039;s [[Control Points]]. For details, see [[Boost]].&lt;br /&gt;
&lt;br /&gt;
=== Funding ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|funding}} is completed, the nation&#039;s annual funding grows by 10 + (the nation&#039;s GDP in billions)^0.25 / 2, rounded to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the {{TV|funding}} is completed.&lt;br /&gt;
&lt;br /&gt;
The annual funding of a nation is capped at the nation&#039;s [[Nations#GDP|GDP]] in billions multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their funding with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total funding, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology, aka {{TV|miltech}}, value represents the capability of the nation&#039;s armed forces. It has major impacts on an army&#039;s effectiveness in [[Terrestrial Warfare]], and can be raised with the {{TV|Military Priority}}. For details, see [[Miltech]]. &lt;br /&gt;
&lt;br /&gt;
=== Armies ===&lt;br /&gt;
A nation may build one or more armies with the {{TV|build army}} if it has completed the {{TV|Found Military}} and has a population of at least 5 million. Armies can be used to conquer other nations, defend against conquests, or attack certain [[Alien]] objects. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics of army costs, army control, and the number of armies a nation can build, see [[Army]]. For army combat mechanics, see [[Terrestrial Warfare]]. For the use of armies to conquer [[regions]], see [[Foreign_Relations#War_Annexation]]. For attacking aliens, see [[Aliens#Reduction]].&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation&#039;s {{TV|miltech}}.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur.&lt;br /&gt;
&lt;br /&gt;
{{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true:&lt;br /&gt;
* The nation has completed the {{TV|found military}} (or started with it already complete).&lt;br /&gt;
* The nation has more {{TV|armies}} than {{TV|navies}}.&lt;br /&gt;
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]].&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The nation has at least 4 [[Nations#Control_Points|control points]].&lt;br /&gt;
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack.&lt;br /&gt;
&lt;br /&gt;
=== Estimated Military Strength ===&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation X is calculated as the sum of the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Multipliers&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For Alien Invader Armies, use their {{TV|miltech}} instead of the {{TV|miltech}} of the Alien Nation.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Navies|Navies]] of X || || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} Value of X || || -1&lt;br /&gt;
|-&lt;br /&gt;
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100&lt;br /&gt;
|-&lt;br /&gt;
| Number {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, at the start of the game, the nation of North Korea has {{TV|miltech|2.8}}, 1 region, {{TV|armies|1}}, {{TV|navies|0}}, {{TV|unrest|0}}, and {{TV|nuke|1}}. So its estimated military strength is the sum of:&lt;br /&gt;
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96&lt;br /&gt;
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4&lt;br /&gt;
* {{TV|navies|0}} × 1 = 0&lt;br /&gt;
* {{TV|unrest|0}} × -1 = 0&lt;br /&gt;
* 1 (has nukes) × 100 = 100&lt;br /&gt;
* {{TV|nuke|1}} × 5 = 5&lt;br /&gt;
So it has an estimated military strength of 115.36.&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation is important because when multiple nations fight on the same side of a [[Foreign_Relations#Wars|war]], the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.&lt;br /&gt;
&lt;br /&gt;
In addition, the estimated military strength of a nation is often used by the AI to determine their [[Foreign_Relations|international relations]]. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.&lt;br /&gt;
&lt;br /&gt;
=== Space Defenses ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
Human Nations can build Space Defenses after [[Trans-Interface Warfare]] is researched.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are built in the following order:&lt;br /&gt;
# The {{icon|capital|bgcolor=DarkSlateGray}}Capital region.&lt;br /&gt;
# The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|oil|bgcolor=DarkSlateGray}}{{icon|resource region|bgcolor=DarkSlateGray}}Resource regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The Non-Colony regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
&lt;br /&gt;
The amount of IP needed by the {{icon|space defenses}}Space Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See [[Region List]] for a list of all regions and their areas.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are armed with a giant 1-GJ, 3600-cm laser (this is bigger than the Alien T3 base defense laser). Color will be best available of IR or green, and type, of laser, arc laser or phaser.&lt;br /&gt;
&lt;br /&gt;
=== Exofighters ===&lt;br /&gt;
&lt;br /&gt;
Human nations can build {{icon|exofighter}}exofighters after [[Exoatmospheric Fighters]] is researched.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{icon|build exofighter}}Build Exofighter priority is completed, a region in the nation is selected to increase its {{icon|exofighter}}exofighters by 1. The region is selected as follows:&lt;br /&gt;
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters.&lt;br /&gt;
* If any remaining region has zero {{icon|exofighter}}exofighters, then pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production.&lt;br /&gt;
* Pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production divided by the number of {{icon|exofighter}}exofighters already in the region.&lt;br /&gt;
&lt;br /&gt;
The Maximum {{icon|exofighter}}exofighters of a region is calculated as:&lt;br /&gt;
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1.&lt;br /&gt;
* Min(64, Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production / 4), rounded up to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal. High values keep unrest in check and increase the nation&#039;s ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed.&lt;br /&gt;
* Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|education}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|democracy}}.&lt;br /&gt;
** This cannot be reduced below 0.025.&lt;br /&gt;
* If {{TV|democracy}} &amp;gt; 5, then each completion of the {{TV|oppression}} removes {{TV|cohesion|0.025}} per {{TV|democracy}} over 5.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} moves by 0.1 per month towards {{TV|base cohesion}}. It can decrease faster, up to 0.25 per month towards its resting point, depending on {{TV|inequality}} (this acceleration occurs for {{TV|inequality}} values between 4 to 4.6). Specifically, when {{TV|base cohesion}} is lower than {{TV|cohesion}}, the {{TV|cohesion}} decrease per month is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is not affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] and is rapid enough that it is usually better to move {{TV|base cohesion}} rather than trying to fight the tide. See [[Nations#Resting_Cohesion]] for details on how to achieve this.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} is also commonly changed by [[Events]], and can be strongly affected by [[Foreign Relations#Declaring_Wars|War Declarations]] and the [[Terrestrial_Warfare#Army_Death|Destruction of armies]].&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|cohesion}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || &amp;lt;1 &lt;br /&gt;
|-&lt;br /&gt;
| Fractured || &amp;lt;2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || &amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || &amp;lt;4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || &amp;lt;5 &lt;br /&gt;
|-&lt;br /&gt;
| Diverse || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || &amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || &amp;lt;8 &lt;br /&gt;
|-&lt;br /&gt;
| Dominated || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Resting Cohesion ====&lt;br /&gt;
&lt;br /&gt;
{{TV|base cohesion}} depends on the following factors:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{TV|inequality}}&lt;br /&gt;
| ≤ 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × 2.25 × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × (3.25 × {{TV|inequality}} - 4.75)&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|gdppc}}&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by (1 - ({{TV|gdppc}} / Highest {{TV|gdppc}} in last 10 years)) × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{TV|pop}}&lt;br /&gt;
| 1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|pop}}Population Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.0025/km × {{TV|pop}}-weighted average distance from each [[Regions|Region]] to the nation&#039;s capital. Capped at 7.5 Reduction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Foreign Relations#Wars|Wars]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Peer [[Foreign Relations#Rivals|Rivals]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners.&lt;br /&gt;
|-&lt;br /&gt;
| Public Opinion Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Change&amp;lt;/span&amp;gt; by -6 × ([[#Public_Opinion|Standard Deviation]] of Public Opinion / Worst Possible Standard Deviation - 0.5).&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{TV|democracy}}&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by (3.5&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt; - {{TV|democracy}}&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt;) × ((10 - {{TV|unrest}}) / 10)&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - {{TV|democracy}})&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × ({{TV|democracy}} - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × ({{TV|democracy}} - 6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Owning [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1.6 × {{TV|democracy}} × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In other words, {{TV|base cohesion}} is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high.&lt;br /&gt;
* War enemies that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3.&lt;br /&gt;
* Rivalries with nations no more than 1 control point smaller, that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3 - the amount already given by the War {{TV|base cohesion}} Bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High {{TV|democracy}} score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;changed by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Public Opinion [[#Public_Opinion|distribution]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium {{TV|democracy}} score.&lt;br /&gt;
* High {{TV|inequality}} score, stronger when {{TV|education}} is high.&lt;br /&gt;
* Loss of {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDP per Capita]] within the last 10 years.&lt;br /&gt;
* {{TV|pop}}, worse when the entire {{TV|pop}} is confined to just one [[Region]] because the nation has no other [[Regions]].&lt;br /&gt;
* Geographic {{icon|pop}}Population Distribution.&lt;br /&gt;
* Difference between [[#Public_Opinion|average public opinion]] and the [[Factions]] that own the control points.&lt;br /&gt;
* Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]], multiplied by {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Cohesion ====&lt;br /&gt;
&lt;br /&gt;
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}.&lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1.25 - |{{TV|cohesion}} - 5| / 10). So it is multiplied by 75% at {{TV|cohesion|0}} and at {{TV|cohesion|10}}, whereas it is multiplied by 125% at {{TV|cohesion|5}}.&lt;br /&gt;
* The [[Nations#Public_Support_Cap|Public Support Cap]] of a Nation is increased by its {{TV|cohesion}}.&lt;br /&gt;
* The [[Nations#Population_Growth|Population Growth]] of a Nation is decreased by its {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
==== Underflowing Cohesion ====&lt;br /&gt;
&lt;br /&gt;
If {{TV|cohesion}} would ever be reduced below 0, then it &#039;&#039;&#039;underflows&#039;&#039;&#039;. This section discusses the effects of such an underflow.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|democracy}} is reduced by &amp;lt;code&amp;gt;Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
* {{TV|unrest}} is increased by &amp;lt;code&amp;gt;({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount - Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0))) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
Public Opinion reflects the overall opinion of the typical residents of a given [[nation]], or of [[Earth]] generally. Having high public opinion gives a significant boost to a [[faction]], as a built-in source of free {{TV|Influence}} and as a bonus on a wide variety of [[missions]]. Public opinion can be changed in a wide variety of ways, either positive (such as performing [[Public Campaign]] missions) or negative (such as committing [[atrocities]]).&lt;br /&gt;
&lt;br /&gt;
For details, see [[Public Opinion]].&lt;br /&gt;
&lt;br /&gt;
=== Sustainability ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation&#039;s GDP, population, and presence of oil resource regions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies:&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation passively produces each month.&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}.&lt;br /&gt;
&lt;br /&gt;
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0:&lt;br /&gt;
* [[Arrival International Development]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Designer Lifeforms]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Integrated Earth-Space Economy]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Clean Energy]] reduces the minimum by 0.1.&lt;br /&gt;
* [[Climate Change Mitigation]] reduces the minimum by 0.1.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}: &lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.&lt;br /&gt;
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.&lt;br /&gt;
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.&lt;br /&gt;
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} &amp;gt; 2.&lt;br /&gt;
** Multiplied by Max(0.25, {{TV|pollution multiplier}} / 0.5) if the {{TV|pollution multiplier}} &amp;lt; 0.5.&lt;br /&gt;
** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.&lt;br /&gt;
 &lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation&#039;s Pollution Multiplier.&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s {{TV|sustainability}}value is calculated as:&lt;br /&gt;
* 10 if {{TV|pollution multiplier}} = 0.&lt;br /&gt;
* 9.99+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.99.&lt;br /&gt;
* 9.9+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.9.&lt;br /&gt;
* 1 / {{TV|pollution multiplier}} otherwise.&lt;br /&gt;
&lt;br /&gt;
Once a nation reaches {{TV|sustainability|10}} ({{TV|pollution multiplier|0}}), the {{TV|environment}} will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere. &lt;br /&gt;
&lt;br /&gt;
At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes |population scaling]] effect gets inverted. A larger {{TV|pop}} is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the {{TV|environment}} is completed is now multiplied by (the nation&#039;s {{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Hence, a player who wishes to fix the [[Climate_Change|Climate]] should aim to make the most populated nations reach {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}.&lt;br /&gt;
** This is further increased by 0.0001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}.&lt;br /&gt;
** This is further increased by 0.001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 9:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|inequality}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Whenever a nation&#039;s {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}.&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
&lt;br /&gt;
Corruption (shown in the {{TV|spoils}} tooltip) determines what percentage of the nation&#039;s {{TV|ip}} the elites want diverted to the {{TV|spoils}} (Note: Does not account for priority bonuses). If this is not done then {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]s become easier to perform against the nation, to the point where they might even [[Nations#Coups_and_revolutions|naturally occur]] without any faction&#039;s involvement. Conversely, assigning more to the {{TV|spoils}} than the elites want will cause them to protect your nation from councilor {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] attempts.&lt;br /&gt;
&lt;br /&gt;
Corruption for human nations is calculated as follows:&lt;br /&gt;
* 50% base value.&lt;br /&gt;
* Decreased by 2.65515% for every point of {{TV|democracy}}.&lt;br /&gt;
* Decreased by 0.57342% for every point of {{TV|cohesion}}.&lt;br /&gt;
* Decreased by 0.824624% for every {{TV|gdppc|3000}}.&lt;br /&gt;
* Multiplied by 0.8 if the [[A Common Concern]] project has been researched. &lt;br /&gt;
** Note: Only available to {{icon|resist}}[[The Resistance]], {{icon|cooperate}}[[The Academy]], {{icon|escape}}[[Project Exodus]], and {{icon|submit}}[[The Servants]].&lt;br /&gt;
* Capped from below at 5%.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Administration]] always has 0% corruption.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of {{TV|ip}}, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each [[Nations#Control_Points|control point]] may direct a share of {{TV|ip}} into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of {{TV|ip}} going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
=== List of Priorities ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Priority !! {{TV|ip}} cost !! Requirements !! Effects !! [[Nations#Population_Scaling_for_Nation_Stat_Changes|Pop Scaled]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO economy priority.png|50px]] Economy || rowspan=4 | 1 || rowspan=4 | None&lt;br /&gt;
| {{TV|gdppc}} [[File:ICO arrow green.png|24px]] by 3 + (1.5 per {{icon|resource region}}Mining Region) + (1.5 per {{icon|oil}}Oil Region) + (1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region) + (0.5 per {{TV|democracy}}) + {{TV|education}} &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per {{icon|resource region}}Mining Region + 0.0001 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]] may be [[Regions#Improving_Regions|Improved]] into {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic, {{icon|resource region}}Mining or {{icon|oil}}Oil Regions after sufficient investment || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions]] || One {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions|Region]] loses {{icon|colony|bgcolor=DarkSlateGray}}Colony status every 1000 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO environment priority.png|50px]] Environment || rowspan=3 | 1&lt;br /&gt;
| {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|sustainability|&amp;lt;10}}&lt;br /&gt;
| &lt;br /&gt;
[[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow green down.png|24px]] by -0.005 / Max(1, total layers of Fallout)&lt;br /&gt;
* × [[Nations#Sustainability|Pollution Multiplier]] / 2 if the [[Nations#Sustainability|Pollution Multiplier]] &amp;gt; 2&lt;br /&gt;
* × Max(0.25, the [[Nations#Sustainability|Pollution Multiplier]] / 0.5) if the [[Nations#Sustainability|Pollution Multiplier]] &amp;lt; 0.5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* {{icon|life}}[[Transform Phages]] researched&lt;br /&gt;
* At least one [[Regions|Region]] has {{icon|fallout}}Fallout &lt;br /&gt;
| One [[Regions|Region]] loses a layer of {{icon|fallout}}Fallout every 100 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO knowledge priority.png|50px]] Knowledge || rowspan=2 | 1 || rowspan=2 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005 &lt;br /&gt;
* × 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5&lt;br /&gt;
* × 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cohesion}} centered by 0.01 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO government priority.png|50px]] Government || rowspan=3 | 1 || {{TV|democracy|&amp;lt;10}} || {{TV|democracy}} [[File:ICO arrow green.png|24px]] by 0.001 per {{TV|education}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy|10}} || Same as {{TV|knowledge}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|unity}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}})&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength 5 × number of control points owned by faction &amp;lt;br&amp;gt;&lt;br /&gt;
(Religion counts as 4 control points)&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|government priority}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || {{TV|miltech}} [[File:ICO arrow green.png|24px]] by 0.00125 / {{TV|miltech}} × Best Human Nation&#039;s {{TV|miltech}} || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO oppression priority.png|50px]] Oppression || rowspan=3 | 1 || rowspan=2 | Found Military Completed in Nation&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} [[File:ICO arrow green down.png|24px]] by (0.1 - {{TV|democracy}} / 100) × 3 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Found Military Completed in Nation and &amp;gt;5 {{TV|democracy}} || {{TV|cohesion}} [[File:ICO arrow red down.png|24px]] by 0.025 × ({{TV|democracy}} - 5) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[File:ICO spoils priority.png|50px]] Spoils || rowspan=6 | 1 || rowspan=5 | None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.0025 + 0.0015 per {{icon|resource region}}Mining Region + 0.0015 per {{icon|oil}}Oil Region || Yes &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength - 0.125 × ({{TV|education}} + {{TV|democracy}}) × fraction of control points owned by faction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow red.png|24px]] by 0.0005 + 0.00075 per {{icon|resource region}}Mining Region + 0.00075 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow red.png|24px]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Control Points Not Cracked&lt;br /&gt;
|&lt;br /&gt;
Each Faction&#039;s {{TV|money}} [[File:ICO arrow green.png|24px]] by (5 × Monthly {{TV|ip}} + 5 per {{icon|resource region}}Mining Region + 5 per {{icon|oil}}Oil Region + 2.5 × (10 - {{TV|democracy}})) × fraction of control points owned by faction &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO funding priority.png|50px]] Funding || 1 || None || Annual {{TV|money}} Production [[File:ICO arrow green.png|24px]] by 10 + max(round(((GDP in billions)^0.18)/1.09),1) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO_launchFacilities_Priority.png|50px]] Boost || 2 || Found Space Program Completed in Nation || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.4 - (Launch Facility Latitude / 250) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO missionControl priority.png|50px]] Mission Control || 25 || Found Space Program Completed in [[Foreign Relations#Federations|Federation]] || {{icon|mc}}Mission Control [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO spaceflightProgram priority.png|50px]] Found Space Program || 50 || None || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO found military priority.png|50px]] Found Military || 40 || None &lt;br /&gt;
|&lt;br /&gt;
Set {{TV|miltech}} to the Max of:&lt;br /&gt;
* 2&lt;br /&gt;
* Worst [[Foreign Relations#Federations|Federation]] Member&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst [[Foreign Relations#Alliances|Ally]]&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst Human Nation&#039;s {{TV|miltech}}&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;(5 + 25 × {{TV|Armies}}) {{TV|pop}} in Millions&lt;br /&gt;
* Has a non-colony Region without its own [[Nations#Armies|Army]]&lt;br /&gt;
| Builds an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;4 Control Points, or 3 Control Points and {{TV|gdppc|&amp;gt;40000}}&lt;br /&gt;
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]]&lt;br /&gt;
| Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO develop atomic bomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 |  80 || rowspan=4 | None || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No&lt;br /&gt;
|- &lt;br /&gt;
| Each Owning Faction Commits 1 [[Factions#Atrocity|Atrocity]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNuclearWeapons priority.png|50px]] Nuclear Weapons || rowspan=2 | 40 || rowspan=2 | Develop Atomic Bomb Completed in Nation || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || {{icon|military}}[[Trans-Interface Warfare]] researched || Builds a {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense Facility]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10 &lt;br /&gt;
| &lt;br /&gt;
* {{icon|military}}[[Exoatmospheric Fighters]] researched &lt;br /&gt;
* Has a Region not at [[Nations#Exofighters|Maximum Exofighters]]&lt;br /&gt;
|| Builds an {{icon|exofighter}}[[Nations#Exofighters|Exofighter]] || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Diversity Bonus ===&lt;br /&gt;
&lt;br /&gt;
Each control point &#039;&#039;&#039;independently&#039;&#039;&#039;&amp;lt;ref&amp;gt;The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.&amp;lt;/ref&amp;gt; gains a small diversity bonus to each of its priorities based on how much it is personally investing into &#039;&#039;&#039;other&#039;&#039;&#039;&amp;lt;ref&amp;gt;A priority cannot give itself its own diversity bonus&amp;lt;/ref&amp;gt; nation building priorities. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! Diversity Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|military priority}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of these nation building priorities adds a diversity bonus of X% to all &#039;&#039;&#039;other&#039;&#039;&#039; priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).&lt;br /&gt;
&lt;br /&gt;
For example, suppose a control point has 3 pips in the {{TV|economy}}, 1 pip in the {{TV|welfare}}, and 1 pip in the {{TV|spoils}}, for a total of 5 pips. Then:&lt;br /&gt;
* The {{TV|economy}} adds a diversity bonus of 50% × 3 ÷ 5 = 30%.&lt;br /&gt;
* The {{TV|welfare}} adds a diversity bonus of 20% × 1 ÷ 5 = 4%.&lt;br /&gt;
* The {{TV|spoils}} adds no diversity bonus, because it is not a nation building priority.&lt;br /&gt;
&lt;br /&gt;
Thus:&lt;br /&gt;
* The {{TV|economy}} receives a diversity bonus of 4% (because it cannot receive the 30% from itself).&lt;br /&gt;
* The {{TV|welfare}} receives a diversity bonus of 30% (because it cannot receive the 4% from itself).&lt;br /&gt;
* The {{TV|spoils}} receives a diversity bonus of 30% + 4% = 34%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This diversity bonus is &#039;&#039;&#039;additive&#039;&#039;&#039; with other bonuses to nation priorities. Specifically, whenever a control point would put any {{TV|IP}} into any priority, the amount of {{TV|IP}} that is actually put into the priority is multiplied by:&lt;br /&gt;
&amp;lt;pre&amp;gt;100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase {{TV|ip}} in a certain priority with {{TV|money}}, {{TV|influence}}, and/or {{TV|ops}}. The number of {{TV|ip}} that may be purchased each calendar year in any nation is capped at 12 × ({{TV|pop}} in Millions × 48.75) ^ 0.175 × ([[Nations#GDP|GDP]] in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Base Direct Investment Costs for each Nation Priority&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 150000 × [[Nations#Sustainability|Pollution Multiplier]] Decrease Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 625 / 41 × {{TV|pop}} in Millions / ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|oppression}} || 0 || 50 × Max(1, {{TV|democracy}}) × Required {{icon|ip|bgcolor=DarkSlateGray}}IP / ({{TV|pop}} / 50 million) ^ 0.35 || 30 / (1 + Min(2, {{TV|miltech}} / 10))&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|military priority}} || 250 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 30 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build army}} || 10000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build navy}} || 1200 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|develop atomic bomb}} || 30000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|nuclear weapons}} || 5000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|space defenses}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 600 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|build exofighter}} || 1000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 200 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Direct Investment Cost Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! {{TV|money}} Cost Multiplier !! {{TV|influence}} Cost Multiplier !! {{TV|ops}} Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Technology|Projects]] || Researched || 1 - 0.15 for [[Transnational Investments]] - 0.15 for [[Adaptive FDI Modeling]] || 1 - 0.25 for [[Strategic Lobbying]] - 0.25 for [[Regulatory Capture]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| Recently Conquered || Within 365.25 days &amp;lt;br&amp;gt; Not {{TV|oppression}}&amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.5 || 1&lt;br /&gt;
|- &lt;br /&gt;
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1 &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cp}} Cost || Not Alien Nation &amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.1 × Single Control Point {{TV|cp}} Cost || 1  &lt;br /&gt;
|- &lt;br /&gt;
| National Priority Bonuses || Not from [[Foreign Relations#Federations|Federation]] &amp;lt;br&amp;gt; Not from [[Nations#Diversity_Bonus|Diversity]] || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign Relations#Federations|Federation]] Bonus || {{TV|economy}} Only || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| Nation {{icon|resource region}}Mining Regions || {{TV|build army}} and {{TV|build navy}} Only || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
&lt;br /&gt;
Each nation requires a certain percentage of {{TV|ip}} to be put into the {{TV|spoils}}. Failing to provide enough {{TV|ip}} into {{TV|spoils}}, shown by the priority becoming red, increases the chance of a [[Nations#Coups_and_revolutions|coup]]. See [[Nations#Corruption]] for details on how this percentage is calculated.&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. &lt;br /&gt;
&lt;br /&gt;
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical [[Resources|resources]], control over the nation&#039;s [[Nations#Armies|armies]], and the ability to direct [[Nations#Priorities|investment priorities]].&lt;br /&gt;
&lt;br /&gt;
The {{TV|research}}, {{TV|boost}}, {{TV|mc}} and {{TV|money}} (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned still get their share, but the owning faction does not receive it.&lt;br /&gt;
&lt;br /&gt;
If there are [[Nations#Armies|Armies]] controlled by the nation, owning a control point may also grant you direct control of said [[Nations#Armies|Armies]]. Control Points with [[Nations#Armies|Armies]] attached to them are shown with the {{TVS|army}} symbol. If there is more than one [[Nations#Armies|Army]] attached to a control point then the number of attached [[Nations#Armies|Armies]] is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving [[Foreign Relations#Federations|federations]] and [[Foreign Relations#Peaceful_Unification|merging nations]], require Consolidated control of the executive, which means the executive faction either gained control of the nation through violent means such as [[Foreign Relations#War_Conquest|war]] or [[Nations#Coups_and_revolutions|revolution]], or must have held continuous control of the executive control point for 180 days.&lt;br /&gt;
&lt;br /&gt;
=== Number of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The number of control points is based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-15.4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15.4-263 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 263-1701 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1701-6869 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6869-20944 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 20944+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The {{TV|cp}} cost of a control point is also based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
When a faction exceeds their {{TV|cp}}, they suffer the following penalties:&lt;br /&gt;
* Certain [[Missions]] against the faction gain a bonus attack mission modifier of {{TV|cp}} overcap / 3. These [[Missions]] are:&lt;br /&gt;
** {{MissionIcon|Crackdown}}[[Crackdown]]&lt;br /&gt;
** {{MissionIcon|Purge}}[[Purge]]&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
** {{MissionIcon|Dominate}}[[Dominate Nation]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* The faction&#039;s annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2.&lt;br /&gt;
&lt;br /&gt;
=== Taking Control Points ===&lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral Control Point, one usually performs a successful {{MissionIcon|Control Nation}}[[Control Nation]] mission with one of their [[Councilors]]. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by [[Factions]], then the {{MissionIcon|Control Nation}}[[Control Nation]] mission becomes unavailable. In that case you would need to perform a successful {{MissionIcon|Purge}}[[Purge]] mission on an enemy Control Point.&lt;br /&gt;
&lt;br /&gt;
To increase {{MissionIcon|Purge}}[[Purge]] success chances, it is recommended to conduct {{MissionIcon|Crackdown}}[[Crackdown]] on these Control Points first. Another alternative to Control Nation is {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]. It can either be performed with your councilor or happen naturally. See [[Nations#Effects_of_a_Coup]] for the effects of a coup, including the distribution of control points when a coup occurs. {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] has a higher success chance in nations with high {{TV|unrest}}, so {{MissionIcon|Unrest}}[[Increase Unrest]] missions can be very helpful.&lt;br /&gt;
&lt;br /&gt;
One more alternative is to simply use [[Foreign Relations#Wars|war]]. When armies [[Foreign Relations#War_Conquest|conquer]] a nation&#039;s {{icon|capital|bgcolor=DarkSlateGray}}capital region, all control points in the nation switch owners to whichever [[Factions|faction]] [[Foreign Relations#War_Conquest|conquered]] them.&lt;br /&gt;
&lt;br /&gt;
=== Control Point Types ===&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national {{TV|democracy}} and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.&lt;br /&gt;
|-&lt;br /&gt;
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits&lt;br /&gt;
|-&lt;br /&gt;
| 1st || None || Executive || &lt;br /&gt;
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions.&lt;br /&gt;
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]].&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|nukes}}.&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|exofighters}}.&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to [[Events]].&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to incoming requests for [[Foreign Relations#Declaring_Wars|joining wars]], [[Foreign Relations#Proposing_Alliances|allying]], and [[Foreign Relations#Joining_Federations|federating]].&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting the Executive.&lt;br /&gt;
* Otherwise, the faction gains +3 Bonus Attack on its {{MissionIcon|Purge}}[[Purge]] Missions targeting the Executive.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Purge}}[[Purge]] Missions targeting each non-Executive control point.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and &amp;lt;7 {{TV|cohesion}} || Oligarchs ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions&#039; {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3rd || &amp;lt;5 {{TV|democracy}} || Security Apparatus || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Extract}}[[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Crackdown}}[[Crackdown]], {{MissionIcon|Detain}}[[Detain]], and {{MissionIcon|Extract}}[[Extract Councilor]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| ≥7 {{TV|education}} || Mass Media || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Public Campaign}}[[Public Campaign]] and {{MissionIcon|Dominate}}[[Dominate Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for {{icon|unity}}Unity Priority&#039;s Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 4th || &amp;lt;4 {{TV|democracy}} || National Industries || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions targeting [[Orgs]] owned by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;3.5 {{TV|inequality}} and &amp;gt;10000 {{TV|gdppc}} and &amp;gt;7 {{TV|education}} || Trade Unions || [[Orgs]] based in the same nation cost 20% less {{TV|influence}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 5th || &amp;gt;6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 {{TV|cohesion}} or &amp;lt;7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Warlords || +6 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 6th || &amp;gt;9 {{TV|democracy}} and &amp;gt;9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|cohesion}} and Nation has a [[Foreign Relations#Rivals|rival]] or [[Foreign Relations#Wars|war enemy]] which has at least the same number of control points. || Defense Sector || Faction&#039;s {{TV|armies}} that belong to this Nation gain +0.005 [[Terrestrial_Warfare#Army_Healing|daily heal rate]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|democracy}} and &amp;gt;7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| Nation has at least 1 {{icon|oil}}Oil or {{icon|resource region}}Mining Region || Extractive Sector || Nation {{icon|spoils}}Spoils Money Output for Faction increased by 2 × Number of {{icon|oil}}Oil or {{icon|resource region}}Mining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Agricultural Sector || Nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] does not have any special control point types or bonuses. Though naturally the [[Aliens]] still receive all of the benefits that an Executive Control Point grants.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Nations]]&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=GDP&amp;diff=12605</id>
		<title>GDP</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=GDP&amp;diff=12605"/>
		<updated>2026-09-20T15:02:26Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Made real page, mostly with content moved from Nations article. (Also going to use this as the IP page) Probably more I can do here, but it&amp;#039;s midnight, and it&amp;#039;s good enough for now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[nation]]&#039;s GDP is a measure of its economic output. It is measured in US dollars. In the real-world [[scenarios]] of [[2003]], [[2022]], and [[2026]], the starting GDP figures for nations are taken from their real-world economic output, adjusted for purchasing power parity. &lt;br /&gt;
&lt;br /&gt;
The closely related statistic of GDP per capita (abbreviated [[GDPPC]]) is equal to the GDP divided by the {{TV|pop}}. &lt;br /&gt;
&lt;br /&gt;
== Changing GDP ==&lt;br /&gt;
In a nation with {{TV|pop|50 million}}, each completion of the {{TV|economy}} increases the GDPPC by:&lt;br /&gt;
* 3 (Base value), slightly increased by certain global [[technologies]].&lt;br /&gt;
* +1.5 per {{icon|oil}}Oil [[Region]]&lt;br /&gt;
* +1.5 per {{icon|resource region}}Mining Region.&lt;br /&gt;
* +1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region.&lt;br /&gt;
* +0.5 per {{TV|democracy}}.&lt;br /&gt;
* +1 per {{TV|education}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want higher {{TV|democracy}}, higher {{TV|education}}, as well as as many {{icon|core economic region|bgcolor=DarkSlateGray}}economic, {{icon|oil}}oil, and {{icon|resource region}}mining regions as possible.&lt;br /&gt;
&lt;br /&gt;
GDP is negaively affected by [[Climate Change]], with a rate of annual decrease that is based on global pollution levels, national {{TV|inequality}}, and [[region]] characteristics. &lt;br /&gt;
&lt;br /&gt;
GDP can also be affected by [[events]], and regional GDP can be affected by certain [[projects]] (in particular, the bridge/tunnel/etc. projects unlocked by [[Arrival International Development]]). &lt;br /&gt;
&lt;br /&gt;
== Monthly Investment Points ==&lt;br /&gt;
GDP directly determines the number of {{TV|IP}} a nation has to distribute to priorities. These represent the nation&#039;s economic surplus that can be distributed by factions with [[Control Points]] in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of [[Armies]] and [[Navies]] it fields and by high levels of {{TV|unrest}}. The {{TV|Broken Earth}} scenario uses different mechanics here, so the differences are summarized below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Monthly Investment Points&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Impact in {{TV|2022}}/{{TV|2026}}/{{TV|2070}}/{{TV|2003}} !! Impact in {{TV|Broken Earth}}&lt;br /&gt;
|-&lt;br /&gt;
| Base IP || (GDP in billions)&amp;lt;sup&amp;gt;0.35&amp;lt;/sup&amp;gt; || 0.62 * (GDP in billions)&amp;lt;sup&amp;gt;0.48&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Army]] Maintenance (Home Region) || {{TV|IP|0.5}} per army || {{TV|IP|0.2}} per army &lt;br /&gt;
|-&lt;br /&gt;
| Army Maintenance (Away from Home) || {{TV|IP|1.0}} per army (total) || {{TV|IP|1.2}} per army (total)&lt;br /&gt;
|-&lt;br /&gt;
| [[Navy]] Maintenance || {{TV|IP|0.5}} per navy || {{TV|IP|0.4}} per navy&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|Unrest}} || colspan=2 | {{TV|ip|-1%}} for every {{TV|unrest|0.1}} above 2, capping at {{TV|ip|-80%}} at {{TV|unrest|10}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilor]] using [[Advise]] || colspan=2 | +1% per point of {{TV|administration}} (but see below)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Multiple Advisors ===&lt;br /&gt;
If a single nation gets the benefit of multiple councilors using the [[Advise]] mission, the benefits will decrease for every councilor after the first. The n-th advisor adds +(Advisor {{TV|administration}} / n)% to IP. &lt;br /&gt;
&lt;br /&gt;
Assuming each advisor has 25 {{TV|administration}}, the combined impact is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!| &#039;&#039;&#039;# Advisors&#039;&#039;&#039; || 1 || 2 || 3 || 4 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total {{TV|IP}} Impact&#039;&#039;&#039; || +25.0% || +37.5% || +45.8% || +52.1% || +57.1% || +61.3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GDP Per Region ==&lt;br /&gt;
GDP is not truly tracked per [[region]] - a nation has a single GDPPC value, and when a nation acquires regions, the GDPPC values are averaged out (weighted by population). However, certain game mechanics do affect regional GDP, and for this purpose an effective regional GDP is used. &lt;br /&gt;
&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on region {{TV|pop}} and economic modifiers. It pretends {{icon|colony|bgcolor=DarkSlateGray}}colony regions have 50% the people who actually live there, and that {{icon|oil}}core oil, {{icon|resource region}}core mining, and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. &lt;br /&gt;
&lt;br /&gt;
This affects the amount of {{TV|mc}} capacity that can be built in each region, as well as determining the impact of events and projects that affect regional GDP.&lt;br /&gt;
&lt;br /&gt;
For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:&lt;br /&gt;
* A {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}}.&lt;br /&gt;
* A {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}}.&lt;br /&gt;
Then because of economic modifiers:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is treated as if it has {{TV|pop|50 million}}&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is treated as if it has {{TV|pop|10 million}}.&lt;br /&gt;
So the 60 billion GDP is divided up such that:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is given 50 billion GDP.&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is given 10 billion GDP.&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Government_Priority&amp;diff=12604</id>
		<title>Government Priority</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Government_Priority&amp;diff=12604"/>
		<updated>2026-09-20T14:15:53Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Pointed link to new article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page provides a list of all sources of {{TV|Government Priority}}. For information on the mechanics, see [[Government]] instead&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orgs ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OrgLister|ListRestrictedOrgs|Not Match,chanceGovernmentBonus,0|Not Match,chanceGovernmentBonus,|Focus=government priority}}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:TraitLister|ListRestrictedTraits|In List,priorityBonuses/{i}/priority,Government}}&lt;br /&gt;
&lt;br /&gt;
== Hab Modules ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:HabModuleLister|ListRestrictedHabModules|Not Match,alienModule,true|In List,specialRules,LEOBonusGovernment}}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Techs ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
{{Bonus_Sources_Navbox}}&lt;br /&gt;
{{Priorities Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=12603</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=12603"/>
		<updated>2026-09-20T08:02:44Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Moved Government section to new article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see [[Nation List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
&lt;br /&gt;
Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:Gray;&amp;quot;&lt;br /&gt;
| colspan=2| || {{icon|pop}} || {{icon|gdppc}} || {{icon|ip}} || {{icon|economy}} || {{icon|welfare}} || {{icon|knowledge}} || {{icon|government priority}} || {{icon|unity}} || {{icon|oppression}} || {{icon|inequality}} || {{icon|cohesion}} || {{icon|unrest}} || {{icon|education}} || {{icon|democracy}} || {{icon|spoils}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|pop}} || [[Nations#Population|Population]]&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|gdppc}} || [[Nations#Per_Capita_GDP|GDPPC]]&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|ip}} || [[Nations#Monthly_Investment_Points|IP]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|economy}} || Economy Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|welfare}} || Welfare Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|knowledge}} || Knowledge Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|government priority}} || Government Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unity}} || Unity Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|oppression}} || Oppression Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|inequality}} || [[Nations#Inequality|Inequality]]&lt;br /&gt;
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| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|cohesion}} || [[Nations#Cohesion|Cohesion]]&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| {{icon|star}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unrest}} || [[Nations#Unrest|Unrest]]&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|education}} || [[Nations#Education|Education]]&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|democracy}} || [[Nations#Government|Government]]&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|spoils}} || Spoils Priority&lt;br /&gt;
| style=&amp;quot;background-color:#110000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|research}} || [[Nations#Research|Research]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| {{icon|star}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|mc}} || [[Nations#Mission_Control|MC]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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* Each cell represents the effect of having higher amounts of the column stat on the row stat. &lt;br /&gt;
* Lighter background colors indicate stronger effects on the row stat.&lt;br /&gt;
* Empty cell indicates that the column stat has no direct effect on the row stat.&lt;br /&gt;
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to {{TV|IP}}, {{icon|research|bgcolor=DarkSlateGray}}, [[Research]] output, [[Mission_Control]] cap, [[Army]] cap, and {{TV|Cohesion}}. Larger populations also make it slower to change nation stats. This means larger-pop nations tend to have more long-term potential, but also tend to be slower to realize that potential. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics, see [[Population]].&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Government score of a nation represents how democratic it is, with 0 representing a totalitarian dictatorship, and 10 representing an idealized democracy. It is raised by the {{TV|government priority}} and lowered by the {{TV|oppression}} and the {{TV|spoils}}. &lt;br /&gt;
&lt;br /&gt;
* A high government score pulls {{TV|base cohesion}} towards 5, increases [[research]] output, lowers [[corruption]], and helps with [[Foreign_Relations|unification]].&lt;br /&gt;
* A medium government score lowers {{TV|base cohesion}}.&lt;br /&gt;
* A low government score raises {{TV|base cohesion}}, improves the effect of the {{TV|oppression}} and [[armies]] on {{TV|unrest}}, and increases the [[Money]] gained by {{TV|Spoils}}. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics, see [[Government]].&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|unrest}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || &amp;lt;1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Subversion || &amp;lt;3 &lt;br /&gt;
|-&lt;br /&gt;
| Strife || &amp;lt;4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || &amp;lt;7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || ≥9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as:&lt;br /&gt;
* 10.5 &lt;br /&gt;
* -1 per {{TV|gdppc|10000}}.&lt;br /&gt;
* -1 per {{TV|cohesion}}.&lt;br /&gt;
* For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation:&lt;br /&gt;
** -0.5.&lt;br /&gt;
** Multiplied by the army health %.&lt;br /&gt;
** Multiplied by (10 - {{TV|democracy}}).&lt;br /&gt;
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65.&lt;br /&gt;
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}})&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation&#039;s [[Regions]]&#039; Xenoflora Growth Levels) / 20.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Unrest ====&lt;br /&gt;
&lt;br /&gt;
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}. &lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}.&lt;br /&gt;
&lt;br /&gt;
==== Coups and revolutions ====&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|&amp;gt;9.9}} when checked, but never otherwise. A naturally occurring coup will never happen if {{TV|democracy|≥8}} and {{TV|unrest|&amp;lt;8}}; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is (({{TV|unrest}} * 2 - {{TV|cohesion}} - {{TV|democracy}}) / 10 + conditional elite unhappiness) / 6000, where the elites&#039; unhappiness is {{TV|corruption}} percent - {{TV|spoils}} percent, but is ignored if any of the following conditions are true:&lt;br /&gt;
* {{TV|corruption}} percent &amp;lt; {{TV|spoils}} percent.&lt;br /&gt;
* Some faction owns all the nation&#039;s control points and that faction has {{TV|public support|≥65%}}.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering {{TV|unrest}} and increasing {{TV|cohesion}}, {{TV|democracy}} and {{TV|spoils}} (up to the {{TV|corruption}} level). The {{TV|spoils}} may often be ignored if the level of {{TV|unrest}} in a country is sufficiently low and the {{TV|cohesion}} and/or {{TV|democracy}} sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Coup =====&lt;br /&gt;
&lt;br /&gt;
When a nation undergoes a coup for any reason, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied, except for those owned by the faction whose councilor performed the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]], if any.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a random amount between -2 and 1.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a random amount between -3 and 0.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a random amount between -1 and 1.&lt;br /&gt;
# The nation&#039;s [[Nations#GDP|GDP]] is changed by a random amount between -10% and 0%.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.&lt;br /&gt;
# If the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was performed by a councilor of some faction F, then:&lt;br /&gt;
#* If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.&lt;br /&gt;
#* If there is exactly one empty control point in the nation and the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.&lt;br /&gt;
#* Otherwise, give the first empty control point in the nation to F, and if the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was a critical success, also give the control point immediately to the right of it to F.&lt;br /&gt;
# Empty out every control point that is to the right of an empty control point.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
# Every councilor that is still planning to perform a {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission on the nation this turn aborts their pending {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Revolution =====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
When a human nation undergoes a revolution, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied.&lt;br /&gt;
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a semi-random amount between -6 and -3, affected by {{TV|public support}}.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, affected by {{TV|public support}}.&lt;br /&gt;
# If the nation&#039;s {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, affected by {{TV|public support}}.&lt;br /&gt;
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is increased by the average [[Factions#Human_Factions|Idealism]] of the new control point owners.&lt;br /&gt;
#* Note: {{TV|democracy}} cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# X% chance for the number of loose nukes to increase by 1, where X is the number of {{TV|nukes}} the nation had. But note that this doesn&#039;t actually reduce the number of {{TV|nukes}} the nation has.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
The changes that are affected by {{TV|public support}} are multiplied by X, where X is calculated as follows:&lt;br /&gt;
# Set X to 0.&lt;br /&gt;
# For each non-empty control point before the revolution:&lt;br /&gt;
#* If this is not the executive control point, then reduce X by 0.5 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
#* If this is the executive control point, then reduce X by 1 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
# For each non-empty control point after the revolution:&lt;br /&gt;
#* If this is not the executive control point, then increase X by 1 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
#* If this is the executive control point, then increase X by 2 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
# Increase X by a random value between 0 and 0.25.&lt;br /&gt;
# If all control points are empty both before and after the revolution, then again increase X by a random value between 0 and 0.25.&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by purchasing power parity. The nation&#039;s GDP determines how many [[Nations#Control Points|Control Points]] a nation has, how many Investment Points it produces, and how difficult certain missions there are.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with [[Nations#Control_Points|Control Points]] in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of [[Nations#Armies|Armies]] and [[Nations#Navies|Navies]] it fields and by high levels of {{TV|unrest}}.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.35&amp;lt;/code&amp;gt;.&lt;br /&gt;
* {{TV|unrest}} removes {{TV|ip|1%}} for every {{TV|unrest|0.1}} above 2, capping at {{TV|ip|80%}} removed at {{TV|unrest|10}}.&lt;br /&gt;
* {{TV|navies}} remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Idle {{TV|armies}} in their home regions remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Other {{TV|armies}} remove {{TV|ip|1}} each.&lt;br /&gt;
&lt;br /&gt;
The overall formula is (GDP in billions)^0.35 × (1 - max({{TV|unrest}}-2, 0)/10) - 0.5 × ({{TV|navies}}) - 0.5 × (idle {{TV|armies}} at home) - (other {{TV|armies}}).&lt;br /&gt;
&lt;br /&gt;
The value can be significantly increased during a turn by assigning a [[Councilors|councilor]] to {{MissionIcon|Advise}}[[Advise]] the nation. The n-th advisor adds +(Advisor {{TV|administration}} / n)% to {{TV|ip}}.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s per-capita GDP is its &#039;&#039;&#039;Gross Domestic Product&#039;&#039;&#039; divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not being met.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}, the {{TV|economy}} increases the {{TV|gdppc}} by:&lt;br /&gt;
* 3 (Base value), slightly increased by certain global Techs.&lt;br /&gt;
* +1.5 per {{icon|oil}}Oil Region&lt;br /&gt;
* +1.5 per {{icon|resource region}}Mining Region.&lt;br /&gt;
* +1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region.&lt;br /&gt;
* +0.5 per {{TV|democracy}}.&lt;br /&gt;
* +1 per {{TV|education}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want higher {{TV|democracy}}, higher {{TV|education}}, as well as as many {{icon|core economic region|bgcolor=DarkSlateGray}}economic, {{icon|oil}}oil, and {{icon|resource region}}mining regions as possible.&lt;br /&gt;
&lt;br /&gt;
It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability. [[Climate Change]] has a negative effect on GDP that is increased by {{TV|inequality}}.&lt;br /&gt;
&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on region {{TV|pop}} and economic modifiers. It pretends {{icon|colony|bgcolor=DarkSlateGray}}colony regions have 50% the people who actually live there, and that {{icon|oil}}core oil, {{icon|resource region}}core mining, and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. &lt;br /&gt;
&lt;br /&gt;
This affects the amount of {{TV|mc}} capacity that can be built in each region.&lt;br /&gt;
&lt;br /&gt;
For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:&lt;br /&gt;
* A {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}}.&lt;br /&gt;
* A {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}}.&lt;br /&gt;
Then because of economic modifiers:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is treated as if it has {{TV|pop|50 million}}&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is treated as if it has {{TV|pop|10 million}}.&lt;br /&gt;
So the 60 billion GDP is divided up such that:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is given 50 billion GDP.&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is given 10 billion GDP.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s {{TV|education}} value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of {{TV|education}} there. Nations with higher {{TV|education}} scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.&lt;br /&gt;
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5.&lt;br /&gt;
** Multiplied by 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12.&lt;br /&gt;
* After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}.&lt;br /&gt;
* Each completion of the {{TV|unity}} removes {{TV|education|0.001}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|education}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 1-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} cannot be decreased below 1.&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} is one of the largest factors influencing {{TV|national research}} output aside from {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the {{TV|national research}} output is calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TINationState&lt;br /&gt;
public float research_month&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		float population_Millions = this.population_Millions;&lt;br /&gt;
		float perCapitaGDP = this.perCapitaGDP;&lt;br /&gt;
		return (population_Millions * ((perCapitaGDP &amp;lt;= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other words:&lt;br /&gt;
&lt;br /&gt;
A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000.&lt;br /&gt;
&lt;br /&gt;
B) {{TV|pop}} in millions.&lt;br /&gt;
&lt;br /&gt;
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6.&lt;br /&gt;
&lt;br /&gt;
If the {{TV|gdppc}} is higher than $30000, use 1.5157166 + 0.90942997 × (ln({{TV|gdppc}}/15000) - 0.6931472) instead.&lt;br /&gt;
&lt;br /&gt;
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is about 2^0.6 × (1 + 0.6 × ln({{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC/30000))&lt;br /&gt;
&lt;br /&gt;
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]]&lt;br /&gt;
&lt;br /&gt;
D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12)&lt;br /&gt;
&lt;br /&gt;
E) Scales by the sixth root of {{TV|democracy}}, with a floor of 1 at 1 {{TV|democracy}}: Max({{TV|democracy}}&amp;lt;sup&amp;gt;0.16666667&amp;lt;/sup&amp;gt;, 1) (maximum of ~1.4678).&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
G) 100% efficient at 0 {{TV|unrest}} and 0% efficient at 10 {{TV|unrest}}, scales with {{TV|unrest}} squared: 1-{{TV|unrest}}²/100&lt;br /&gt;
&lt;br /&gt;
H) n% per {{TV|science}} {{MissionIcon|Advise}}[[Advise|Advisor]] with diminishing return: 1% per {{TV|science}} of first {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.5% per {{TV|science}} of second {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.333333% from 3rd etc, always sorted by {{MissionIcon|Advise}}[[Advise|Advisor]] bonus, descending (best {{MissionIcon|Advise}}[[Advise|Advisor]] will count towards the first bonus).&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H&lt;br /&gt;
&lt;br /&gt;
=== Mission Control ===&lt;br /&gt;
Whenever the {{TV|mission control priority}} is completed, a [[region]] in the nation is selected to gain {{TV|mc|1}}. A nation&#039;s MC is split equally between the owners of the nation&#039;s [[Control Points]]. See [[Mission Control#MC_from_Nations]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
A nation that has completed the {{TV|found space program}} may invest in the {{TV|boost priority}}, which will give the nation permanent production of {{TV|boost}}. &lt;br /&gt;
&lt;br /&gt;
A nation&#039;s boost production is distributed between [[federation]] members, with larger members getting much more, and then each nation&#039;s boost is distributed equally between owners of that nation&#039;s [[Control Points]]. For details, see [[Boost]].&lt;br /&gt;
&lt;br /&gt;
=== Funding ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|funding}} is completed, the nation&#039;s annual funding grows by 10 + (the nation&#039;s GDP in billions)^0.25 / 2, rounded to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the {{TV|funding}} is completed.&lt;br /&gt;
&lt;br /&gt;
The annual funding of a nation is capped at the nation&#039;s [[Nations#GDP|GDP]] in billions multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their funding with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total funding, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology, aka {{TV|miltech}}, value represents the capability of the nation&#039;s armed forces. It has major impacts on an army&#039;s effectiveness in [[Terrestrial Warfare]], and can be raised with the {{TV|Military Priority}}. For details, see [[Miltech]]. &lt;br /&gt;
&lt;br /&gt;
=== Armies ===&lt;br /&gt;
A nation may build one or more armies with the {{TV|build army}} if it has completed the {{TV|Found Military}} and has a population of at least 5 million. Armies can be used to conquer other nations, defend against conquests, or attack certain [[Alien]] objects. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics of army costs, army control, and the number of armies a nation can build, see [[Army]]. For army combat mechanics, see [[Terrestrial Warfare]]. For the use of armies to conquer [[regions]], see [[Foreign_Relations#War_Annexation]]. For attacking aliens, see [[Aliens#Reduction]].&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation&#039;s {{TV|miltech}}.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur.&lt;br /&gt;
&lt;br /&gt;
{{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true:&lt;br /&gt;
* The nation has completed the {{TV|found military}} (or started with it already complete).&lt;br /&gt;
* The nation has more {{TV|armies}} than {{TV|navies}}.&lt;br /&gt;
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]].&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The nation has at least 4 [[Nations#Control_Points|control points]].&lt;br /&gt;
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack.&lt;br /&gt;
&lt;br /&gt;
=== Estimated Military Strength ===&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation X is calculated as the sum of the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Multipliers&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For Alien Invader Armies, use their {{TV|miltech}} instead of the {{TV|miltech}} of the Alien Nation.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Navies|Navies]] of X || || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} Value of X || || -1&lt;br /&gt;
|-&lt;br /&gt;
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100&lt;br /&gt;
|-&lt;br /&gt;
| Number {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, at the start of the game, the nation of North Korea has {{TV|miltech|2.8}}, 1 region, {{TV|armies|1}}, {{TV|navies|0}}, {{TV|unrest|0}}, and {{TV|nuke|1}}. So its estimated military strength is the sum of:&lt;br /&gt;
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96&lt;br /&gt;
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4&lt;br /&gt;
* {{TV|navies|0}} × 1 = 0&lt;br /&gt;
* {{TV|unrest|0}} × -1 = 0&lt;br /&gt;
* 1 (has nukes) × 100 = 100&lt;br /&gt;
* {{TV|nuke|1}} × 5 = 5&lt;br /&gt;
So it has an estimated military strength of 115.36.&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation is important because when multiple nations fight on the same side of a [[Foreign_Relations#Wars|war]], the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.&lt;br /&gt;
&lt;br /&gt;
In addition, the estimated military strength of a nation is often used by the AI to determine their [[Foreign_Relations|international relations]]. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.&lt;br /&gt;
&lt;br /&gt;
=== Space Defenses ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
Human Nations can build Space Defenses after [[Trans-Interface Warfare]] is researched.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are built in the following order:&lt;br /&gt;
# The {{icon|capital|bgcolor=DarkSlateGray}}Capital region.&lt;br /&gt;
# The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|oil|bgcolor=DarkSlateGray}}{{icon|resource region|bgcolor=DarkSlateGray}}Resource regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The Non-Colony regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
&lt;br /&gt;
The amount of IP needed by the {{icon|space defenses}}Space Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See [[Region List]] for a list of all regions and their areas.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are armed with a giant 1-GJ, 3600-cm laser (this is bigger than the Alien T3 base defense laser). Color will be best available of IR or green, and type, of laser, arc laser or phaser.&lt;br /&gt;
&lt;br /&gt;
=== Exofighters ===&lt;br /&gt;
&lt;br /&gt;
Human nations can build {{icon|exofighter}}exofighters after [[Exoatmospheric Fighters]] is researched.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{icon|build exofighter}}Build Exofighter priority is completed, a region in the nation is selected to increase its {{icon|exofighter}}exofighters by 1. The region is selected as follows:&lt;br /&gt;
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters.&lt;br /&gt;
* If any remaining region has zero {{icon|exofighter}}exofighters, then pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production.&lt;br /&gt;
* Pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production divided by the number of {{icon|exofighter}}exofighters already in the region.&lt;br /&gt;
&lt;br /&gt;
The Maximum {{icon|exofighter}}exofighters of a region is calculated as:&lt;br /&gt;
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1.&lt;br /&gt;
* Min(64, Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production / 4), rounded up to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal. High values keep unrest in check and increase the nation&#039;s ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed.&lt;br /&gt;
* Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|education}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|democracy}}.&lt;br /&gt;
** This cannot be reduced below 0.025.&lt;br /&gt;
* If {{TV|democracy}} &amp;gt; 5, then each completion of the {{TV|oppression}} removes {{TV|cohesion|0.025}} per {{TV|democracy}} over 5.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} moves by 0.1 per month towards {{TV|base cohesion}}. It can decrease faster, up to 0.25 per month towards its resting point, depending on {{TV|inequality}} (this acceleration occurs for {{TV|inequality}} values between 4 to 4.6). Specifically, when {{TV|base cohesion}} is lower than {{TV|cohesion}}, the {{TV|cohesion}} decrease per month is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is not affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] and is rapid enough that it is usually better to move {{TV|base cohesion}} rather than trying to fight the tide. See [[Nations#Resting_Cohesion]] for details on how to achieve this.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} is also commonly changed by [[Events]], and can be strongly affected by [[Foreign Relations#Declaring_Wars|War Declarations]] and the [[Terrestrial_Warfare#Army_Death|Destruction of armies]].&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|cohesion}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || &amp;lt;1 &lt;br /&gt;
|-&lt;br /&gt;
| Fractured || &amp;lt;2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || &amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || &amp;lt;4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || &amp;lt;5 &lt;br /&gt;
|-&lt;br /&gt;
| Diverse || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || &amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || &amp;lt;8 &lt;br /&gt;
|-&lt;br /&gt;
| Dominated || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Resting Cohesion ====&lt;br /&gt;
&lt;br /&gt;
{{TV|base cohesion}} depends on the following factors:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{TV|inequality}}&lt;br /&gt;
| ≤ 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × 2.25 × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × (3.25 × {{TV|inequality}} - 4.75)&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|gdppc}}&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by (1 - ({{TV|gdppc}} / Highest {{TV|gdppc}} in last 10 years)) × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{TV|pop}}&lt;br /&gt;
| 1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|pop}}Population Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.0025/km × {{TV|pop}}-weighted average distance from each [[Regions|Region]] to the nation&#039;s capital. Capped at 7.5 Reduction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Foreign Relations#Wars|Wars]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Peer [[Foreign Relations#Rivals|Rivals]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners.&lt;br /&gt;
|-&lt;br /&gt;
| Public Opinion Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Change&amp;lt;/span&amp;gt; by -6 × ([[#Public_Opinion|Standard Deviation]] of Public Opinion / Worst Possible Standard Deviation - 0.5).&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{TV|democracy}}&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by (3.5&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt; - {{TV|democracy}}&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt;) × ((10 - {{TV|unrest}}) / 10)&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - {{TV|democracy}})&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × ({{TV|democracy}} - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × ({{TV|democracy}} - 6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Owning [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1.6 × {{TV|democracy}} × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In other words, {{TV|base cohesion}} is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high.&lt;br /&gt;
* War enemies that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3.&lt;br /&gt;
* Rivalries with nations no more than 1 control point smaller, that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3 - the amount already given by the War {{TV|base cohesion}} Bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High {{TV|democracy}} score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;changed by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Public Opinion [[#Public_Opinion|distribution]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium {{TV|democracy}} score.&lt;br /&gt;
* High {{TV|inequality}} score, stronger when {{TV|education}} is high.&lt;br /&gt;
* Loss of {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDP per Capita]] within the last 10 years.&lt;br /&gt;
* {{TV|pop}}, worse when the entire {{TV|pop}} is confined to just one [[Region]] because the nation has no other [[Regions]].&lt;br /&gt;
* Geographic {{icon|pop}}Population Distribution.&lt;br /&gt;
* Difference between [[#Public_Opinion|average public opinion]] and the [[Factions]] that own the control points.&lt;br /&gt;
* Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]], multiplied by {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Cohesion ====&lt;br /&gt;
&lt;br /&gt;
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}.&lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1.25 - |{{TV|cohesion}} - 5| / 10). So it is multiplied by 75% at {{TV|cohesion|0}} and at {{TV|cohesion|10}}, whereas it is multiplied by 125% at {{TV|cohesion|5}}.&lt;br /&gt;
* The [[Nations#Public_Support_Cap|Public Support Cap]] of a Nation is increased by its {{TV|cohesion}}.&lt;br /&gt;
* The [[Nations#Population_Growth|Population Growth]] of a Nation is decreased by its {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
==== Underflowing Cohesion ====&lt;br /&gt;
&lt;br /&gt;
If {{TV|cohesion}} would ever be reduced below 0, then it &#039;&#039;&#039;underflows&#039;&#039;&#039;. This section discusses the effects of such an underflow.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|democracy}} is reduced by &amp;lt;code&amp;gt;Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
* {{TV|unrest}} is increased by &amp;lt;code&amp;gt;({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount - Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0))) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
Public Opinion reflects the overall opinion of the typical residents of a given [[nation]], or of [[Earth]] generally. Having high public opinion gives a significant boost to a [[faction]], as a built-in source of free {{TV|Influence}} and as a bonus on a wide variety of [[missions]]. Public opinion can be changed in a wide variety of ways, either positive (such as performing [[Public Campaign]] missions) or negative (such as committing [[atrocities]]).&lt;br /&gt;
&lt;br /&gt;
For details, see [[Public Opinion]].&lt;br /&gt;
&lt;br /&gt;
=== Sustainability ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation&#039;s GDP, population, and presence of oil resource regions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies:&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation passively produces each month.&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}.&lt;br /&gt;
&lt;br /&gt;
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0:&lt;br /&gt;
* [[Arrival International Development]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Designer Lifeforms]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Integrated Earth-Space Economy]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Clean Energy]] reduces the minimum by 0.1.&lt;br /&gt;
* [[Climate Change Mitigation]] reduces the minimum by 0.1.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}: &lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.&lt;br /&gt;
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.&lt;br /&gt;
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.&lt;br /&gt;
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} &amp;gt; 2.&lt;br /&gt;
** Multiplied by Max(0.25, {{TV|pollution multiplier}} / 0.5) if the {{TV|pollution multiplier}} &amp;lt; 0.5.&lt;br /&gt;
** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.&lt;br /&gt;
 &lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation&#039;s Pollution Multiplier.&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s {{TV|sustainability}}value is calculated as:&lt;br /&gt;
* 10 if {{TV|pollution multiplier}} = 0.&lt;br /&gt;
* 9.99+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.99.&lt;br /&gt;
* 9.9+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.9.&lt;br /&gt;
* 1 / {{TV|pollution multiplier}} otherwise.&lt;br /&gt;
&lt;br /&gt;
Once a nation reaches {{TV|sustainability|10}} ({{TV|pollution multiplier|0}}), the {{TV|environment}} will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere. &lt;br /&gt;
&lt;br /&gt;
At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes |population scaling]] effect gets inverted. A larger {{TV|pop}} is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the {{TV|environment}} is completed is now multiplied by (the nation&#039;s {{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Hence, a player who wishes to fix the [[Climate_Change|Climate]] should aim to make the most populated nations reach {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}.&lt;br /&gt;
** This is further increased by 0.0001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}.&lt;br /&gt;
** This is further increased by 0.001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 9:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|inequality}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Whenever a nation&#039;s {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}.&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
&lt;br /&gt;
Corruption (shown in the {{TV|spoils}} tooltip) determines what percentage of the nation&#039;s {{TV|ip}} the elites want diverted to the {{TV|spoils}} (Note: Does not account for priority bonuses). If this is not done then {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]s become easier to perform against the nation, to the point where they might even [[Nations#Coups_and_revolutions|naturally occur]] without any faction&#039;s involvement. Conversely, assigning more to the {{TV|spoils}} than the elites want will cause them to protect your nation from councilor {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] attempts.&lt;br /&gt;
&lt;br /&gt;
Corruption for human nations is calculated as follows:&lt;br /&gt;
* 50% base value.&lt;br /&gt;
* Decreased by 2.65515% for every point of {{TV|democracy}}.&lt;br /&gt;
* Decreased by 0.57342% for every point of {{TV|cohesion}}.&lt;br /&gt;
* Decreased by 0.824624% for every {{TV|gdppc|3000}}.&lt;br /&gt;
* Multiplied by 0.8 if the [[A Common Concern]] project has been researched. &lt;br /&gt;
** Note: Only available to {{icon|resist}}[[The Resistance]], {{icon|cooperate}}[[The Academy]], {{icon|escape}}[[Project Exodus]], and {{icon|submit}}[[The Servants]].&lt;br /&gt;
* Capped from below at 5%.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Administration]] always has 0% corruption.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of {{TV|ip}}, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each [[Nations#Control_Points|control point]] may direct a share of {{TV|ip}} into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of {{TV|ip}} going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
=== List of Priorities ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Priority !! {{TV|ip}} cost !! Requirements !! Effects !! [[Nations#Population_Scaling_for_Nation_Stat_Changes|Pop Scaled]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO economy priority.png|50px]] Economy || rowspan=4 | 1 || rowspan=4 | None&lt;br /&gt;
| {{TV|gdppc}} [[File:ICO arrow green.png|24px]] by 3 + (1.5 per {{icon|resource region}}Mining Region) + (1.5 per {{icon|oil}}Oil Region) + (1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region) + (0.5 per {{TV|democracy}}) + {{TV|education}} &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per {{icon|resource region}}Mining Region + 0.0001 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]] may be [[Regions#Improving_Regions|Improved]] into {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic, {{icon|resource region}}Mining or {{icon|oil}}Oil Regions after sufficient investment || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions]] || One {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions|Region]] loses {{icon|colony|bgcolor=DarkSlateGray}}Colony status every 1000 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO environment priority.png|50px]] Environment || rowspan=3 | 1&lt;br /&gt;
| {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|sustainability|&amp;lt;10}}&lt;br /&gt;
| &lt;br /&gt;
[[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow green down.png|24px]] by -0.005 / Max(1, total layers of Fallout)&lt;br /&gt;
* × [[Nations#Sustainability|Pollution Multiplier]] / 2 if the [[Nations#Sustainability|Pollution Multiplier]] &amp;gt; 2&lt;br /&gt;
* × Max(0.25, the [[Nations#Sustainability|Pollution Multiplier]] / 0.5) if the [[Nations#Sustainability|Pollution Multiplier]] &amp;lt; 0.5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* {{icon|life}}[[Transform Phages]] researched&lt;br /&gt;
* At least one [[Regions|Region]] has {{icon|fallout}}Fallout &lt;br /&gt;
| One [[Regions|Region]] loses a layer of {{icon|fallout}}Fallout every 100 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO knowledge priority.png|50px]] Knowledge || rowspan=2 | 1 || rowspan=2 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005 &lt;br /&gt;
* × 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5&lt;br /&gt;
* × 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cohesion}} centered by 0.01 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO government priority.png|50px]] Government || rowspan=3 | 1 || {{TV|democracy|&amp;lt;10}} || {{TV|democracy}} [[File:ICO arrow green.png|24px]] by 0.001 per {{TV|education}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy|10}} || Same as {{TV|knowledge}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|unity}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}})&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength 5 × number of control points owned by faction &amp;lt;br&amp;gt;&lt;br /&gt;
(Religion counts as 4 control points)&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|government priority}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || {{TV|miltech}} [[File:ICO arrow green.png|24px]] by 0.00125 / {{TV|miltech}} × Best Human Nation&#039;s {{TV|miltech}} || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO oppression priority.png|50px]] Oppression || rowspan=3 | 1 || rowspan=2 | Found Military Completed in Nation&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} [[File:ICO arrow green down.png|24px]] by (0.1 - {{TV|democracy}} / 100) × 3 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Found Military Completed in Nation and &amp;gt;5 {{TV|democracy}} || {{TV|cohesion}} [[File:ICO arrow red down.png|24px]] by 0.025 × ({{TV|democracy}} - 5) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[File:ICO spoils priority.png|50px]] Spoils || rowspan=6 | 1 || rowspan=5 | None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.0025 + 0.0015 per {{icon|resource region}}Mining Region + 0.0015 per {{icon|oil}}Oil Region || Yes &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength - 0.125 × ({{TV|education}} + {{TV|democracy}}) × fraction of control points owned by faction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow red.png|24px]] by 0.0005 + 0.00075 per {{icon|resource region}}Mining Region + 0.00075 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow red.png|24px]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Control Points Not Cracked&lt;br /&gt;
|&lt;br /&gt;
Each Faction&#039;s {{TV|money}} [[File:ICO arrow green.png|24px]] by (5 × Monthly {{TV|ip}} + 5 per {{icon|resource region}}Mining Region + 5 per {{icon|oil}}Oil Region + 2.5 × (10 - {{TV|democracy}})) × fraction of control points owned by faction &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO funding priority.png|50px]] Funding || 1 || None || Annual {{TV|money}} Production [[File:ICO arrow green.png|24px]] by 10 + max(round(((GDP in billions)^0.18)/1.09),1) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO_launchFacilities_Priority.png|50px]] Boost || 2 || Found Space Program Completed in Nation || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.4 - (Launch Facility Latitude / 250) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO missionControl priority.png|50px]] Mission Control || 25 || Found Space Program Completed in [[Foreign Relations#Federations|Federation]] || {{icon|mc}}Mission Control [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO spaceflightProgram priority.png|50px]] Found Space Program || 50 || None || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO found military priority.png|50px]] Found Military || 40 || None &lt;br /&gt;
|&lt;br /&gt;
Set {{TV|miltech}} to the Max of:&lt;br /&gt;
* 2&lt;br /&gt;
* Worst [[Foreign Relations#Federations|Federation]] Member&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst [[Foreign Relations#Alliances|Ally]]&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst Human Nation&#039;s {{TV|miltech}}&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;(5 + 25 × {{TV|Armies}}) {{TV|pop}} in Millions&lt;br /&gt;
* Has a non-colony Region without its own [[Nations#Armies|Army]]&lt;br /&gt;
| Builds an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;4 Control Points, or 3 Control Points and {{TV|gdppc|&amp;gt;40000}}&lt;br /&gt;
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]]&lt;br /&gt;
| Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO develop atomic bomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 |  80 || rowspan=4 | None || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No&lt;br /&gt;
|- &lt;br /&gt;
| Each Owning Faction Commits 1 [[Factions#Atrocity|Atrocity]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNuclearWeapons priority.png|50px]] Nuclear Weapons || rowspan=2 | 40 || rowspan=2 | Develop Atomic Bomb Completed in Nation || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || {{icon|military}}[[Trans-Interface Warfare]] researched || Builds a {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense Facility]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10 &lt;br /&gt;
| &lt;br /&gt;
* {{icon|military}}[[Exoatmospheric Fighters]] researched &lt;br /&gt;
* Has a Region not at [[Nations#Exofighters|Maximum Exofighters]]&lt;br /&gt;
|| Builds an {{icon|exofighter}}[[Nations#Exofighters|Exofighter]] || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Diversity Bonus ===&lt;br /&gt;
&lt;br /&gt;
Each control point &#039;&#039;&#039;independently&#039;&#039;&#039;&amp;lt;ref&amp;gt;The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.&amp;lt;/ref&amp;gt; gains a small diversity bonus to each of its priorities based on how much it is personally investing into &#039;&#039;&#039;other&#039;&#039;&#039;&amp;lt;ref&amp;gt;A priority cannot give itself its own diversity bonus&amp;lt;/ref&amp;gt; nation building priorities. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! Diversity Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|military priority}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of these nation building priorities adds a diversity bonus of X% to all &#039;&#039;&#039;other&#039;&#039;&#039; priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).&lt;br /&gt;
&lt;br /&gt;
For example, suppose a control point has 3 pips in the {{TV|economy}}, 1 pip in the {{TV|welfare}}, and 1 pip in the {{TV|spoils}}, for a total of 5 pips. Then:&lt;br /&gt;
* The {{TV|economy}} adds a diversity bonus of 50% × 3 ÷ 5 = 30%.&lt;br /&gt;
* The {{TV|welfare}} adds a diversity bonus of 20% × 1 ÷ 5 = 4%.&lt;br /&gt;
* The {{TV|spoils}} adds no diversity bonus, because it is not a nation building priority.&lt;br /&gt;
&lt;br /&gt;
Thus:&lt;br /&gt;
* The {{TV|economy}} receives a diversity bonus of 4% (because it cannot receive the 30% from itself).&lt;br /&gt;
* The {{TV|welfare}} receives a diversity bonus of 30% (because it cannot receive the 4% from itself).&lt;br /&gt;
* The {{TV|spoils}} receives a diversity bonus of 30% + 4% = 34%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This diversity bonus is &#039;&#039;&#039;additive&#039;&#039;&#039; with other bonuses to nation priorities. Specifically, whenever a control point would put any {{TV|IP}} into any priority, the amount of {{TV|IP}} that is actually put into the priority is multiplied by:&lt;br /&gt;
&amp;lt;pre&amp;gt;100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase {{TV|ip}} in a certain priority with {{TV|money}}, {{TV|influence}}, and/or {{TV|ops}}. The number of {{TV|ip}} that may be purchased each calendar year in any nation is capped at 12 × ({{TV|pop}} in Millions × 48.75) ^ 0.175 × ([[Nations#GDP|GDP]] in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Base Direct Investment Costs for each Nation Priority&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 150000 × [[Nations#Sustainability|Pollution Multiplier]] Decrease Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 625 / 41 × {{TV|pop}} in Millions / ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|oppression}} || 0 || 50 × Max(1, {{TV|democracy}}) × Required {{icon|ip|bgcolor=DarkSlateGray}}IP / ({{TV|pop}} / 50 million) ^ 0.35 || 30 / (1 + Min(2, {{TV|miltech}} / 10))&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|military priority}} || 250 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 30 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build army}} || 10000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build navy}} || 1200 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|develop atomic bomb}} || 30000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|nuclear weapons}} || 5000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|space defenses}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 600 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|build exofighter}} || 1000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 200 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Direct Investment Cost Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! {{TV|money}} Cost Multiplier !! {{TV|influence}} Cost Multiplier !! {{TV|ops}} Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Technology|Projects]] || Researched || 1 - 0.15 for [[Transnational Investments]] - 0.15 for [[Adaptive FDI Modeling]] || 1 - 0.25 for [[Strategic Lobbying]] - 0.25 for [[Regulatory Capture]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| Recently Conquered || Within 365.25 days &amp;lt;br&amp;gt; Not {{TV|oppression}}&amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.5 || 1&lt;br /&gt;
|- &lt;br /&gt;
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1 &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cp}} Cost || Not Alien Nation &amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.1 × Single Control Point {{TV|cp}} Cost || 1  &lt;br /&gt;
|- &lt;br /&gt;
| National Priority Bonuses || Not from [[Foreign Relations#Federations|Federation]] &amp;lt;br&amp;gt; Not from [[Nations#Diversity_Bonus|Diversity]] || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign Relations#Federations|Federation]] Bonus || {{TV|economy}} Only || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| Nation {{icon|resource region}}Mining Regions || {{TV|build army}} and {{TV|build navy}} Only || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
&lt;br /&gt;
Each nation requires a certain percentage of {{TV|ip}} to be put into the {{TV|spoils}}. Failing to provide enough {{TV|ip}} into {{TV|spoils}}, shown by the priority becoming red, increases the chance of a [[Nations#Coups_and_revolutions|coup]]. See [[Nations#Corruption]] for details on how this percentage is calculated.&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. &lt;br /&gt;
&lt;br /&gt;
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical [[Resources|resources]], control over the nation&#039;s [[Nations#Armies|armies]], and the ability to direct [[Nations#Priorities|investment priorities]].&lt;br /&gt;
&lt;br /&gt;
The {{TV|research}}, {{TV|boost}}, {{TV|mc}} and {{TV|money}} (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned still get their share, but the owning faction does not receive it.&lt;br /&gt;
&lt;br /&gt;
If there are [[Nations#Armies|Armies]] controlled by the nation, owning a control point may also grant you direct control of said [[Nations#Armies|Armies]]. Control Points with [[Nations#Armies|Armies]] attached to them are shown with the {{TVS|army}} symbol. If there is more than one [[Nations#Armies|Army]] attached to a control point then the number of attached [[Nations#Armies|Armies]] is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving [[Foreign Relations#Federations|federations]] and [[Foreign Relations#Peaceful_Unification|merging nations]], require Consolidated control of the executive, which means the executive faction either gained control of the nation through violent means such as [[Foreign Relations#War_Conquest|war]] or [[Nations#Coups_and_revolutions|revolution]], or must have held continuous control of the executive control point for 180 days.&lt;br /&gt;
&lt;br /&gt;
=== Number of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The number of control points is based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-15.4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15.4-263 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 263-1701 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1701-6869 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6869-20944 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 20944+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The {{TV|cp}} cost of a control point is also based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
When a faction exceeds their {{TV|cp}}, they suffer the following penalties:&lt;br /&gt;
* Certain [[Missions]] against the faction gain a bonus attack mission modifier of {{TV|cp}} overcap / 3. These [[Missions]] are:&lt;br /&gt;
** {{MissionIcon|Crackdown}}[[Crackdown]]&lt;br /&gt;
** {{MissionIcon|Purge}}[[Purge]]&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
** {{MissionIcon|Dominate}}[[Dominate Nation]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* The faction&#039;s annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2.&lt;br /&gt;
&lt;br /&gt;
=== Taking Control Points ===&lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral Control Point, one usually performs a successful {{MissionIcon|Control Nation}}[[Control Nation]] mission with one of their [[Councilors]]. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by [[Factions]], then the {{MissionIcon|Control Nation}}[[Control Nation]] mission becomes unavailable. In that case you would need to perform a successful {{MissionIcon|Purge}}[[Purge]] mission on an enemy Control Point.&lt;br /&gt;
&lt;br /&gt;
To increase {{MissionIcon|Purge}}[[Purge]] success chances, it is recommended to conduct {{MissionIcon|Crackdown}}[[Crackdown]] on these Control Points first. Another alternative to Control Nation is {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]. It can either be performed with your councilor or happen naturally. See [[Nations#Effects_of_a_Coup]] for the effects of a coup, including the distribution of control points when a coup occurs. {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] has a higher success chance in nations with high {{TV|unrest}}, so {{MissionIcon|Unrest}}[[Increase Unrest]] missions can be very helpful.&lt;br /&gt;
&lt;br /&gt;
One more alternative is to simply use [[Foreign Relations#Wars|war]]. When armies [[Foreign Relations#War_Conquest|conquer]] a nation&#039;s {{icon|capital|bgcolor=DarkSlateGray}}capital region, all control points in the nation switch owners to whichever [[Factions|faction]] [[Foreign Relations#War_Conquest|conquered]] them.&lt;br /&gt;
&lt;br /&gt;
=== Control Point Types ===&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national {{TV|democracy}} and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.&lt;br /&gt;
|-&lt;br /&gt;
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits&lt;br /&gt;
|-&lt;br /&gt;
| 1st || None || Executive || &lt;br /&gt;
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions.&lt;br /&gt;
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]].&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|nukes}}.&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|exofighters}}.&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to [[Events]].&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to incoming requests for [[Foreign Relations#Declaring_Wars|joining wars]], [[Foreign Relations#Proposing_Alliances|allying]], and [[Foreign Relations#Joining_Federations|federating]].&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting the Executive.&lt;br /&gt;
* Otherwise, the faction gains +3 Bonus Attack on its {{MissionIcon|Purge}}[[Purge]] Missions targeting the Executive.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Purge}}[[Purge]] Missions targeting each non-Executive control point.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and &amp;lt;7 {{TV|cohesion}} || Oligarchs ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions&#039; {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3rd || &amp;lt;5 {{TV|democracy}} || Security Apparatus || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Extract}}[[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Crackdown}}[[Crackdown]], {{MissionIcon|Detain}}[[Detain]], and {{MissionIcon|Extract}}[[Extract Councilor]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| ≥7 {{TV|education}} || Mass Media || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Public Campaign}}[[Public Campaign]] and {{MissionIcon|Dominate}}[[Dominate Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for {{icon|unity}}Unity Priority&#039;s Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 4th || &amp;lt;4 {{TV|democracy}} || National Industries || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions targeting [[Orgs]] owned by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;3.5 {{TV|inequality}} and &amp;gt;10000 {{TV|gdppc}} and &amp;gt;7 {{TV|education}} || Trade Unions || [[Orgs]] based in the same nation cost 20% less {{TV|influence}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 5th || &amp;gt;6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 {{TV|cohesion}} or &amp;lt;7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Warlords || +6 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 6th || &amp;gt;9 {{TV|democracy}} and &amp;gt;9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|cohesion}} and Nation has a [[Foreign Relations#Rivals|rival]] or [[Foreign Relations#Wars|war enemy]] which has at least the same number of control points. || Defense Sector || Faction&#039;s {{TV|armies}} that belong to this Nation gain +0.005 [[Terrestrial_Warfare#Army_Healing|daily heal rate]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|democracy}} and &amp;gt;7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| Nation has at least 1 {{icon|oil}}Oil or {{icon|resource region}}Mining Region || Extractive Sector || Nation {{icon|spoils}}Spoils Money Output for Faction increased by 2 × Number of {{icon|oil}}Oil or {{icon|resource region}}Mining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Agricultural Sector || Nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] does not have any special control point types or bonuses. Though naturally the [[Aliens]] still receive all of the benefits that an Executive Control Point grants.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Nations]]&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Government&amp;diff=12602</id>
		<title>Government</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Government&amp;diff=12602"/>
		<updated>2026-09-20T07:58:42Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Made real page, including with content moved from Nations article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The {{TV|Democracy}} score (sometimes known as the Democracy score) is a measure of how democratic a [[nation]] is, with a score of 0 representing a totalitarian dictatorship, and a score of 10 representing an idealized democracy. It has an impact on a range of other national characteristics, as well as [[Foreign Relations]]. For the real-world scenarios of [[2003]], [[2022]], and [[2026]], the Government score is simply the real-world values of the [https://www.eiu.com/n/global-themes/democracy-index/ Economist Intelligence Unit democracy index] for the nearest available year. &lt;br /&gt;
&lt;br /&gt;
Government scores range from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changing the Government Score ==&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|government priority}} adds {{TV|democracy|0.001}} per {{TV|education}}.&lt;br /&gt;
* Each completion of the {{TV|oppression}} removes {{TV|democracy|0.0025}}.&lt;br /&gt;
* Each completion of the {{TV|spoils}} removes {{TV|democracy|0.0005}}.&lt;br /&gt;
* Every month, if the nation is at war, then remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation has less than 4 {{TV|cohesion}}, then there is a (1 - {{TV|cohesion}} / 4) chance to remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation and all of its neighbors are not at [[Foreign Relations#Wars|war]] and all of its neighbors have higher Government than the nation, then the nation gains {{TV|democracy|0.01}}.&lt;br /&gt;
&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
== Impacts of the Government Score ==&lt;br /&gt;
=== Base [[Cohesion]] ===&lt;br /&gt;
Government impacts {{TV|base cohesion}}:&lt;br /&gt;
* For Government scores of 0.0-3.5, base cohesion is &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;increased&amp;lt;/span&amp;gt; by (3.5&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt; - Government&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt;) × ((10 - {{TV|unrest}}) / 10) &lt;br /&gt;
** Note: 3.5&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt; = 5.0018, so the maximum possible impact on base cohesion is +5.00, if both Government and Unrest are exactly zero. &lt;br /&gt;
* For Government scores of 3.5-6.5, base cohesion is &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;reduced&amp;lt;/span&amp;gt; by 3 - 2 × |5 - Government|&lt;br /&gt;
* For Government scores of 6.5-10.0, base cohesion is &amp;lt;span style=&amp;quot;color:gold;&amp;quot;&amp;gt;stabilized&amp;lt;/span&amp;gt; by 0.5 × (Government - 6.5)&lt;br /&gt;
** Stabilization will draw the final score closer to the [[research]]-maximizing level of 5.0, after all other factors have been considered. It will increase scores lower than 5, and reduce scores higher than 5. &lt;br /&gt;
&lt;br /&gt;
[[File:Government and Cohesion.png|600px|||The impact of Government on Base Cohesion - see text for details]]&lt;br /&gt;
&lt;br /&gt;
Control of hostile [[regions]] also has a base cohesion penalty of 1.6 × Hostile Population Fraction × Government score, in addition to the above effects. &lt;br /&gt;
&lt;br /&gt;
=== Other Internal Effects ===&lt;br /&gt;
* Higher Government lowers the national [[Corruption]] level, making the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission less likely to succeed for low {{TV|Spoils}} levels. It also slightly reduces the income from Spoils. &lt;br /&gt;
* When using the {{TV|economy}}, the base improvement to [[GDPPC|per capita GDP]] for each completion is increased by +0.5 per point of Government score. &lt;br /&gt;
* When using the {{TV|oppression}} to reduce {{TV|unrest}}, the impact on unrest is linearly reduced by the Government score, with it having no impact at all for nations with a Government score of 10. (However, the Oppression priority also lowers the Government score, so it will have an effect if it is continued anyway). If the Government score is 5.0 or higher, each completion of the Oppression priority will also damage [[Cohesion]]. &lt;br /&gt;
* Similarly, the impact of [[armies]] on unrest is linearly reduced by government score. However, the unrest penalty for controlling [[regions]] where your [[claims]] are hostile is also linearly reduced by a high Government score. &lt;br /&gt;
* Lower Government increases the effectiveness of the {{TV|oppression}} and armies at reducing {{TV|unrest}}. It also increases the {{TV|money}} output of the {{TV|spoils}}, and the [[Nations#Public_Support_Cap|Public Support Cap]].&lt;br /&gt;
&lt;br /&gt;
=== External Effects ===&lt;br /&gt;
* Any friendly [[claims]] will be treated as hostile if the claiming nation has a Government score that is at least 1.5 points lower than the current owner. &lt;br /&gt;
* If two nations are unified in any way, and the population of the newly added nation has a lower Government score as a result, this will cause a one-time increase to {{TV|Unrest}}. &lt;br /&gt;
* When [[regions]] are checking to see if they secede due to high unrest, the Government scores of the current owner and of potential new owners are considered.&lt;br /&gt;
** For detailed mechanics, see [[Foreign Relations]]. &lt;br /&gt;
* When an [[army]] dies, its owner will lose (Government/10) {{TV|cohesion}}, and the owning [[faction]] will suffer negative [[propaganda]] with strength equal to the Government score. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Impacts of the Government Priority ==&lt;br /&gt;
The {{TV|government}} is used to turn hostile [[claims]] into friendly claims. This requires 200 completions per region in most [[scenarios]], and 100 completions per region in the [[Broken Earth]] scenario. &lt;br /&gt;
&lt;br /&gt;
If the Government priority finishes when the Government score is already 10.0, then the nation will receive the above claim-legitimization effect, and will also receive an [[Education]] bonus equal to one completion of the {{TV|Knowledge}} as well. (Note that this is only possible when there are hostile claims, as a nation with no hostile claims and a Government score of 10.0 will not be able to invest in the Government priority.)&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Government_and_Cohesion.png&amp;diff=12600</id>
		<title>File:Government and Cohesion.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Government_and_Cohesion.png&amp;diff=12600"/>
		<updated>2026-09-17T07:08:47Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Government score&amp;#039;s impact on base cohesion in a nation. (Left side is variable based on unrest, right side is variable based on whatever will pull you closer to 5)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Government]] score&#039;s impact on [[base cohesion]] in a [[nation]]. (Left side is variable based on [[unrest]], right side is variable based on whatever will pull you closer to 5)&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Population_Scaling&amp;diff=12599</id>
		<title>Population Scaling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Population_Scaling&amp;diff=12599"/>
		<updated>2026-09-17T06:52:49Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Made redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Population#Population_Scaling_for_Nation_Stat_Changes]]&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Oppression_Priority&amp;diff=12598</id>
		<title>Oppression Priority</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Oppression_Priority&amp;diff=12598"/>
		<updated>2026-09-17T06:40:45Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Pointed link to new redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page provides a list of all sources of {{TV|Oppression}}. For information on the mechanics, see [[Unrest]] instead&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orgs ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OrgLister|ListRestrictedOrgs|Not Match,chanceOppressionBonus,0|Not Match,chanceOppressionBonus,|Focus=Oppression}}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:TraitLister|ListRestrictedTraits|In List,priorityBonuses/{i}/priority,Oppression}}&lt;br /&gt;
&lt;br /&gt;
== Hab Modules ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:HabModuleLister|ListRestrictedHabModules|Not Match,alienModule,true|In List,specialRules,LEOBonusOppression}}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Techs ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ProjectLister/Context|ListProjects|Oppression}}&lt;br /&gt;
&lt;br /&gt;
{{Bonus_Sources_Navbox}}&lt;br /&gt;
{{Priorities Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=War&amp;diff=12597</id>
		<title>War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=War&amp;diff=12597"/>
		<updated>2026-09-17T06:31:32Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Made redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Foreign_Relations#Wars]]&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:SpaceBodyLister&amp;diff=12596</id>
		<title>Module:SpaceBodyLister</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:SpaceBodyLister&amp;diff=12596"/>
		<updated>2026-09-17T06:22:53Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Debugging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Reads the SpaceBody data files and presents them in readable formats, with additional calculated statistics.&lt;br /&gt;
---&lt;br /&gt;
---@module SpaceBodyLister&lt;br /&gt;
local SpaceBodyLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local RestrictionChecker = require(&#039;Module:RestrictionChecker&#039;)&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyData = mw.loadData(&#039;Module:CSVReader/SpaceBody&#039;)&lt;br /&gt;
local SpaceBodyMiningData = mw.loadData(&#039;Module:SpaceBodyLister/Mining&#039;)&lt;br /&gt;
local SpaceBodyBombardData = mw.loadData(&#039;Module:SpaceBodyLister/Bombard&#039;)&lt;br /&gt;
local SpaceBodySystemData = mw.loadData(&#039;Module:SpaceBodyLister/System&#039;)&lt;br /&gt;
--local SpaceBodyExploreData = mw.loadData(&#039;Module:SpaceBodyLister/Explore&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyNames = mw.loadData(&#039;Module:ENReader/SpaceBody&#039;)&lt;br /&gt;
--Note ExploreEffectNames is hard-coded, not a lookup. If the Mission To... techs ever change, this will need manual updating.&lt;br /&gt;
local ExploreEffectNames = mw.loadData(&#039;Module:ExploreEffectNames&#039;) &lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function SpaceBodyLister.ListRestrictedMiningModifiers(frame)&lt;br /&gt;
	return SpaceBodyLister.ListMiningModifiers(frame.args)&lt;br /&gt;
end&lt;br /&gt;
function SpaceBodyLister.ListRestrictedBombardValues(frame)&lt;br /&gt;
	return SpaceBodyLister.ListBombardValues(frame.args)&lt;br /&gt;
end&lt;br /&gt;
function SpaceBodyLister.ListRestrictedSystemData(frame)&lt;br /&gt;
	return SpaceBodyLister.ListSystemData(frame.args)&lt;br /&gt;
end&lt;br /&gt;
function SpaceBodyLister.ListRestrictedExplorationData(frame)&lt;br /&gt;
	return SpaceBodyLister.ListExplorationData(frame.args)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@return wiki table of Space Body Mining Modifiers&lt;br /&gt;
function SpaceBodyLister.ListMiningModifiers(restrictionsTable)&lt;br /&gt;
--{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;width:100%;&amp;quot;&lt;br /&gt;
--|+ Table of Mining Site Modifiers for each Space Body&lt;br /&gt;
--|-&lt;br /&gt;
--! rowspan=2|Minable Space Body !! rowspan=2|Mass (kg) !! rowspan=2|Density (g / cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) !! colspan=4 | Mass/Density Modifiers (Only for Modifiable Mining Profiles)&lt;br /&gt;
--|-&lt;br /&gt;
--! Mass Modifier !! Density Modifier !! Effect on [[File:ICO water.png|25px]] Water and [[File:ICO volatiles.png|25px]] Volatiles !! Effect on [[File:ICO metal.png|25px]] Base Metals, [[File:ICO metal noble.png|25px]] Noble Metals, and [[File:ICO fissile.png|25px]] Fissiles&lt;br /&gt;
&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Minable Space Body&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Mass (kg)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Density (g / cm³)&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! colspan=4 | Mass/Density Modifiers (Only for Modifiable Mining Profiles)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Mass Modifier&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Density Modifier&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;water&#039;}}) .. IconModule.Icon({args={&#039;volatiles&#039;}}) .. &#039; Modifier&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;metals&#039;}}) .. IconModule.Icon({args={&#039;nobles&#039;}}) .. IconModule.Icon({args={&#039;fissiles&#039;}}) .. &#039; Modifier&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(SpaceBodyData) do&lt;br /&gt;
		if row[&#039;habSites/0&#039;] and row[&#039;habSites/0&#039;] ~= &#039;&#039; and RestrictionChecker.AllPass(restrictionsTable, row) then&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
			local spaceBodyMass = row[&#039;mass_kg&#039;]&lt;br /&gt;
			local spaceBodyDensity = row[&#039;density_gcm3&#039;]&lt;br /&gt;
			if spaceBodyMass and spaceBodyMass ~= &#039;&#039; and tonumber(spaceBodyMass) then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(tonumber(spaceBodyMass),3)&lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			end&lt;br /&gt;
			if spaceBodyDensity and spaceBodyDensity ~= &#039;&#039; and tonumber(spaceBodyDensity) then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(tonumber(spaceBodyDensity),3)&lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			end&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyMiningData[rowID][&#039;massModifier&#039;],3)&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyMiningData[rowID][&#039;densityModifier&#039;],3)&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyMiningData[rowID][&#039;modifierA&#039;],3)&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyMiningData[rowID][&#039;modifierB&#039;],3)&lt;br /&gt;
	    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@return wiki table of Space Body Bombard Values&lt;br /&gt;
function SpaceBodyLister.ListBombardValues(restrictionsTable)&lt;br /&gt;
--{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;width:100%;&amp;quot;&lt;br /&gt;
--|+ Table of Bombardment Related Values for each Space Body&lt;br /&gt;
--|-&lt;br /&gt;
--! rowspan=2|Bombardable Space Body !! rowspan=2|Mass (kg) !! rowspan=2|Mean Radius (km) !! rowspan=2| Sphere of Influence Radius (km) !! rowspan=2|Surface Gravity (m/s²) !! colspan=3|Atmosphere&lt;br /&gt;
--|-&lt;br /&gt;
--! Type !! Scale Height (km) !! Surface Density (kg/m³)&lt;br /&gt;
&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Bombardable Space Body&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Mass (kg)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Mean Radius (km)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Sphere of Influence Radius (km)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Surface Gravity (m/s²)&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! colspan=3 | Atmosphere&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Type&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Scale Height&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Surface Density (kg/m³)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(SpaceBodyData) do&lt;br /&gt;
		if RestrictionChecker.AllPass(restrictionsTable, row) then&lt;br /&gt;
			if (row[&#039;habSites/0&#039;] and row[&#039;habSites/0&#039;] ~= &#039;&#039;) or rowID == &#039;Earth&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
				local spaceBodyMass = row[&#039;mass_kg&#039;]&lt;br /&gt;
				if spaceBodyMass and spaceBodyMass ~= &#039;&#039; and tonumber(spaceBodyMass) then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. round(tonumber(spaceBodyMass),3)&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyBombardData[rowID][&#039;computedMeanRadius&#039;],3)&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyBombardData[rowID][&#039;SOIradius&#039;],3)&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyBombardData[rowID][&#039;surfaceGravity&#039;],5)&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. row[&#039;atmosphere&#039;]&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. row[&#039;atmosphereScaleHeight_km&#039;]&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. row[&#039;atmosphereSurfaceDensity_kgpm3&#039;]&lt;br /&gt;
		    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
		    end&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@return wiki table of which bodies are in which systems&lt;br /&gt;
function SpaceBodyLister.ListSystemData(restrictionsTable)&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|+ Is the Space Body in the chosen Solar System Size?&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2| Space Body&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! colspan=5| Solar System Size&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Minimal&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Light&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Medium&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Full&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Massive&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
&lt;br /&gt;
	for rowID, row in pairs(SpaceBodyData) do&lt;br /&gt;
		if RestrictionChecker.AllPass(restrictionsTable, row) then&lt;br /&gt;
			local systemRow = SpaceBodySystemData[rowID]&lt;br /&gt;
			if systemRow then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
&lt;br /&gt;
				for i = 1, 5 do&lt;br /&gt;
					if systemRow[i] then&lt;br /&gt;
						returnString = returnString .. &#039;\n| Yes&#039;&lt;br /&gt;
					else&lt;br /&gt;
						returnString = returnString .. &#039;\n| &#039;&lt;br /&gt;
					end&lt;br /&gt;
				end&lt;br /&gt;
		    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    	end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@return wiki table of which bodies need which techs, what their hab limits are, etc.&lt;br /&gt;
function SpaceBodyLister.ListExplorationData(restrictionsTable)&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|+ Exploration characteristics of space bodies&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Space Body&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Object Type&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Parent Body&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! Unlock Tech&amp;quot;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! Orbital Radius (AU)&amp;quot;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! Diameter (km)&amp;quot;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! Max Hab Size&amp;quot;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! # Hab Sites&amp;quot;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! # Orbits&amp;quot;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(SpaceBodyData) do&lt;br /&gt;
		if RestrictionChecker.AllPass(restrictionsTable, row) then&lt;br /&gt;
			--pre-calculate hab/orbit counts and max hab size&lt;br /&gt;
			local habSiteCount = 0&lt;br /&gt;
			for i = 0, 30 do&lt;br /&gt;
				if row[&#039;habSites/&#039; .. i] and row[&#039;habSites/&#039; .. i] ~= &#039;&#039; then&lt;br /&gt;
					habSiteCount = habSiteCount + 1&lt;br /&gt;
				else&lt;br /&gt;
					break&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			local orbitCount = 0&lt;br /&gt;
			for i = 0, 12 do&lt;br /&gt;
				if row[&#039;orbits/&#039; .. i] and row[&#039;orbits/&#039; .. i] ~= &#039;&#039; then&lt;br /&gt;
					orbitCount = orbitCount + 1&lt;br /&gt;
				else&lt;br /&gt;
					break&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			local maxHabSize = tonumber(row[&#039;maxHabSize&#039;])&lt;br /&gt;
			local displayHabSize = row[&#039;maxHabSize&#039;] or &#039;&#039;&lt;br /&gt;
			if maxHabSize == 4 then --devs future-proofing, not a real value&lt;br /&gt;
			    displayHabSize = 3&lt;br /&gt;
			end&lt;br /&gt;
	&lt;br /&gt;
			if habSiteCount &amp;gt;= 4 then --big enough to have an article&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. &#039;[[&#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID) .. &#039;]]&#039;&lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
			end&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. (row[&#039;objectType&#039;] or &#039;&#039;)&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. &#039;[[&#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. (row[&#039;barycenterName&#039;] or &#039;&#039;)] or row[&#039;barycenterName&#039;] or &#039;&#039;) .. &#039;]]&#039;&lt;br /&gt;
			&lt;br /&gt;
			local effectKey = row[&#039;effectToExplore&#039;]&lt;br /&gt;
			if ExploreEffectNames[effectKey] then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. &#039;[[&#039; .. ExploreEffectNames[effectKey] .. &#039;]]&#039;&lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (effectKey or &#039;&#039;)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			--orbital AU is only stored for objects orbiting Sol, so for moons we look up the parent body &lt;br /&gt;
			if row[&#039;barycenterName&#039;] == &#039;Sol&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (row[&#039;semiMajorAxis_AU&#039;] or &#039;&#039;)&lt;br /&gt;
			elseif row[&#039;dataName&#039;] == &#039;Sol&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n| 0&#039;&lt;br /&gt;
			else&lt;br /&gt;
			    local parentRow = SpaceBodyData[row[&#039;barycenterName&#039;]]&lt;br /&gt;
			    if parentRow and parentRow[&#039;semiMajorAxis_AU&#039;] then&lt;br /&gt;
			        returnString = returnString .. &#039;\n| &#039; .. parentRow[&#039;semiMajorAxis_AU&#039;]&lt;br /&gt;
			    else&lt;br /&gt;
			        returnString = returnString .. &#039;\n| &#039;&lt;br /&gt;
			    end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. (row[&#039;friendlyDiameter&#039;] or &#039;&#039;)&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. displayHabSize&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. habSiteCount&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. orbitCount&lt;br /&gt;
			&lt;br /&gt;
			returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return SpaceBodyLister&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:SpaceBodyLister&amp;diff=12595</id>
		<title>Module:SpaceBodyLister</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:SpaceBodyLister&amp;diff=12595"/>
		<updated>2026-09-17T06:21:34Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Added body diameter to table, added links to exploration techs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Reads the SpaceBody data files and presents them in readable formats, with additional calculated statistics.&lt;br /&gt;
---&lt;br /&gt;
---@module SpaceBodyLister&lt;br /&gt;
local SpaceBodyLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local RestrictionChecker = require(&#039;Module:RestrictionChecker&#039;)&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyData = mw.loadData(&#039;Module:CSVReader/SpaceBody&#039;)&lt;br /&gt;
local SpaceBodyMiningData = mw.loadData(&#039;Module:SpaceBodyLister/Mining&#039;)&lt;br /&gt;
local SpaceBodyBombardData = mw.loadData(&#039;Module:SpaceBodyLister/Bombard&#039;)&lt;br /&gt;
local SpaceBodySystemData = mw.loadData(&#039;Module:SpaceBodyLister/System&#039;)&lt;br /&gt;
--local SpaceBodyExploreData = mw.loadData(&#039;Module:SpaceBodyLister/Explore&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyNames = mw.loadData(&#039;Module:ENReader/SpaceBody&#039;)&lt;br /&gt;
--Note ExploreEffectNames is hard-coded, not a lookup. If the Mission To... techs ever change, this will need manual updating.&lt;br /&gt;
local ExploreEffectNames = mw.loadData(&#039;Module:ExploreEffectNames&#039;) &lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function SpaceBodyLister.ListRestrictedMiningModifiers(frame)&lt;br /&gt;
	return SpaceBodyLister.ListMiningModifiers(frame.args)&lt;br /&gt;
end&lt;br /&gt;
function SpaceBodyLister.ListRestrictedBombardValues(frame)&lt;br /&gt;
	return SpaceBodyLister.ListBombardValues(frame.args)&lt;br /&gt;
end&lt;br /&gt;
function SpaceBodyLister.ListRestrictedSystemData(frame)&lt;br /&gt;
	return SpaceBodyLister.ListSystemData(frame.args)&lt;br /&gt;
end&lt;br /&gt;
function SpaceBodyLister.ListRestrictedExplorationData(frame)&lt;br /&gt;
	return SpaceBodyLister.ListExplorationData(frame.args)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@return wiki table of Space Body Mining Modifiers&lt;br /&gt;
function SpaceBodyLister.ListMiningModifiers(restrictionsTable)&lt;br /&gt;
--{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;width:100%;&amp;quot;&lt;br /&gt;
--|+ Table of Mining Site Modifiers for each Space Body&lt;br /&gt;
--|-&lt;br /&gt;
--! rowspan=2|Minable Space Body !! rowspan=2|Mass (kg) !! rowspan=2|Density (g / cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) !! colspan=4 | Mass/Density Modifiers (Only for Modifiable Mining Profiles)&lt;br /&gt;
--|-&lt;br /&gt;
--! Mass Modifier !! Density Modifier !! Effect on [[File:ICO water.png|25px]] Water and [[File:ICO volatiles.png|25px]] Volatiles !! Effect on [[File:ICO metal.png|25px]] Base Metals, [[File:ICO metal noble.png|25px]] Noble Metals, and [[File:ICO fissile.png|25px]] Fissiles&lt;br /&gt;
&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Minable Space Body&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Mass (kg)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Density (g / cm³)&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! colspan=4 | Mass/Density Modifiers (Only for Modifiable Mining Profiles)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Mass Modifier&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Density Modifier&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;water&#039;}}) .. IconModule.Icon({args={&#039;volatiles&#039;}}) .. &#039; Modifier&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;metals&#039;}}) .. IconModule.Icon({args={&#039;nobles&#039;}}) .. IconModule.Icon({args={&#039;fissiles&#039;}}) .. &#039; Modifier&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(SpaceBodyData) do&lt;br /&gt;
		if row[&#039;habSites/0&#039;] and row[&#039;habSites/0&#039;] ~= &#039;&#039; and RestrictionChecker.AllPass(restrictionsTable, row) then&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
			local spaceBodyMass = row[&#039;mass_kg&#039;]&lt;br /&gt;
			local spaceBodyDensity = row[&#039;density_gcm3&#039;]&lt;br /&gt;
			if spaceBodyMass and spaceBodyMass ~= &#039;&#039; and tonumber(spaceBodyMass) then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(tonumber(spaceBodyMass),3)&lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			end&lt;br /&gt;
			if spaceBodyDensity and spaceBodyDensity ~= &#039;&#039; and tonumber(spaceBodyDensity) then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(tonumber(spaceBodyDensity),3)&lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			end&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyMiningData[rowID][&#039;massModifier&#039;],3)&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyMiningData[rowID][&#039;densityModifier&#039;],3)&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyMiningData[rowID][&#039;modifierA&#039;],3)&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyMiningData[rowID][&#039;modifierB&#039;],3)&lt;br /&gt;
	    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@return wiki table of Space Body Bombard Values&lt;br /&gt;
function SpaceBodyLister.ListBombardValues(restrictionsTable)&lt;br /&gt;
--{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;width:100%;&amp;quot;&lt;br /&gt;
--|+ Table of Bombardment Related Values for each Space Body&lt;br /&gt;
--|-&lt;br /&gt;
--! rowspan=2|Bombardable Space Body !! rowspan=2|Mass (kg) !! rowspan=2|Mean Radius (km) !! rowspan=2| Sphere of Influence Radius (km) !! rowspan=2|Surface Gravity (m/s²) !! colspan=3|Atmosphere&lt;br /&gt;
--|-&lt;br /&gt;
--! Type !! Scale Height (km) !! Surface Density (kg/m³)&lt;br /&gt;
&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Bombardable Space Body&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Mass (kg)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Mean Radius (km)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Sphere of Influence Radius (km)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Surface Gravity (m/s²)&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! colspan=3 | Atmosphere&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Type&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Scale Height&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Surface Density (kg/m³)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(SpaceBodyData) do&lt;br /&gt;
		if RestrictionChecker.AllPass(restrictionsTable, row) then&lt;br /&gt;
			if (row[&#039;habSites/0&#039;] and row[&#039;habSites/0&#039;] ~= &#039;&#039;) or rowID == &#039;Earth&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
				local spaceBodyMass = row[&#039;mass_kg&#039;]&lt;br /&gt;
				if spaceBodyMass and spaceBodyMass ~= &#039;&#039; and tonumber(spaceBodyMass) then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. round(tonumber(spaceBodyMass),3)&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyBombardData[rowID][&#039;computedMeanRadius&#039;],3)&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyBombardData[rowID][&#039;SOIradius&#039;],3)&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyBombardData[rowID][&#039;surfaceGravity&#039;],5)&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. row[&#039;atmosphere&#039;]&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. row[&#039;atmosphereScaleHeight_km&#039;]&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. row[&#039;atmosphereSurfaceDensity_kgpm3&#039;]&lt;br /&gt;
		    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
		    end&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@return wiki table of which bodies are in which systems&lt;br /&gt;
function SpaceBodyLister.ListSystemData(restrictionsTable)&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|+ Is the Space Body in the chosen Solar System Size?&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2| Space Body&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! colspan=5| Solar System Size&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Minimal&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Light&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Medium&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Full&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Massive&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
&lt;br /&gt;
	for rowID, row in pairs(SpaceBodyData) do&lt;br /&gt;
		if RestrictionChecker.AllPass(restrictionsTable, row) then&lt;br /&gt;
			local systemRow = SpaceBodySystemData[rowID]&lt;br /&gt;
			if systemRow then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
&lt;br /&gt;
				for i = 1, 5 do&lt;br /&gt;
					if systemRow[i] then&lt;br /&gt;
						returnString = returnString .. &#039;\n| Yes&#039;&lt;br /&gt;
					else&lt;br /&gt;
						returnString = returnString .. &#039;\n| &#039;&lt;br /&gt;
					end&lt;br /&gt;
				end&lt;br /&gt;
		    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    	end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@return wiki table of which bodies need which techs, what their hab limits are, etc.&lt;br /&gt;
function SpaceBodyLister.ListExplorationData(restrictionsTable)&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|+ Exploration characteristics of space bodies&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Space Body&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Object Type&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Parent Body&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! Unlock Tech&amp;quot;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! Orbital Radius (AU)&amp;quot;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! Diameter (km)&amp;quot;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! Max Hab Size&amp;quot;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! # Hab Sites&amp;quot;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! # Orbits&amp;quot;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(SpaceBodyData) do&lt;br /&gt;
		if RestrictionChecker.AllPass(restrictionsTable, row) then&lt;br /&gt;
			--pre-calculate hab/orbit counts and max hab size&lt;br /&gt;
			local habSiteCount = 0&lt;br /&gt;
			for i = 0, 30 do&lt;br /&gt;
				if row[&#039;habSites/&#039; .. i] and row[&#039;habSites/&#039; .. i] ~= &#039;&#039; then&lt;br /&gt;
					habSiteCount = habSiteCount + 1&lt;br /&gt;
				else&lt;br /&gt;
					break&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			local orbitCount = 0&lt;br /&gt;
			for i = 0, 12 do&lt;br /&gt;
				if row[&#039;orbits/&#039; .. i] and row[&#039;orbits/&#039; .. i] ~= &#039;&#039; then&lt;br /&gt;
					orbitCount = orbitCount + 1&lt;br /&gt;
				else&lt;br /&gt;
					break&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			local maxHabSize = tonumber(row[&#039;maxHabSize&#039;])&lt;br /&gt;
			local displayHabSize = row[&#039;maxHabSize&#039;] or &#039;&#039;&lt;br /&gt;
			if maxHabSize == 4 then --devs future-proofing, not a real value&lt;br /&gt;
			    displayHabSize = 3&lt;br /&gt;
			end&lt;br /&gt;
	&lt;br /&gt;
			if habSiteCount &amp;gt;= 4 then --big enough to have an article&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. &#039;[[&#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID) .. &#039;]]&#039;&lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
			end&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. (row[&#039;objectType&#039;] or &#039;&#039;)&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. &#039;[[&#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. (row[&#039;barycenterName&#039;] or &#039;&#039;)] or row[&#039;barycenterName&#039;] or &#039;&#039;) .. &#039;]]&#039;&lt;br /&gt;
			&lt;br /&gt;
			local effectKey = row[&#039;effectToExplore&#039;]&lt;br /&gt;
			if ExploreEffectNames[effectKey] then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. &#039;[[&#039; .. ExploreEffectNames[effectKey] .. &#039;]]&#039;&lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (effectKey or &#039;&#039;)&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			--orbital AU is only stored for objects orbiting Sol, so for moons we look up the parent body &lt;br /&gt;
			if row[&#039;barycenterName&#039;] == &#039;Sol&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (row[&#039;semiMajorAxis_AU&#039;] or &#039;&#039;)&lt;br /&gt;
			elseif row[&#039;dataName&#039;] == &#039;Sol&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n| 0&#039;&lt;br /&gt;
			else&lt;br /&gt;
			    local parentRow = SpaceBodyData[row[&#039;barycenterName&#039;]]&lt;br /&gt;
			    if parentRow and parentRow[&#039;semiMajorAxis_AU&#039;] then&lt;br /&gt;
			        returnString = returnString .. &#039;\n| &#039; .. parentRow[&#039;semiMajorAxis_AU&#039;]&lt;br /&gt;
			    else&lt;br /&gt;
			        returnString = returnString .. &#039;\n| &#039;&lt;br /&gt;
			    end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. friendlyDiameter&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. displayHabSize&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. habSiteCount&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. orbitCount&lt;br /&gt;
			&lt;br /&gt;
			returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return SpaceBodyLister&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=TIHabSiteTemplate_CSV&amp;diff=12594</id>
		<title>TIHabSiteTemplate CSV</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=TIHabSiteTemplate_CSV&amp;diff=12594"/>
		<updated>2026-09-17T06:03:10Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Updated to v1.0.53b&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;friendlyName,dataName,parentBodyName,X,Y,latitude,longitude,miningProfileName,backgroundPath,fabricatedData,Density&lt;br /&gt;
Tolkien Crater,MercurySite1,Mercury,0,0,88.82,149.92,MercuryPolarMine,habmodules/surface_05,44,5.43&lt;br /&gt;
Suisei Planitia,MercurySite2,Mercury,1,0,60.88,212.19,MercuryPolarMine,habmodules/surface_05,66,5.43&lt;br /&gt;
Tung Yuan Crater,MercurySite3,Mercury,2,0,75.02,297.17,MercuryPolarMine,habmodules/surface_05,71,5.43&lt;br /&gt;
Prokofiev Crater,MercurySite4,Mercury,3,0,85.77,62.92,MercuryPolarMine,habmodules/surface_05,45,5.43&lt;br /&gt;
Adventure Rupes,MercurySite5,Mercury,0,3,-65.48,294.7,MercuryPolarMine,habmodules/surface_05,53,5.43&lt;br /&gt;
Boccaccio Crater,MercurySite6,Mercury,1,3,-80.99,89.85,MercuryPolarMine,habmodules/surface_05,64,5.43&lt;br /&gt;
Alver Crater,MercurySite7,Mercury,2,3,-66.97,77.25,MercuryPolarMine,habmodules/surface_05,38,5.43&lt;br /&gt;
Chao Meng-Fu Crater,MercurySite8,Mercury,3,3,-88.42,-156.36,MercuryPolarMine,habmodules/surface_05,16,5.43&lt;br /&gt;
Mare Ibrium,LunaSite1,Luna,0,0,32.8,-15.6,LunarMine,habmodules/surface_09,15,3.34&lt;br /&gt;
Peary Crater,LunaSite2,Luna,1,0,88.63,24.4,LunarNorthPolarMine,habmodules/surface_09,26,3.34&lt;br /&gt;
D&#039;Alembert Crater,LunaSite3,Luna,2,0,50.8,163.9,LunarMine,habmodules/surface_09,16,3.34&lt;br /&gt;
Copernicus Crater,LunaSite4,Luna,0,1,9.62,-20.08,LunarCopernicusMine,habmodules/surface_09,23,3.34&lt;br /&gt;
Mare Tranquillitatis,LunaSite5,Luna,1,1,8.5,31.4,LunarTranquilityMine,habmodules/surface_09,6,3.34&lt;br /&gt;
Korolev Crater,LunaSite6,Luna,2,1,-4,-157.4,LunarMine,habmodules/surface_09,2,3.34&lt;br /&gt;
Tycho Crater,LunaSite7,Luna,0,2,-43.31,-11.36,LunarMine,habmodules/surface_09,6,3.34&lt;br /&gt;
Shackleton Crater,LunaSite8,Luna,1,2,-89.9,0,LunarSouthPolarMine,habmodules/surface_09,54,3.34&lt;br /&gt;
Tsiolkovskiy Crater,LunaSite9,Luna,2,2,-20.4,129.1,LunarMine,habmodules/surface_09,69,3.34&lt;br /&gt;
Arcadia Planitia,MarsSite1,Mars,0,0,47.2,184.3,MartianNorthPolarMine,habmodules/surface_mars,32,3.93&lt;br /&gt;
Tantalus Fossae,MarsSite2,Mars,1,0,50.9,-97.5,MartianNorthPolarMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Tempe Terra,MarsSite3,Mars,2,0,40,-70,MartianMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Acidalia Planitia,MarsSite4,Mars,3,0,49.8,339.3,MartianNorthPolarMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Utopia Planitia,MarsSite5,Mars,4,0,47.7,117.5,MartianNorthPolarMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Olympus Mons,MarsSite6,Mars,0,1,18.65,226.2,MartianVolcanoMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Ares Valles,MarsSite7,Mars,1,1,10.4,-25.8,MartianLowMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Arabia Terra,MarsSite8,Mars,2,1,19.79,30,MartianMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Isidis Planitia,MarsSite9,Mars,3,1,12.9,87,MartianMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Elysium Planitia,MarsSite10,Mars,4,1,3,154.7,MartianMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Tharsis Montes,MarsSite11,Mars,0,2,1.57,-112.58,MartianVolcanoMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Noctis Labyrinthus,MarsSite12,Mars,1,2,-7,-102.2,MartianLowMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Xanthe Terra,MarsSite13,Mars,2,2,3,312,MartianMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Schiaparelli Crater,MarsSite14,Mars,3,2,-2.7,16.7,MartianLowMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Terra Sabaea,MarsSite15,Mars,4,2,2,42,MartianMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Terra Sirenum,MarsSite16,Mars,0,3,-39.7,-150,MartianMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Daedalia Planum,MarsSite17,Mars,1,3,-21.8,-128,MartianMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Valles Marineris,MarsSite18,Mars,2,3,-13.9,-59.2,MartianMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Scylle Scopulus,MarsSite19,Mars,3,3,-20.1,19,MartianMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Tyrrhena Terra,MarsSite20,Mars,4,3,-14.8,90,MartianMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Aonia Terra,MarsSite21,Mars,0,4,-60,-97,MartianSouthPolarMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Argyre Planitia,MarsSite22,Mars,1,4,-49.7,316,MartianSouthPolarMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Noachis Terra,MarsSite23,Mars,2,4,-45,350,MartianMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Hellas Planitia,MarsSite24,Mars,3,4,-42.4,70.5,MartianMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Promethei Terra,MarsSite25,Mars,4,4,-60,120,MartianSouthPolarMine,habmodules/surface_mars,,3.93&lt;br /&gt;
Hanami Planum,CeresSite1,Ceres,0,0,15,230,IcyPlanetoidMine,habmodules/surface_07,,2.16&lt;br /&gt;
Vendimia Planitia,CeresSite2,Ceres,1,0,23,135,IcyPlanetoidMine,habmodules/surface_07,,2.16&lt;br /&gt;
Yalode Crater,CeresSite3,Ceres,0,1,-42.58,292.48,VolatileRichPlanetoidMine,habmodules/surface_07,,2.16&lt;br /&gt;
Kerwan Crater,CeresSite4,Ceres,1,1,-10.77,123.99,RockyInnerPlanetoidMine,habmodules/surface_07,,2.16&lt;br /&gt;
Galileo Regio,GanymedeSite1,Ganymede,0,0,45,53,GanymedeanMine,habmodules/surface_11,,1.94&lt;br /&gt;
Xibalba Sulcus,GanymedeSite2,Ganymede,1,0,43,108.9,IcyPlanetoidMine,habmodules/surface_04,,1.94&lt;br /&gt;
Perrine Regio,GanymedeSite3,Ganymede,2,0,34,152,GanymedeanMine,habmodules/surface_11,,1.94&lt;br /&gt;
Elam Sulci,GanymedeSite4,Ganymede,3,0,60,-20,GanymedeanMine,habmodules/surface_04,,1.94&lt;br /&gt;
Uruk Sulcus,GanymedeSite5,Ganymede,0,1,3.4,20,GanymedeanMine,habmodules/surface_04,,1.94&lt;br /&gt;
Ta-urt Crater,GanymedeSite6,Ganymede,1,1,27.66,-124.2,RockyInnerPlanetoidMine,habmodules/surface_04,,1.94&lt;br /&gt;
Phrygia Sulcus,GanymedeSite7,Ganymede,2,1,12,159.4,IcyPlanetoidMine,habmodules/surface_04,,1.94&lt;br /&gt;
Marius Regio,GanymedeSite8,Ganymede,3,1,2.5,-7.7,GanymedeanMine,habmodules/surface_11,,1.94&lt;br /&gt;
Sippar Sulcus,GanymedeSite9,Ganymede,0,2,-19.9,9.8,GanymedeanMine,habmodules/surface_04,,1.94&lt;br /&gt;
Cisti Crater,GanymedeSite10,Ganymede,1,2,-31.6,115.77,GanymedeanMine,habmodules/surface_04,,1.94&lt;br /&gt;
Barnard Regio,GanymedeSite11,Ganymede,2,2,-6.8,168.4,GanymedeanMine,habmodules/surface_11,,1.94&lt;br /&gt;
Melotte Regio,GanymedeSite12,Ganymede,3,2,-12,-65,GanymedeanMine,habmodules/surface_11,,1.94&lt;br /&gt;
Osiris Crater,GanymedeSite13,Ganymede,0,3,-38,13.69,RockyInnerPlanetoidMine,habmodules/surface_04,,1.94&lt;br /&gt;
Humbaba Crater,GanymedeSite14,Ganymede,1,3,-55.15,112.69,GanymedeanMine,habmodules/surface_04,,1.94&lt;br /&gt;
Nicolson Regio,GanymedeSite15,Ganymede,2,3,-33.1,173.6,GanymedeanMine,habmodules/surface_11,,1.94&lt;br /&gt;
Apsu Sulci,GanymedeSite16,Ganymede,3,3,-37.5,-45.2,GanymedeanMine,habmodules/surface_04,,1.94&lt;br /&gt;
Utgard,CallistoSite1,Callisto,0,0,45,46,GanymedeanMine,habmodules/surface_17,,1.83&lt;br /&gt;
Ymir Crater,CallistoSite2,Callisto,1,0,79,80.3,IcyPlanetoidMine,habmodules/surface_06,,1.83&lt;br /&gt;
Geirvimul Catena,CallistoSite3,Callisto,2,0,48.9,-167.2,IcyPlanetoidMine,habmodules/surface_17,,1.83&lt;br /&gt;
Gloi Crater,CallistoSite4,Callisto,3,0,49,-65,IcyPlanetoidMine,habmodules/surface_17,,1.83&lt;br /&gt;
Asgard,CallistoSite5,Callisto,0,1,32.2,40.1,GanymedeanMine,habmodules/surface_05,,1.83&lt;br /&gt;
Valhalla,CallistoSite6,Callisto,1,1,14.7,124,GanymedeanMine,habmodules/surface_17,,1.83&lt;br /&gt;
Kol Facula,CallistoSite7,Callisto,2,1,4.5,-102.7,GanymedeanMine,habmodules/surface_06,,1.83&lt;br /&gt;
Vidarr Crater,CallistoSite8,Callisto,3,1,12.1,-13.4,GanymedeanMine,habmodules/surface_17,,1.83&lt;br /&gt;
Ilma,CallistoSite9,Callisto,0,2,-29.9,12.8,GanymedeanMine,habmodules/surface_05,,1.83&lt;br /&gt;
Thorir Crater,CallistoSite10,Callisto,1,2,-31.9,113.3,GanymedeanMine,habmodules/surface_17,,1.83&lt;br /&gt;
Gunntro Catena,CallistoSite11,Callisto,2,2,-19.5,-163.1,GanymedeanMine,habmodules/surface_17,,1.83&lt;br /&gt;
Bran Crater,CallistoSite12,Callisto,3,2,-24.2,-25.6,GanymedeanMine,habmodules/surface_05,,1.83&lt;br /&gt;
Aegir Crater,CallistoSite13,Callisto,0,3,-45.8,76.2,IcyPlanetoidMine,habmodules/surface_17,,1.83&lt;br /&gt;
Adlinda,CallistoSite14,Callisto,1,3,-48.5,144.4,IcyPlanetoidMine,habmodules/surface_06,,1.83&lt;br /&gt;
Lycaeon,CallistoSite15,Callisto,2,3,-45.4,174.1,IcyPlanetoidMine,habmodules/surface_06,,1.83&lt;br /&gt;
Lodurr Crater,CallistoSite16,Callisto,3,3,-50.8,-90.1,IcyPlanetoidMine,habmodules/surface_17,,1.83&lt;br /&gt;
Lei-Kung Fluctus,IoSite1,Io,0,0,40.12,206.43,IonianMine,habmodules/surface_03,,3.53&lt;br /&gt;
Chalybes Regio,IoSite2,Io,1,0,56.88,95.33,IonianMine,habmodules/surface_03,,3.53&lt;br /&gt;
Amaterasu Patera,IoSite3,Io,2,0,38.21,-126.55,IonianMine,habmodules/surface_03,,3.53&lt;br /&gt;
Colchis Regio,IoSite4,Io,0,1,2.47,-28.42,IonianMine,habmodules/surface_03,,3.53&lt;br /&gt;
Bosphorus Regio,IoSite5,Io,1,1,-2.3,59.43,IonianMine,habmodules/surface_03,,3.53&lt;br /&gt;
Media Regio,IoSite6,Io,2,1,10.62,120.1,IonianMine,habmodules/surface_03,,3.53&lt;br /&gt;
Mycenae Regio,IoSite7,Io,0,2,-36.6,15.05,IonianMine,habmodules/surface_03,,3.53&lt;br /&gt;
Bactria Regio,IoSite8,Io,1,2,-48.25,56.47,IonianMine,habmodules/surface_03,,3.53&lt;br /&gt;
Tarsus Regio,IoSite9,Io,2,2,-36.69,126.6,IonianMine,habmodules/surface_03,,3.53&lt;br /&gt;
Annwn Regio,EuropaSite1,Europa,0,0,20,-140,IcyPlanetoidMine,habmodules/surface_06,,3.01&lt;br /&gt;
Falga Regio,EuropaSite2,Europa,1,0,30,-30,GanymedeanMine,habmodules/surface_06,,3.01&lt;br /&gt;
Rathmore Chaos,EuropaSite3,Europa,2,0,25.4,105,GanymedeanMine,habmodules/surface_06,,3.01&lt;br /&gt;
Dyfed Regio,EuropaSite4,Europa,0,1,10,-70,RockyInnerPlanetoidMine,habmodules/surface_06,,3.01&lt;br /&gt;
Powys Regio,EuropaSite5,Europa,1,1,0,35,RockyInnerPlanetoidMine,habmodules/surface_06,,3.01&lt;br /&gt;
Tara Regio,EuropaSite6,Europa,2,1,-10,105,IcyPlanetoidMine,habmodules/surface_06,,3.01&lt;br /&gt;
Balgatan Regio,EuropaSite7,Europa,0,2,-50,150,RockyInnerPlanetoidMine,habmodules/surface_06,,3.01&lt;br /&gt;
Argadnel Regio,EuropaSite8,Europa,1,2,-14.6,-28.5,GanymedeanMine,habmodules/surface_06,,3.01&lt;br /&gt;
Moytyra Regio,EuropaSite9,Europa,2,2,-50,-114.3,IcyPlanetoidMine,habmodules/surface_06,,3.01&lt;br /&gt;
Odysseus Crater,TethysSite1,Tethys,0,0,32.82,51.11,IcyPlanetoidMine,habmodules/surface_15,,0.99&lt;br /&gt;
Ithaca Chasm,TethysSite2,Tethys,1,0,-14,173.9,IcyPlanetoidMine,habmodules/surface_15,,0.99&lt;br /&gt;
Penelope Crater,TethysSite3,Tethys,0,1,10.83,-69.22,IcyPlanetoidMine,habmodules/surface_15,,0.99&lt;br /&gt;
Telemus Crater,TethysSite4,Tethys,1,1,-34.53,-176.89,IcyPlanetoidMine,habmodules/surface_15,,0.99&lt;br /&gt;
Aeneas Crater,DioneSite1,Dione,0,0,25.89,133.73,IcyPlanetoidMine,habmodules/surface_12,,1.48&lt;br /&gt;
Eurotas Chasmata,DioneSite2,Dione,1,0,18,-90,IcyPlanetoidMine,habmodules/surface_12,,1.48&lt;br /&gt;
Pantagias Catenae,DioneSite3,Dione,0,1,-15.3,38.3,GanymedeanMine,habmodules/surface_12,,1.48&lt;br /&gt;
Palatine Chasmata,DioneSite4,Dione,1,1,-48,-136,IcyPlanetoidMine,habmodules/surface_12,,1.48&lt;br /&gt;
Tirawa Basin,RheaSite1,Rhea,0,0,34.2,28.3,IcyPlanetoidMine,habmodules/surface_06,,1.24&lt;br /&gt;
Avaiki Chasmata,RheaSite2,Rhea,1,0,25,-99,IcyPlanetoidMine,habmodules/surface_06,,1.24&lt;br /&gt;
Inktomi Crater,RheaSite3,Rhea,0,1,-14.1,67.9,GanymedeanMine,habmodules/surface_06,,1.24&lt;br /&gt;
Izanagi Basin,RheaSite4,Rhea,1,1,-49.4,-130.2,IcyPlanetoidMine,habmodules/surface_06,,1.24&lt;br /&gt;
Kraken Mare,TitanSite1,Titan,0,0,68,-130,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Caladan Planitia,TitanSite2,Titan,1,0,31,-46,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Mackay Lacus,TitanSite3,Titan,2,0,78.32,82.47,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Poritrin Planitia,TitanSite4,Titan,3,0,48,156,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Aaru,TitanSite5,Titan,0,1,10,-160,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Belet,TitanSite6,Titan,1,1,-5,-75,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Dilmun,TitanSite7,Titan,2,1,15,5,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Quivira,TitanSite8,Titan,3,1,0,165,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Senkyo,TitanSite9,Titan,0,2,-5,-140,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Shangri-La,TitanSite10,Titan,1,2,-10,15,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Xanadu,TitanSite11,Titan,2,2,-15,80,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Atzlan,TitanSite12,Titan,3,2,10,160,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Buzzell Planitia,TitanSite13,Titan,0,3,-66.3,-82.7,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Ching-Tu,TitanSite14,Titan,1,3,-30,-25,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Arrakis Planitia,TitanSite15,Titan,2,3,-78.4,63,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Tsegihi,TitanSite16,Titan,3,3,-40,170,TitanianMine,habmodules/surface_08,,1.88&lt;br /&gt;
Cassini Regio,IapetusSite1,Iapetus,0,0,-28.1,87.4,VolatileRichPlanetoidMine,habmodules/surface_17,,1.09&lt;br /&gt;
Roncevaux Terra,IapetusSite2,Iapetus,1,0,37,-59.5,IcyPlanetoidMine,habmodules/surface_06,,1.09&lt;br /&gt;
Malprimis Basin,IapetusSite3,Iapetus,0,1,-15.2,61.8,VolatileRichPlanetoidMine,habmodules/surface_17,,1.09&lt;br /&gt;
Engelier Basin,IapetusSite4,Iapetus,1,1,-40.5,-84.7,IcyPlanetoidMine,habmodules/surface_06,,1.09&lt;br /&gt;
Hermia Chasmata,TitaniaSite1,Titania,0,0,12,72,VolatileRichPlanetoidMine,habmodules/surface_10,&amp;quot;name, coordinates&amp;quot;,1.71&lt;br /&gt;
Gertrude Crater,TitaniaSite2,Titania,1,0,-15.8,287.1,GanymedeanMine,habmodules/surface_10,,1.71&lt;br /&gt;
Tamora Crater,TitaniaSite3,Titania,0,1,29,138,RockyInnerPlanetoidMine,habmodules/surface_10,&amp;quot;name, coordinates&amp;quot;,1.71&lt;br /&gt;
Messina Chasmata,TitaniaSite4,Titania,1,1,-33.3,335,VolatileRichPlanetoidMine,habmodules/surface_10,,1.71&lt;br /&gt;
Marcellus Crater,OberonSite1,Oberon,0,0,22,202,IcyPlanetoidMine,habmodules/surface_11,&amp;quot;name, coordinates&amp;quot;,1.63&lt;br /&gt;
Mommur Chasma,OberonSite2,Oberon,1,0,-16.3,323.5,GanymedeanMine,habmodules/surface_11,,1.63&lt;br /&gt;
Macbeth Crater,OberonSite3,Oberon,0,1,-58.4,112.5,GanymedeanMine,habmodules/surface_11,,1.63&lt;br /&gt;
Lear Crater,OberonSite4,Oberon,1,1,-5.4,31.5,IcyPlanetoidMine,habmodules/surface_11,,1.63&lt;br /&gt;
Dantalion Crater,UmbrielSite1,Umbriel,0,0,35,90,IcyPlanetoidMine,habmodules/surface_16,&amp;quot;name, coordinates&amp;quot;,1.39&lt;br /&gt;
Abraxas Crater,UmbrielSite2,Umbriel,1,0,18,175,IcyPlanetoidMine,habmodules/surface_16,&amp;quot;name, coordinates&amp;quot;,1.39&lt;br /&gt;
Wokolo Crater,UmbrielSite3,Umbriel,0,1,-30,1.8,GanymedeanMine,habmodules/surface_16,,1.39&lt;br /&gt;
Wunda Crater,UmbrielSite4,Umbriel,1,1,-7.9,273.6,IcyPlanetoidMine,habmodules/surface_16,,1.39&lt;br /&gt;
Kachina Chasma,ArielSite1,Ariel,0,0,-33.7,246,IcyPlanetoidMine,habmodules/surface_07,,1.59&lt;br /&gt;
Yakshi Chasma,ArielSite2,Ariel,1,0,22,65,GanymedeanMine,habmodules/surface_07,&amp;quot;name, coordinates&amp;quot;,1.59&lt;br /&gt;
Domovoy Crater,ArielSite3,Ariel,0,1,-71.5,339.7,GanymedeanMine,habmodules/surface_07,,1.59&lt;br /&gt;
Browie Chasma,ArielSite4,Ariel,1,1,-16,337.6,IcyPlanetoidMine,habmodules/surface_07,,1.59&lt;br /&gt;
Bubeme Regio,TritonSite1,Triton,0,0,18,335,VolatileRichPlanetoidMine,habmodules/surface_12,,2.05&lt;br /&gt;
Monad Regio,TritonSite2,Triton,1,0,20,37,VolatileRichPlanetoidMine,habmodules/surface_12,,2.05&lt;br /&gt;
Tuonela Planitia,TritonSite3,Triton,2,0,34,14.5,RockyInnerPlanetoidMine,habmodules/surface_12,,2.05&lt;br /&gt;
Ob Sulci,TritonSite4,Triton,0,1,-6,328,VolatileRichPlanetoidMine,habmodules/surface_12,,2.05&lt;br /&gt;
Boynne Sulci,TritonSite5,Triton,1,1,-13,350,VolatileRichPlanetoidMine,habmodules/surface_12,,2.05&lt;br /&gt;
Medamothi Planum,TritonSite6,Triton,2,1,3.5,69,VolatileRichPlanetoidMine,habmodules/surface_12,,2.05&lt;br /&gt;
Uhlanga Regio,TritonSite7,Triton,0,2,-37,357,GanymedeanMine,habmodules/surface_12,,2.05&lt;br /&gt;
Namazu Macula,TritonSite8,Triton,1,2,-25.5,14,VolatileRichPlanetoidMine,habmodules/surface_12,,2.05&lt;br /&gt;
Abatos Planum,TritonSite9,Triton,2,2,-31.5,58,GanymedeanMine,habmodules/surface_12,,2.05&lt;br /&gt;
Lowell Regio,PlutoSite1,Pluto,0,0,80,80,VolatileRichPlanetoidMine,habmodules/surface_10,,1.86&lt;br /&gt;
Voyager Terra,PlutoSite2,Pluto,1,0,6.08,153.52,RockyInnerPlanetoidMine,habmodules/surface_10,,1.86&lt;br /&gt;
Hayabusa Terra,PlutoSite3,Pluto,2,0,46.07,229.88,VolatileRichPlanetoidMine,habmodules/surface_10,,1.86&lt;br /&gt;
Viking Terra,PlutoSite4,Pluto,0,1,30,140,GanymedeanMine,habmodules/surface_10,,1.86&lt;br /&gt;
Tombaugh Regio,PlutoSite5,Pluto,1,1,7.62,183.22,VolatileRichPlanetoidMine,habmodules/surface_10,,1.86&lt;br /&gt;
Tartarus Dorsa,PlutoSite6,Pluto,2,1,8.5,233.09,RockyPlanetoidMine,habmodules/surface_10,,1.86&lt;br /&gt;
Cthulhu Macula,PlutoSite7,Pluto,0,2,0,90,GanymedeanMine,habmodules/surface_10,,1.86&lt;br /&gt;
Krun Macula,PlutoSite8,Pluto,1,2,-15,30,VolatileRichPlanetoidMine,habmodules/surface_10,,1.86&lt;br /&gt;
Balrog Macula,PlutoSite9,Pluto,2,2,-10,100,VolatileRichPlanetoidMine,habmodules/surface_10,,1.86&lt;br /&gt;
Argo Chasma,CharonSite1,Charon,0,0,27.8,80.4,GanymedeanMine,habmodules/surface_11,,1.66&lt;br /&gt;
Nasreddin Crater,CharonSite2,Charon,1,0,25.5,308.6,GanymedeanMine,habmodules/surface_11,,1.66&lt;br /&gt;
Nemo Crater,CharonSite3,Charon,0,1,-15.7,314.1,GanymedeanMine,habmodules/surface_11,,1.66&lt;br /&gt;
Clarke Montes,CharonSite4,Charon,1,1,-5.12,7.05,GanymedeanMine,habmodules/surface_11,,1.66&lt;br /&gt;
Cahuenga Planum,QuaoarSite1,Quaoar,0,0,,,RockyPlanetoidMine,habmodules/surface_07,name,1.99&lt;br /&gt;
Topanga Macula,QuaoarSite2,Quaoar,1,0,,,RockyPlanetoidMine,habmodules/surface_07,name,1.99&lt;br /&gt;
Pacoima Planum,QuaoarSite3,Quaoar,0,1,,,RockyPlanetoidMine,habmodules/surface_07,name,1.99&lt;br /&gt;
Azusa Planum,QuaoarSite4,Quaoar,1,1,,,RockyPlanetoidMine,habmodules/surface_07,name,1.99&lt;br /&gt;
Hanga Roa Macula,MakemakeSite1,Makemake,0,0,,,RockyPlanetoidMine,habmodules/surface_01,name,2.1&lt;br /&gt;
Tangata Manu Planum,MakemakeSite2,Makemake,1,0,,,VolatileRichPlanetoidMine,habmodules/surface_01,name,2.1&lt;br /&gt;
Hanau Epe Regio,MakemakeSite3,Makemake,0,1,,,RockyPlanetoidMine,habmodules/surface_01,name,2.1&lt;br /&gt;
Hanau Momoko Regio,MakemakeSite4,Makemake,1,1,,,VolatileRichPlanetoidMine,habmodules/surface_01,name,2.1&lt;br /&gt;
Nicholas Planum,HaumeaSite1,Haumea,0,0,,,RockyPlanetoidMine,habmodules/surface_06,name,2.6&lt;br /&gt;
Kringle Crater,HaumeaSite2,Haumea,1,0,,,RockyPlanetoidMine,habmodules/surface_06,name,2.6&lt;br /&gt;
Sinterklaas Regio,HaumeaSite3,Haumea,0,1,,,RockyPlanetoidMine,habmodules/surface_06,name,2.6&lt;br /&gt;
Noel Regio,HaumeaSite4,Haumea,1,1,,,RockyPlanetoidMine,habmodules/surface_06,name,2.6&lt;br /&gt;
Ogre Regio,90482OrcusSite1,90482Orcus,0,0,,,GanymedeanMine,habmodules/surface_07,name,1.4&lt;br /&gt;
Gorgon Planum,90482OrcusSite2,90482Orcus,1,0,,,GanymedeanMine,habmodules/surface_07,name,1.4&lt;br /&gt;
Griffin Macula,90482OrcusSite3,90482Orcus,0,1,,,GanymedeanMine,habmodules/surface_07,name,1.4&lt;br /&gt;
Chimera Crater,90482OrcusSite4,90482Orcus,1,1,,,IcyPlanetoidMine,habmodules/surface_07,name,1.4&lt;br /&gt;
Turnus Regio,SalaciaSite1,Salacia,0,0,,,GanymedeanMine,habmodules/surface_13,name,1.29&lt;br /&gt;
Juturna Planum,SalaciaSite2,Salacia,1,0,,,GanymedeanMine,habmodules/surface_13,name,1.29&lt;br /&gt;
Canens Regio,SalaciaSite3,Salacia,0,1,,,GanymedeanMine,habmodules/surface_13,name,1.29&lt;br /&gt;
Fontus Regio,SalaciaSite4,Salacia,1,1,,,GanymedeanMine,habmodules/surface_13,name,1.29&lt;br /&gt;
Achlys site,208996KBOSite1,208996KBO,0,0,,,IcyPlanetoidMine,habmodules/surface_03,,0.87&lt;br /&gt;
Achlys site,208996KBOSite2,208996KBO,0,1,,,VolatileRichPlanetoidMine,habmodules/surface_03,,0.87&lt;br /&gt;
Achlys site,208996KBOSite3,208996KBO,1,0,,,IcyPlanetoidMine,habmodules/surface_03,,0.87&lt;br /&gt;
Achlys site,208996KBOSite4,208996KBO,1,1,,,VolatileRichPlanetoidMine,habmodules/surface_03,,0.87&lt;br /&gt;
Máni Site,307261KBOSite1,307261KBO,0,0,,,IcyPlanetoidMine,habmodules/surface_09,name,1.2&lt;br /&gt;
Máni Site,307261KBOSite2,307261KBO,1,0,,,IcyPlanetoidMine,habmodules/surface_09,name,1.2&lt;br /&gt;
Máni Site,307261KBOSite3,307261KBO,0,1,,,IcyPlanetoidMine,habmodules/surface_09,name,1.2&lt;br /&gt;
Máni Site,307261KBOSite4,307261KBO,1,1,,,IcyPlanetoidMine,habmodules/surface_09,name,1.2&lt;br /&gt;
Stickney Crater,PhobosSite1,Phobos,0,0,2,133,WetCarbonaceusMine,habmodules/surface_03,,1.88&lt;br /&gt;
Voltaire Crater,DeimosSite1,Deimos,0,0,22,176.5,CarbonaceousMine,habmodules/surface_02,,1.47&lt;br /&gt;
Metis site,MetisSite1,Metis,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,0.86&lt;br /&gt;
Adrastea site,AdrasteaSite1,Adrastea,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,0.86&lt;br /&gt;
Gaea Crater,AmaltheaSite1,Amalthea,0,0,-80,90,CarbonaceousMine,habmodules/surface_16,,0.86&lt;br /&gt;
Zethus Crater,ThebeSite1,Thebe,0,0,10,5,CarbonaceousMine,habmodules/surface_16,,0.86&lt;br /&gt;
Themisto site,ThemistoSite1,Themisto,0,0,,,MixedCMMine,habmodules/surface_06,,1.63&lt;br /&gt;
Leda site,LedaSite1,Leda,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.63&lt;br /&gt;
Himalia site,HimaliaSite1,Himalia,0,0,,,MixedCMMine,habmodules/surface_16,,1.63&lt;br /&gt;
Lysithea site,LysitheaSite1,Lysithea,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.63&lt;br /&gt;
Elara site,ElaraSite1,Elara,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.63&lt;br /&gt;
Praxidike site,PraxidikeSite1,Praxidike,0,0,,,IcyCarbonaceousMine,habmodules/surface_06,,1.3&lt;br /&gt;
Ananke site,AnankeSite1,Ananke,0,0,,,MixedCSMine,habmodules/surface_02,,1.3&lt;br /&gt;
Iocaste site,IocasteSite1,Iocaste,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.3&lt;br /&gt;
Taygete site,TaygeteSite1,Taygete,0,0,,,CarbonaceousMine,habmodules/surface_03,,1.63&lt;br /&gt;
Carme site,CarmeSite1,Carme,0,0,,,StonyMine,habmodules/surface_02,,1.63&lt;br /&gt;
Kalyke site,KalykeSite1,Kalyke,0,0,,,MixedCSMine,habmodules/surface_02,,1.63&lt;br /&gt;
Pasiphae site,PasiphaeSite1,Pasiphae,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.7&lt;br /&gt;
Megaclite site,MegacliteSite1,Megaclite,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.7&lt;br /&gt;
Sinope site,SinopeSite1,Sinope,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.7&lt;br /&gt;
Callirrhoe site,CallirrhoeSite1,Callirrhoe,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.7&lt;br /&gt;
Pan site,PanSite1,Pan,0,0,88,0,IcyMine,habmodules/surface_15,,0.56&lt;br /&gt;
Daphnis site,DaphnisSite1,Daphnis,0,0,,,IcyMine,habmodules/surface_16,,0.35&lt;br /&gt;
Atlas site,AtlasSite1,Atlas,0,0,,,IcyMine,habmodules/surface_06,,0.58&lt;br /&gt;
Prometheus site,PrometheusSite1,Prometheus,0,0,,,IcyMine,habmodules/surface_06,,0.6&lt;br /&gt;
Pandora site,PandoraSite1,Pandora,0,0,,,IcyMine,habmodules/surface_15,,0.61&lt;br /&gt;
Pollux Crater,EpimetheusSite1,Epimetheus,0,0,,,IcyMine,habmodules/surface_06,,0.8&lt;br /&gt;
Castor Crater,JanusSite1,Janus,0,0,,,IcyMine,habmodules/surface_06,,0.63&lt;br /&gt;
Herschel Crater,MimasSite1,Mimas,0,0,-1.38,68.24,IcyPlanetoidMine,habmodules/surface_07,,1.15&lt;br /&gt;
Pallene site,PalleneSite1,Pallene,0,0,,,IcyMine,habmodules/surface_06,,0.25&lt;br /&gt;
Sarandib Planitia,EnceladusSite1,Enceladus,0,0,10.23,-131.82,VolatileRichPlanetoidMine,habmodules/surface_14,,1.6&lt;br /&gt;
Makran Sulci,EnceladusSite2,Enceladus,1,0,-54.4,135.8,VolatileRichPlanetoidMine,habmodules/surface_14,,1.6&lt;br /&gt;
Telesto site,TelestoSite1,Telesto,0,0,,,IcyMine,habmodules/surface_06,,1&lt;br /&gt;
Calypso site,CalypsoSite1,Calypso,0,0,,,IcyMine,habmodules/surface_06,,1&lt;br /&gt;
Helene site,HeleneSite1,Helene,0,0,,,IcyMine,habmodules/surface_06,,1.3&lt;br /&gt;
Bahloo Crater,HyperionSite1,Hyperion,0,0,36,-16,MixedCSMine,habmodules/surface_02,,0.55&lt;br /&gt;
Akna site,S2019S1Site1,S2019S1,0,0,,,IcyCarbonaceousMine,habmodules/surface_02,,2.3&lt;br /&gt;
Kiviuq site,KiviuqSite1,Kiviuq,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,2.3&lt;br /&gt;
S2005 S4 site,S2005S4Site1,S2005S4,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,2.3&lt;br /&gt;
Ijiraq site,IjiraqSite1,Ijiraq,0,0,,,DryCarbonaceousMine,habmodules/surface_04,,2.3&lt;br /&gt;
Leto Regio,PhoebeSite1,Phoebe,0,0,60,160,IcyCarbonaceousMine,habmodules/surface_12,,1.64&lt;br /&gt;
S2006 S20 site,S2006S20Site1,S2006S20,0,0,,,IcyCarbonaceousMine,habmodules/surface_12,,1.64&lt;br /&gt;
Paaliaq site,PaaliaqSite1,Paaliaq,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,2.3&lt;br /&gt;
Skathi site,SkathiSite1,Skathi,0,0,,,IcyCarbonaceousMine,habmodules/surface_12,,1.38&lt;br /&gt;
S2007 S2 site,S2007S2Site1,S2007S2,0,0,,,IcyCarbonaceousMine,habmodules/surface_12,,1.64&lt;br /&gt;
Albiorix site,AlbiorixSite1,Albiorix,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.85&lt;br /&gt;
Bebhionn site,BebhionnSite1,Bebhionn,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.85&lt;br /&gt;
Erriapus site,ErriapusSite1,Erriapus,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.85&lt;br /&gt;
Skoll site,SkollSite1,Skoll,0,0,,,MixedCSMine,habmodules/surface_02,,1.3&lt;br /&gt;
Tarqeq site,TarqeqSite1,Tarqeq,0,0,,,IcyCarbonaceousMine,habmodules/surface_12,,0.92&lt;br /&gt;
Siarnaq site,SiarnaqSite1,Siarnaq,0,0,,,IcyCarbonaceousMine,habmodules/surface_17,,0.92&lt;br /&gt;
Tarvos site,TarvosSite1,Tarvos,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.85&lt;br /&gt;
Hyrrokkin site,HyrrokkinSite1,Hyrrokkin,0,0,,,IcyCarbonaceousMine,habmodules/surface_12,,1.38&lt;br /&gt;
Greip site,GreipSite1,Greip,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.64&lt;br /&gt;
Mundilfari site,MundilfariSite1,Mundilfari,0,0,,,MixedCSMine,habmodules/surface_02,,1.3&lt;br /&gt;
S2006S1 site,S2006S1Site1,S2006S1,0,0,,,MixedCSMine,habmodules/surface_02,,2.2&lt;br /&gt;
Bergelmir site,BergelmirSite1,Bergelmir,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Jarnsaxa site,JarnsaxaSite1,Jarnsaxa,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Narvi site,NarviSite1,Narvi,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.38&lt;br /&gt;
Suttungr site,SuttungrSite1,Suttungr,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.64&lt;br /&gt;
S2007S3 site,S2007S3Site1,S2007S3,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.64&lt;br /&gt;
Hati site,HatiSite1,Hati,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Eggther site,EggtherSite1,Eggther,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Farbauti site,FarbautiSite1,Farbauti,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Thrymr site,ThrymrSite1,Thrymr,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.64&lt;br /&gt;
Bestla site,BestlaSite1,Bestla,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.38&lt;br /&gt;
Aegir site,AegirSite1,Aegir,0,0,,,IcyMine,habmodules/surface_06,,0.5&lt;br /&gt;
S2004S7 site,S2004S7Site1,S2004S7,0,0,,,IcyCarbonaceousMine,habmodules/surface_12,,1.3&lt;br /&gt;
S2006S3 site,S2006S3Site1,S2006S3,0,0,,,MixedCSMine,habmodules/surface_02,,2.2&lt;br /&gt;
Alvaldi site,AlvaldiSite1,Alvaldi,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.64&lt;br /&gt;
Kari site,KariSite1,Kari,0,0,,,MixedCSMine,habmodules/surface_02,,2.2&lt;br /&gt;
Surtur site,SurturSite1,Surtur,0,0,,,IcyCarbonaceousMine,habmodules/surface_12,,1.3&lt;br /&gt;
Loge site,LogeSite1,Loge,0,0,,,IcyCarbonaceousMine,habmodules/surface_12,,1.3&lt;br /&gt;
Ymir site,YmirSite1,Ymir,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.64&lt;br /&gt;
Ymir site,FornjotSite1,Fornjot,0,0,,,IcyCarbonaceousMine,habmodules/surface_12,,1.38&lt;br /&gt;
Cordelia site,CordeliaSite1,Cordelia,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.3&lt;br /&gt;
Ophelia site,OpheliaSite1,Ophelia,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Beatrice site,S2025U1Site1,S2025U1,0,0,,,MixedCSMine,habmodules/surface_02,,0.86&lt;br /&gt;
Bianca site,BiancaSite1,Bianca,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.3&lt;br /&gt;
Cressida site,CressidaSite1,Cressida,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,0.86&lt;br /&gt;
Desdemona site,DesdemonaSite1,Desdemona,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.3&lt;br /&gt;
Juliet site,JulietSite1,Juliet,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Portia site,PortiaSite1,Portia,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.3&lt;br /&gt;
Rosalind site,RosalindSite1,Rosalind,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Cupid site,CupidSite1,Cupid,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.3&lt;br /&gt;
Belinda site,BelindaSite1,Belinda,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Perdita site,PerditaSite1,Perdita,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.3&lt;br /&gt;
Bogle Crater,PuckSite1,Puck,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Mab site,MabSite1,Mab,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.3&lt;br /&gt;
Inverness Corona,MirandaSite1,Miranda,0,0,-69.9,325.7,IcyPlanetoidMine,habmodules/surface_06,,1.21&lt;br /&gt;
Francisco site,FranciscoSite1,Francisco,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Caliban site,CalibanSite1,Caliban,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.3&lt;br /&gt;
Hero site,S2023U1Site1,S2023U1,0,0,,,MixedCSMine,habmodules/surface_02,,1.3&lt;br /&gt;
Stephano site,StephanoSite1,Stephano,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.3&lt;br /&gt;
Trinculo site,TrinculoSite1,Trinculo,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.3&lt;br /&gt;
Sycorax site,SycoraxSite1,Sycorax,0,0,,,MixedCSMine,habmodules/surface_02,,1.3&lt;br /&gt;
Margaret site,MargaretSite1,Margaret,0,0,,,CarbonaceousMine,habmodules/surface_18,,1.3&lt;br /&gt;
Prospero site,ProsperoSite1,Prospero,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.3&lt;br /&gt;
Setebos site,SetebosSite1,Setebos,0,0,,,CarbonaceousMine,habmodules/surface_18,,1.3&lt;br /&gt;
Ferdinand site,FerdinandSite1,Ferdinand,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.3&lt;br /&gt;
Naiad site,NaiadSite1,Naiad,0,0,,,MixedCSMine,habmodules/surface_02,,1.3&lt;br /&gt;
Thalassa site,ThalassaSite1,Thalassa,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Despina site,DespinaSite1,Despina,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.3&lt;br /&gt;
Galatea site,GalateaSite1,Galatea,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Larissa site,LarissaSite1,Larissa,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.3&lt;br /&gt;
Hippocamp site,HippocampSite1,Hippocamp,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Pharos Crater,ProteusSite1,Proteus,0,0,,,MixedCSMine,habmodules/surface_02,,1.3&lt;br /&gt;
Nereid site,NereidSite1,Nereid,0,0,,,IcyCarbonaceousMine,habmodules/surface_07,,1.5&lt;br /&gt;
Halimede site,HalimedeSite1,Halimede,0,0,,,CarbonaceousMine,habmodules/surface_18,,1.5&lt;br /&gt;
Sao site,SaoSite1,Sao,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.5&lt;br /&gt;
Ione site,S2002N5Site1,S2002N5,0,0,,,IcyCarbonaceousMine,habmodules/surface_07,,1.5&lt;br /&gt;
Laomedeia site,LaomedeiaSite1,Laomedeia,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.5&lt;br /&gt;
Psamathe site,PsamatheSite1,Psamathe,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.5&lt;br /&gt;
Neso site,NesoSite1,Neso,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.5&lt;br /&gt;
Protho site,S2023N1Site1,S2023N1,0,0,,,IcyCarbonaceousMine,habmodules/surface_07,,1.5&lt;br /&gt;
Xiphos Crater,2PallasSite1,2Pallas,0,0,-45,-45,CarbonaceousMine,habmodules/surface_18,latitude and longitude,2.89&lt;br /&gt;
Falcata Crater,2PallasSite2,2Pallas,1,0,60,30,CarbonaceousMine,habmodules/surface_18,latitude and longitude,2.89&lt;br /&gt;
3 Juno site,3JunoSite1,3Juno,0,0,,,StonyMine,habmodules/surface_01,,3.35&lt;br /&gt;
Calpurnia Crater,4VestaSite1,4Vesta,0,0,16.72,349.1,VestoidMine,habmodules/surface_03,,3.46&lt;br /&gt;
Feralia Planitia,4VestaSite2,4Vesta,1,0,3,101,VestoidMine,habmodules/surface_03,,3.46&lt;br /&gt;
5 Astraea site,5AstraeaSite1,5Astraea,0,0,,,StonyMine,habmodules/surface_02,,3.25&lt;br /&gt;
6 Hebe site,6HebeSite1,6Hebe,0,0,,,StonyMine,habmodules/surface_01,,3.75&lt;br /&gt;
7 Iris site,7IrisSite1,7Iris,0,0,,,StonyMine,habmodules/surface_02,,2.68&lt;br /&gt;
8 Flora site,8FloraSite1,8Flora,0,0,,,StonyMine,habmodules/surface_01,,3.08&lt;br /&gt;
9 Metis site,9MetisSite1,9Metis,0,0,,,StonyMine,habmodules/surface_02,,4.05&lt;br /&gt;
Calix Crater,10HygieaSite1,10Hygiea,0,0,,,CarbonaceousMine,habmodules/surface_16,,2.06&lt;br /&gt;
11 Parthenope site,11ParthenopeSite1,11Parthenope,0,0,,,StonyMine,habmodules/surface_01,,3.23&lt;br /&gt;
12 Victoria site,12VictoriaSite1,12Victoria,0,0,,,StonyMine,habmodules/surface_01,,1.97&lt;br /&gt;
13 Egeria site,13EgeriaSite1,13Egeria,0,0,,,WetCarbonaceusMine,habmodules/surface_16,,3.4&lt;br /&gt;
14 Irene site,14IreneSite1,14Irene,0,0,,,StonyMine,habmodules/surface_02,,4.35&lt;br /&gt;
15 Eunomia site,15EunomiaSite1,15Eunomia,0,0,,,StonyMine,habmodules/surface_02,,3.04&lt;br /&gt;
16 Psyche site,16PsycheSite1,16Psyche,0,0,,,MetallicMine,habmodules/surface_03,,4.82&lt;br /&gt;
17 Thetis site,17ThetisSite1,17Thetis,0,0,,,StonyMine,habmodules/surface_01,,3.21&lt;br /&gt;
18 Melpomene site,18MelpomeneSite1,18Melpomene,0,0,,,StonyMine,habmodules/surface_02,,1.66&lt;br /&gt;
19 Fortuna site,19FortunaSite1,19Fortuna,0,0,,,CarbonaceousMine,habmodules/surface_18,,2.66&lt;br /&gt;
20 Massalia site,20MassaliaSite1,20Massalia,0,0,,,StonyMine,habmodules/surface_02,,3.48&lt;br /&gt;
Noricum Regio,21LutetiaSite1,21Lutetia,0,0,41,10,MixedCMMine,habmodules/surface_02,,3.34&lt;br /&gt;
22 Kalliope site,22KalliopeSite1,22Kalliope,0,0,,,MixedCMMine,habmodules/surface_03,,3.29&lt;br /&gt;
Linus site,LinusSite1,Linus,0,0,,,StonyMine,habmodules/surface_01,,3.4&lt;br /&gt;
23 Thalia site,23ThaliaSite1,23Thalia,0,0,,,StonyMine,habmodules/surface_07,,1.97&lt;br /&gt;
24 Themis site,24ThemisSite1,24Themis,0,0,,,IcyCarbonaceousMine,habmodules/surface_18,,2.73&lt;br /&gt;
25 Phocaea site,25PhocaeaSite1,25Phocaea,0,0,,,StonyMine,habmodules/surface_01,,1.97&lt;br /&gt;
26 Prosperina site,26ProserpinaSite1,26Proserpina,0,0,,,StonyMine,habmodules/surface_01,,1.98&lt;br /&gt;
27 Euterpe site,27EuterpeSite1,27Euterpe,0,0,,,StonyMine,habmodules/surface_01,,2.69&lt;br /&gt;
28 Bellona site,28BellonaSite1,28Bellona,0,0,,,StonyMine,habmodules/surface_02,,3.95&lt;br /&gt;
29 Amphritrite site,29AmphitriteSite1,29Amphitrite,0,0,,,StonyMine,habmodules/surface_02,,2.36&lt;br /&gt;
30 Urania site,30UraniaSite1,30Urania,0,0,,,StonyMine,habmodules/surface_02,,3.92&lt;br /&gt;
31 Euphrosyne site,31EuphrosyneSite1,31Euphrosyne,0,0,,,CarbonaceousMine,habmodules/surface_16,,6.61&lt;br /&gt;
34 Circe site,34CirceSite1,34Circe,0,0,,,CarbonaceousMine,habmodules/surface_18,,4.83&lt;br /&gt;
35 Leukothea site,35LeukotheaSite1,35Leukothea,0,0,,,CarbonaceousMine,habmodules/surface_16,,3.45&lt;br /&gt;
36 Atalante site,36AtalanteSite1,36Atalante,0,0,,,MixedCMMine,habmodules/surface_18,,6.17&lt;br /&gt;
37 Fides site,37FidesSite1,37Fides,0,0,,,StonyMine,habmodules/surface_01,,2&lt;br /&gt;
38 Leda site,38LedaSite1,38Leda,0,0,,,MixedCMMine,habmodules/surface_16,,7.09&lt;br /&gt;
39 Laetitia site,39LaetitiaSite1,39Laetitia,0,0,,,StonyMine,habmodules/surface_01,,2.47&lt;br /&gt;
40 Harmonia site,40HarmoniaSite1,40Harmonia,0,0,,,StonyMine,habmodules/surface_02,,2&lt;br /&gt;
41 Daphne site,41DaphneSite1,41Daphne,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.95&lt;br /&gt;
42 Isis site,42IsisSite1,42Isis,0,0,,,StonyMine,habmodules/surface_02,,2.78&lt;br /&gt;
43 Ariadne site,43AriadneSite1,43Ariadne,0,0,,,StonyMine,habmodules/surface_01,,2.7&lt;br /&gt;
44 Nysa site,44NysaSite1,44Nysa,0,0,,,MixedMSMine,habmodules/surface_03,,2&lt;br /&gt;
45 Eugenia site,45EugeniaSite1,45Eugenia,0,0,,,DryCarbonaceousMine,habmodules/surface_18,,1.1&lt;br /&gt;
46 Hestia site,46HestiaSite1,46Hestia,0,0,,,CarbonaceousMine,habmodules/surface_16,,5.81&lt;br /&gt;
47 Aglaja site,47AglajaSite1,47Aglaja,0,0,,,CarbonaceousMine,habmodules/surface_16,,2.17&lt;br /&gt;
48 Doris site,48DorisSite1,48Doris,0,0,,,CarbonaceousMine,habmodules/surface_18,,2.12&lt;br /&gt;
49 Pales site,49PalesSite1,49Pales,0,0,,,CarbonaceousMine,habmodules/surface_16,,0.19&lt;br /&gt;
51 Nemausa site,51NemausaSite1,51Nemausa,0,0,,,CarbonaceousMine,habmodules/surface_18,,1.43&lt;br /&gt;
52 Europa site,52EuropaSite1,52Europa,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.5&lt;br /&gt;
54 Alexandra site,54AlexandraSite1,54Alexandra,0,0,,,CarbonaceousMine,habmodules/surface_18,,3.5&lt;br /&gt;
55 Pandora site,55PandoraSite1,55Pandora,0,0,,,MixedMSMine,habmodules/surface_03,,0.25&lt;br /&gt;
56 Melete site,56MeleteSite1,56Melete,0,0,,,MixedCSMine,habmodules/surface_02,,6&lt;br /&gt;
57 Mnemosyne site,57MnemosyneSite1,57Mnemosyne,0,0,,,StonyMine,habmodules/surface_01,,4.32&lt;br /&gt;
59 Elpis site,59ElpisSite1,59Elpis,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.3&lt;br /&gt;
62 Erato site,62EratoSite1,62Erato,0,0,,,CarbonaceousMine,habmodules/surface_05,,2.5&lt;br /&gt;
63 Ausonia site,63AusoniaSite1,63Ausonia,0,0,,,VestoidMine,habmodules/surface_03,,3.46&lt;br /&gt;
65 Cybele site,65CybeleSite1,65Cybele,0,0,,,MixedCSMine,habmodules/surface_02,,0.99&lt;br /&gt;
68 Leto site,68LetoSite1,68Leto,0,0,,,StonyMine,habmodules/surface_01,,3.21&lt;br /&gt;
69 Hesperia site,69HesperiaSite1,69Hesperia,0,0,,,MetallicMine,habmodules/surface_03,,4.38&lt;br /&gt;
76 Freia site,76FreiaSite1,76Freia,0,0,,,CarbonaceousMine,habmodules/surface_16,,0.79&lt;br /&gt;
85 Io site,85IoSite1,85Io,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.4&lt;br /&gt;
87 Sylvia site,87SylviaSite1,87Sylvia,0,0,,,MixedCSMine,habmodules/surface_02,,1.2&lt;br /&gt;
88 Thisbe site,88ThisbeSite1,88Thisbe,0,0,,,CarbonaceousMine,habmodules/surface_05,,3.06&lt;br /&gt;
89 Julia site,89JuliaSite1,89Julia,0,0,,,StonyMine,habmodules/surface_02,,3.98&lt;br /&gt;
92 Undina site,92UndinaSite1,92Undina,0,0,,,MetallicMine,habmodules/surface_03,,4.39&lt;br /&gt;
93 Minerva site,93MinervaSite1,93Minerva,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.9&lt;br /&gt;
94 Aurora site,94AuroraSite1,94Aurora,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.83&lt;br /&gt;
95 Arethusa site,95ArethusaSite1,95Arethusa,0,0,,,CarbonaceousMine,habmodules/surface_05,,0.25&lt;br /&gt;
96 Aegle site,96AegleSite1,96Aegle,0,0,,,DryCarbonaceousMine,habmodules/surface_07,,2.61&lt;br /&gt;
97 Klotho site,97KlothoSite1,97Klotho,0,0,,,MixedCMMine,habmodules/surface_02,,4.16&lt;br /&gt;
104 Klymene site,104KlymeneSite1,104Klymene,0,0,,,CarbonaceousMine,habmodules/surface_16,,0.25&lt;br /&gt;
106 Dione site,106DioneSite1,106Dione,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.83&lt;br /&gt;
107 Camilla site,107CamillaSite1,107Camilla,0,0,,,MixedCSMine,habmodules/surface_02,,1.4&lt;br /&gt;
110 Lydia site,110LydiaSite1,110Lydia,0,0,,,MixedCSMine,habmodules/surface_02,,0.25&lt;br /&gt;
114 Kassandra site,114KassandraSite1,114Kassandra,0,0,,,DryCarbonaceousMine,habmodules/surface_07,,0.24&lt;br /&gt;
117 Lomia site,117LomiaSite1,117Lomia,0,0,,,MixedCMMine,habmodules/surface_01,,3.67&lt;br /&gt;
120 Lachesis site,120LachesisSite1,120Lachesis,0,0,,,CarbonaceousMine,habmodules/surface_05,,0.25&lt;br /&gt;
121 Hermione site,121HermioneSite1,121Hermione,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.13&lt;br /&gt;
127 Johanna site,127JohannaSite1,127Johanna,0,0,,,CarbonaceousMine,habmodules/surface_05,,3.75&lt;br /&gt;
128 Nemesis site,128NemesisSite1,128Nemesis,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.82&lt;br /&gt;
129 Antigone site,129AntigoneSite1,129Antigone,0,0,,,MetallicMine,habmodules/surface_03,,2.96&lt;br /&gt;
130 Elektra site,130ElektraSite1,130Elektra,0,0,,,CarbonaceousMine,habmodules/surface_18,,1.3&lt;br /&gt;
132 Aethra site,132AethraSite1,132Aethra,0,0,,,MetallicMine,habmodules/surface_03,,1.24&lt;br /&gt;
135 Hertha site,135HerthaSite1,135Hertha,0,0,,,MetallicMine,habmodules/surface_03,,5.23&lt;br /&gt;
137 Meliboea site,137MeliboeaSite1,137Meliboea,0,0,,,CarbonaceousMine,habmodules/surface_05,,4.46&lt;br /&gt;
139 Juewa site,139JuewaSite1,139Juewa,0,0,,,MixedCSMine,habmodules/surface_02,,2.51&lt;br /&gt;
146 Lucina site,146LucinaSite1,146Lucina,0,0,,,CarbonaceousMine,habmodules/surface_16,,2&lt;br /&gt;
153 Hilda site,153HildaSite1,153Hilda,0,0,,,CarbonaceousMine,habmodules/surface_18,,0.25&lt;br /&gt;
154 Bertha site,154BerthaSite1,154Bertha,0,0,,,CarbonaceousMine,habmodules/surface_16,,2.69&lt;br /&gt;
165 Loreley site,165LoreleySite1,165Loreley,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,5.81&lt;br /&gt;
168 Sibylla site,168SibyllaSite1,168Sibylla,0,0,,,CarbonaceousMine,habmodules/surface_05,,2.26&lt;br /&gt;
185 Eunike site,185EunikeSite1,185Eunike,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.64&lt;br /&gt;
187 Lamberta site,187LambertaSite1,187Lamberta,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.51&lt;br /&gt;
190 Ismene site,190IsmeneSite1,190Ismene,0,0,,,MixedCSMine,habmodules/surface_02,,2.5&lt;br /&gt;
192 Nausikaa site,192NausikaaSite1,192Nausikaa,0,0,,,StonyMine,habmodules/surface_02,,4.64&lt;br /&gt;
194 Prokne site,194ProkneSite1,194Prokne,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.03&lt;br /&gt;
196 Philomela site,196PhilomelaSite1,196Philomela,0,0,,,StonyMine,habmodules/surface_03,,2.48&lt;br /&gt;
209 Dido site,209DidoSite1,209Dido,0,0,,,CarbonaceousMine,habmodules/surface_05,,0.27&lt;br /&gt;
216 Kleopatra site,216KleopatraSite1,216Kleopatra,0,0,,,MixedMSMine,habmodules/surface_02,,3.45&lt;br /&gt;
221 Eos site,221EosSite1,221Eos,0,0,,,StonyMine,habmodules/surface_01,,6.71&lt;br /&gt;
230 Athamantis site,230AthamantisSite1,230Athamantis,0,0,,,StonyMine,habmodules/surface_01,,2.69&lt;br /&gt;
233 Asterope site,233AsteropeSite1,233Asterope,0,0,,,DryCarbonaceousMine,habmodules/surface_07,,1.2&lt;br /&gt;
238 Hypatia site,238HypatiaSite1,238Hypatia,0,0,,,CarbonaceousMine,habmodules/surface_05,,2.99&lt;br /&gt;
241 Germania site,241GermaniaSite1,241Germania,0,0,,,CarbonaceousMine,habmodules/surface_05,,0.28&lt;br /&gt;
246 Asperina site,246AsperinaSite1,246Asperina,0,0,,,StonyMine,habmodules/surface_01,,2.7&lt;br /&gt;
250 Bettina Site,250BettinaSite1,250Bettina,0,0,,,MetallicMine,habmodules/surface_03,,4.5&lt;br /&gt;
Karoo Crater,253MathildeSite1,253Mathilde,0,0,33.5,81.6,CarbonaceousMine,habmodules/surface_05,,1.3&lt;br /&gt;
259 Aletheia site,259AletheiaSite1,259Aletheia,0,0,,,MixedCSMine,habmodules/surface_02,,2.16&lt;br /&gt;
279 Thule site,279ThuleSite1,279Thule,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
308 Polyxo site,308PolyxoSite1,308Polyxo,0,0,,,DryCarbonaceousMine,habmodules/surface_07,,1.3&lt;br /&gt;
323 Brucia site,323BruciaSite1,323Brucia,0,0,,,DryStonyMine,habmodules/surface_01,,1.3&lt;br /&gt;
324 Bamberga site,324BambergaSite1,324Bamberga,0,0,,,MixedCSMine,habmodules/surface_02,,1.52&lt;br /&gt;
325 Heidelberga site,325HeidelbergaSite1,325Heidelberga,0,0,,,MixedMSMine,habmodules/surface_02,,3.5&lt;br /&gt;
328 Gudrun site,328GudrunSite1,328Gudrun,0,0,,,StonyMine,habmodules/surface_01,,3.27&lt;br /&gt;
334 Chicago site,334ChicagoSite1,334Chicago,0,0,,,CarbonaceousMine,habmodules/surface_05,,0.31&lt;br /&gt;
336 Lacadiera Site,336LacadieraSite1,336Lacadiera,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.63&lt;br /&gt;
349 Dembowska site,349DembowskaSite1,349Dembowska,0,0,,,StonyMine,habmodules/surface_01,,2.23&lt;br /&gt;
354 Eleonora site,354EleonoraSite1,354Eleonora,0,0,,,StonyMine,habmodules/surface_01,,3.73&lt;br /&gt;
356 Liguria site,356LiguriaSite1,356Liguria,0,0,,,CarbonaceousMine,habmodules/surface_16,,6.1&lt;br /&gt;
361 Bononia site,361BononiaSite1,361Bononia,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.25&lt;br /&gt;
372 Palma site,372PalmaSite1,372Palma,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.4&lt;br /&gt;
375 Ursula site,375UrsulaSite1,375Ursula,0,0,,,MixedCMMine,habmodules/surface_03,,2.29&lt;br /&gt;
386 Siegena site,386SiegenaSite1,386Siegena,0,0,,,CarbonaceousMine,habmodules/surface_16,,3.14&lt;br /&gt;
391 Ingeborg site,391IngeborgSite1,391Ingeborg,0,0,,,DryStonyMine,habmodules/surface_01,,2.61&lt;br /&gt;
409 Aspasia site,409AspasiaSite1,409Aspasia,0,0,,,MixedCMMine,habmodules/surface_03,,4.1&lt;br /&gt;
419 Aurelia site,419AureliaSite1,419Aurelia,0,0,,,DryCarbonaceousMine,habmodules/surface_07,,1.7&lt;br /&gt;
423 Diotima site,423DiotimaSite1,423Diotima,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.39&lt;br /&gt;
Charlois Regio,433ErosSite1,433Eros,0,0,-16,-150,DryStonyMine,habmodules/surface_01,,2.67&lt;br /&gt;
434 Hungaria site,434HungariaSite1,434Hungaria,0,0,,,MixedMSMine,habmodules/surface_02,,2&lt;br /&gt;
444 Gyptis site,444GyptisSite1,444Gyptis,0,0,,,CarbonaceousMine,habmodules/surface_16,,5.53&lt;br /&gt;
451 Patientia site,451PatientiaSite1,451Patientia,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.6&lt;br /&gt;
475 Ocllo,475OclloSite1,475Ocllo,0,0,,,MixedCMMine,habmodules/surface_07,,2&lt;br /&gt;
488 Kreusa,488KreusaSite1,488Kreusa,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.1&lt;br /&gt;
490 Veritas site,490VeritasSite1,490Veritas,0,0,,,CarbonaceousMine,habmodules/surface_05,,8.37&lt;br /&gt;
511 Davida site,511DavidaSite1,511Davida,0,0,,,CarbonaceousMine,habmodules/surface_16,,2.97&lt;br /&gt;
512 Taurinensis site,512TaurinensisSite1,512Taurinensis,0,0,,,DryStonyMine,habmodules/surface_01,,2.55&lt;br /&gt;
532 Herculina site,532HerculinaSite1,532Herculina,0,0,,,StonyMine,habmodules/surface_01,,4&lt;br /&gt;
536 Merapi site,536MerapiSite1,536Merapi,0,0,,,MetallicMine,habmodules/surface_03,,5.62&lt;br /&gt;
566 Stereoskopia site,566StereoskopiaSite1,566Stereoskopia,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.2&lt;br /&gt;
588 Achilles site,588AchillesSite1,588Achilles,0,0,,,WetCarbonaceusMine,habmodules/surface_18,,1.2&lt;br /&gt;
596 Scheila site,596ScheilaSite1,596Scheila,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,2&lt;br /&gt;
617 Patroclus site,617PatroclusSite1,617Patroclus,0,0,,,MixedCSMine,habmodules/surface_02,,0.88&lt;br /&gt;
Menoetius site,MenoetiusSite1,Menoetius,0,0,,,MixedCSMine,habmodules/surface_02,,0.88&lt;br /&gt;
624 Hektor site,624HektorSite1,624Hektor,0,0,,,WetCarbonaceusMine,habmodules/surface_18,,1.63&lt;br /&gt;
654 Zelinda site,654ZelindaSite1,654Zelinda,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.23&lt;br /&gt;
699 Hela Site,699HelaSite1,699Hela,0,0,,,DryStonyMine,habmodules/surface_01,,2.67&lt;br /&gt;
702 Alauda site,702AlaudaSite1,702Alauda,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.57&lt;br /&gt;
704 Interamnia site,704InteramniaSite1,704Interamnia,0,0,,,CarbonaceousMine,habmodules/surface_07,,2.29&lt;br /&gt;
747 Winchester site,747WinchesterSite1,747Winchester,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.47&lt;br /&gt;
762 Pulcova site,762PulcovaSite1,762Pulcova,0,0,,,CarbonaceousMine,habmodules/surface_16,,0.9&lt;br /&gt;
776 Berbericia site,776BerbericiaSite1,776Berbericia,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.18&lt;br /&gt;
790 Praetoria site,790PraetoriaSite1,790Praetoria,0,0,,,MixedCSMine,habmodules/surface_02,,2.09&lt;br /&gt;
911 Agamemnon site,911AgamemnonSite1,911Agamemnon,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.5&lt;br /&gt;
944 Hidalgo site,944HidalgoSite1,944Hidalgo,0,0,,,WetCarbonaceusMine,habmodules/surface_18,,1.2&lt;br /&gt;
1036 Ganymed site,1036GanymedSite1,1036Ganymed,0,0,,,DryStonyMine,habmodules/surface_02,,2.5&lt;br /&gt;
1143 Odysseus site,1143OdysseusSite1,1143Odysseus,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.5&lt;br /&gt;
1172 Aneas site,1172AneasSite1,1172Aneas,0,0,,,WetCarbonaceusMine,habmodules/surface_18,,1.5&lt;br /&gt;
1173 Anchises site,1173AnchisesSite1,1173Anchises,0,0,,,MixedCSMine,habmodules/surface_02,,1.5&lt;br /&gt;
1437 Diomedes site,1437DiomedesSite1,1437Diomedes,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.5&lt;br /&gt;
1627 Ivar site,1627IvarSite1,1627Ivar,0,0,,,DryStonyMine,habmodules/surface_01,,2.71&lt;br /&gt;
1866 Sisyphus site,1866SisyphusSite1,1866Sisyphus,0,0,,,DryStonyMine,habmodules/surface_01,,2.71&lt;br /&gt;
1866 Sisyphus site,1867DeiphobusSite1,1867Deiphobus,0,0,,,MixedCSMine,habmodules/surface_02,,1.5&lt;br /&gt;
1870 Glaukos site,1870GlaukosSite1,1870Glaukos,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.6&lt;br /&gt;
1951LickSite00,1951LickSite1,1951Lick,0,0,,,VestoidMine,habmodules/surface_03,,3.46&lt;br /&gt;
1911 Schubart site,1911SchubartSite1,1911Schubart,0,0,,,MixedCSMine,habmodules/surface_02,,1&lt;br /&gt;
2060 Chiron site,2060ChironSite1,2060Chiron,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.2&lt;br /&gt;
2064 Thomsen site,2064ThomsenSite1,2064Thomsen,0,0,,,DryStonyMine,habmodules/surface_01,,1.3&lt;br /&gt;
2204 Lyyli site,2204LyyliSite1,2204Lyyli,0,0,,,MixedCMMine,habmodules/surface_03,,1.7&lt;br /&gt;
2212 Hephastios Site,2212HephaistosSite1,2212Hephaistos,0,0,,,MixedCSMine,habmodules/surface_02,,1.84&lt;br /&gt;
3200 Phaethon Site,3200PhaethonSite1,3200Phaethon,0,0,,,DryCarbonaceousMine,habmodules/surface_07,,3&lt;br /&gt;
3317 Paris Site,3317ParisSite1,3317Paris,0,0,,,DryCarbonaceousMine,habmodules/surface_17,,1.8&lt;br /&gt;
3353 Jarvis Site,3353JarvisSite1,3353Jarvis,0,0,,,CarbonaceousMine,habmodules/surface_05,,1.7&lt;br /&gt;
3451 Mentor Site,3451MentorSite1,3451Mentor,0,0,,,WetCarbonaceusMine,habmodules/surface_18,,1.7&lt;br /&gt;
3552 Don Quixote site,3552DonQuixoteSite1,3552DonQuixote,0,0,,,DryCarbonaceousMine,habmodules/surface_17,,1.2&lt;br /&gt;
3753 Cruithne Site,3753CruithneSite1,3753Cruithne,0,0,,,DryStonyMine,habmodules/surface_01,,2&lt;br /&gt;
4954 Eric site,4954EricSite1,4954Eric,0,0,,,DryStonyMine,habmodules/surface_05,,1.4&lt;br /&gt;
5145 Pholus site,5145PholusSite1,5145Pholus,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.2&lt;br /&gt;
5731 Zeus site,5731ZeusSite1,5731Zeus,0,0,,,DryStonyMine,habmodules/surface_01,,1.4&lt;br /&gt;
7066 Nessus site,7066NessusSite1,7066Nessus,0,0,,,IcyCarbonaceousMine,habmodules/surface_07,,1.2&lt;br /&gt;
7092 Cadmus site,7092CadmusSite1,7092Cadmus,0,0,,,DryStonyMine,habmodules/surface_05,,1.4&lt;br /&gt;
8405 Asbolus site,8405AsbolusSite1,8405Asbolus,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.1&lt;br /&gt;
10199 Chariklo site,10199CharikloSite1,10199Chariklo,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.1&lt;br /&gt;
10370 Hylonome site,10370HylonomeSite1,10370Hylonome,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.1&lt;br /&gt;
15760 Albion site,15760AlbionSite1,15760Albion,0,0,,,WetCarbonaceusMine,habmodules/surface_18,,0.95&lt;br /&gt;
15789 Anguta site,15789KBOSite1,15789KBO,0,0,,,IcyCarbonaceousMine,habmodules/surface_06,,1.3&lt;br /&gt;
15810 Arwan site,15810ArawnSite1,15810Arawn,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.1&lt;br /&gt;
Chaos site,19521ChaosSite1,19521Chaos,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_04,,1.1&lt;br /&gt;
Chaos site,19521ChaosSite2,19521Chaos,1,0,,,VolatileRichPlanetoidMine,habmodules/surface_04,,1.1&lt;br /&gt;
Varuna site,20000VarunaSite1,20000Varuna,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,0.99&lt;br /&gt;
Varuna site,20000VarunaSite2,20000Varuna,1,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,0.99&lt;br /&gt;
Ixion site,28978IxionSite1,28978Ixion,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.05&lt;br /&gt;
Ixion site,28978IxionSite2,28978Ixion,1,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.05&lt;br /&gt;
31824 Elatus site,31824ElatusSite1,31824Elatus,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
32532 Thereus site,32532ThereusSite1,32532Thereus,0,0,,,WetCarbonaceusMine,habmodules/surface_04,,1.3&lt;br /&gt;
Tawa site,35671KBOSite1,35671KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,0.9&lt;br /&gt;
Huya site,38628HuyaSite1,38628Huya,0,0,,,WetCarbonaceusMine,habmodules/surface_03,,0.88&lt;br /&gt;
49036 Pelion site,49036PelionSite1,49036Pelion,0,0,,,MixedCSMine,habmodules/surface_02,,1.3&lt;br /&gt;
Weywot site,WeywotSite1,Weywot,0,0,,,StonyMine,habmodules/surface_02,,1.99&lt;br /&gt;
52762 Khonsu site,52762AsteroidSite1,52762Asteroid,0,0,,,StonyMine,habmodules/surface_02,,2.21&lt;br /&gt;
52872 Okyrhoe site,52872OkyrhoeSite1,52872Okyrhoe,0,0,,,MixedCSMine,habmodules/surface_02,,1.1&lt;br /&gt;
52975 Cyllarus site,52975CyllarusSite1,52975Cyllarus,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.1&lt;br /&gt;
53311 Deucalion site,53311DeucalionSite1,53311Deucalion,0,0,,,IcyCarbonaceousMine,habmodules/surface_18,,1.1&lt;br /&gt;
53319 Thoth site,53319AsteroidSite1,53319Asteroid,0,0,,,MixedCSMine,habmodules/surface_07,,0.88&lt;br /&gt;
54598 Bienor site,54598BienorSite1,54598Bienor,0,0,,,WetCarbonaceusMine,habmodules/surface_18,,0.9&lt;br /&gt;
Aya Site 1,55565KBOSite1,55565KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.1&lt;br /&gt;
Aya Site 2,55565KBOSite2,55565KBO,1,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.1&lt;br /&gt;
55576 Amycus site,55576AmycusSite1,55576Amycus,0,0,,,IcyMine,habmodules/surface_06,,1&lt;br /&gt;
Uni site 1,55637KBOSite1,55637KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,0.82&lt;br /&gt;
Uni site 2,55637KBOSite2,55637KBO,1,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,0.82&lt;br /&gt;
Tinia site,55637KBOMoonISite1,55637KBOMoonI,0,0,,,WetCarbonaceusMine,habmodules/surface_18,,0.82&lt;br /&gt;
60558 Echeclus site,60558EcheclusSite1,60558Echeclus,0,0,,,IcyCarbonaceousMine,habmodules/surface_18,,0.95&lt;br /&gt;
Xewioso site 1,78799KBOSite1,78799KBO,0,0,,,IcyPlanetoidMine,habmodules/surface_06,,1&lt;br /&gt;
Xewioso site 2,78799KBOSite2,78799KBO,1,0,,,IcyPlanetoidMine,habmodules/surface_06,,1&lt;br /&gt;
83982 Crantor site,83982CrantorSite1,83982Crantor,0,0,,,IcyCarbonaceousMine,habmodules/surface_18,,0.95&lt;br /&gt;
Ankou site,84719KBOSite1,84719KBO,0,0,,,RockyPlanetoidMine,habmodules/surface_01,,1&lt;br /&gt;
Veles site,84922KBOSite1,84922KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1&lt;br /&gt;
Veles site,84922KBOSite2,84922KBO,1,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1&lt;br /&gt;
Vanth site,VanthSite1,Vanth,0,0,,,IcyMine,habmodules/surface_06,,0.9&lt;br /&gt;
Goibniu site,90568KBOSite1,90568KBO,0,0,,,RockyPlanetoidMine,habmodules/surface_10,,1.25&lt;br /&gt;
Goibniu site 2,90568KBOSite2,90568KBO,1,0,,,RockyPlanetoidMine,habmodules/surface_10,,1.25&lt;br /&gt;
95626 Demeleon site,95626CentaurSite1,95626Centaur,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.1&lt;br /&gt;
Nuwa site,119951KBOSite1,119951KBO,0,0,,,IcyPlanetoidMine,habmodules/surface_06,,1.2&lt;br /&gt;
120061 Lykas site,120061CentaurSite1,120061Centaur,0,0,,,MixedCSMine,habmodules/surface_02,,0.98&lt;br /&gt;
Actaea site,ActaeaSite1,Actaea,0,0,,,IcyMine,habmodules/surface_06,,1.16&lt;br /&gt;
Xolas site,120348KBOSite1,120348KBO,0,0,,,IcyPlanetoidMine,habmodules/surface_06,,1.15&lt;br /&gt;
Xolas site,120348KBOSite2,120348KBO,1,0,,,IcyPlanetoidMine,habmodules/surface_06,,1.15&lt;br /&gt;
Styx site,StyxSite1,Styx,0,0,,,IcyMine,habmodules/surface_06,,1.35&lt;br /&gt;
Nix site,NixSite1,Nix,0,0,,,MixedCSMine,habmodules/surface_02,,2.1&lt;br /&gt;
Kerberos site,KerberosSite1,Kerberos,0,0,,,IcyMine,habmodules/surface_06,,1.4&lt;br /&gt;
Hydra site,HydraSite1,Hydra,0,0,,,IcyMine,habmodules/surface_06,,0.8&lt;br /&gt;
Namaka site,NamakaSite1,Namaka,0,0,,,IcyMine,habmodules/surface_06,,2.6&lt;br /&gt;
Hiʻiaka site,HiʻiakaSite1,Hiʻiaka,0,0,,,IcyMine,habmodules/surface_06,,2.6&lt;br /&gt;
136204 Rhaecus site,136204CentaurSite1,136204Centaur,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.1&lt;br /&gt;
144897 Erlik site,144897KBOSite1,144897KBO,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.21&lt;br /&gt;
Ritona site,145452KBOSite1,145452KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_11,,1.2&lt;br /&gt;
Ritona site 2,145452KBOSite2,145452KBO,1,0,,,VolatileRichPlanetoidMine,habmodules/surface_11,,1.2&lt;br /&gt;
145453 Viracocha site,145453KBOSite1,145453KBO,0,0,,,MixedCSMine,habmodules/surface_02,,1.2&lt;br /&gt;
Varda site,174567VardaSite1,174567Varda,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.5&lt;br /&gt;
Varda site 1,174567VardaSite2,174567Varda,1,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.5&lt;br /&gt;
Ilmare site,IlmareSite1,Ilmare,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.5&lt;br /&gt;
Shingon site,175113KBOSite1,175113KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_10,,1.1&lt;br /&gt;
Unkulunkulu site,202421KBOSite1,202421KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_06,,1.2&lt;br /&gt;
248835 Helops site,248835CentaurSite1,248835Centaur,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1&lt;br /&gt;
Marduk site 1,278361KBOSite1,278361KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.2&lt;br /&gt;
Marduk site 2,278361KBOSite2,278361KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.2&lt;br /&gt;
281371 Pyretos site,281371CentaurSite1,281371Centaur,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1&lt;br /&gt;
309239 Ripheus site,309239CentaurSite1,309239Centaur,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1&lt;br /&gt;
310071 site,310071CentaurSite1,310071Centaur,0,0,,,IcyCarbonaceousMine,habmodules/surface_06,,1&lt;br /&gt;
315898 Latreus site,315898CentaurSite1,315898Centaur,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1&lt;br /&gt;
316179 Sanape site,316179CentaurSite1,316179Centaur,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1&lt;br /&gt;
342842 Lykidas site,342842CentaurSite1,342842Centaur,0,0,,,IcyMine,habmodules/surface_04,,1&lt;br /&gt;
385571 Otrera site,385571OtreraSite1,385571Otrera,0,0,,,MixedCSMine,habmodules/surface_02,,1&lt;br /&gt;
Kuterastan site,440030KBOSite1,440030KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.25&lt;br /&gt;
Agrius site,447178CentaurSite1,447178Centaur,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.1&lt;br /&gt;
Luison site,455502KBOSite1,455502KBO,0,0,,,RockyPlanetoidMine,habmodules/surface_10,,2.64&lt;br /&gt;
Luison site,455502KBOSite2,455502KBO,1,0,,,RockyPlanetoidMine,habmodules/surface_10,,2.64&lt;br /&gt;
496306 Numbakulla site,469306KBOSite1,469306KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.2&lt;br /&gt;
469372 Maximon site,469372KBOSite1,469372KBO,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.5&lt;br /&gt;
Volturnus site,470308KBOSite1,470308KBO,0,0,,,IcyPlanetoidMine,habmodules/surface_06,,1.2&lt;br /&gt;
Volturnus site,470308KBOSite2,470308KBO,1,0,,,IcyPlanetoidMine,habmodules/surface_06,,1.2&lt;br /&gt;
Tagaloa site,470443KBOSite1,470443KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.2&lt;br /&gt;
Tagaloa site 2,470443KBOSite2,470443KBO,1,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.2&lt;br /&gt;
471288 Cagn site,471288KBOSite1,471288KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.1&lt;br /&gt;
Katonda site,472271KBOSite1,472271KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_06,,1.1&lt;br /&gt;
472651 Dryalos site,472651CentaurSite1,472651Centaur,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,0.9&lt;br /&gt;
Agudar site,482824KBOSite1,482824KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_17,,1.1&lt;br /&gt;
449514 Eskeri site,499514KBOSite1,499514KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.1&lt;br /&gt;
523643 Pisenor site,523643CentaurSite1,523643Centaur,1,0,,,MixedCSMine,habmodules/surface_03,,1.1&lt;br /&gt;
Mbombo site,523645KBOSite1,523645KBO,0,0,,,RockyPlanetoidMine,habmodules/surface_06,,1.3&lt;br /&gt;
Mbombo site,523645KBOSite2,523645KBO,1,0,,,IcyPlanetoidMine,habmodules/surface_06,,1.3&lt;br /&gt;
Coatlicue site,523681KBOSite1,523681KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_17,,1.1&lt;br /&gt;
Coatlicue site,523681KBOSite2,523681KBO,1,0,,,IcyPlanetoidMine,habmodules/surface_17,,1.1&lt;br /&gt;
523695 Medon site,523695CentaurSite1,523695Centaur,0,0,,,WetCarbonaceusMine,habmodules/surface_03,,1.2&lt;br /&gt;
523727 Eurytion site,523727CentaurSite1,523727Centaur,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.1&lt;br /&gt;
Anansi site 1,523750KBOSite1,523750KBO,0,0,,,RockyPlanetoidMine,habmodules/surface_10,,1.28&lt;br /&gt;
Anansi site 2,523750KBOSite2,523750KBO,1,0,,,VolatileRichPlanetoidMine,habmodules/surface_17,,1.28&lt;br /&gt;
556068 Whiro site,556068KBOSite1,556068KBO,0,0,,,WetCarbonaceusMine,habmodules/surface_03,,1.1&lt;br /&gt;
556416 Nzambi site,556416KBOSite1,556416KBO,0,0,,,WetCarbonaceusMine,habmodules/surface_03,,1.1&lt;br /&gt;
Enki site 1,559182KBOSite1,559182KBO,0,0,,,RockyPlanetoidMine,habmodules/surface_06,,1.3&lt;br /&gt;
Enki site 2,559182KBOSite2,559182KBO,1,0,,,IcyPlanetoidMine,habmodules/surface_06,,1.3&lt;br /&gt;
562274 Hippasus site,562274CentaurSite1,562274Centaur,0,0,,,CarbonaceousMine,habmodules/surface_06,,1.2&lt;br /&gt;
578993 Xargi site,578993KBOSite1,578993KBO,0,0,,,MixedCSMine,habmodules/surface_02,,1.2&lt;br /&gt;
612243 Penthesilea site,612243CentaurSite1,612243Centaur,0,0,,,MixedCSMine,habmodules/surface_02,,0.95&lt;br /&gt;
Chernobog site,612533KBOSite1,612533KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,2&lt;br /&gt;
Chernobog site,612533KBOSite2,612533KBO,1,0,,,RockyPlanetoidMine,habmodules/surface_03,,2&lt;br /&gt;
613490 Myrina site,613490CentaurSite1,613490Centaur,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.2&lt;br /&gt;
636872 Caeneus site,636872CentaurSite1,636872Centaur,0,0,,,IcyCarbonaceousMine,habmodules/surface_16,,1.1&lt;br /&gt;
LC18 Aegea site,2008LC18CentaurSite1,2008LC18Centaur,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.2&lt;br /&gt;
Olorun Site 1,2010FX86KBOSite1,2010FX86KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_06,,2.2&lt;br /&gt;
Olorun Site 2,2010FX86KBOSite2,2010FX86KBO,1,0,,,RockyPlanetoidMine,habmodules/surface_02,,2.2&lt;br /&gt;
Izanagi site,2010KZ39KBOSite1,2010KZ39KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.3&lt;br /&gt;
Izanagi site,2010KZ39KBOSite2,2010KZ39KBO,1,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.3&lt;br /&gt;
TH Antimakhos site,2010THCentaurSite1,2010THCentaur,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.2&lt;br /&gt;
2010GN7 Dictys site,2011GN27CentaurSite1,2011GN27Centaur,0,0,,,WetCarbonaceusMine,habmodules/surface_17,,1.1&lt;br /&gt;
HM102 Myrleia site,2011HM102CentaurSite1,2011HM102Centaur,0,0,,,IcyCarbonaceousMine,habmodules/surface_17,,1.1&lt;br /&gt;
MM4 Bromos site,2011MM4CentaurSite1,2011MM4Centaur,0,0,,,IcyCarbonaceousMine,habmodules/surface_17,,1.1&lt;br /&gt;
QF99 Exadius site,2011QF99CentaurSite1,2011QF99Centaur,0,0,,,MixedCSMine,habmodules/surface_02,,1.1&lt;br /&gt;
KY18 Ephesos site,2013KY18CentaurSite1,2013KY18Centaur,0,0,,,MixedCSMine,habmodules/surface_02,,1.1&lt;br /&gt;
Huracan site 1,2014WP50KBOSite1,2014WP50KBO,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_18,,1.1&lt;br /&gt;
Huracan site 2,2014WP50KBOSite2,2014WP50KBO,1,0,,,IcyPlanetoidMine,habmodules/surface_18,,1.1&lt;br /&gt;
Nareau site 1,2014YA50KBOSite1,2014YA50KBO,0,0,,,IcyPlanetoidMine,habmodules/surface_06,,1.1&lt;br /&gt;
Nareau site 2,2014YA50KBOSite2,2014YA50KBO,1,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.1&lt;br /&gt;
2015AH281 Pylenor site,2015AH281CentaurSite1,2015AH281Centaur,0,0,,,IcyCarbonaceousMine,habmodules/surface_17,,1.2&lt;br /&gt;
2015QW23 Nanabohzo site,2015QW23KBOSite1,2015QW23KBO,0,0,,,WetCarbonaceusMine,habmodules/surface_03,,1.3&lt;br /&gt;
Meng Po site,2017OF69KBOSite1,2017OF69KBO,0,0,,,IcyPlanetoidMine,habmodules/surface_09,,1.85&lt;br /&gt;
Meng Po site,2017OF69KBOSite2,2017OF69KBO,1,0,,,RockyPlanetoidMine,habmodules/surface_09,,1.85&lt;br /&gt;
Comet SwiftTuttle site,SwiftTuttleSite1,SwiftTuttle,0,0,,,IcyMine,habmodules/surface_06,,0.6&lt;br /&gt;
Comet Neujmin site,NeujminSite1,Neujmin,0,0,,,IcyMine,habmodules/surface_16,,0.6&lt;br /&gt;
Comet Loneos site,LoneosSite1,Loneos,0,0,,,IcyMine,habmodules/surface_17,,0.6&lt;br /&gt;
Comet Levy site,LevySite1,Levy,0,0,,,IcyMine,habmodules/surface_18,,0.6&lt;br /&gt;
Comet Halley site,HalleySite1,Halley,0,0,,,IcyMine,habmodules/surface_06,,0.6&lt;br /&gt;
Comet Gunn site,GunnSite1,Gunn,0,0,,,IcyMine,habmodules/surface_16,,0.6&lt;br /&gt;
Comet Tempel site,TempelSite1,Tempel,0,0,,,IcyCarbonaceousMine,habmodules/surface_17,,0.6&lt;br /&gt;
Comet Kowal site,KowalSite1,Kowal,0,0,,,IcyMine,habmodules/surface_18,,0.6&lt;br /&gt;
Comet Encke site,EnckeSite1,Encke,0,0,,,IcyCarbonaceousMine,habmodules/surface_17,,1&lt;br /&gt;
Comet ArendRigaux site,ArendRigauxSite1,ArendRigaux,0,0,,,IcyMine,habmodules/surface_17,,0.6&lt;br /&gt;
Comet Machholz site,MachholzSite1,Machholz,0,0,,,IcyMine,habmodules/surface_18,,0.6&lt;br /&gt;
Comet PonsBrooks site,PonsBrooksSite1,PonsBrooks,0,0,,,IcyCarbonaceousMine,habmodules/surface_17,,0.6&lt;br /&gt;
ErisSite1,ErisSite1,Eris,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_10,,2.43&lt;br /&gt;
ErisSite2,ErisSite2,Eris,1,0,,,VolatileRichPlanetoidMine,habmodules/surface_10,,2.43&lt;br /&gt;
ErisSite3,ErisSite3,Eris,2,0,,,GanymedeanMine,habmodules/surface_13,,2.43&lt;br /&gt;
ErisSite4,ErisSite4,Eris,0,1,,,VolatileRichPlanetoidMine,habmodules/surface_10,,2.43&lt;br /&gt;
ErisSite5,ErisSite5,Eris,1,1,,,VolatileRichPlanetoidMine,habmodules/surface_10,,2.43&lt;br /&gt;
ErisSite6,ErisSite6,Eris,2,1,,,VolatileRichPlanetoidMine,habmodules/surface_10,,2.43&lt;br /&gt;
ErisSite7,ErisSite7,Eris,0,2,,,GanymedeanMine,habmodules/surface_13,,2.43&lt;br /&gt;
ErisSite8,ErisSite8,Eris,1,2,,,VolatileRichPlanetoidMine,habmodules/surface_10,,2.43&lt;br /&gt;
ErisSite9,ErisSite9,Eris,2,2,,,VolatileRichPlanetoidMine,habmodules/surface_10,,2.43&lt;br /&gt;
DysnomiaSite1,DysnomiaSite1,Dysnomia,0,0,,,IcyMine,habmodules/surface_18,,0.7&lt;br /&gt;
GonggongSite1,GonggongSite1,Gonggong,0,0,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.74&lt;br /&gt;
GonggongSite2,GonggongSite2,Gonggong,1,0,,,RockyPlanetoidMine,habmodules/surface_03,,1.74&lt;br /&gt;
GonggongSite3,GonggongSite3,Gonggong,0,1,,,VolatileRichPlanetoidMine,habmodules/surface_03,,1.74&lt;br /&gt;
GonggongSite4,GonggongSite4,Gonggong,1,1,,,GanymedeanMine,habmodules/surface_03,,1.74&lt;br /&gt;
XiangliuSite1,XiangliuSite1,Xiangliu,0,0,,,IcyCarbonaceousMine,habmodules/surface_06,,1.21&lt;br /&gt;
1170SivaSite1,1170SivaSite1,1170Siva,0,0,,,StonyMine,habmodules/surface_01,,3&lt;br /&gt;
1580BetuliaSite1,1580BetuliaSite1,1580Betulia,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.7&lt;br /&gt;
1917CuyoSite1,1917CuyoSite1,1917Cuyo,0,0,,,StonyMine,habmodules/surface_05,,3&lt;br /&gt;
2099ÖpikSite1,2099ÖpikSite1,2099Öpik,0,0,,,CarbonaceousMine,habmodules/surface_16,,1.7&lt;br /&gt;
2335JamesSite1,2335JamesSite1,2335James,0,0,,,StonyMine,habmodules/surface_01,,3&lt;br /&gt;
3443LeetsungdaoSite1,3443LeetsungdaoSite1,3443Leetsungdao,0,0,,,DryCarbonaceousMine,habmodules/surface_07,,1.7&lt;br /&gt;
3674ErbisbuhlSite1,3674ErbisbuhlSite1,3674Erbisbuhl,0,0,,,StonyMine,habmodules/surface_05,,3&lt;br /&gt;
3737BeckmanSite1,3737BeckmanSite1,3737Beckman,0,0,,,StonyMine,habmodules/surface_01,,3&lt;br /&gt;
4222NancitaSite1,4222NancitaSite1,4222Nancita,0,0,,,StonyMine,habmodules/surface_05,,3&lt;br /&gt;
4558JanesickSite1,4558JanesickSite1,4558Janesick,0,0,,,StonyMine,habmodules/surface_01,,3&lt;br /&gt;
5230AsahinaSite1,5230AsahinaSite1,5230Asahina,0,0,,,StonyMine,habmodules/surface_05,,3&lt;br /&gt;
6500KodairaSite1,6500KodairaSite1,6500Kodaira,0,0,,,CarbonaceousMine,habmodules/surface_16,,2.3&lt;br /&gt;
7096NapierSite1,7096NapierSite1,7096Napier,0,0,,,DryCarbonaceousMine,habmodules/surface_07,,1.7&lt;br /&gt;
7505FurushoSite1,7505FurushoSite1,7505Furusho,0,0,,,MixedMSMine,habmodules/surface_02,,3.4&lt;br /&gt;
8373StephengouldSite1,8373StephengouldSite1,8373Stephengould,0,0,,,StonyMine,habmodules/surface_01,,3&lt;br /&gt;
14222AsteroidSite1,14222AsteroidSite1,14222Asteroid,0,0,,,DryCarbonaceousMine,habmodules/surface_07,,1.7&lt;br /&gt;
25916AsteroidSite1,25916AsteroidSite1,25916Asteroid,0,0,,,StonyMine,habmodules/surface_01,,3&lt;br /&gt;
26760AsteroidSite1,26760AsteroidSite1,26760Asteroid,0,0,,,DryCarbonaceousMine,habmodules/surface_17,,1.7&lt;br /&gt;
88263AsteroidSite1,88263AsteroidSite1,88263Asteroid,0,0,,,DryCarbonaceousMine,habmodules/surface_07,,1.7&lt;br /&gt;
89830AsteroidSite1,89830AsteroidSite1,89830Asteroid,0,0,,,DryCarbonaceousMine,habmodules/surface_17,,1.7&lt;br /&gt;
97514AsteroidSite1,97514AsteroidSite1,97514Asteroid,0,0,,,DryCarbonaceousMine,habmodules/surface_07,,1.7&lt;br /&gt;
101742AsteroidSite1,101742AsteroidSite1,101742Asteroid,0,0,,,DryCarbonaceousMine,habmodules/surface_17,,1.7&lt;br /&gt;
102528AsteroidSite1,102528AsteroidSite1,102528Asteroid,0,0,,,DryCarbonaceousMine,habmodules/surface_07,,1.7&lt;br /&gt;
301842AsteroidSite1,301842AsteroidSite1,301842Asteroid,0,0,,,DryCarbonaceousMine,habmodules/surface_17,,1.7&lt;br /&gt;
301964AsteroidSite1,301964AsteroidSite1,301964Asteroid,0,0,,,DryCarbonaceousMine,habmodules/surface_07,,1.7&lt;br /&gt;
405058AsteroidSite1,405058AsteroidSite1,405058Asteroid,0,0,,,MetallicMine,habmodules/surface_03,,3.8&lt;br /&gt;
514041AsteroidSite1,514041AsteroidSite1,514041Asteroid,0,0,,,DryCarbonaceousMine,habmodules/surface_17,,1.7&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Other_Kuiper_Belt_Objects&amp;diff=12593</id>
		<title>Other Kuiper Belt Objects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Other_Kuiper_Belt_Objects&amp;diff=12593"/>
		<updated>2026-09-17T05:59:33Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Changed diameter cutoff to 1000km, adding Mani/Salacia/Achlys/Orcus to the list. (Also changed the navbox to put Gonggong in place of Mani, to allow for a clean cutoff here that aligns with the navbox&amp;#039;s meaning of &amp;quot;Other&amp;quot;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Other Kuiper Belt Objects are [[Celestial Bodies|celestial bodies]] past the orbit of Neptune that are smaller than the dwarf planets [[Pluto]], [[Eris]], [[Makemake]], [[Haumea]], [[Quaoar]], and [[Gonggong]]. They are unlocked with the [[Mission to the Outer Planets]] tech. &lt;br /&gt;
&lt;br /&gt;
== Kuiper Belt Objects ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Mining Modifiers=&lt;br /&gt;
{{#invoke:SpaceBodyLister|ListRestrictedMiningModifiers|Less Than,friendlyDiameter,1000|Greater Than,semiMajorAxis_AU,35}}&lt;br /&gt;
|-|Bombardment Related Values=&lt;br /&gt;
{{#invoke:SpaceBodyLister|ListRestrictedBombardValues|Less Than,friendlyDiameter,1000|Greater Than,semiMajorAxis_AU,35}}&lt;br /&gt;
|-|System Size=&lt;br /&gt;
{{#invoke:SpaceBodyLister|ListRestrictedSystemData|Less Than,friendlyDiameter,1000|Greater Than,semiMajorAxis_AU,35}}&lt;br /&gt;
|-|Exploration Data=&lt;br /&gt;
{{#invoke:SpaceBodyLister|ListRestrictedExplorationData|Less Than,friendlyDiameter,1000|Greater Than,semiMajorAxis_AU,35}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Small Moons ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Mining Modifiers=&lt;br /&gt;
{{#invoke:SpaceBodyLister|ListRestrictedMiningModifiers|Match Any,effectToExplore,Effect_ExploreOuterPlanets,Effect_ExploreKuiperBelt|Not Match,barycenterName,Sol|Not Match,barycenterName,Uranus|Not Match,barycenterName,Neptune}}&lt;br /&gt;
|-|Bombardment Related Values=&lt;br /&gt;
{{#invoke:SpaceBodyLister|ListRestrictedBombardValues|Match Any,effectToExplore,Effect_ExploreOuterPlanets,Effect_ExploreKuiperBelt|Not Match,barycenterName,Sol|Not Match,barycenterName,Uranus|Not Match,barycenterName,Neptune}}&lt;br /&gt;
|-|System Size=&lt;br /&gt;
{{#invoke:SpaceBodyLister|ListRestrictedSystemData|Match Any,effectToExplore,Effect_ExploreOuterPlanets,Effect_ExploreKuiperBelt|Not Match,barycenterName,Sol|Not Match,barycenterName,Uranus|Not Match,barycenterName,Neptune}}&lt;br /&gt;
|-|Exploration Data=&lt;br /&gt;
{{#invoke:SpaceBodyLister|ListRestrictedExplorationData|Match Any,effectToExplore,Effect_ExploreOuterPlanets,Effect_ExploreKuiperBelt|Not Match,barycenterName,Sol|Not Match,barycenterName,Uranus|Not Match,barycenterName,Neptune}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:Celestial_Bodies_Navbox&amp;diff=12592</id>
		<title>Template:Celestial Bodies Navbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:Celestial_Bodies_Navbox&amp;diff=12592"/>
		<updated>2026-09-17T05:58:52Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Changed out Mani for Gonggong, to allow for the Other KBOs article to have a reasonable cutoff between included and excluded bodies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;navbox mw-collapsible wikitable&amp;quot; style=&amp;quot;border: 1px solid #000; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;  | &#039;&#039;&#039;Celestial Bodies&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!| Inner Solar System&lt;br /&gt;
|| [[File:ICO_Sun.png|30px|link=]] [[Sol]] • [[File:ICO_Mercury.png|30px|link=]] [[Mercury]] • [[File:ICO_Venus.png|30px|link=]] [[Venus]] • [[File:ICO_Earth.png|30px|link=]] [[Earth]] • [[File:ICO_Luna.png|30px|link=]] [[Luna]] • [[File:ICO_Mars.png|30px|link=]] [[Mars]] • [[File:ICO_Phobos.png|30px|link=]] [[Phobos]] • [[File:ICO_Deimos.png|30px|link=]] [[Deimos]] • [[Other Inner System Bodies]]&lt;br /&gt;
|- &lt;br /&gt;
!| Asteroid Belt&lt;br /&gt;
|| [[File:ICO_Ceres.png|30px|link=]] [[Ceres]] • [[Other Asteroids]]&lt;br /&gt;
|- &lt;br /&gt;
!| Jovian System&lt;br /&gt;
|| [[File:ICO_Jupiter.png|30px|link=]] [[Jupiter]] • [[File:ICO_Io.png|30px|link=]] [[Io]] • [[File:ICO_Europa.png|30px|link=]] [[Europa]] • [[File:ICO_Ganymede.png|30px|link=]] [[Ganymede]] • [[File:ICO_Callisto.png|30px|link=]] [[Callisto]] • [[Other Jovian Bodies]]&lt;br /&gt;
|- &lt;br /&gt;
!| Saturnian System&lt;br /&gt;
|| {{bodyIcon|Saturn|x30px}} [[Saturn]] • {{bodyIcon|Titan|x30px}} [[Titan]] • {{bodyIcon|Enceladus|x30px}} [[Enceladus]] • {{bodyIcon|Mimas|x30px}} [[Mimas]] • {{bodyIcon|Tethys|x30px}} [[Tethys]] • {{bodyIcon|Dione|x30px}} [[Dione]] • {{bodyIcon|Rhea|x30px}} [[Rhea]] • {{bodyIcon|Iapetus|x30px}} [[Iapetus]] • [[Other Saturnian Bodies]]&lt;br /&gt;
|- &lt;br /&gt;
!| Uranian System&lt;br /&gt;
|| [[File:ICO_Uranus.png|30px|link=]] [[Uranus]] • {{bodyIcon|Miranda|x30px}} [[Miranda]] • {{bodyIcon|Ariel|x30px}} [[Ariel]] • {{bodyIcon|Umbriel|x30px}} [[Umbriel]] • {{bodyIcon|Titania|x30px}} [[Titania]] • {{bodyIcon|Oberon|x30px}} [[Oberon]] • [[Other Uranian Bodies]]&lt;br /&gt;
|- &lt;br /&gt;
!| Neptunian System&lt;br /&gt;
|| [[File:ICO_Neptune.png|30px|link=]] [[Neptune]] • {{bodyIcon|Proteus|x30px}} [[Proteus]] • {{bodyIcon|Triton|x30px}} [[Triton]] • [[Other Neptunian Bodies]]&lt;br /&gt;
|- &lt;br /&gt;
!| Kuiper Belt&lt;br /&gt;
|| [[File:ICO_Pluto.png|30px|link=]] [[Pluto]] • {{bodyIcon|Charon|x30px}} [[Charon]] • {{bodyIcon|Eris|x30px}} [[Eris]] • {{bodyIcon|Makemake|x30px}} [[Makemake]] • {{bodyIcon|Haumea|x30px}} [[Haumea]] • {{bodyIcon|Quaoar|x30px}} [[Quaoar]] • {{bodyIcon|Gonggong|x30px}} [[Gonggong]] • [[Other Kuiper Belt Objects]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: Celestial Bodies]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Navbox Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:SpaceBodyLister&amp;diff=12591</id>
		<title>Module:SpaceBodyLister</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:SpaceBodyLister&amp;diff=12591"/>
		<updated>2026-09-17T05:47:28Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Corrected ListSystemData to check for restrictions without breaking, and to support all five solar system sizes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Reads the SpaceBody data files and presents them in readable formats, with additional calculated statistics.&lt;br /&gt;
---&lt;br /&gt;
---@module SpaceBodyLister&lt;br /&gt;
local SpaceBodyLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local RestrictionChecker = require(&#039;Module:RestrictionChecker&#039;)&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyData = mw.loadData(&#039;Module:CSVReader/SpaceBody&#039;)&lt;br /&gt;
local SpaceBodyMiningData = mw.loadData(&#039;Module:SpaceBodyLister/Mining&#039;)&lt;br /&gt;
local SpaceBodyBombardData = mw.loadData(&#039;Module:SpaceBodyLister/Bombard&#039;)&lt;br /&gt;
local SpaceBodySystemData = mw.loadData(&#039;Module:SpaceBodyLister/System&#039;)&lt;br /&gt;
--local SpaceBodyExploreData = mw.loadData(&#039;Module:SpaceBodyLister/Explore&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyNames = mw.loadData(&#039;Module:ENReader/SpaceBody&#039;)&lt;br /&gt;
--Note ExploreEffectNames is hard-coded, not a lookup. If the Mission To... techs ever change, this will need manual updating.&lt;br /&gt;
local ExploreEffectNames = mw.loadData(&#039;Module:ExploreEffectNames&#039;) &lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function SpaceBodyLister.ListRestrictedMiningModifiers(frame)&lt;br /&gt;
	return SpaceBodyLister.ListMiningModifiers(frame.args)&lt;br /&gt;
end&lt;br /&gt;
function SpaceBodyLister.ListRestrictedBombardValues(frame)&lt;br /&gt;
	return SpaceBodyLister.ListBombardValues(frame.args)&lt;br /&gt;
end&lt;br /&gt;
function SpaceBodyLister.ListRestrictedSystemData(frame)&lt;br /&gt;
	return SpaceBodyLister.ListSystemData(frame.args)&lt;br /&gt;
end&lt;br /&gt;
function SpaceBodyLister.ListRestrictedExplorationData(frame)&lt;br /&gt;
	return SpaceBodyLister.ListExplorationData(frame.args)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@return wiki table of Space Body Mining Modifiers&lt;br /&gt;
function SpaceBodyLister.ListMiningModifiers(restrictionsTable)&lt;br /&gt;
--{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;width:100%;&amp;quot;&lt;br /&gt;
--|+ Table of Mining Site Modifiers for each Space Body&lt;br /&gt;
--|-&lt;br /&gt;
--! rowspan=2|Minable Space Body !! rowspan=2|Mass (kg) !! rowspan=2|Density (g / cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) !! colspan=4 | Mass/Density Modifiers (Only for Modifiable Mining Profiles)&lt;br /&gt;
--|-&lt;br /&gt;
--! Mass Modifier !! Density Modifier !! Effect on [[File:ICO water.png|25px]] Water and [[File:ICO volatiles.png|25px]] Volatiles !! Effect on [[File:ICO metal.png|25px]] Base Metals, [[File:ICO metal noble.png|25px]] Noble Metals, and [[File:ICO fissile.png|25px]] Fissiles&lt;br /&gt;
&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Minable Space Body&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Mass (kg)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Density (g / cm³)&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! colspan=4 | Mass/Density Modifiers (Only for Modifiable Mining Profiles)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Mass Modifier&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Density Modifier&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;water&#039;}}) .. IconModule.Icon({args={&#039;volatiles&#039;}}) .. &#039; Modifier&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;metals&#039;}}) .. IconModule.Icon({args={&#039;nobles&#039;}}) .. IconModule.Icon({args={&#039;fissiles&#039;}}) .. &#039; Modifier&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(SpaceBodyData) do&lt;br /&gt;
		if row[&#039;habSites/0&#039;] and row[&#039;habSites/0&#039;] ~= &#039;&#039; and RestrictionChecker.AllPass(restrictionsTable, row) then&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
			local spaceBodyMass = row[&#039;mass_kg&#039;]&lt;br /&gt;
			local spaceBodyDensity = row[&#039;density_gcm3&#039;]&lt;br /&gt;
			if spaceBodyMass and spaceBodyMass ~= &#039;&#039; and tonumber(spaceBodyMass) then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(tonumber(spaceBodyMass),3)&lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			end&lt;br /&gt;
			if spaceBodyDensity and spaceBodyDensity ~= &#039;&#039; and tonumber(spaceBodyDensity) then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(tonumber(spaceBodyDensity),3)&lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			end&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyMiningData[rowID][&#039;massModifier&#039;],3)&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyMiningData[rowID][&#039;densityModifier&#039;],3)&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyMiningData[rowID][&#039;modifierA&#039;],3)&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyMiningData[rowID][&#039;modifierB&#039;],3)&lt;br /&gt;
	    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@return wiki table of Space Body Bombard Values&lt;br /&gt;
function SpaceBodyLister.ListBombardValues(restrictionsTable)&lt;br /&gt;
--{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;width:100%;&amp;quot;&lt;br /&gt;
--|+ Table of Bombardment Related Values for each Space Body&lt;br /&gt;
--|-&lt;br /&gt;
--! rowspan=2|Bombardable Space Body !! rowspan=2|Mass (kg) !! rowspan=2|Mean Radius (km) !! rowspan=2| Sphere of Influence Radius (km) !! rowspan=2|Surface Gravity (m/s²) !! colspan=3|Atmosphere&lt;br /&gt;
--|-&lt;br /&gt;
--! Type !! Scale Height (km) !! Surface Density (kg/m³)&lt;br /&gt;
&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Bombardable Space Body&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Mass (kg)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Mean Radius (km)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Sphere of Influence Radius (km)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Surface Gravity (m/s²)&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! colspan=3 | Atmosphere&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Type&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Scale Height&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Surface Density (kg/m³)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(SpaceBodyData) do&lt;br /&gt;
		if RestrictionChecker.AllPass(restrictionsTable, row) then&lt;br /&gt;
			if (row[&#039;habSites/0&#039;] and row[&#039;habSites/0&#039;] ~= &#039;&#039;) or rowID == &#039;Earth&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
				local spaceBodyMass = row[&#039;mass_kg&#039;]&lt;br /&gt;
				if spaceBodyMass and spaceBodyMass ~= &#039;&#039; and tonumber(spaceBodyMass) then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. round(tonumber(spaceBodyMass),3)&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyBombardData[rowID][&#039;computedMeanRadius&#039;],3)&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyBombardData[rowID][&#039;SOIradius&#039;],3)&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. round(SpaceBodyBombardData[rowID][&#039;surfaceGravity&#039;],5)&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. row[&#039;atmosphere&#039;]&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. row[&#039;atmosphereScaleHeight_km&#039;]&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. row[&#039;atmosphereSurfaceDensity_kgpm3&#039;]&lt;br /&gt;
		    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
		    end&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@return wiki table of which bodies are in which systems&lt;br /&gt;
function SpaceBodyLister.ListSystemData(restrictionsTable)&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|+ Is the Space Body in the chosen Solar System Size?&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2| Space Body&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! colspan=5| Solar System Size&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Minimal&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Light&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Medium&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Full&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Massive&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
&lt;br /&gt;
	for rowID, row in pairs(SpaceBodyData) do&lt;br /&gt;
		if RestrictionChecker.AllPass(restrictionsTable, row) then&lt;br /&gt;
			local systemRow = SpaceBodySystemData[rowID]&lt;br /&gt;
			if systemRow then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
&lt;br /&gt;
				for i = 1, 5 do&lt;br /&gt;
					if systemRow[i] then&lt;br /&gt;
						returnString = returnString .. &#039;\n| Yes&#039;&lt;br /&gt;
					else&lt;br /&gt;
						returnString = returnString .. &#039;\n| &#039;&lt;br /&gt;
					end&lt;br /&gt;
				end&lt;br /&gt;
		    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    	end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@return wiki table of which bodies need which techs, what their hab limits are, etc.&lt;br /&gt;
function SpaceBodyLister.ListExplorationData(restrictionsTable)&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|+ Exploration characteristics of space bodies&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Space Body&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Object Type&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Parent Body&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! Unlock Tech&amp;quot;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! Orbital Radius (AU)&amp;quot;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! Max Hab Size&amp;quot;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! # Hab Sites&amp;quot;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! # Orbits&amp;quot;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(SpaceBodyData) do&lt;br /&gt;
		if RestrictionChecker.AllPass(restrictionsTable, row) then&lt;br /&gt;
			--pre-calculate hab/orbit counts and max hab size&lt;br /&gt;
			local habSiteCount = 0&lt;br /&gt;
			for i = 0, 30 do&lt;br /&gt;
				if row[&#039;habSites/&#039; .. i] and row[&#039;habSites/&#039; .. i] ~= &#039;&#039; then&lt;br /&gt;
					habSiteCount = habSiteCount + 1&lt;br /&gt;
				else&lt;br /&gt;
					break&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			local orbitCount = 0&lt;br /&gt;
			for i = 0, 12 do&lt;br /&gt;
				if row[&#039;orbits/&#039; .. i] and row[&#039;orbits/&#039; .. i] ~= &#039;&#039; then&lt;br /&gt;
					orbitCount = orbitCount + 1&lt;br /&gt;
				else&lt;br /&gt;
					break&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			local maxHabSize = tonumber(row[&#039;maxHabSize&#039;])&lt;br /&gt;
			local displayHabSize = row[&#039;maxHabSize&#039;] or &#039;&#039;&lt;br /&gt;
			if maxHabSize == 4 then&lt;br /&gt;
			    displayHabSize = 3&lt;br /&gt;
			end&lt;br /&gt;
	&lt;br /&gt;
			if habSiteCount &amp;gt;= 4 then --big enough to have an article&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. &#039;[[&#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID) .. &#039;]]&#039;&lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
			end&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. (row[&#039;objectType&#039;] or &#039;&#039;)&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. &#039;[[&#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. (row[&#039;barycenterName&#039;] or &#039;&#039;)] or row[&#039;barycenterName&#039;] or &#039;&#039;) .. &#039;]]&#039;&lt;br /&gt;
			&lt;br /&gt;
			local effectKey = row[&#039;effectToExplore&#039;]&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. (ExploreEffectNames[effectKey] or effectKey or &#039;&#039;)&lt;br /&gt;
			&lt;br /&gt;
			--orbital AU is only stored for objects orbiting Sol, so for moons we look up the parent body &lt;br /&gt;
			if row[&#039;barycenterName&#039;] == &#039;Sol&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (row[&#039;semiMajorAxis_AU&#039;] or &#039;&#039;)&lt;br /&gt;
			elseif row[&#039;dataName&#039;] == &#039;Sol&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n| 0&#039;&lt;br /&gt;
			else&lt;br /&gt;
			    local parentRow = SpaceBodyData[row[&#039;barycenterName&#039;]]&lt;br /&gt;
			    if parentRow and parentRow[&#039;semiMajorAxis_AU&#039;] then&lt;br /&gt;
			        returnString = returnString .. &#039;\n| &#039; .. parentRow[&#039;semiMajorAxis_AU&#039;]&lt;br /&gt;
			    else&lt;br /&gt;
			        returnString = returnString .. &#039;\n| &#039;&lt;br /&gt;
			    end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. displayHabSize&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. habSiteCount&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. orbitCount&lt;br /&gt;
			&lt;br /&gt;
			returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return SpaceBodyLister&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:SpaceBodyLister/System&amp;diff=12590</id>
		<title>Module:SpaceBodyLister/System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:SpaceBodyLister/System&amp;diff=12590"/>
		<updated>2026-09-17T05:45:13Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Five system sizes now, changed to support that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Reads the SpaceBody data files and computes a table of SpaceBody to Mining Modifiers&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local SpaceBodyData = mw.loadData(&#039;Module:CSVReader/SpaceBody&#039;)&lt;br /&gt;
local MetaData = mw.loadData(&#039;Module:CSVReader/Meta&#039;)&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local sizeNames = {&lt;br /&gt;
	&#039;VeryLightSolarSystemBodies&#039;,&lt;br /&gt;
	&#039;LightSolarSystemBodies&#039;,&lt;br /&gt;
	&#039;MediumSolarSystemBodies&#039;,&lt;br /&gt;
	&#039;CompleteSolarSystemBodies&#039;,&lt;br /&gt;
	&#039;MegaSolarSystemBodies&#039;&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
local systemTable = {}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
function getSystemTable()&lt;br /&gt;
	local sizeBodies = {}&lt;br /&gt;
	for i = 1, 5 do&lt;br /&gt;
		sizeBodies[i] = {}&lt;br /&gt;
		for j = 0, 500 do&lt;br /&gt;
			if not MetaData[sizeNames[i]][&#039;templateNames/&#039; .. j] then&lt;br /&gt;
				break&lt;br /&gt;
			end&lt;br /&gt;
			sizeBodies[i][MetaData[sizeNames[i]][&#039;templateNames/&#039; .. j]] = true&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	for rowID, row in pairs(SpaceBodyData) do&lt;br /&gt;
		systemTable[rowID] = {}&lt;br /&gt;
		for i = 1, 5 do&lt;br /&gt;
			if sizeBodies[i][rowID] then&lt;br /&gt;
				systemTable[rowID][i] = true&lt;br /&gt;
			else&lt;br /&gt;
				systemTable[rowID][i] = false&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	return systemTable&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return getSystemTable()&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=TIMetaTemplate_CSV&amp;diff=12589</id>
		<title>TIMetaTemplate CSV</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=TIMetaTemplate_CSV&amp;diff=12589"/>
		<updated>2026-09-17T05:43:35Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Updated to v1.0.53b&lt;/p&gt;
&lt;hr /&gt;
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FullScenario,Full Scenario,TIMetaTemplate,CompleteSolarSystem,ModernScenario,8Factions,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
SkirmishModeScenario,Skirmish Mode Scenario,TIMetaTemplate,SkirmishSolarSystem,SkirmishScenario,8Factions,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
TestScenario,Test Mode Scenario,TIMetaTemplate,VeryLightSolarSystem,ModernScenario,8Factions,true,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
ModernScenario,2022 Scenario,TIMetaTemplate,ModernStartTime,ModernRegions,ModernNations,true,NotPostApoc,Scenario,true,1,1,ModernArmies,StandardCouncilors,ModernStartFleets,ModernOrgTemplates,ModernHabs,StandardRepeatingEvents,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2026Scenario,2026 Scenario,TIMetaTemplate,2026_StartTime,2026_Regions,2026_Nations,true,NotPostApoc,Scenario,true,1,0,2026_Armies,StandardCouncilors,ModernStartFleets,ModernOrgTemplates,ModernHabs,StandardRepeatingEvents,2026_,TINationTemplate,TIRegionTemplate,TIArmyTemplate,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2070Scenario,2070 Scenario,TIMetaTemplate,2070_StartTime,2070_Regions,2070_Nations,,2070Scenario,Scenario,true,1,2,2070_Armies,StandardCouncilors,2070_StartFleets,ModernOrgTemplates,2070_Habs,StandardRepeatingEvents,2070_,TINationTemplate,TIRegionTemplate,TIArmyTemplate,NotPostApoc,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
SkirmishScenario,2021 Scenario,TIMetaTemplate,SkirmishStartTime,SkirmishModeRegions,SkirmishModeNations,true,NotPostApoc,Scenario,,,,SkirmishModeFleets,SkirmishModeHabs,SkirmishModeRepeatingEvents,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2030Scenario,2030 Advanced Testing Scenario,TIMetaTemplate,2030StartTime,ModernRegions,ModernNations,true,NotPostApoc,Scenario,true,1,999,ModernArmies,StandardCouncilors,2030Fleets,ModernOrgTemplates,2030Habs,StandardRepeatingEvents,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
MegaSolarSystem,Complete Solar System,TIMetaTemplate,MegaSolarSystemBodies,CompleteSolarSystemLagrangePoints,,,,SolarSystem,true,2,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
CompleteSolarSystem,Complete Solar System,TIMetaTemplate,CompleteSolarSystemBodies,CompleteSolarSystemLagrangePoints,,,,SolarSystem,true,2,1,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
MediumSolarSystem,Medium Solar System,TIMetaTemplate,MediumSolarSystemBodies,MediumSolarSystemLagrangePoints,,,,SolarSystem,true,2,2,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
LightSolarSystem,Light Solar System Scenario,TIMetaTemplate,LightSolarSystemBodies,LightSolarSystemLagrangePoints,,,,SolarSystem,true,2,3,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
VeryLightSolarSystem,Very Light Solar System Scenario,TIMetaTemplate,VeryLightSolarSystemBodies,VeryLightSolarSystemLagrangePoints,,,,SolarSystem,true,2,4,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
SkirmishSolarSystem,Skirmish Mode Scenario,TIMetaTemplate,SimpleSolarSystemBodies,SkirmishLagrangePoints,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
MegaSolarSystemBodies,Supermax Solar System,TISpaceBodyTemplate,Sol,Mercury,Venus,,,,,,,Earth,Luna,Mars,Phobos,Deimos,Jupiter,,,,,,Metis,Adrastea,Amalthea,Thebe,Io,Europa,Ganymede,Callisto,Themisto,Leda,Himalia,Lysithea,Elara,Praxidike,Ananke,Iocaste,Taygete,Carme,Kalyke,Pasiphae,Megaclite,Sinope,Callirrhoe,Saturn,Pan,Daphnis,Atlas,Prometheus,Pandora,Epimetheus,Janus,Mimas,Pallene,Enceladus,Tethys,Telesto,Calypso,Dione,Helene,Rhea,Titan,Hyperion,Iapetus,S2019S1,Kiviuq,S2005S4,Ijiraq,Phoebe,S2006S20,Paaliaq,Skathi,S2007S2,Albiorix,Bebhionn,Erriapus,Skoll,Tarqeq,Siarnaq,Tarvos,Hyrrokkin,Greip,Mundilfari,S2006S1,Bergelmir,Jarnsaxa,Narvi,Suttungr,S2007S3,Hati,Eggther,Farbauti,Thrymr,Bestla,Aegir,S2004S7,S2006S3,Alvaldi,Kari,Surtur,Loge,Ymir,Fornjot,Uranus,Cordelia,Ophelia,S2025U1,Bianca,Cressida,Desdemona,Juliet,Portia,Rosalind,Cupid,Belinda,Perdita,Puck,Mab,Miranda,Ariel,Umbriel,Titania,Oberon,Francisco,Caliban,S2023U1,Stephano,Trinculo,Sycorax,Margaret,Prospero,Setebos,Ferdinand,Neptune,Naiad,Thalassa,Despina,Galatea,Larissa,Hippocamp,Proteus,Triton,Nereid,Halimede,Sao,S2002N5,Laomedeia,Psamathe,Neso,S2023N1,Ceres,2Pallas,3Juno,4Vesta,5Astraea,6Hebe,7Iris,8Flora,9Metis,10Hygiea,11Parthenope,12Victoria,13Egeria,14Irene,15Eunomia,16Psyche,17Thetis,18Melpomene,19Fortuna,20Massalia,21Lutetia,22Kalliope,Linus,23Thalia,24Themis,25Phocaea,26Proserpina,27Euterpe,28Bellona,29Amphitrite,30Urania,31Euphrosyne,34Circe,35Leukothea,36Atalante,37Fides,38Leda,39Laetitia,40Harmonia,41Daphne,42Isis,43Ariadne,44Nysa,45Eugenia,46Hestia,47Aglaja,48Doris,49Pales,51Nemausa,52Europa,54Alexandra,55Pandora,56Melete,57Mnemosyne,59Elpis,62Erato,63Ausonia,65Cybele,68Leto,69Hesperia,76Freia,85Io,87Sylvia,88Thisbe,89Julia,92Undina,93Minerva,94Aurora,95Arethusa,96Aegle,97Klotho,104Klymene,106Dione,107Camilla,110Lydia,114Kassandra,117Lomia,120Lachesis,121Hermione,127Johanna,128Nemesis,129Antigone,130Elektra,132Aethra,135Hertha,137Meliboea,139Juewa,146Lucina,153Hilda,154Bertha,165Loreley,168Sibylla,185Eunike,187Lamberta,190Ismene,192Nausikaa,194Prokne,196Philomela,209Dido,216Kleopatra,221Eos,230Athamantis,233Asterope,238Hypatia,241Germania,246Asperina,250Bettina,253Mathilde,259Aletheia,279Thule,308Polyxo,323Brucia,324Bamberga,325Heidelberga,328Gudrun,334Chicago,336Lacadiera,349Dembowska,354Eleonora,356Liguria,361Bononia,372Palma,375Ursula,386Siegena,391Ingeborg,409Aspasia,419Aurelia,423Diotima,433Eros,434Hungaria,444Gyptis,451Patientia,475Ocllo,488Kreusa,490Veritas,511Davida,512Taurinensis,532Herculina,536Merapi,566Stereoskopia,588Achilles,596Scheila,617Patroclus,Menoetius,624Hektor,654Zelinda,699Hela,702Alauda,704Interamnia,747Winchester,762Pulcova,776Berbericia,790Praetoria,911Agamemnon,944Hidalgo,1036Ganymed,1143Odysseus,1172Aneas,1173Anchises,1437Diomedes,1627Ivar,1866Sisyphus,1867Deiphobus,1870Glaukos,1911Schubart,1951Lick,2060Chiron,2064Thomsen,2204Lyyli,2212Hephaistos,3200Phaethon,3317Paris,3353Jarvis,3451Mentor,3552DonQuixote,3753Cruithne,4954Eric,5145Pholus,5731Zeus,7066Nessus,7092Cadmus,8405Asbolus,10199Chariklo,10370Hylonome,15760Albion,15789KBO,15810Arawn,19521Chaos,20000Varuna,28978Ixion,31824Elatus,32532Thereus,35671KBO,38628Huya,49036Pelion,Quaoar,Weywot,52762Asteroid,52872Okyrhoe,52975Cyllarus,53311Deucalion,53319Asteroid,54598Bienor,55565KBO,55576Amycus,55637KBO,55637KBOMoonI,60558Echeclus,78799KBO,83982Crantor,84719KBO,84922KBO,90482Orcus,Vanth,90568KBO,95626Centaur,119951KBO,120061Centaur,Salacia,Actaea,120348KBO,Pluto,Charon,Styx,Nix,Kerberos,Hydra,Haumea,Namaka,Hiʻiaka,136204Centaur,Makemake,144897KBO,145452KBO,145453KBO,174567Varda,Ilmare,175113KBO,202421KBO,208996KBO,248835Centaur,278361KBO,281371Centaur,307261KBO,309239Centaur,310071Centaur,315898Centaur,316179Centaur,342842Centaur,385571Otrera,440030KBO,447178Centaur,455502KBO,469306KBO,469372KBO,470308KBO,470443KBO,471288KBO,472271KBO,472651Centaur,482824KBO,499514KBO,523643Centaur,523645KBO,523681KBO,523695Centaur,523727Centaur,523750KBO,556068KBO,556416KBO,559182KBO,562274Centaur,578993KBO,612243Centaur,612533KBO,613490Centaur,636872Centaur,2008LC18Centaur,2010FX86KBO,2010KZ39KBO,2010THCentaur,2011GN27Centaur,2011HM102Centaur,2011MM4Centaur,2011QF99Centaur,2013KY18Centaur,2014WP50KBO,2014YA50KBO,2015AH281Centaur,2015QW23KBO,2017OF69KBO,SwiftTuttle,Neujmin,Loneos,Levy,Halley,Gunn,Tempel,ArendRigaux,Machholz,Encke,PonsBrooks,Kowal,Eris,Dysnomia,Gonggong,Xiangliu,1170Siva,1580Betulia,1917Cuyo,2099Öpik,2335James,3443Leetsungdao,3674Erbisbuhl,3737Beckman,4222Nancita,4558Janesick,5230Asahina,6500Kodaira,7096Napier,7505Furusho,8373Stephengould,14222Asteroid,25916Asteroid,26760Asteroid,88263Asteroid,89830Asteroid,97514Asteroid,101742Asteroid,102528Asteroid,301842Asteroid,301964Asteroid,405058Asteroid,514041Asteroid&lt;br /&gt;
CompleteSolarSystemBodies,Complete Solar System (370),TISpaceBodyTemplate,Sol,Mercury,Venus,,,,,,,Earth,Luna,Mars,Phobos,Deimos,Jupiter,,,,,,Metis,Adrastea,Amalthea,Thebe,Io,Europa,Ganymede,Callisto,Leda,Himalia,Lysithea,Elara,Ananke,Carme,Pasiphae,Sinope,Callirrhoe,Saturn,Pan,Atlas,Prometheus,Pandora,Epimetheus,Janus,Mimas,Enceladus,Tethys,Telesto,Calypso,Dione,Helene,Rhea,Titan,Hyperion,Iapetus,Kiviuq,Ijiraq,Phoebe,Paaliaq,Albiorix,Erriapus,Siarnaq,Tarvos,Ymir,Uranus,Cordelia,Ophelia,S2025U1,Bianca,Cressida,Desdemona,Juliet,Portia,Rosalind,Cupid,Belinda,Perdita,Puck,Mab,Miranda,Ariel,Umbriel,Titania,Oberon,Francisco,Caliban,S2023U1,Stephano,Trinculo,Sycorax,Margaret,Prospero,Setebos,Ferdinand,Neptune,Naiad,Thalassa,Despina,Galatea,Larissa,Hippocamp,Proteus,Triton,Nereid,Halimede,Sao,S2002N5,Laomedeia,Psamathe,Neso,S2023N1,Ceres,2Pallas,3Juno,4Vesta,5Astraea,6Hebe,7Iris,8Flora,9Metis,10Hygiea,11Parthenope,12Victoria,13Egeria,14Irene,15Eunomia,16Psyche,17Thetis,18Melpomene,19Fortuna,20Massalia,21Lutetia,22Kalliope,Linus,23Thalia,24Themis,25Phocaea,26Proserpina,27Euterpe,28Bellona,29Amphitrite,30Urania,31Euphrosyne,34Circe,35Leukothea,36Atalante,37Fides,38Leda,39Laetitia,40Harmonia,41Daphne,42Isis,43Ariadne,44Nysa,45Eugenia,46Hestia,47Aglaja,48Doris,49Pales,51Nemausa,52Europa,54Alexandra,55Pandora,56Melete,57Mnemosyne,59Elpis,62Erato,63Ausonia,65Cybele,68Leto,69Hesperia,76Freia,85Io,87Sylvia,88Thisbe,89Julia,92Undina,93Minerva,94Aurora,95Arethusa,96Aegle,97Klotho,104Klymene,106Dione,107Camilla,110Lydia,114Kassandra,117Lomia,120Lachesis,121Hermione,127Johanna,128Nemesis,129Antigone,130Elektra,132Aethra,135Hertha,137Meliboea,139Juewa,146Lucina,153Hilda,154Bertha,165Loreley,168Sibylla,185Eunike,187Lamberta,190Ismene,192Nausikaa,194Prokne,196Philomela,209Dido,216Kleopatra,221Eos,230Athamantis,233Asterope,238Hypatia,241Germania,246Asperina,250Bettina,253Mathilde,259Aletheia,279Thule,308Polyxo,323Brucia,324Bamberga,325Heidelberga,328Gudrun,334Chicago,336Lacadiera,349Dembowska,354Eleonora,356Liguria,361Bononia,372Palma,375Ursula,386Siegena,391Ingeborg,409Aspasia,419Aurelia,423Diotima,433Eros,434Hungaria,444Gyptis,451Patientia,475Ocllo,488Kreusa,490Veritas,511Davida,512Taurinensis,532Herculina,536Merapi,566Stereoskopia,588Achilles,596Scheila,617Patroclus,Menoetius,624Hektor,654Zelinda,699Hela,702Alauda,704Interamnia,747Winchester,762Pulcova,776Berbericia,790Praetoria,911Agamemnon,944Hidalgo,1036Ganymed,1143Odysseus,1172Aneas,1173Anchises,1437Diomedes,1627Ivar,1866Sisyphus,1867Deiphobus,1911Schubart,1951Lick,2060Chiron,2064Thomsen,2204Lyyli,2212Hephaistos,3200Phaethon,3317Paris,3353Jarvis,3451Mentor,3552DonQuixote,3753Cruithne,4954Eric,5145Pholus,5731Zeus,7066Nessus,7092Cadmus,8405Asbolus,10199Chariklo,15789KBO,19521Chaos,20000Varuna,28978Ixion,31824Elatus,32532Thereus,49036Pelion,Quaoar,Weywot,52762Asteroid,52872Okyrhoe,52975Cyllarus,53319Asteroid,54598Bienor,55565KBO,55576Amycus,55637KBO,55637KBOMoonI,60558Echeclus,78799KBO,83982Crantor,84922KBO,90482Orcus,Vanth,90568KBO,95626Centaur,120061Centaur,Salacia,Actaea,120348KBO,Pluto,Charon,Styx,Nix,Kerberos,Hydra,Haumea,Namaka,Hiʻiaka,136204Centaur,Makemake,145452KBO,174567Varda,Ilmare,202421KBO,208996KBO,278361KBO,281371Centaur,307261KBO,315898Centaur,342842Centaur,440030KBO,447178Centaur,455502KBO,470308KBO,470443KBO,472271KBO,472651Centaur,482824KBO,523645KBO,523681KBO,523727Centaur,523750KBO,559182KBO,562274Centaur,612243Centaur,612533KBO,613490Centaur,636872Centaur,2008LC18Centaur,2010FX86KBO,2010KZ39KBO,2010THCentaur,2011GN27Centaur,2011HM102Centaur,2011MM4Centaur,2011QF99Centaur,2013KY18Centaur,2014WP50KBO,2014YA50KBO,2017OF69KBO,SwiftTuttle,Neujmin,Loneos,Levy,Halley,Tempel,PonsBrooks,ArendRigaux,Machholz,Encke,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
MediumSolarSystemBodies,Medium Solar System (240 objects),TISpaceBodyTemplate,Sol,Mercury,Venus,,,,,,,Earth,Luna,Mars,Phobos,Deimos,Jupiter,,,,,,Metis,Adrastea,Amalthea,Thebe,Io,Europa,Ganymede,Callisto,Leda,Himalia,Lysithea,Elara,Ananke,Carme,Pasiphae,Sinope,Saturn,Prometheus,Pandora,Epimetheus,Janus,Mimas,Enceladus,Tethys,Dione,Rhea,Titan,Hyperion,Iapetus,Phoebe,Uranus,Cordelia,Ophelia,Bianca,Cressida,Desdemona,Juliet,Portia,Rosalind,Belinda,Puck,Miranda,Ariel,Umbriel,Titania,Oberon,Caliban,S2023U1,Sycorax,Prospero,Setebos,Neptune,Naiad,Thalassa,Despina,Galatea,Larissa,Hippocamp,Proteus,Triton,Nereid,Halimede,Sao,S2002N5,Laomedeia,Psamathe,Neso,S2023N1,Ceres,2Pallas,3Juno,4Vesta,5Astraea,6Hebe,7Iris,8Flora,9Metis,10Hygiea,11Parthenope,13Egeria,14Irene,15Eunomia,16Psyche,18Melpomene,19Fortuna,20Massalia,21Lutetia,22Kalliope,24Themis,27Euterpe,28Bellona,29Amphitrite,30Urania,31Euphrosyne,34Circe,35Leukothea,36Atalante,37Fides,38Leda,39Laetitia,40Harmonia,41Daphne,42Isis,44Nysa,45Eugenia,46Hestia,47Aglaja,48Doris,49Pales,51Nemausa,52Europa,54Alexandra,55Pandora,56Melete,57Mnemosyne,59Elpis,62Erato,63Ausonia,65Cybele,68Leto,69Hesperia,76Freia,85Io,87Sylvia,88Thisbe,89Julia,92Undina,94Aurora,95Arethusa,96Aegle,97Klotho,104Klymene,106Dione,107Camilla,120Lachesis,121Hermione,127Johanna,128Nemesis,129Antigone,130Elektra,132Aethra,135Hertha,139Juewa,153Hilda,154Bertha,165Loreley,185Eunike,187Lamberta,190Ismene,194Prokne,209Dido,216Kleopatra,238Hypatia,241Germania,250Bettina,253Mathilde,259Aletheia,324Bamberga,325Heidelberga,334Chicago,349Dembowska,354Eleonora,361Bononia,372Palma,375Ursula,386Siegena,409Aspasia,423Diotima,433Eros,434Hungaria,444Gyptis,451Patientia,490Veritas,511Davida,532Herculina,536Merapi,566Stereoskopia,588Achilles,617Patroclus,624Hektor,654Zelinda,702Alauda,704Interamnia,776Berbericia,790Praetoria,911Agamemnon,944Hidalgo,1036Ganymed,1143Odysseus,1172Aneas,1173Anchises,1437Diomedes,1627Ivar,2060Chiron,2212Hephaistos,3200Phaethon,3552DonQuixote,4954Eric,5145Pholus,10199Chariklo,32532Thereus,49036Pelion,54598Bienor,55565KBO,90568KBO,208996KBO,307261KBO,612243Centaur,Pluto,Charon,Styx,Nix,Kerberos,Hydra,Quaoar,90482Orcus,Salacia,Haumea,Makemake,174567Varda,20000Varuna,28978Ixion,19521Chaos,Vanth,SwiftTuttle,Loneos,Levy,Halley,PonsBrooks,Encke,Machholz,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
LightSolarSystemBodies,Light Solar System (115 objects),TISpaceBodyTemplate,Sol,Mercury,Venus,,,,,,,Earth,Luna,Mars,Phobos,Deimos,Jupiter,,,,,,Amalthea,Io,Europa,Ganymede,Callisto,Himalia,Saturn,Janus,Mimas,Enceladus,Tethys,Dione,Rhea,Titan,Hyperion,Iapetus,Phoebe,Uranus,Desdemona,Juliet,Belinda,Puck,Miranda,Ariel,Umbriel,Titania,Oberon,Sycorax,Neptune,Naiad,Proteus,Triton,Nereid,Ceres,2Pallas,3Juno,4Vesta,5Astraea,6Hebe,7Iris,8Flora,9Metis,10Hygiea,11Parthenope,13Egeria,14Irene,15Eunomia,16Psyche,19Fortuna,21Lutetia,24Themis,31Euphrosyne,39Laetitia,41Daphne,44Nysa,45Eugenia,48Doris,52Europa,62Erato,65Cybele,87Sylvia,88Thisbe,94Aurora,107Camilla,121Hermione,130Elektra,135Hertha,132Aethra,259Aletheia,324Bamberga,372Palma,375Ursula,409Aspasia,433Eros,451Patientia,490Veritas,511Davida,532Herculina,588Achilles,617Patroclus,624Hektor,704Interamnia,911Agamemnon,1036Ganymed,1437Diomedes,2060Chiron,3200Phaethon,4954Eric,5145Pholus,10199Chariklo,Pluto,Charon,Quaoar,90482Orcus,Salacia,Haumea,Makemake,174567Varda,20000Varuna,28978Ixion,19521Chaos,Vanth,SwiftTuttle,Loneos,Levy,Halley,Encke,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
VeryLightSolarSystemBodies,VeryLight Solar System (73 objects),TISpaceBodyTemplate,Sol,Mercury,Venus,,,,,,,Earth,Luna,Mars,Phobos,Deimos,Jupiter,,,,,,Io,Europa,Ganymede,Callisto,Saturn,Mimas,Enceladus,Tethys,Dione,Rhea,Titan,Hyperion,Iapetus,Phoebe,Uranus,Miranda,Ariel,Umbriel,Titania,Oberon,Neptune,Proteus,Triton,Nereid,Ceres,2Pallas,3Juno,4Vesta,5Astraea,6Hebe,7Iris,8Flora,9Metis,10Hygiea,15Eunomia,16Psyche,31Euphrosyne,52Europa,87Sylvia,132Aethra,324Bamberga,375Ursula,433Eros,511Davida,532Herculina,588Achilles,617Patroclus,624Hektor,704Interamnia,911Agamemnon,1036Ganymed,2060Chiron,5145Pholus,10199Chariklo,Quaoar,90482Orcus,Salacia,Pluto,Charon,Haumea,Makemake,SwiftTuttle,Halley,Encke,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
SimpleSolarSystemBodies,Skirmish Mode Solar System (20),TISpaceBodyTemplate,Sol,Mercury,Venus,,,,,,,Earth,Luna,Mars,Phobos,4Vesta,Ceres,,,,,,Jupiter,Io,Europa,Ganymede,Callisto,Saturn,Uranus,Neptune,Pluto,Haumea,Halley,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
ModernRegions,Earth Regions for Modern Start,TIRegionTemplate,Afghanistan,Tirana,Algeria,,,,,,,Angola,GranChaco,Pampas,Patagonia,Armenia,Brisbane,,,,,,Sydney,Westralia,Vienna,Azerbaijan,Latvia,Lithuania,Estonia,Zagreb,Bangladesh,Belarus,Belgium,Belize,Bolivia,Sarajevo,Botswana,Brasilia,Amazonia,Belem,PortoAlegre,Recife,SaoPaulo,RiodeJaneiro,Bulgaria,BurkinaFaso,CaboVerde,Cambodia,Cameroon,BritishColumbia,CanadianArctic,Halifax,Laurentia,Ontario,Prairies,WestIndies,CentralAfricanRepublic,Chad,Santiago,Valparaiso,Beijing,Chongqing,Qinghai,Guangzhou,Guizhou,HongKong,Manchuria,Nanchang,Shanghai,Tibet,Wuhan,Xian,Xinjiang,Shandong,Hangzhou,Zhengzhou,InnerMongolia,Colombia,Villavicencio,Kinshasa,Lubumbashi,Kisangani,CostaRica,Cuba,Czechia,Denmark,Greenland,Ecuador,Cairo,Alexandria,Luxor,ElSalvador,Eritrea,Ethiopia,Mekelle,DireDiwa,Finland,Paris,FrenchGuiana,FrenchPacific,FrenchRatnakara,FrenchWestIndies,Lyon,Nantes,Georgia,Bavaria,EastGermany,Germany,Accra,Greece,Guatemala,Guyana,Honduras,Hungary,Iceland,Assam,Bihar,Hyderabad,Jaipur,JammuandKashmir,Kolkata,Mumbai,NewDelhi,Gujarat,Bangalore,Raipur,Indore,Faridabad,Ratnakara,Borneo,Java,MoluccasandSulawesi,NewGuinea,Sumatra,LesserSundas,Isfahan,Mashhad,Tabriz,Tehran,Baghdad,Mosul,Ireland,Israel,Italy,Naples,IvoryCoast,Hokkaido,NorthHonshu,KyushuandShikoku,Ryukus,Jordan,Almaty,Astana,Kenya,Kyrgyzstan,Laos,Lebanon,Libya,Libreville,Madagascar,Malawi,MalayPeninsula,SarawakandSabah,Mali,Mauritania,Melanesia,MexicoCity,Monterrey,Tijuana,Merida,Micronesia,Moldova,Mongolia,Rabat,Mozambique,Myanmar,Namibia,Himalayas,DutchCaribbean,Netherlands,NewZealand,Nicaragua,Niger,Lagos,Kano,PortHarcourt,NorthKorea,Norway,Oman,Baluchistan,Peshawar,Punjab,Sindh,Palestine,Panama,PortMorseby,Paraguay,Peru,Arequipa,Luzon,ViasyasyMindanao,Poland,Katowice,Polynesia,Portugal,Brazzaville,Romania,Arkhangelsk,Crimea,Karelia,Moskva,Novgorod,Rostovskaya,Volga,WesternSiberia,RussianFarEast,Urals,EasternSiberia,Kamchatka,Sakha,SakhalinKurils,Norilsk,Surgut,Makhachkala,Hijaz,Najd,Qassimah,Senegambia,Belgrade,Singapore,Slovakia,Somalia,Somaliland,CapeTown,Johannesburg,SouthKorea,SouthSudan,Barcelona,CanaryIslands,Spain,SriLanka,Sudan,Suriname,Sweden,Zurich,Syria,Taiwan,Tajikistan,Tanzania,Bangkok,ChiangMai,TogoBenin,Tunisia,Anatolia,Diyarbakir,Istanbul,Turkmenistan,Uganda,Kharkiv,Kiev,GulfStates,BritishWestIndies,England,NorthernIreland,Scotland,Uruguay,Alaska,AmericanCaribbean,AmericanPacific,Boise,California,Cascadia,Dixie,HighPlains,NewEngland,NewYork,RockyMountains,RustBelt,Shenandoah,Texas,Dakota,MississippiDelta,Uzbekistan,Venezuela,Hanoi,HoChiMinhCity,WesternSahara,Yemen,Aden,Zambia,Zimbabwe,Kigali,Guinea,SierraLeone,Liberia,Dubai,Chennai,SouthHonshu,Nanning,SaharanAlgeria,EastAngola,Cyrenaica,EastHispanola,WestHispanola,Darfur,Djibouti,Gao,NorthMacedonia,Milan,WestTanzania,Fortaleza,UpperMyanmar,Cuiaba,Mombasa,Adelaide,Darwin,Melbourne,Brunei,EquatorialGuinea,NorthernSpain,Cumberland,Maldives,Visayas,Aceh,EnglishMidlands,GuineaBissau,SaoTomePrincipe,TimorLeste,Togo,Toulouse,Wales,Anhui,Fujian,Donetsk,Gansu,Hunan,Jilin,Karakalpakstan,Kirov,Liaoning,Odesa,Shanxi,Voronezh,Yunnan,Ahvaz,Alberta,AndhraPradesh,ArunchalPradesh,Kaliningrad,Kosovo,Kuwait,Logone,Manitoba,Mauritius,Montenegro,NorthernChad,NorthMozambique,NorthernSudan,Odisha,Seychelles,Slovenia,Sulawesi,TeWaipounamu,Transylvania,Yukon,Zanzibar,Bhutan,Jamaica,Bahamas,Azores,BasqueCountry,Eswatini,Gambia,Lesotho,WestCameroon,Gdansk,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2026_Regions,Earth Regions for 2026 Start,TIRegionTemplate,2026_Afghanistan,2026_Tirana,2026_Algeria,,,,,,,2026_SaharanAlgeria,2026_Angola,2026_EastAngola,2026_GranChaco,2026_Pampas,2026_Patagonia,,,,,,2026_Armenia,2026_Brisbane,2026_Sydney,2026_Westralia,2026_Darwin,2026_Melbourne,2026_Adelaide,2026_Vienna,2026_Azerbaijan,2026_Bahamas,2026_Bangladesh,2026_Belarus,2026_Belgium,2026_Belize,2026_TogoBenin,2026_Bolivia,2026_Sarajevo,2026_Botswana,2026_Amazonia,2026_Belem,2026_Brasilia,2026_Cuiaba,2026_Fortaleza,2026_PortoAlegre,2026_Recife,2026_RiodeJaneiro,2026_SaoPaulo,2026_Bhutan,2026_Brunei,2026_Bulgaria,2026_BurkinaFaso,2026_CaboVerde,2026_Cambodia,2026_Cameroon,2026_WestCameroon,2026_Alberta,2026_BritishColumbia,2026_CanadianArctic,2026_Halifax,2026_Laurentia,2026_Manitoba,2026_Ontario,2026_Prairies,2026_Yukon,2026_CentralAfricanRepublic,2026_Logone,2026_Chad,2026_NorthernChad,2026_Santiago,2026_Valparaiso,2026_Anhui,2026_Beijing,2026_Chongqing,2026_Fujian,2026_Gansu,2026_Guangzhou,2026_Guizhou,2026_Hangzhou,2026_HongKong,2026_Hunan,2026_InnerMongolia,2026_Jilin,2026_Liaoning,2026_Manchuria,2026_Nanchang,2026_Nanning,2026_Qinghai,2026_Shandong,2026_Shanghai,2026_Shanxi,2026_Tibet,2026_Wuhan,2026_Xian,2026_Xinjiang,2026_Yunnan,2026_Zhengzhou,2026_Colombia,2026_Villavicencio,2026_Ratnakara,2026_Kinshasa,2026_Kisangani,2026_Lubumbashi,2026_CostaRica,2026_Zagreb,2026_Cuba,2026_Czechia,2026_Denmark,2026_Greenland,2026_Djibouti,2026_EastHispanola,2026_Ecuador,2026_Alexandria,2026_Cairo,2026_Luxor,2026_ElSalvador,2026_EquatorialGuinea,2026_Eritrea,2026_Estonia,2026_Eswatini,2026_DireDiwa,2026_Ethiopia,2026_Mekelle,2026_Finland,2026_FrenchGuiana,2026_FrenchPacific,2026_FrenchRatnakara,2026_FrenchWestIndies,2026_Lyon,2026_Nantes,2026_Paris,2026_Toulouse,2026_Libreville,2026_Gambia,2026_Georgia,2026_Bavaria,2026_EastGermany,2026_Germany,2026_Accra,2026_Greece,2026_Guatemala,2026_Guinea,2026_GuineaBissau,2026_GulfStates,2026_Guyana,2026_WestHispanola,2026_Honduras,2026_Hungary,2026_Iceland,2026_AndhraPradesh,2026_ArunchalPradesh,2026_Assam,2026_Bangalore,2026_Bihar,2026_Chennai,2026_Faridabad,2026_Gujarat,2026_Hyderabad,2026_Indore,2026_Jaipur,2026_JammuandKashmir,2026_Kolkata,2026_Mumbai,2026_NewDelhi,2026_Odisha,2026_Raipur,2026_Aceh,2026_Borneo,2026_Java,2026_LesserSundas,2026_MoluccasandSulawesi,2026_NewGuinea,2026_Sulawesi,2026_Sumatra,2026_Ahvaz,2026_Isfahan,2026_Mashhad,2026_Tabriz,2026_Tehran,2026_Baghdad,2026_Mosul,2026_Ireland,2026_Israel,2026_Italy,2026_Milan,2026_Naples,2026_IvoryCoast,2026_Jamaica,2026_Hokkaido,2026_KyushuandShikoku,2026_NorthHonshu,2026_Ryukus,2026_SouthHonshu,2026_Jordan,2026_Almaty,2026_Astana,2026_Kenya,2026_Mombasa,2026_Kosovo,2026_Kuwait,2026_Kyrgyzstan,2026_Laos,2026_Latvia,2026_Lebanon,2026_WestIndies,2026_Lesotho,2026_Liberia,2026_Cyrenaica,2026_Libya,2026_Lithuania,2026_Madagascar,2026_Malawi,2026_MalayPeninsula,2026_SarawakandSabah,2026_Maldives,2026_Gao,2026_Mali,2026_Mauritania,2026_Mauritius,2026_Melanesia,2026_Merida,2026_MexicoCity,2026_Monterrey,2026_Tijuana,2026_Micronesia,2026_Moldova,2026_Mongolia,2026_Montenegro,2026_Rabat,2026_WesternSahara,2026_Mozambique,2026_NorthMozambique,2026_Myanmar,2026_UpperMyanmar,2026_Namibia,2026_Himalayas,2026_DutchCaribbean,2026_Netherlands,2026_NewZealand,2026_TeWaipounamu,2026_Nicaragua,2026_Niger,2026_Kano,2026_Lagos,2026_PortHarcourt,2026_NorthKorea,2026_NorthMacedonia,2026_Norway,2026_Oman,2026_Baluchistan,2026_Peshawar,2026_Punjab,2026_Sindh,2026_Palestine,2026_Panama,2026_PortMorseby,2026_Paraguay,2026_Arequipa,2026_Peru,2026_Luzon,2026_Visayas,2026_ViasyasyMindanao,2026_Gdansk,2026_Katowice,2026_Poland,2026_Polynesia,2026_Azores,2026_Portugal,2026_Brazzaville,2026_Romania,2026_Transylvania,2026_Arkhangelsk,2026_Crimea,2026_EasternSiberia,2026_Kaliningrad,2026_Kamchatka,2026_Karelia,2026_Kirov,2026_Makhachkala,2026_Moskva,2026_Norilsk,2026_Novgorod,2026_Rostovskaya,2026_RussianFarEast,2026_Sakha,2026_SakhalinKurils,2026_Surgut,2026_Urals,2026_Volga,2026_Voronezh,2026_WesternSiberia,2026_Kigali,2026_SaoTomePrincipe,2026_Hijaz,2026_Najd,2026_Qassimah,2026_Senegambia,2026_Belgrade,2026_Seychelles,2026_SierraLeone,2026_Singapore,2026_Slovenia,2026_Slovakia,2026_Somalia,2026_Somaliland,2026_CapeTown,2026_Johannesburg,2026_SouthKorea,2026_SouthSudan,2026_Barcelona,2026_BasqueCountry,2026_NorthernSpain,2026_CanaryIslands,2026_Spain,2026_SriLanka,2026_Darfur,2026_NorthernSudan,2026_Sudan,2026_Suriname,2026_Sweden,2026_Zurich,2026_Syria,2026_Taiwan,2026_Tajikistan,2026_Tanzania,2026_WestTanzania,2026_Zanzibar,2026_Bangkok,2026_ChiangMai,2026_TimorLeste,2026_Togo,2026_Tunisia,2026_Anatolia,2026_Diyarbakir,2026_Istanbul,2026_Turkmenistan,2026_Uganda,2026_Donetsk,2026_Kharkiv,2026_Kiev,2026_Odesa,2026_Dubai,2026_EnglishMidlands,2026_BritishWestIndies,2026_England,2026_NorthernIreland,2026_Scotland,2026_Wales,2026_Uruguay,2026_Alaska,2026_AmericanCaribbean,2026_AmericanPacific,2026_Boise,2026_California,2026_Cascadia,2026_Cumberland,2026_Dakota,2026_Dixie,2026_HighPlains,2026_MississippiDelta,2026_NewEngland,2026_NewYork,2026_RockyMountains,2026_RustBelt,2026_Shenandoah,2026_Texas,2026_Karakalpakstan,2026_Uzbekistan,2026_Venezuela,2026_Hanoi,2026_HoChiMinhCity,2026_Aden,2026_Yemen,2026_Zambia,2026_Zimbabwe,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2070_Regions,Earth Regions for 2070 Start,TIRegionTemplate,2070_Afghanistan,2070_Tirana,2070_Algeria,,,,,,,2070_SaharanAlgeria,2070_Angola,2070_EastAngola,2070_GranChaco,2070_Pampas,2070_Patagonia,,,,,,2070_Armenia,2070_Brisbane,2070_Sydney,2070_Westralia,2070_Darwin,2070_Melbourne,2070_Adelaide,2070_Vienna,2070_Azerbaijan,2070_Bahamas,2070_Bangladesh,2070_Belarus,2070_Belgium,2070_Belize,2070_TogoBenin,2070_Bolivia,2070_Sarajevo,2070_Botswana,2070_Amazonia,2070_Belem,2070_Brasilia,2070_Cuiaba,2070_Fortaleza,2070_PortoAlegre,2070_Recife,2070_RiodeJaneiro,2070_SaoPaulo,2070_Bhutan,2070_Brunei,2070_Bulgaria,2070_BurkinaFaso,2070_CaboVerde,2070_Cambodia,2070_Cameroon,2070_WestCameroon,2070_Alberta,2070_BritishColumbia,2070_CanadianArctic,2070_Halifax,2070_Laurentia,2070_Manitoba,2070_Ontario,2070_Prairies,2070_Yukon,2070_CentralAfricanRepublic,2070_Logone,2070_Chad,2070_NorthernChad,2070_Santiago,2070_Valparaiso,2070_Anhui,2070_Beijing,2070_Chongqing,2070_Fujian,2070_Gansu,2070_Guangzhou,2070_Guizhou,2070_Hangzhou,2070_HongKong,2070_Hunan,2070_InnerMongolia,2070_Jilin,2070_Liaoning,2070_Manchuria,2070_Nanchang,2070_Nanning,2070_Qinghai,2070_Shandong,2070_Shanghai,2070_Shanxi,2070_Tibet,2070_Wuhan,2070_Xian,2070_Xinjiang,2070_Yunnan,2070_Zhengzhou,2070_Colombia,2070_Villavicencio,2070_Ratnakara,2070_Kinshasa,2070_Kisangani,2070_Lubumbashi,2070_CostaRica,2070_Zagreb,2070_Cuba,2070_Czechia,2070_Denmark,2070_Greenland,2070_Djibouti,2070_EastHispanola,2070_Ecuador,2070_Alexandria,2070_Cairo,2070_Luxor,2070_ElSalvador,2070_EquatorialGuinea,2070_Eritrea,2070_Estonia,2070_Eswatini,2070_DireDiwa,2070_Ethiopia,2070_Mekelle,2070_Finland,2070_FrenchGuiana,2070_FrenchPacific,2070_FrenchRatnakara,2070_FrenchWestIndies,2070_Lyon,2070_Nantes,2070_Paris,2070_Toulouse,2070_Libreville,2070_Gambia,2070_Georgia,2070_Bavaria,2070_EastGermany,2070_Germany,2070_Accra,2070_Greece,2070_Guatemala,2070_Guinea,2070_GuineaBissau,2070_GulfStates,2070_Guyana,2070_WestHispanola,2070_Honduras,2070_Hungary,2070_Iceland,2070_AndhraPradesh,2070_ArunchalPradesh,2070_Assam,2070_Bangalore,2070_Bihar,2070_Chennai,2070_Faridabad,2070_Gujarat,2070_Hyderabad,2070_Indore,2070_Jaipur,2070_JammuandKashmir,2070_Kolkata,2070_Mumbai,2070_NewDelhi,2070_Odisha,2070_Raipur,2070_Aceh,2070_Borneo,2070_Java,2070_LesserSundas,2070_MoluccasandSulawesi,2070_NewGuinea,2070_Sulawesi,2070_Sumatra,2070_Ahvaz,2070_Isfahan,2070_Mashhad,2070_Tabriz,2070_Tehran,2070_Baghdad,2070_Mosul,2070_Ireland,2070_Israel,2070_Italy,2070_Milan,2070_Naples,2070_IvoryCoast,2070_Jamaica,2070_Hokkaido,2070_KyushuandShikoku,2070_NorthHonshu,2070_Ryukus,2070_SouthHonshu,2070_Jordan,2070_Almaty,2070_Astana,2070_Kenya,2070_Mombasa,2070_Kosovo,2070_Kuwait,2070_Kyrgyzstan,2070_Laos,2070_Latvia,2070_Lebanon,2070_WestIndies,2070_Lesotho,2070_Liberia,2070_Cyrenaica,2070_Libya,2070_Lithuania,2070_Madagascar,2070_Malawi,2070_MalayPeninsula,2070_SarawakandSabah,2070_Maldives,2070_Gao,2070_Mali,2070_Mauritania,2070_Mauritius,2070_Melanesia,2070_Merida,2070_MexicoCity,2070_Monterrey,2070_Tijuana,2070_Micronesia,2070_Moldova,2070_Mongolia,2070_Montenegro,2070_Rabat,2070_WesternSahara,2070_Mozambique,2070_NorthMozambique,2070_Myanmar,2070_UpperMyanmar,2070_Namibia,2070_Himalayas,2070_DutchCaribbean,2070_Netherlands,2070_NewZealand,2070_TeWaipounamu,2070_Nicaragua,2070_Niger,2070_Kano,2070_Lagos,2070_PortHarcourt,2070_NorthKorea,2070_NorthMacedonia,2070_Norway,2070_Oman,2070_Baluchistan,2070_Peshawar,2070_Punjab,2070_Sindh,2070_Palestine,2070_Panama,2070_PortMorseby,2070_Paraguay,2070_Arequipa,2070_Peru,2070_Luzon,2070_Visayas,2070_ViasyasyMindanao,2070_Gdansk,2070_Katowice,2070_Poland,2070_Polynesia,2070_Azores,2070_Portugal,2070_Brazzaville,2070_Romania,2070_Transylvania,2070_Arkhangelsk,2070_Crimea,2070_EasternSiberia,2070_Kaliningrad,2070_Kamchatka,2070_Karelia,2070_Kirov,2070_Makhachkala,2070_Moskva,2070_Norilsk,2070_Novgorod,2070_Rostovskaya,2070_RussianFarEast,2070_Sakha,2070_SakhalinKurils,2070_Surgut,2070_Urals,2070_Volga,2070_Voronezh,2070_WesternSiberia,2070_Kigali,2070_SaoTomePrincipe,2070_Hijaz,2070_Najd,2070_Qassimah,2070_Senegambia,2070_Belgrade,2070_Seychelles,2070_SierraLeone,2070_Singapore,2070_Slovenia,2070_Slovakia,2070_Somalia,2070_Somaliland,2070_CapeTown,2070_Johannesburg,2070_SouthKorea,2070_SouthSudan,2070_Barcelona,2070_BasqueCountry,2070_NorthernSpain,2070_CanaryIslands,2070_Spain,2070_SriLanka,2070_Darfur,2070_NorthernSudan,2070_Sudan,2070_Suriname,2070_Sweden,2070_Zurich,2070_Syria,2070_Taiwan,2070_Tajikistan,2070_Tanzania,2070_WestTanzania,2070_Zanzibar,2070_Bangkok,2070_ChiangMai,2070_TimorLeste,2070_Togo,2070_Tunisia,2070_Anatolia,2070_Diyarbakir,2070_Istanbul,2070_Turkmenistan,2070_Uganda,2070_Donetsk,2070_Kharkiv,2070_Kiev,2070_Odesa,2070_Dubai,2070_EnglishMidlands,2070_BritishWestIndies,2070_England,2070_NorthernIreland,2070_Scotland,2070_Wales,2070_Uruguay,2070_Alaska,2070_AmericanCaribbean,2070_AmericanPacific,2070_Boise,2070_California,2070_Cascadia,2070_Cumberland,2070_Dakota,2070_Dixie,2070_HighPlains,2070_MississippiDelta,2070_NewEngland,2070_NewYork,2070_RockyMountains,2070_RustBelt,2070_Shenandoah,2070_Texas,2070_Karakalpakstan,2070_Uzbekistan,2070_Venezuela,2070_Hanoi,2070_HoChiMinhCity,2070_Aden,2070_Yemen,2070_Zambia,2070_Zimbabwe,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
ModernNations,Standard Earth Nations,TINationTemplate,AFG,AKA,DZA,,,,,,,AGO,ARG,ARM,ASM,ATL,ATZ,,,,,,AUS,ALP,AZE,LVA,LTU,EST,CRS,BCH,BGD,BAV,BLR,BGM,BEL,BIA,BOL,BOR,BWA,BRA,BRT,BRU,BUL,BKF,CAL,CPH,KHM,CMR,CAN,CRY,CAP,CAB,CPV,CSD,CAT,CAF,TCD,CHL,CHN,COL,COD,COS,CRI,CUB,CYE,CZE,DEN,CSA,DVD,ETK,ECU,EGY,ELS,EQG,ERI,ETH,FIN,FNT,EUA,FAM,FUJ,GEO,DEU,GHA,GRE,GRL,MNC,GTM,GUJ,GUS,GUY,GWA,HYS,HON,HKO,WUR,HUN,HYD,ISL,IND,IDN,ING,IRN,IRQ,IRL,ISR,ITA,IVO,JAI,KSH,JPN,JEF,JOR,KAR,KAT,KAZ,KEN,KHA,KHU,KOM,KRD,KGZ,LAO,LEB,GUA,LBY,LWG,MDG,MAL,MAH,MYS,MLD,MLI,MRT,PCS,MEX,MCS,MIN,MOL,MNG,MAR,MOZ,MMR,SWA,RNA,NET,NZL,NIC,NER,NGA,PRK,BSM,NCF,NOR,NUB,OCT,OMN,PAK,PAL,PAN,PNG,PRY,PAT,PER,PGN,PHL,POL,PLS,PRT,QUB,RTK,ROA,RLK,RNE,TEX,COR,RMO,RYU,SVN,RWP,RIO,ROM,ROS,RUS,SAH,SAO,SAU,SCT,SEG,SER,SHG,SIB,SCH,SIC,SIN,SGP,SLO,SOM,SOL,ZAF,KOR,SSD,YMS,SBK,ESP,LKA,SDN,SUB,SUM,SUR,SCA,SWI,SYR,TWN,TJK,TZA,TAR,THA,ALN,TBT,TIG,BEN,TUN,TUR,TKM,UGA,UKR,GBR,UNB,USA,URL,URY,UZB,VEN,VNM,WAZ,WGA,WCA,WES,YEM,YUC,YUN,ZMB,ZWE,RWB,SPE,SLE,LBR,GIN,UAE,DJI,DAR,DOM,HTI,AZA,MKD,PAD,KAC,ACE,GNB,NEN,STP,TLS,TGO,WAL,KRK,KOS,KUW,LOG,MRS,MNE,SYC,SLV,ZAN,DON,MOM,ARE,LNT,KAL,TRA,BHU,BEJ,MSO,OGA,TEW,ODI,CHA,BGL,PRO,HAW,GAX,SAK,MDV,BUR,PCF,HNN,JAM,AZO,BAH,ESW,GAM,LES,BAS,AMB,KEO,NCL,SIL,PRA,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2026_Nations,2026 Nations,TINationTemplate,ALN,2026_ACE,2026_AFG,,,,,,,2026_AKA,2026_SBK,2026_DZA,2026_AMB,2026_AGO,2026_ARE,,,,,,2026_ARG,2026_ARM,2026_ASM,2026_ATL,2026_ATZ,2026_AUS,2026_ALP,2026_AZA,2026_AZE,2026_AZO,2026_BCH,2026_BGD,2026_BAH,2026_BAV,2026_BEJ,2026_BLR,2026_BGM,2026_BEL,2026_BGL,2026_BEN,2026_BHU,2026_BIA,2026_BOL,2026_BOR,2026_BSM,2026_BWA,2026_BRA,2026_BRT,2026_BRU,2026_BUL,2026_BUR,2026_BKF,2026_CPV,2026_CAL,2026_CPH,2026_KHM,2026_CMR,2026_CAN,2026_CRY,2026_CAP,2026_CSD,2026_CAT,2026_CAF,2026_TCD,2026_CHA,2026_CHL,2026_CHN,2026_COL,2026_COD,2026_COS,2026_CRI,2026_CRS,2026_CUB,2026_CYE,2026_CZE,2026_DAR,2026_DEN,2026_DJI,2026_DOM,2026_CSA,2026_DON,2026_DVD,2026_ETK,2026_ECU,2026_EGY,2026_ELS,2026_EQG,2026_ERI,2026_EST,2026_ESW,2026_ETH,2026_BAS,2026_FIN,2026_FNT,2026_EUA,2026_FAM,2026_FUJ,2026_LWG,2026_GAM,2026_GEO,2026_DEU,2026_GHA,2026_GRE,2026_GRL,2026_MNC,2026_GAX,2026_GTM,2026_GIN,2026_GNB,2026_GUJ,2026_GUS,2026_GUY,2026_GWA,2026_HTI,2026_HAW,2026_HNN,2026_HON,2026_HKO,2026_WUR,2026_HUN,2026_HYD,2026_ISL,2026_IND,2026_IDN,2026_ING,2026_IRN,2026_IRQ,2026_IRL,2026_ISR,2026_ITA,2026_IVO,2026_JAI,2026_JAM,2026_KSH,2026_JPN,2026_JEF,2026_JOR,2026_KAC,2026_KAL,2026_KAR,2026_KAT,2026_KAZ,2026_KEN,2026_KEO,2026_KHA,2026_KHU,2026_KOM,2026_KOS,2026_KRD,2026_KRK,2026_KUW,2026_KGZ,2026_LAO,2026_LVA,2026_LEB,2026_LES,2026_CAB,2026_GUA,2026_LBR,2026_LBY,2026_LTU,2026_LOG,2026_LNT,2026_MDG,2026_MDV,2026_MAH,2026_MAL,2026_MYS,2026_MLD,2026_MLI,2026_MRT,2026_MRS,2026_PCS,2026_MEX,2026_MCS,2026_MIN,2026_MOL,2026_MNG,2026_MOM,2026_MAR,2026_MOZ,2026_MMR,2026_MSO,2026_MNE,2026_SWA,2026_HYS,2026_NET,2026_RNA,2026_NCL,2026_NZL,2026_NIC,2026_NER,2026_NGA,2026_NCF,2026_NEN,2026_PRK,2026_MKD,2026_NOR,2026_NUB,2026_OCT,2026_ODI,2026_OGA,2026_OMN,2026_PCF,2026_PAD,2026_PAK,2026_PAL,2026_PAN,2026_PNG,2026_PRY,2026_PAT,2026_PER,2026_PGN,2026_PHL,2026_POL,2026_PLS,2026_PRO,2026_PRT,2026_PRA,2026_QUB,2026_RTK,2026_ROA,2026_RLK,2026_RNE,2026_TEX,2026_COR,2026_RMO,2026_RYU,2026_SVN,2026_RWP,2026_RIO,2026_ROM,2026_ROS,2026_RUS,2026_RWB,2026_SAH,2026_SAK,2026_SAO,2026_STP,2026_SAU,2026_SCT,2026_SEG,2026_SER,2026_SYC,2026_SHG,2026_SIB,2026_SCH,2026_SIC,2026_SLE,2026_SIL,2026_SIN,2026_SGP,2026_SLO,2026_SLV,2026_SOM,2026_SOL,2026_ZAF,2026_KOR,2026_SPE,2026_SSD,2026_YMS,2026_ESP,2026_LKA,2026_SDN,2026_SUB,2026_SUM,2026_SUR,2026_SCA,2026_SWI,2026_SYR,2026_TWN,2026_TJK,2026_TZA,2026_TAR,2026_TEW,2026_THA,2026_TBT,2026_TIG,2026_TLS,2026_TGO,2026_TRA,2026_TUN,2026_TUR,2026_TKM,2026_UGA,2026_UKR,2026_UAE,2026_GBR,2026_UNB,2026_USA,2026_URL,2026_URY,2026_UZB,2026_VEN,2026_VNM,2026_WAL,2026_WAZ,2026_WGA,2026_WCA,2026_WES,2026_YEM,2026_YUC,2026_YUN,2026_ZMB,2026_ZAN,2026_ZWE,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2070_Nations,2070 Nations,TINationTemplate,ALN,2070_ACE,2070_AFG,,,,,,,2070_AKA,2070_SBK,2070_DZA,2070_AMB,2070_AGO,2070_ARE,,,,,,2070_ARG,2070_ARM,2070_ASM,2070_ATL,2070_ATZ,2070_AUS,2070_ALP,2070_AZA,2070_AZE,2070_AZO,2070_BCH,2070_BGD,2070_BAH,2070_BAV,2070_BEJ,2070_BLR,2070_BGM,2070_BEL,2070_BGL,2070_BEN,2070_BHU,2070_BIA,2070_BOL,2070_BOR,2070_BSM,2070_BWA,2070_BRA,2070_BRT,2070_BRU,2070_BUL,2070_BUR,2070_BKF,2070_CPV,2070_CAL,2070_CPH,2070_KHM,2070_CMR,2070_CAN,2070_CRY,2070_CAP,2070_CSD,2070_CAT,2070_CAF,2070_TCD,2070_CHA,2070_CHL,2070_CHN,2070_COL,2070_COD,2070_COS,2070_CRI,2070_CRS,2070_CUB,2070_CYE,2070_CZE,2070_DAR,2070_DEN,2070_DJI,2070_DOM,2070_CSA,2070_DON,2070_DVD,2070_ETK,2070_ECU,2070_EGY,2070_ELS,2070_EQG,2070_ERI,2070_EST,2070_ESW,2070_ETH,2070_BAS,2070_FIN,2070_FNT,2070_EUA,2070_FAM,2070_FUJ,2070_LWG,2070_GAM,2070_GEO,2070_DEU,2070_GHA,2070_GRE,2070_GRL,2070_MNC,2070_GAX,2070_GTM,2070_GIN,2070_GNB,2070_GUJ,2070_GUS,2070_GUY,2070_GWA,2070_HTI,2070_HAW,2070_HNN,2070_HON,2070_HKO,2070_WUR,2070_HUN,2070_HYD,2070_ISL,2070_IND,2070_IDN,2070_ING,2070_IRN,2070_IRQ,2070_IRL,2070_ISR,2070_ITA,2070_IVO,2070_JAI,2070_JAM,2070_KSH,2070_JPN,2070_JEF,2070_JOR,2070_KAC,2070_KAL,2070_KAR,2070_KAT,2070_KAZ,2070_KEN,2070_KEO,2070_KHA,2070_KHU,2070_KOM,2070_KOS,2070_KRD,2070_KRK,2070_KUW,2070_KGZ,2070_LAO,2070_LVA,2070_LEB,2070_LES,2070_CAB,2070_GUA,2070_LBR,2070_LBY,2070_LTU,2070_LOG,2070_LNT,2070_MDG,2070_MDV,2070_MAH,2070_MAL,2070_MYS,2070_MLD,2070_MLI,2070_MRT,2070_MRS,2070_PCS,2070_MEX,2070_MCS,2070_MIN,2070_MOL,2070_MNG,2070_MOM,2070_MAR,2070_MOZ,2070_MMR,2070_MSO,2070_MNE,2070_SWA,2070_HYS,2070_NET,2070_RNA,2070_NCL,2070_NZL,2070_NIC,2070_NER,2070_NGA,2070_NCF,2070_NEN,2070_PRK,2070_MKD,2070_NOR,2070_NUB,2070_OCT,2070_ODI,2070_OGA,2070_OMN,2070_PCF,2070_PAD,2070_PAK,2070_PAL,2070_PAN,2070_PNG,2070_PRY,2070_PAT,2070_PER,2070_PGN,2070_PHL,2070_POL,2070_PLS,2070_PRO,2070_PRT,2070_PRA,2070_QUB,2070_RTK,2070_ROA,2070_RLK,2070_RNE,2070_TEX,2070_COR,2070_RMO,2070_RYU,2070_SVN,2070_RWP,2070_RIO,2070_ROM,2070_ROS,2070_RUS,2070_RWB,2070_SAH,2070_SAK,2070_SAO,2070_STP,2070_SAU,2070_SCT,2070_SEG,2070_SER,2070_SYC,2070_SHG,2070_SIB,2070_SCH,2070_SIC,2070_SLE,2070_SIL,2070_SIN,2070_SGP,2070_SLO,2070_SLV,2070_SOM,2070_SOL,2070_ZAF,2070_KOR,2070_SPE,2070_SSD,2070_YMS,2070_ESP,2070_LKA,2070_SDN,2070_SUB,2070_SUM,2070_SUR,2070_SCA,2070_SWI,2070_SYR,2070_TWN,2070_TJK,2070_TZA,2070_TAR,2070_TEW,2070_THA,2070_TBT,2070_TIG,2070_TLS,2070_TGO,2070_TRA,2070_TUN,2070_TUR,2070_TKM,2070_UGA,2070_UKR,2070_UAE,2070_GBR,2070_UNB,2070_USA,2070_URL,2070_URY,2070_UZB,2070_VEN,2070_VNM,2070_WAL,2070_WAZ,2070_WGA,2070_WCA,2070_WES,2070_YEM,2070_YUC,2070_YUN,2070_ZMB,2070_ZAN,2070_ZWE,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
SkirmishModeNations,Skirmish Mode Nations,TINationTemplate,ALN,AFG,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
SkirmishModeRegions,Standard Earth Nations,TIRegionTemplate,Afghanistan,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
ModernArmies,Standard Starting Armies,TIArmyTemplate,USAArmy1,USAArmy2,USAArmy3,,,,,,,USAArmy4,USAArmy5,USAArmy6,GBRArmy1,EUAArmy1,RUSArmy1,,,,,,RUSArmy2,RUSArmy3,UKRArmy1,CHNArmy1,CHNArmy2,CHNArmy3,CHNArmy4,INDArmy1,INDArmy2,INDArmy3,INDArmy4,PAKArmy1,PRKArmy1,ISRArmy1,KORArmy1,TURArmy1,EGYArmy1,IRNArmy1,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2026_Armies,Standard Starting Armies,TIArmyTemplate,2026_USAArmy1,2026_USAArmy2,2026_USAArmy3,,,,,,,2026_USAArmy4,2026_USAArmy5,2026_USAArmy6,2026_GBRArmy1,2026_EUAArmy1,2026_RUSArmy1,,,,,,2026_RUSArmy2,2026_RUSArmy3,2026_UKRArmy1,2026_CHNArmy1,2026_CHNArmy2,2026_CHNArmy3,2026_CHNArmy4,2026_INDArmy1,2026_INDArmy2,2026_INDArmy3,2026_INDArmy4,2026_PAKArmy1,2026_PRKArmy1,2026_ISRArmy1,2026_KORArmy1,2026_TURArmy1,2026_EGYArmy1,2026_IRNArmy1,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2070_Armies,2070 Starting Armies,TIArmyTemplate,2070_USAArmy1,2070_USAArmy2,2070_USAArmy3,,,,,,,2070_USAArmy4,2070_GBRArmy1,2070_EUAArmy1,2070_EUAArmy2,2070_RUSArmy1,2070_RUSArmy2,,,,,,2070_CHNArmy1,2070_CHNArmy2,2070_CHNArmy3,2070_CHNArmy4,2070_CHNArmy5,2070_INDArmy1,2070_INDArmy2,2070_INDArmy3,2070_INDArmy4,2070_INDArmy5,2070_PAKArmy1,2070_PAKArmy2,2070_ISRArmy1,2070_KORArmy1,2070_TURArmy1,2070_EGYArmy1,2070_IRNArmy1,2070_BRAArmy1,2070_NGAArmy1,2070_CANArmy1,2070_SAUArmy1,2070_JPNArmy1,2070_THAArmy1,2070_THAArmy2,2070_ETHArmy1,2070_TZAArmy1,2070_DZAArmy1,2070_ZAFArmy1,2070_BOLArmy1,2070_AUSArmy1,2070_MALArmy1,2070_IDNArmy1,2070_SCAArmy1,2070_KazArmy1,2070_AGOArmy1,2070_CMRArmy1,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
ModernStartTime,2022 Start,TIStartTimeTemplate,ModernDayStart,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2030StartTime,&amp;quot;Aug. 1, 2030 Start&amp;quot;,TIStartTimeTemplate,2030AugustStart,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2070_StartTime,2070 Start,TIStartTimeTemplate,2070Start,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2026_StartTime,2070 Start,TIStartTimeTemplate,2026Start,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
SkirmishStartTime,&amp;quot;Feb. 16, 2021 Start&amp;quot;,TIStartTimeTemplate,SkirmishModeStart,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
StandardRepeatingEvents,Standard Repeating Events,TITimeEventTemplate,DateUpdate,CouncilorMissionUpdate,SeasonalUpdate,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
SkirmishModeRepeatingEvents,Skirmish Repeating Events,TITimeEventTemplate,DateUpdate,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
ModernStartFleets,Standard Scenario Start,TISpaceFleetTemplate,alienFleet12020,alienFleet22020,alienFleet32020,,,,,,,alienFleet42020,alienFleet52020,alienFleet62020,alienInvasionFleet72020,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
NoStartFleets,Standard Scenario Start,TISpaceFleetTemplate,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2070_StartFleets,2070 Scenario Start,TISpaceFleetTemplate,alienFleet12070,alienFleet22070,alienFleet32070,,,,,,,alienFleet42070,alienFleet52070,alienFleet62020,2070ResistFleet,2070DestroyFleet1,2070DestroyFleet2,,,,,,2070CooperateFleet,2070ExploitFleet,2070EscapeFleet,2070AppeaseFleet,2070SubmitFleet,alienInvasionFleet72020,alienColonyFleet1,alienColonyFleet2,alienColonyFleet3,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2030Fleets,Combat Test Fleets,TISpaceFleetTemplate,alienFleet12020,alienFleet22020,alienFleet32020,,,,,,,alienFleet42020,alienFleet52020,alienFleet62020,testFleet1,testFleet2,testFleet3,,,,,,testFleet4,testFleet5,testFleet6,testFleet7,testFleet8,testFleet9,testFleet10,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
SkirmishModeFleets,Skirmish Mode Fleets,TISpaceFleetTemplate,PlayerSkirmishFleet,AISkirmishFleet,,,,Fleets,false,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
8Factions,,TIMetaTemplate,8Councils,8Players,,,,FactionCouncils,true,3,1,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
8Councils,Standard Council Options,TIFactionTemplate,ResistCouncil,DestroyCouncil,ExploitCouncil,,,,,,,SubmitCouncil,AppeaseCouncil,CooperateCouncil,EscapeCouncil,AlienCouncil,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
8Players,Standard Player Options,TIPlayerTemplate,ResistPlayer,DestroyPlayer,ExploitPlayer,,,,,,,SubmitPlayer,AppeasePlayer,CooperatePlayer,EscapePlayer,AlienPlayer,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
7Factions,,TIMetaTemplate,7Councils,7Players,,,,FactionCouncils,true,3,2,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
7Councils,7 Council Options,TIFactionTemplate,ResistCouncil,DestroyCouncil,ExploitCouncil,,,,,,,SubmitCouncil,CooperateCouncil,EscapeCouncil,AlienCouncil,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
7Players,Standard Player Options,TIPlayerTemplate,ResistPlayer,DestroyPlayer,ExploitPlayer,,,,,,,SubmitPlayer,CooperatePlayer,EscapePlayer,AlienPlayer,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
6Factions,,TIMetaTemplate,6Councils,6Players,,,,FactionCouncils,true,3,3,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
6Councils,6 Council Options,TIFactionTemplate,ResistCouncil,ExploitCouncil,SubmitCouncil,,,,,,,CooperateCouncil,EscapeCouncil,AlienCouncil,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
6Players,Standard Player Options,TIPlayerTemplate,ResistPlayer,ExploitPlayer,SubmitPlayer,,,,,,,CooperatePlayer,EscapePlayer,AlienPlayer,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
5Factions,,TIMetaTemplate,5Councils,5Players,,,,FactionCouncils,true,3,4,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
5Councils,5 Council Options,TIFactionTemplate,ResistCouncil,ExploitCouncil,SubmitCouncil,,,,,,,EscapeCouncil,AlienCouncil,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
5Players,Standard Player Options,TIPlayerTemplate,ResistPlayer,ExploitPlayer,SubmitPlayer,,,,,,,EscapePlayer,AlienPlayer,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
4Factions,,TIMetaTemplate,4Councils,4Players,,,,FactionCouncils,true,3,5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
4Councils,4 Council Options,TIFactionTemplate,ResistCouncil,ExploitCouncil,SubmitCouncil,,,,,,,AlienCouncil,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
4Players,Standard Player Options,TIPlayerTemplate,ResistPlayer,ExploitPlayer,SubmitPlayer,,,,,,,AlienPlayer,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
3Factions,,TIMetaTemplate,3Councils,3Players,,,,FactionCouncils,true,3,6,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
3Councils,3 Council Options,TIFactionTemplate,ResistCouncil,SubmitCouncil,AlienCouncil,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
3Players,Standard Player Options,TIPlayerTemplate,ResistPlayer,SubmitPlayer,AlienPlayer,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
StandardCouncilors,Councilors,TICouncilorTemplate,pregenC0,pregenC1,pregenC1038,,,,false,,,pregenC1170,pregenC1207,pregenC1411,pregenC1480,pregenC1487,pregenC1654,,,,,,pregenC169,pregenC1747,pregenC1883,pregenC1916,pregenC1967,pregenC2,pregenC2034,pregenC2070,pregenC2112,pregenC2163,pregenC2176,pregenC236,pregenC2409,pregenC2457,pregenC2470,pregenC2568,pregenC2684,pregenC2688,pregenC28,pregenC314,pregenC382,pregenC3845,pregenC4267,pregenC4322,pregenC4382,pregenC4383,pregenC4482,pregenC4514,pregenC462,pregenC580,pregenC613,pregenC82,pregenC847,pregenC911,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
ModernOrgTemplates,Org Templates,TIOrgTemplate,CentralIntelligenceAgency,ChinaAcademyofEngineeringPhysics,CriminalIntelligenceBureau,,,,,,,ElectronicsandTelecommunicationsResearchInstitute,KoreaAerospaceResearchInstitute,JapanSocietyforthePromotionofScience,KoreaAtomicEnergyResearchInstitute,CoordinationofSecurityServices,StateSecurityService,,,,,,NationalSecurityIntelligence,StateSecurityCommittee,Sûretédel&#039;État,BrazilianIntelligenceAgency,CriminalIntelligenceServiceCanada,Agencenationaledesecurite,NationalIntelligenceAgency,InternationalDepartment,UnitedFrontWorkDepartment,Agencenationalederenseignements,DireccionGeneraldeInteligencia,SecurityInformationService,DanishSecurityandIntelligenceService,FinnishSecurityandIntelligenceService,BundesamtfurVerfassungsschutz,InformaciosHivatal,IntelligenceBureau,JointCipherBureau,BadanIntelijenNegara,MinistryofIntelligence,ShinBet,GeneralIntelligenceDepartment,MalaysianExternalIntelligenceOrganisation,MalaysianSpecialBranch,GeneralDirectorateforTerritorialSurveillance,DirectorateofResearchandDocumentation,GeneralIntelligenceandSecurityService,DepartmentofStateServices,NorwegianPoliceSecurityService,NorwegianIntelligenceService,InternalSecurityService,PakistanIntelligenceBureau,NationalIntelligenceCoordinatingAgency,ForeignIntelligenceAgency,InternalSecurityAgency,SecurityIntelligenceService,RomanianIntelligenceService,SpecialTelecommunicationService,SecurityandIntelligenceAgencySerbia,SecurityandIntelligenceDivision,CentroNacionaldeInteligencia,NationalDefenceRadioEstablishment,SwedishSecurityService,InvestigationBureau,SecurityServiceofUkraine,StateSecurityDepartment,FederalBureauofInvestigation,SecretService,DirectorateGeneralforExternalSecurity,SecurityService,SecretIntelligenceService,SpecialAirService,GovernmentCommunicationsHeadquarters,Bundesnachrichtendienst,GSG9derBundespolizei,NationalSecurityAgency,FederalSecurityService,ForeignIntelligenceService,MainIntelligenceDirectorate,FederalProtectiveService,NationalReconnaissanceOffice,NationalGeospatialIntelligenceAgency,MinistryofStateSecurity,LosAlamosNationalLaboratory,LawrenceLivermoreNationalLaboratory,SandiaNationalLaboratories,BrookhavenNationalLaboratory,CERN,AirForceResearchLaboratory,AirForceSpecialOperationsCommand,VoiceofAmerica,1stU.S.SpecialForcesGroup,3rdU.S.SpecialForcesGroup,5thU.S.SpecialForcesGroup,7thU.S.SpecialForcesGroup,10thU.S.SpecialForcesGroup,DeltaForce,SEALTeamSix,Mossad,ResearchandAnalysisWing,Koanchosacho,Inter-ServicesIntelligence,AustralianSecretIntelligenceService,AustralianSpecialAirService,AlMukhabaratAlAamah,GihazElMukhabaratElAmma,MilliIstihbaratTeskilati,CanadianSecurityIntelligenceService,NationalIntelligenceService,NationalSecurityBureau,Interpol,ArmadeiCarabinieri,Al-Qaida,JemaahIslamiyah,Hezbollah,QudsForce,LaCosaNostra,Nedrangheta,Camorra,AmericanMafia,GulfCartel,SinaloaCartel,LosZetas,ComandoVermelho,Sumiyoshi-kai,Yamagachi-gumi,Inagawa-kai,Aizukotetsu-kai,HongKongTriad,GoldenTriangleCartel,GoldenCrescentCartel,SolntsevskayaBratva,AzeriMafia,SerbianMafia,Office39,JetPropulsionLaboratory,DefenseAdvancedResearchProjectsAgency,SiberianTigers,SouthernSword,SeaDragon,SnowLeopardCommandoGroup,SayeretMatkal,Shayetet13,NationalGendarmerieInterventionGroup,SpecialServicesGroup,GROM,SpecialBoatService,WorldHealthOrganization,InternationalMonetaryFund,UNESCO,DrugEnforcementAdministration,U.N.OfficeforOuterSpaceAffairs,CommunicationsSecurityEstablishment,JointTaskForce2,AustralianSecurityIntelligenceOrganization,AustralianSignalsDirectorate,AgaziCommandos,CompañíadeComandos601,Jagdkommando,Pathfinders,JaegerCorps,Sa&#039;kaForces,9Para,Kopassus,Denjaka,SerbianCobras,LifeRegimentHussars,AirborneSpecialServiceCompany,King&#039;sGuard,SpecialForcesCommand,Org_KS1411,Org_KS314,Org_KS462,Org_KS1967,Org_KS1654,Org_KS82,Org_KS140,Org_KS426,Org_KS2292,Org_KS2470,Org_KS2786,Org_KS2070,Org_KS3404,Org_KS1916,Org_KS888,Org_KS847,Org_KS4219,Org_KS1480,Org_KS612,Org_KS3987,Org_KS4248,Org_KS3845,Org_KS2688,Org_KS1487,Org_KS2034,Org_KS2577,Org_KS2400,Org_KS225,Org_KS169,Org_KS1832,Org_KS396,Org_KS3811,Org_KS613,Org_KS2176,Org_KS236,Org_KS4094,Org_KS2409,Org_KS1747,Org_KS2112,Org_KS4203,Org_KS580,Org_KS991,Org_KS1207,Org_KS4322,Org_KS2568,Org_KS4388,Org_KS4431,Org_KS4464,Org_KS4495,Org_KS4494,Org_KS4496,Org_KS4503,Org_KS4482,Org_KS4510,AdAstraGames,Org_KS3039,Org_KS4440,Org_KS4514,Org_KS4509,Org_KS4515,Org_KS3357,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
ModernHabs,Modern Start Habitats,TIHabTemplate,InternationalSpaceStation,Tiangong,AlienHQ,,,,,,,AlienHQStation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2030Habs,2030 Habitats,TIHabTemplate,InternationalSpaceStation,AlienHQ,AlienHQStation,,,,,,,TranquilityBase,GatewayStation,ArchonStation,KalininBase,MaddenBase,ArcadiaPlanitiaBase,,,,,,ValkyrieStation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
2070_Habs,2070 Start Habitats,TIHabTemplate,AlienHQ,AlienHQStation,TranquilityBase,,,,,,,StormBase,CopernicusBase,PearyBase,ShackletonBase,KorolevBase,DAlembertBase,,,,,,2070ScienceStation1,2070ScienceStation2,2070ScienceStation3,2070SpaceDockStation1,2070SpaceDockStation2,2070MilitaryStation1,2070MilitaryStation2,2070TouristStation,2070MediaStation,2070MoonStation,2070MarsStation,2070ArcadiaPlanitiaBase,2070TempeTerraBase,2070AcidaliaPlanitiaBase,2070UtopiaPlanitiaBase,2070OlympusMonsBase,2070XantheTerraBase,2070ArabiaTerraBase,2070DeimosBase,2070PhobosBase,2070ErosBase,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
SkirmishModeHabs,SkirmishModeHabs,TIHabTemplate,AlienHQ,AlienHQStationSkirmish,ArchonStationSkirmish,,,,false,,,GatewayStationSkirmish,InternationalSpaceStationSkirmish,ValkyrieStationSkirmish,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
SkirmishLagrangePoints,Lagrange Points,TINavigableTemplate,EarthLunaL4,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
CompleteSolarSystemLagrangePoints,Lagrange Points,TINavigableTemplate,SunMercuryL1,SunMercuryL2,SunMercuryL3,,,,,,,SunMercuryL4,SunMercuryL5,SunVenusL1,SunVenusL2,SunVenusL3,SunVenusL4,,,,,,SunVenusL5,SunEarthL1,SunEarthL2,SunEarthL3,SunEarthL4,SunEarthL5,EarthLunaL1,EarthLunaL2,EarthLunaL3,EarthLunaL4,EarthLunaL5,SunMarsL1,SunMarsL2,SunMarsL3,SunMarsL4,SunMarsL5,SunJupiterL1,SunJupiterL2,SunJupiterL3,SunJupiterL4,SunJupiterL5,SunSaturnL1,SunSaturnL2,SunSaturnL3,SunSaturnL4,SunSaturnL5,SunUranusL1,SunUranusL2,SunUranusL3,SunUranusL4,SunUranusL5,SunNeptuneL1,SunNeptuneL2,SunNeptuneL3,SunNeptuneL4,SunNeptuneL5,JupiterIoL3,JupiterIoL4,JupiterIoL5,JupiterEuropaL3,JupiterEuropaL4,JupiterEuropaL5,JupiterGanymedeL1,JupiterGanymedeL2,JupiterGanymedeL3,JupiterGanymedeL4,JupiterGanymedeL5,JupiterCallistoL3,JupiterCallistoL4,JupiterCallistoL5,SaturnEnceladusL3,SaturnEnceladusL4,SaturnEnceladusL5,SaturnTethysL3,SaturnDioneL3,SaturnDioneL5,SaturnRheaL3,SaturnRheaL4,SaturnRheaL5,SaturnTitanL1,SaturnTitanL2,SaturnTitanL3,SaturnTitanL4,SaturnTitanL5,SaturnIapetusL3,SaturnIapetusL4,SaturnIapetusL5,UranusArielL3,UranusArielL4,UranusArielL5,UranusUmbrielL3,UranusUmbrielL4,UranusUmbrielL5,UranusTitaniaL3,UranusTitaniaL4,UranusTitaniaL5,UranusOberonL3,UranusOberonL4,UranusOberonL5,NeptuneTritonL3,NeptuneTritonL4,NeptuneTritonL5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
MediumSolarSystemLagrangePoints,Lagrange Points,TINavigableTemplate,SunMercuryL1,SunMercuryL2,SunMercuryL3,,,,,,,SunMercuryL4,SunMercuryL5,SunVenusL1,SunVenusL2,SunVenusL3,SunVenusL4,,,,,,SunVenusL5,SunEarthL1,SunEarthL2,SunEarthL3,SunEarthL4,SunEarthL5,EarthLunaL1,EarthLunaL2,EarthLunaL3,EarthLunaL4,EarthLunaL5,SunMarsL1,SunMarsL2,SunMarsL3,SunMarsL4,SunMarsL5,SunJupiterL1,SunJupiterL2,SunJupiterL3,SunJupiterL4,SunJupiterL5,SunSaturnL1,SunSaturnL2,SunSaturnL3,SunSaturnL4,SunSaturnL5,SunUranusL1,SunUranusL2,SunUranusL3,SunUranusL4,SunUranusL5,SunNeptuneL1,SunNeptuneL2,SunNeptuneL3,SunNeptuneL4,SunNeptuneL5,JupiterIoL4,JupiterIoL5,JupiterEuropaL4,JupiterEuropaL5,JupiterGanymedeL3,JupiterGanymedeL4,JupiterGanymedeL5,JupiterCallistoL4,JupiterCallistoL5,SaturnEnceladusL4,SaturnEnceladusL5,SaturnDioneL5,SaturnRheaL4,SaturnRheaL5,SaturnTitanL4,SaturnTitanL5,UranusArielL4,UranusArielL5,UranusUmbrielL4,UranusUmbrielL5,UranusTitaniaL4,UranusTitaniaL5,UranusOberonL4,UranusOberonL5,NeptuneTritonL4,NeptuneTritonL5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
LightSolarSystemLagrangePoints,Lagrange Points,TINavigableTemplate,SunMercuryL3,SunMercuryL4,SunMercuryL5,,,,,,,SunVenusL3,SunVenusL4,SunVenusL5,SunEarthL3,SunEarthL4,SunEarthL5,,,,,,EarthLunaL3,EarthLunaL4,EarthLunaL5,SunMarsL1,SunMarsL3,SunMarsL4,SunMarsL5,SunJupiterL1,SunJupiterL3,SunJupiterL4,SunJupiterL5,SunSaturnL3,SunSaturnL4,SunSaturnL5,SunUranusL3,SunUranusL4,SunUranusL5,SunNeptuneL3,SunNeptuneL4,SunNeptuneL5,JupiterIoL4,JupiterIoL5,JupiterEuropaL4,JupiterEuropaL5,JupiterGanymedeL3,JupiterGanymedeL4,JupiterGanymedeL5,JupiterCallistoL4,JupiterCallistoL5,SaturnEnceladusL4,SaturnEnceladusL5,SaturnDioneL5,SaturnRheaL4,SaturnRheaL5,SaturnTitanL4,SaturnTitanL5,UranusArielL4,UranusArielL5,UranusUmbrielL4,UranusUmbrielL5,UranusTitaniaL4,UranusTitaniaL5,UranusOberonL4,UranusOberonL5,NeptuneTritonL4,NeptuneTritonL5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
VeryLightSolarSystemLagrangePoints,Lagrange Points,TINavigableTemplate,SunMarsL1,EarthLunaL4,EarthLunaL5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=12584</id>
		<title>Fleets</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=12584"/>
		<updated>2026-09-16T04:45:39Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Updated link to point at new article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{icon|fleet}}Fleets consist of one or more ships that are directed by one of the human factions or the aliens. Fleets conduct operations and fight in space battles.&lt;br /&gt;
&lt;br /&gt;
== Fleet Operations ==&lt;br /&gt;
Fleets may undertake various operations, typically only when they are in orbit and not in a transfer. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=60% | Effects !! Required components&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO TransferOperation on.png|40px]] Transfer&lt;br /&gt;
| Launch this fleet toward the selected orbit, station, or fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SplitFleetOperation on.png|40px]] Split Fleet&lt;br /&gt;
| Break off one or more ships into a separate fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeFleetOperation on.png|40px]] Merge Fleets&lt;br /&gt;
| Merge a nearby fleet into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeAllFleetOperation on.png|40px]] Merge All Fleets&lt;br /&gt;
| Merge all nearby fleets into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LandOnSurfaceOperation on.png|40px]] Land on Surface&lt;br /&gt;
| Set down at a friendly or undefended enemy base, or an unimproved hab site. Fleet must have sufficient acceleration to take off again, and access to enough Delta-V to reach an interface orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LaunchFromSurfaceOperation on.png|40px]] Launch&lt;br /&gt;
| Launch the fleet into an interface orbit of this space body. Requires the fleet has Delta-V greater than the body&#039;s escape velocity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO UndockFromStationOperation on.png|40px]] Undock&lt;br /&gt;
| Undock from this station and assume a matching orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ScuttleShipsOperation on.png|40px]] Scuttle Ships&lt;br /&gt;
| Scuttle ships from this fleet. If docked at one of your shipyards, gain 25% of the ship&#039;s construction resources in your stockpile. If not docked at any hab, pay Boost to send any crew home that can&#039;t be absorbed by the rest of the fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyOperation on.png|40px]] Resupply&lt;br /&gt;
| Refuel and rearm ships in this fleet. Requires being docked at a hab with a supply depot or shipyard and a sufficient resource stockpile to cover at least a partial resupply. Ships with the capability to resupply from the local environment may do so for free.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RepairFleetOperation on.png|40px]] Repair&lt;br /&gt;
| Repair damage and restore exhausted modules to ships in fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyAndRepairOperation on.png|40px]] Repair and Resupply&lt;br /&gt;
| Refuel, rearm, and repair all ships in this fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SetHomeportOperation on.png|40px]] Set Homeport&lt;br /&gt;
| Sets a home habitat for this fleet. A station, or an interface orbit above a base, will become the default destination for the fleet when initiating a trajectory when the fleet is not already docked there and no other space object is currently selected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ClearHomeportOperation on.png|40px]] Clear Homeport&lt;br /&gt;
| Clear this fleet&#039;s homeport.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelFleetOperation on.png|40px]] Cancel&lt;br /&gt;
| Cancel the fleet&#039;s active operation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO InterfleetRefuelOperation on.png|40px]] Share Propellant&lt;br /&gt;
| Transfer propellant between ships in this fleet to increase some ships&#039; Delta-V.&lt;br /&gt;
| Drive with the same propellant&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Low on.png|40px]] Low-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 200km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Med on.png|40px]] Mid-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 400km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation High on.png|40px]] High-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 600km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DestroyHabOperation on.png|40px]] Destroy Hab&lt;br /&gt;
| Destroy the hab this fleet is docked at. Commits atrocities when destroying certain hab modules. We will recover salvage. Duration is 15 minutes multiplied by the sum of hab module tiers.&lt;br /&gt;
| Marine Assault Unit or Rangers&amp;lt;br&amp;gt;Weapons (stations only)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultHabOperation on.png|40px]] Assault Hab&lt;br /&gt;
| Assault and capture an enemy hab with our Marines. We can seize a station we have docked with, or an enemy base from an interface orbit above it. Habs with Marine defenses will be harder to capture.&lt;br /&gt;
| Marine Assault Unit or Rangers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SurveyPlanetFromFleetOperation on.png|40px]] Survey&lt;br /&gt;
| [[Solar System#Prospecting|Prospect]] mining sites on a planet, moon or asteroid. The fleet must be in an interface orbit of the space body to perform this operation.&lt;br /&gt;
| [[File:ICO MobileSpaceScienceLab.png|25px]] Mobile Space Science Lab&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarPlatformOperation on.png|40px]] Found Platform (Solar)&lt;br /&gt;
| Found a platform with a solar collector and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control. The solar collector must produce at least 10 power in the current orbit, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarPlatformKit.png|25px]] Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionPlatformOperation on.png|40px]] Found Platform (Fission)&lt;br /&gt;
| Found a platform with a fission pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionPlatformKit.png|25px]] Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionPlatformOperation on.png|40px]] Found Platform (Fusion)&lt;br /&gt;
| Found a platform with a fusion pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionPlatformKit.png|25px]] Fusion Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarOutpostOperation on.png|40px]] Found Outpost (Solar)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control. The solar collector must produce at least 10 power at the target base site, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarOutpostKit.png|25px]] Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionOutpostOperation on.png|40px]] Found Outpost (Fission)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionOutpostKit.png|25px]] Fission Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionOutpostOperation on.png|40px]] Found Outpost (Fusion)&lt;br /&gt;
| Found an outpost with a fusion pile and a construction module at a prospected base site.  The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionOutpostKit.png|25px]] Fusion Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarPlatformOperation on.png|40px]] Found Automated Supply Depot (Solar)&lt;br /&gt;
| Found an automated platform with an automated solar collector and an automated supply depot in the fleet&#039;s current orbit. Requires 1 free Mission Control. The automated solar collector must produce at least 3 power in the current orbit, enough to power up the automated supply depot.&lt;br /&gt;
| [[File:ICO AutomatedSolarPlatformKit.png|25px]] Automated Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionPlatformOperation on.png|40px]] Found Automated Supply Depot (Fission)&lt;br /&gt;
| Found an automated platform with an automated fission pile and an automated supply depot  in the fleet&#039;s current orbit. Requires 1 free Mission Control.&lt;br /&gt;
| [[File:ICO AutomatedFissionPlatformKit.png|25px]] Automated Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarOutpostOperation on.png|40px]] Found Automated Mining Outpost (Solar)&lt;br /&gt;
| Found an automated outpost with two automated solar collectors and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy. The automated solar collectors must produce enough power at the target base site to power up the automated mining complex.&lt;br /&gt;
| [[File:ICO AutomatedSolarOutpostKit.png|25px]] Automated Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionOutpostOperation on.png|40px]] Found Automated Mining Outpost (Fission)&lt;br /&gt;
| Found an automated outpost with two automated fission piles and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy.&lt;br /&gt;
| [[File:ICO AutomatedFissionOutpostKit.png|25px]] Automated Fission Outpost Kit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfers ===&lt;br /&gt;
A transfer is the term for a {{icon|fleet}}fleet moving from one place to another while staying in space. Fleets may transfer to orbits, stations, or other fleets. A fleet needs enough {{icon|dv|bgcolor=DarkSlateGray}}delta-V to make a transfer, and longer transfer will require more delta-V. If the {{icon|acceleration}}cruise acceleration of a fleet is too low, they might be unable to make transfer to fast-moving objects. &lt;br /&gt;
&lt;br /&gt;
When initiating a transfer operation, a fleet will receive one or more trajectory options if it can reach its destination at all. If multiple trajectories are possible, the player may choose between trading off arrival time and Delta-V expenditure between them.&lt;br /&gt;
&lt;br /&gt;
Trajectories might be microthrust spirals, which are typical for fleets with low acceleration; impulse conics, for fleets with high acceleration but low Delta-V; or torch chords, for advanced fleets with both high acceleration and Delta-V.&lt;br /&gt;
&lt;br /&gt;
=== Assault Hab ===&lt;br /&gt;
&lt;br /&gt;
==== Valid Targets ====&lt;br /&gt;
&lt;br /&gt;
First, invalidate every [[Hab]] for which any of the following are true:&lt;br /&gt;
* The [[Hab]] is already currently undergoing an Assault Hab Operation.&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]].&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]]&#039;s permanent ally ({{icon|submit}}[[The Servants]] and {{icon|alien}}[[Aliens]] are the only permanent allies).&lt;br /&gt;
* The [[Hab]] is the Alien Primary Hab (Alien Base Alpha).&lt;br /&gt;
&lt;br /&gt;
A Fleet can perform an Assault Hab Operation on the following targets:&lt;br /&gt;
* If docked to a [[Hab]] that wasn&#039;t invalidated, then this [[Hab]] is the only valid target.&lt;br /&gt;
* If the fleet is landed on or in an interface orbit of a [[Space Body]], then the valid targets are all of the [[Space Body]]&#039;s [[Habs]] that weren&#039;t invalidated.&lt;br /&gt;
&lt;br /&gt;
Note: The Fleet needs to have marines in order to perform the Assault Hab Operation, but the marines do not necessarily have to be on the fleet itself, because the fleet uses all marines in nearby space assets (such as Barracks on habs) owned by the same faction.&lt;br /&gt;
&lt;br /&gt;
==== Success Chance ====&lt;br /&gt;
&lt;br /&gt;
Note: When starting the Assault Hab Operation, the game shows the success chance if the assault would happen immediately without any changes. But  Assault Hab Operations are not instantaneous, and circumstances can change. The actual success chance is calculated using only the circumstances at the moment that the Assault Hab Operation completes.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Spaceship]] is calculated as follows:&lt;br /&gt;
# For each [[Spaceships#Utility_Modules|Utility Module]]: Add the {{icon|marine}}Assault Combat Value of the module × Module Health %&lt;br /&gt;
#* Some Utility Modules only provide Assault Combat Value when defending against an enemy assault.&lt;br /&gt;
#* If the Module Health % is less than 0.1%, it does not contribute anything.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of any [[Spaceships#Officer|Officers]] on board.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Hab]] is calculated as follows:&lt;br /&gt;
# For each active hab module: Add the {{icon|marine}}Assault Combat Value of the module&lt;br /&gt;
# If the Hab is a {{icon|base}}Base, then Add the Hab Tier.&lt;br /&gt;
# If the Hab is being {{MissionIcon|Advise}}[[Advise]]d, Multiply by (1 + 0.01 per {{TV|command}}).&lt;br /&gt;
#* Standard diminishing returns for multiple {{MissionIcon|Advise}}[[Advise|Advisors]].&lt;br /&gt;
&lt;br /&gt;
The total Attack Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in the Attacking fleet.&lt;br /&gt;
# If the Attacking fleet is docked at a [[Hab]] owned by the Attacking [[Faction]], then:&lt;br /&gt;
## Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every other fleet that is also owned by the Attacking [[Faction]] and docked to the same [[Hab]].&lt;br /&gt;
## If the Attacking [[Faction]] is not bankrupt on {{icon|mc}}MC, {{TV|boost}}, or {{icon|money}}Money, then Add the {{icon|marine}}Assault Combat Value of the [[Hab]].&lt;br /&gt;
# If the Attacking [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
&lt;br /&gt;
The total Defense Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{TV|boost}}, then Subtract the amount of {{TV|boost}} the Defending [[Faction]] is missing per Day.&lt;br /&gt;
#* This is the {{TV|boost}} Daily Upkeep - {{TV|boost}} Daily Income - {{TV|boost}} stockpiled&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{icon|money}}Money and &#039;&#039;&#039;negative&#039;&#039;&#039; Net {{icon|money}}Money Income, then Add the Net Monthly {{icon|money}}Money Income.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every fleet that is owned by the Defending [[Faction]] and docked to the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Hab]] is not being decommissioned, then:&lt;br /&gt;
## For each [[Councilor]] owned by the Defending [[Faction]]: Add {{TV|command}} / 6.&lt;br /&gt;
## If the Defending [[Hab]] is a {{icon|base}}Base and the Attacking Fleet is in orbit, then for each hab defense module: Add Module Tier.&lt;br /&gt;
# For each [[Councilor]] using the {{MissionIcon|Protect}}[[Protect Target]] [[Mission]] on the Defending [[Hab]], add {{TV|command}}.&lt;br /&gt;
&lt;br /&gt;
The outcome of the Assault Hab Operation is determined by a standard [[Roll]], using the difference between the total Attack and Defense Scores.&lt;br /&gt;
&lt;br /&gt;
==== Post-Assault Damage ====&lt;br /&gt;
&lt;br /&gt;
Whenever an assault hab operation (or {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission) completes, marines on both sides may take damage depending on the outcome. This damage is determined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken for by each possible participant for each possible outcome.&lt;br /&gt;
|-&lt;br /&gt;
! !! Critical Failure !! Normal Failure !! Normal Success !! Critical Success &lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Attacking Fleets || 50% to 100% || 25% to 75% || 0% to 50% || 0% to 10%&lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Defending Fleets || 0% to 10% || 0% to 50% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Attacking Fleets to Die || 50% || 5% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Defending Fleets to Die || 0% || 0% || 5% || 50%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Attacking Hab to be Destroyed || 50% / Module Tier || 10% / Module Tier || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Defending Hab to be Destroyed || 0% || 10% if Defender has negative {{icon|money}}Money or is over their {{icon|mc}}MC cap. || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Attacking Councilor || If not {{MissionIcon|Protect}}[[Protect Target|Protected]], Die. Otherwise, if target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns || If not {{MissionIcon|Protect}}[[Protect Target|Protected]] and target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns. || None || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Orbital Bombardment ===&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Capability ====&lt;br /&gt;
&lt;br /&gt;
A fleet equipped with bombardment-capable weapons may conduct orbital bombardment against targets on the surface of a [[Celestial Bodies|Space Body]]. They must be in an interface orbit to launch attacks.&lt;br /&gt;
&lt;br /&gt;
Above Earth, valid targets include [[Nations#Armies|Armies]], space facilities, [[Regions]], and any [[Aliens|alien assets]] we have detected. On other space bodies, {{icon|base}}[[Habs|Bases]] and landed space fleets may be targeted.&lt;br /&gt;
&lt;br /&gt;
The weapons capable of bombardment are:&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] except for the dedicated point defense lasers that have no attack mode.&lt;br /&gt;
* All [[Spaceships#Magnetic_Weapons|Magnetic Weapons]].&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]] that have nuclear, antimatter, or shaped nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
Furthermore, [[Celestial Bodies|Space Bodies]] that have a sufficiently thick atmosphere cannot be bombarded by:&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]]&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] that have wavelengths less than 380nm or more than 740nm. (This means infrared, ultraviolet, x-ray, and gamma lasers are blocked, whereas orange, green, and violet lasers are still allowed to bombard.)&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, only two bombardable [[Celestial Bodies|Space Bodies]] have such thick atmospheres: [[Earth]] and [[Titan]] (a moon of [[Saturn]]).&lt;br /&gt;
&lt;br /&gt;
===== Valid Earth Targets for Bombardment =====&lt;br /&gt;
&lt;br /&gt;
A nation is considered friendly to a faction if any of the following are true:&lt;br /&gt;
* The faction owns at least one control point in the nation.&lt;br /&gt;
* The nation is [[Foreign_Relations#Alliances|allied]] to another nation that the faction owns at least one control point in.&lt;br /&gt;
&lt;br /&gt;
A nation is considered hostile to a faction if any of the following are true:&lt;br /&gt;
* The nation is [[Foreign_Relations#Wars|at war]] with another nation that the faction owns at least one control point in.&lt;br /&gt;
* The faction is {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The faction is the {{icon|alien}}[[Aliens]].&lt;br /&gt;
&lt;br /&gt;
Note this means the Servants can bombard anyone, but &#039;&#039;not&#039;&#039; that anyone can freely bombard the Servants. You have to declare war.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
All nations are also hostile to all factions if the [[Aliens#Alien_Administration|Alien Nation]] owns at least 90% of the [[Earth]]&#039;s [[Regions]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valid Earth Targets for Bombardment&lt;br /&gt;
|-&lt;br /&gt;
! Target !! Conditions within Hostile Nations !! Conditions within Friendly Nations&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Xenoflora]] || The Bombarding Faction can see it. &lt;br /&gt;
|&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Facility|Alien Facility]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Assault_Carrier|UFO Landing]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]]&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| Space Facilities&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrestrial_Warfare#Armies|Armies]]&lt;br /&gt;
| &lt;br /&gt;
* The army is not controlled by the Bombarding Faction.&lt;br /&gt;
* If the Bombarding Faction is the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]], then the army is also not controlled by the other.&lt;br /&gt;
|&lt;br /&gt;
The army belongs to a nation that is [[Foreign_Relations#Wars|at war]] with the target nation.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The army is a [[Aliens#Megafauna|Megafauna]] and the Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a nation can be both friendly and hostile to the same faction at the same time. But a bombardment target only needs to meet one side&#039;s conditions to be valid. For example, all regions are valid targets in a nation that is both friendly and hostile. On the other hand, if a nation is neither friendly nor hostile, then nothing within it can be bombarded.&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Mechanics ====&lt;br /&gt;
&lt;br /&gt;
The Bombardment operation proceeds in rounds, once per orbit. Specifically, a round occurs every time the fleet reaches a specific position in orbit that is roughly over the target it is bombarding. Whenever a round occurs, all functional bombardment-capable weapons still possessed by the fleet and the target will shoot at each other in a randomized order, though weapons whose shooters have higher targeting and ECM bonuses are more likely to appear earlier in the order. Specifically, every weapon is assigned an initiative value that is equal to their Targeting Bonus + ECM Bonus + a random value between 0% and 100%, and then the weapons with higher initiative get to fire earlier in the round.&lt;br /&gt;
&lt;br /&gt;
When the fleet&#039;s weapons shoot:&lt;br /&gt;
* If the target is a [[Habs|Hab]], then a random hab module on the hab is selected to receive the shot, but the hab core can only be selected after everything else is destroyed.&lt;br /&gt;
* If the target is a [[Fleets|Fleet]], then a random [[Spaceships|spaceship]] in the target is selected to receive the shot.&lt;br /&gt;
&lt;br /&gt;
When the target&#039;s weapons shoot back:&lt;br /&gt;
* A random [[Spaceships|spaceship]] in the fleet is selected to receive the shot, with the random selection being weighted by the bombardment value of each [[Spaceships|spaceship]].&lt;br /&gt;
&lt;br /&gt;
Note: Landed fleets are basically sitting ducks: they are unable to shoot back and cannot activate any point defenses. If the target fleet is landed at a hab, then that hab can shoot back, but it cannot use its point defenses to protect the fleet.&lt;br /&gt;
&lt;br /&gt;
===== Missile Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Per the aforementioned rules regarding lasers, missiles, and planetary bodies with atmospheres, [[Earth]] cannot be bombarded by standard [[Spaceships#Missiles|Missiles]]. The [[Spaceships#Missiles|Missiles]] that ARE bombardment-capable have nuclear, antimatter, or shaped nuclear warheads with absurdly high damage values. As such, the game does not look at missile damage values and instead handles them differently from standard ship-to-ship combat:&lt;br /&gt;
&lt;br /&gt;
;When the Target is a [[Habs|Hab]]:&lt;br /&gt;
:If any missile with a shaped nuclear warhead hits, then the randomly selected target hab module is destroyed in one hit.&lt;br /&gt;
:If any missile with a nuclear or antimatter warhead hits, then the &#039;&#039;&#039;&#039;&#039;entire hab&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
:Furthermore, shaped nuclear missiles have a 20% chance to hit even if they are shot by the hab&#039;s point defenses.&lt;br /&gt;
;When the Target is a Fleet:&lt;br /&gt;
:The &#039;&#039;&#039;&#039;&#039;entire fleet&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
On the other hand, missiles are incredibly easy for the target&#039;s point defenses to shoot: each missile bay has an Anti-PD value of just 1. &lt;br /&gt;
&lt;br /&gt;
The chance that a projectile is shot by point defenses is equal to the Total PD value of the target divided by the Total Anti-PD value of the Bombarding Fleet&#039;s weapons. &lt;br /&gt;
&lt;br /&gt;
Ultimately. bombarding with missiles will often simply result in all missiles being destroyed by point defenses, if any exist (keeping in mind that, again, shaped nuclear missiles do have a 20% chance to hit even if shot by the hab&#039;s point defenses).&lt;br /&gt;
&lt;br /&gt;
===== Laser Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Lasers|Laser Weapons]] function almost the same in bombardment as in real combat. The only notable difference is that [[Celestial Bodies|Space Bodies]] with thicker atmospheres apply a penalty to the laser&#039;s damage. Specifically, the laser damage is multiplied by:&lt;br /&gt;
* 1 for [[Celestial Bodies|Space Bodies]] with No Atmosphere.&lt;br /&gt;
* 0.99 for [[Celestial Bodies|Space Bodies]] with Trace Atmosphere.&lt;br /&gt;
* 0.95 for [[Celestial Bodies|Space Bodies]] with Thin Atmosphere.&lt;br /&gt;
* 0.8 for [[Celestial Bodies|Space Bodies]] with Standard Atmosphere.&lt;br /&gt;
&lt;br /&gt;
Note: Nothing on [[Earth]] has any armor. So the laser weapon&#039;s armor penetration has no effect whatsoever when bombarding targets on [[Earth]].&lt;br /&gt;
&lt;br /&gt;
For the defending side, each laser has a bombardment-altitude-dependent PD value that is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated Damage at Range X = Damage / Armor Effectiveness at range X&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated DPS at Range X = (Estimated Damage at Range X × 0.3 + Estimated Damage at 200km × 0.15 + Estimated Damage at 500km × 0.25 + Estimated Damage at 800km × 0.3) / Cooldown (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 200km = Estimated DPS at 200km × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 400km = (Estimated DPS at 200km + Estimated DPS at 400km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 600km = (Estimated DPS at 200km + Estimated DPS at 300km + Estimated DPS at 600km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that each bombarding projectile is shot by the target&#039;s point defenses is equal to the target&#039;s Total PD Value divided by the Bombarding Fleet&#039;s Total Anti-PD value.&lt;br /&gt;
&lt;br /&gt;
===== Armor Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Nothing on [[Earth]] has any armor.&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] naturally have whatever armor they normally have.&lt;br /&gt;
&lt;br /&gt;
For Ground [[Habs|Hab Modules]], their armor values are calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;Hab Module Armor Value = Heat of Vaporization (MJ/kg) of Best Available Armor / 10 × Module Tier&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat Modules (Powered Marine Modules and Powered Defense Modules) have 4 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
Critical Modules (Unpowered Marine Modules, Unpowered Defense Modules, Power Plants, and the Hab Core) have 2 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
The best available armor for [[Habs]] owned by Human [[Factions]] is simply the best armor that the faction has researched, but excluding any armor that costs {{icon|exotics}}exotics.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The best available armor for Alien [[Habs]] in the same [[Celestial Bodies|Space Body]] as their Wormhole is the Alien Exotic Armor, which has a Heat of Vaporization of 70 MJ/kg.&lt;br /&gt;
&lt;br /&gt;
The best available armor for all other Alien [[Habs]] is the Alien Diamondoid Armor, which has a Heat of Vaporization of 59.534 MJ/kg.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Magnetic Gun Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Magnetic_Weapons|Magnetic Weapons]] mechanics are the most complex: the game actually does several calculations, taking into account the target [[Celestial Bodies|Space Body&#039;s]] mass, radius, sphere of influence, and atmosphere. Both gravity and air resistance are modelled, to compute the surface impact velocity of the [[Spaceships#Magnetic_Weapons|Magnetic Weapons&#039;]] projectiles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Distance to Space Body Core (m) = Space Body Mean Radius (m) + Bombardment Altitude (m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Mean Orbital Speed (m/s)= (6.67384E-11m³/kg/s² × Space Body Mass (kg) / Distance to Space Body Core (m))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Velocity (m/s) = ((Muzzle Velocity (m/s))^2 + (Mean Orbital Speed (m/s))^2)^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Kinetic Energy (J) = 0.5 × Warhead Mass (kg) × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Distance to Space Body Core (m) &amp;gt; Space Body Sphere of Influence Radius (m), then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 0&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 6.67384E-11m³/kg/s² × Space Body Mass (kg) / (Distance to Space Body Core (m))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Average Gravitational Acceleration (m/s²) = (Space Body Surface Gravity (m/s²) + Initial Gravitational Acceleration (m/s²))/2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Gravitational Potential Energy (J) = Warhead Mass (kg) × Bombardment Altitude (m) × Average Gravitational Acceleration (m/s²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Initial Projectile Energy (J) = Initial Projectile Kinetic Energy (J) + Initial Projectile Gravitational Potential Energy (J)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Surface Impact Velocity (m/s) = (2 × Total Initial Projectile Energy (J) / Warhead Mass (kg) ) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the [[Celestial Bodies|Space Body]] does not have at least a Thin Atmosphere, then this Base Surface Impact Velocity (m/s) is simply used as the Actual Surface Impact Velocity (m/s) for the projectiles fired by the [[Spaceships#Magnetic_Weapons|Magnetic Weapon]]. I.e., &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Base Surface Impact Velocity (m/s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game proceeds to calculate air resistance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Length of Projectile&#039;s Path Through Atmosphere (m) = Space Body Atmosphere Scale Height (m) × (Initial Projectile Velocity (m/s) / Muzzle Velocity (m/s))&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Energy Lost to Atmospheric Drag (J) = Space Body Atmosphere Surface Density (kg/m³) × Length of Projectile&#039;s Path Through Atmosphere (m) × 0.001m² × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
0.001m² seems to represent the projectile&#039;s cross-sectional area as it flies through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Remaining Energy (J) = Max(0, Total Initial Projectile Energy (J) - Energy Lost to Atmospheric Drag (J))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Modified Surface Impact Velocity (m/s) = (2 × Remaining Energy (J) / Warhead Mass (kg)) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Terminal Velocity (m/s) = (2 × Warhead Mass (kg) × Space Body Surface Gravity (m/s²) / 4.0000003E-05m² / Space Body Atmosphere Surface Density (kg/m³))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: 4.0000003E-05m² ≈ 0.001m² × 0.04, where 0.04 is the Drag Coefficient of a Streamlined Body flying through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
If Base Surface Impact Velocity (m/s) &amp;gt; Terminal Velocity (m/s) then:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Max(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Min(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, now that the Actual Surface Impact Velocity (m/s) has been computed, it is easy to compute the kinetic energy of the impact:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Impact Energy (J) = 0.5 × Warhead Mass (kg) × (Actual Surface Impact Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every 20MJ of energy is equal to 1 point of damage, so we have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Projectile Damage = Impact Energy (J) / 20000000J&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, every [[Spaceships#Magnetic_Weapons|Magnetic Weapon]] has a bombarding-altitude-dependent anti-PD value that is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-PD value = Impact Energy (J) / 1000000MJ/J / Average Cooldown Between Shots (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that an bombardier&#039;s attack gets shot by the target&#039;s point defenses is equal to the total PD value of the target divided by the total Anti-PD value of the bombarding fleet&#039;s weapons.&lt;br /&gt;
&lt;br /&gt;
But Projectile Damage is not simply used as is, because there is one last factor to consider: Chipping. Every weapon has a chipping %, and in normal combat, this % of the damage is done as chipping damage, while the rest is done as direct damage.&lt;br /&gt;
&lt;br /&gt;
For bombardment, the same rules apply unless the target is on earth. If the target is on earth, then the direct damage is instead calculated as the max of (direct damage, total damage / 2). Which in the base game is just the direct damage since magnetic weapons all have at most 35% chipping, but may be important for mods.&lt;br /&gt;
&lt;br /&gt;
===== Damage Conversion =====&lt;br /&gt;
&lt;br /&gt;
So far we have discussed how the damage of each attack is calculated. But this damage amount is in point of damage versus a ship. Depending on the bombardment target, the damage is handled very differently:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bombardment Target !! Effect of X Damage&lt;br /&gt;
|-&lt;br /&gt;
| An [[Terrestrial_Warfare#Armies|Army]] || Take X × Health % / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Megafauna|Megafauna Army]] &lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Take X × Max(10%,Health %) / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Regions|Region]] || Take X / 10000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.05.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|boost}}[[Nations#Boost|Boost]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove X / 100 of the {{TV|boost}} Production.&amp;lt;br&amp;gt;Minimum: 1/10th of the {{TV|boost}} Production.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|mc}}[[Nations#Mission_Control|Mission Control]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove {{TV|mc|1}}.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility || Min(0.05, X / 1000) Chance:&amp;lt;br&amp;gt;Destroy {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Alien_Assault_Carrier|UFO Landing]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 1200.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
An [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 80.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Alien Xenoforming]]&lt;br /&gt;
| Remove Max(0.005, X / 100) Xenoflora Growth Levels.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip % × Xenoflora Growth Levels) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Habs|Hab Module]] &lt;br /&gt;
| Subtract Hab Module Armor&amp;lt;ref&amp;gt;Use Effective Armor for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;/ref&amp;gt; from X&amp;lt;br&amp;gt;Multiply X by 0.75 if Hab&#039;s Faction has researched [[Hardened Hab Shelters]].&amp;lt;br&amp;gt;(1 - Hab Module Tier / X) Chance:&amp;lt;br&amp;gt;Destroy Hab Module.&lt;br /&gt;
|-&lt;br /&gt;
| A [[Spaceships|Spaceship]]&lt;br /&gt;
| Apply damage as if Target was hit in the Side.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Related Links =====&lt;br /&gt;
&lt;br /&gt;
See [[Laser Weapon List]] for information on the power of [[Spaceships#Lasers|Laser Weapons]], including the anti-bombardment lasers used by the defenses.&lt;br /&gt;
&lt;br /&gt;
See [[Ship Armor List]] for information on the armor of ground [[Habs|hab]] modules in bombardment.&lt;br /&gt;
&lt;br /&gt;
See [[Space Body List]] for a list of [[Celestial Bodies|Space Bodies]] and their stats.&lt;br /&gt;
&lt;br /&gt;
See [[Earth]] for a table of damage and anti-PD values for magnetic guns when bombarding the [[Earth]].&lt;br /&gt;
&lt;br /&gt;
== Space Combat ==&lt;br /&gt;
[[File:Combat UI.png|thumb|400px|Combat UI showing ship commands and fleet commands]]&lt;br /&gt;
When two fleets from enemy factions meet in an orbit, deep space, or at a station, a space battle begins. Players may elect to autoresolve combats.&lt;br /&gt;
&lt;br /&gt;
Stations with defensive modules will take part in battles; they will be considered disabled if those modules are destroyed.&lt;br /&gt;
&lt;br /&gt;
Very large space battles will have active and reinforcing ships. Reinforcing ships will join during combat at a later time to replace active ships when they are destroyed. You can adjust the maximum number of ships that can be active at any time during combat in the gameplay settings in the options menu. This is for performance reasons in very large battles.&lt;br /&gt;
&lt;br /&gt;
When a fleet or station is attacked, allied fleets of the defender in the same orbit and less than 1,000 kilometers away will be drawn into the battle and join the defending fleet.&lt;br /&gt;
&lt;br /&gt;
Before a battle begins, each fleet will select from one of three stances: Engage, Accept, or Evade. Fleets that are docked at habs or are unavailable for operations because of previous battles may only select the Accept option. Based on what each side picks the follwing will happen:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Choice !! Engage !! Accept !! Escape&lt;br /&gt;
|-&lt;br /&gt;
! Engage&lt;br /&gt;
| Combat || Combat || Pursuit&lt;br /&gt;
|-&lt;br /&gt;
! Accept&lt;br /&gt;
| Combat || No combat || No combat&lt;br /&gt;
|-&lt;br /&gt;
! Escape&lt;br /&gt;
| Pursuit || No combat || No combat&lt;br /&gt;
|}&lt;br /&gt;
If pursuit takes place both fleets will attempt to outpace the other with a combination of fleet acceleration and bid Delta-V. If the fleet that selected Engage moves faster the combat will take place.&lt;br /&gt;
&lt;br /&gt;
Once in combat, players plan maneuvers their ships by setting waypoints in 3D space. Ships will turn and thrust to reach their waypoints. Players may also rotate a ship&#039;s facing independent of its direction of travel to present certain weapons or armor facings to an enemy. Special maneuvers include persistent spins, rolls, and a padlocking-target command that keeps the ship&#039;s nose pointed at its primary target.&lt;br /&gt;
&lt;br /&gt;
Any damage that penetrates a ship&#039;s armor is applied to its internal systems. Weapons and other modules may be temporarily disabled or permanently destroyed, requiring repair at a hab with a shipyard. Damage control teams will also attempt to restore function to critical systems in combat.&lt;br /&gt;
&lt;br /&gt;
=== Fire Control ===&lt;br /&gt;
Weapons have one or more fire modes available to them. They can be set at the fleet, ship, or individual weapon level during combat.&lt;br /&gt;
&lt;br /&gt;
Ships may also designate an enemy ship or hab module as its primary target. The ship&#039;s weapons will favor that enemy over others. Missile weapons require a primary target to fire.&lt;br /&gt;
&lt;br /&gt;
Depending on their capabilities, weapons may also be set to only attack enemy ships, only fire defensively at incoming projectiles and missiles, or in &amp;quot;guardian&amp;quot; mode, firing first at threatening projectiles and then targeting enemy craft.&lt;br /&gt;
&lt;br /&gt;
Ships or the entire fleet can be set to the following fire postures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Posture !! Offensive weaponry !! Guardian-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FocusFireCommand ON.png|25px]] Focus Fire || Attack only primary target || Attack only primary target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AttackCommand ON.png|25px]] Attack || Attack primary target if in range, otherwise nearest target || Attack primary target if in range, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BalancedCommand ON.png|25px]] Balanced || Attack primary target if in range, otherwise nearest target || Attack threatening projectiles if any, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DefensiveCommand ON.png|25px]] Defensive || Attack primary target if in range, otherwise nearest target || Attack only threatening projectiles&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FortifyCommand ON.png|25px]] Fortified || Preserve power and ammo || Attack only threatening projectiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ECM and Targeting ===&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Habs|hab]] module is always 0%.&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is simply 0%.&lt;br /&gt;
* If the weapon is alien and the ship&#039;s faction has not researched the [[Alien-Adapted_ECM]] project, then it is simply 0%.&lt;br /&gt;
* Otherwise, sum up all of the ECM bonuses given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched ECM module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship faction&#039;s [[Effect List|effects]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Habs|hab]] module is calculated as the sum of:&lt;br /&gt;
* The hab module&#039;s fleet Targeting Bonus. Counts only itself, not other modules on the hab.&lt;br /&gt;
* The Targeting Bonus from the hab faction&#039;s [[Effect List|effects]]. (This is equal to the bonus from best Targeting Computer [[Spaceships#Utility_Modules|Utility Module]] that the faction has researched.)&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is -200%.&lt;br /&gt;
* Otherwise, sum up all of the Targeting bonuses and penalties given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched Targeting Computer module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Fire Control [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Sensors [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon Shutdown ====&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon changes targets, there is a chance for it to be forcefully shut down for a random duration. The shutdown chance and duration are determined by the weapon&#039;s total targeting bonus versus the target&#039;s total ECM value. In addition, each [[Habs|hab]] module and [[Spaceships|Spaceship]] records the number of ECM defeats it has suffered against each target: whenever a weapon finishes its ECM forced shutdown duration, the number of ECM defeats against the target that shut it down increases by 1.&lt;br /&gt;
&lt;br /&gt;
The weapon shutdown chance and duration are then calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Chance = Target ECM Value × Min(1, Distance to Target / Weapon Range) - Weapon Targeting Bonus - 2% × ECM Defeats against Target&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Weapon Shutdown Chance ≤ 100%, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = Weapon Shutdown Chance × (Random value between 0 and 100 inclusive) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = (100 × Weapon Shutdown Chance - (Random value between 0 and 100 inclusive)) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missile Negation ====&lt;br /&gt;
&lt;br /&gt;
Whenever a non-AOE&amp;lt;ref&amp;gt;The AoE missile types are nuclear, shaped nuclear, and antimatter.&amp;lt;/ref&amp;gt; missile hits a target, there is a chance for it to be completely negated, doing no damage whatsoever. This chance is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Missile Negation Chance = Target ECM Value - Targeting Bonus of the Missile Bay of the Ship that fired the missile&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: If the ship that fired the missile has died, then the Targeting Bonus is set to 0%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Power and Heat ===&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] must manage their power and heat carefully in combat: many [[Spaceships#Ship_Systems|ship systems]] and modules do not function without sufficient power, and overheating causes the ship to take internal damage. Extending the ship&#039;s [[Spaceships#Radiator|radiators]] generally prevents overheating, but extended [[Spaceships#Radiator|radiators]] are not protected by the ship&#039;s [[Spaceships#Armor]] and hits on the radiators can bleed damage into the ship&#039;s internals. &lt;br /&gt;
&lt;br /&gt;
For each ship:&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Systems Power (GW) = 1.1 × (Crew × 0.000005GW + Ship Hull Construction Tier × 0.005GW + Sum of Utility Module Power Requirements (MW) × 0.001 GW/MW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Weapons Power (GW) = Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ) / Min(Cooldown (s), Intra-Salvo Cooldown (s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Propulsion Power (GW) = 0 if Drive is Self-Powered, otherwise: Drive Thrust (N) × Drive EV (km/s) × 0.5 × 0.000001(GW/KW) / Drive Efficiency&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Spaceships#Battery|Battery]] module, each ship also has an auxiliary power storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Aux Power Capacity (GJ) = Required Systems Power (GW) * 1s + Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Aux Power Storage naturally begins each battle completely full.&lt;br /&gt;
&lt;br /&gt;
Every 0.25 seconds, if the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending or the ship&#039;s [[Spaceships#Heat_Sink|heat sinks]] are less than 98% full, then:&lt;br /&gt;
# The Aux Power refills (up to its capacity) by: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × Systems Reactor Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the [[Spaceships#Drive|Drive]]&#039;s power generation mode matches the current state of the thrusters, then the Aux Power also refills (up to its capacity) by an additional: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × Required Propulsion Power (GW) × Power Plant Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the Aux power actually refilled at all in the previous steps, and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Aux Power refilled × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# The Aux Power is reduced by: &amp;lt;pre&amp;gt;0.25s × Required Systems Power (GW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every second:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Required Systems Power (GW) × 1s × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the ship has a [[Spaceships#Battery|Battery]] that is not at full capacity, then the ship attempts to transfer power from the Aux Power to the [[Spaceships#Battery|Battery]]. The amount of power transferred is the minimum of the following: &amp;lt;pre&amp;gt;Battery Capacity (GJ) × Battery Health % - Current Battery Power (GJ)&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Current Aux Power (GJ) × Power Coupling Health %&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Battery Recharge Rate (GJ)&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Whenever a ship [[Spaceships#Weapons|weapon]] fires, if the [[Spaceships#Weapons|weapon]] is not self-powered, then:&lt;br /&gt;
# The Aux Power is reduced by the weapon&#039;s power consumption per shot. Note: The weapon will not fire in the first place if the power consumption per shot is greater than the current Aux Power + [[Spaceships#Battery|Battery]] Power.&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by the weapon&#039;s heat generation per shot.&lt;br /&gt;
&lt;br /&gt;
Whenever the Aux Power is reduced, if it is reduced below 0, then the underflow is drawn from the ship&#039;s [[Spaceships#Battery|Battery]] (if any exist). If the total power stored reaches 0, then the ship systems are depowered until the power stored increases. Having depowered systems has significant negative effects on the ship&#039;s [[Fleets#ECM_and_Targeting|ECM and Targeting]].&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Drive|Drive]] is thrusting, if the [[Spaceships#Drive|Drive]] is not open-cycle and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by:&lt;br /&gt;
&amp;lt;pre&amp;gt;Thrust Duration (s) × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending, the ship vents any stored heat at a rate of:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the [[Spaceships#Drive|Drive]] is not open-cycle, then the ship vents an additional:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ship&#039;s total heat capacity can change as it takes damage: &amp;lt;pre&amp;gt;Current Total Heat Capacity (GJ) = Sum for each Heat Sink: Heat Sink Capacity (GJ) × Heat Sink Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s heat exceeds its current total heat capacity:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted and not dead, then they automatically begin extending and the ship&#039;s heat is simply set to the current total heat capacity without any problems (since it gets vented out the extending radiator).&lt;br /&gt;
# Otherwise, the ship&#039;s heat is set to the current total heat capacity, and then the ship&#039;s core takes internal damage equal to: &amp;lt;pre&amp;gt;Excess Heat Removed (GJ) × 1000MJ/GJ / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mid-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
Every 15 seconds, every damaged ship will attempt to repair its damage. The total repair power of a ship is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Hull Crew / 2 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| +(Hull Crew / 4 + Repair Bay Crew × Repair Bay Health %) || For each Repair Bay [[Spaceships#Utility_Modules|Utility Module]].&lt;br /&gt;
|-&lt;br /&gt;
| ×0.10416667% || Base Multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| ×Damage Control Health % || [[Spaceships#Ship_Systems|Damage Control System]] Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_RapidRepairingMaterials|Rapid Repairing Materials]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_DamageControlDrones|Damage Control Drones]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.05 || Possible Event Outcome:&amp;lt;br&amp;gt;[[Hab Breakthrough]]&lt;br /&gt;
|-&lt;br /&gt;
| ×(1 + 0.02 per Crew Chief Officer Rank + 0.1 per Damage Control Officer Rank) || [[Spaceships#Officer|Officer]] Bonuses&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This total repair power is divided up into repair groups of 4.5454547% repair power, plus a leftover repair group containing the remaining repair power. Each repair group is then assigned to repair a specific (damaged but still repairable) [[Spaceships#Ship_Systems|ship system]] or module, in the following priority ordering:&lt;br /&gt;
# Life Support Main&lt;br /&gt;
# Damage Control&lt;br /&gt;
# Bridge&lt;br /&gt;
# Drive Coupling&lt;br /&gt;
# Power Coupling&lt;br /&gt;
# Vector Thrusters&lt;br /&gt;
# Life Support Backup&lt;br /&gt;
# Fire Control&lt;br /&gt;
# Sensors&lt;br /&gt;
# Radiator&lt;br /&gt;
# Power Plant&lt;br /&gt;
# Drive&lt;br /&gt;
# Battery&lt;br /&gt;
# Hull Weapons&lt;br /&gt;
# Nose Weapons	&lt;br /&gt;
# Utility Modules&lt;br /&gt;
&lt;br /&gt;
Note: The Ship Armor, Nose Structure, Central Structure, Tail Structure, and Propellent can never be repaired in combat, and so are not part of this priority ordering.&lt;br /&gt;
&lt;br /&gt;
Note 2: Some Utility Modules can never be repaired by the ship (they need a dock). This includes all marine modules and all colony kit modules.  &lt;br /&gt;
&lt;br /&gt;
A part or system is usually repairable as long as it has not been completely destroyed (reached 0% Health). The following systems are repairable even if they are completely destroyed: &lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Fire Control&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
The following systems repair 3.5 times as fast:&lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
=== Post-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
After combat ends, any ship system or part that can be repaired by [[Fleets#Mid-Combat Repairs|Mid-Combat Repairs]] is repaired until it cannot be repaired further (even if the Damage Control System is completely destroyed). Note that many [[Spaceships#Ship_Systems|ship systems]] cannot be repaired mid-combat, especially if they have been completely destroyed.&lt;br /&gt;
&lt;br /&gt;
But Post-Combat Repairs can fix some of these [[Spaceships#Ship_Systems|systems]], up to an extent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| [[Spaceships#Ship_Systems|Ship System]] !! colspan=2| Repairable up to % Health&lt;br /&gt;
|-&lt;br /&gt;
! Without Repair Bay !! With Repair Bay&lt;br /&gt;
|-&lt;br /&gt;
| Power Plant || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Drive || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Radiator || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Bridge || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Main || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Backup || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Battery || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
But any ship system that is repaired in this manner is henceforth capped at this health %, unable to be repaired further until the ship is [[Spaceships#Repairs|repaired]] at an actual [[Space Dock]], [[Shipyard]], or [[Spaceworks]].&lt;br /&gt;
&lt;br /&gt;
Note: Repair bays only affect the individual [[Spaceships]] they are on. Not the entire fleet.&lt;br /&gt;
&lt;br /&gt;
Note 2: Having multiple repair bays on one ship does not increase the repair cap.&lt;br /&gt;
&lt;br /&gt;
=== Salvage ===&lt;br /&gt;
&lt;br /&gt;
When any ship is destroyed in combat by any method other than an AoE missile, the winner of the combat&amp;lt;ref&amp;gt;Note that the winner of the combat does not have to be the destroyer of the ship, factions can in fact salvage their own ships that were destroyed in combat.&amp;lt;/ref&amp;gt; will gain a fraction of its resource cost as salvage, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}. &lt;br /&gt;
&lt;br /&gt;
Note: The winner of the combat must have at least one surviving ship to collect the salvage.&lt;br /&gt;
&lt;br /&gt;
The salvage fraction is calculated differently for each resource type:&lt;br /&gt;
* {{TV|water}} and {{TV|fissiles}} can never be salvaged.&lt;br /&gt;
* {{TV|volatiles}}, {{TV|metals}}, and {{TV|nobles}} have their salvage fraction set to a random value between 0% and 25%.&amp;lt;ref name=separaterolls&amp;gt;Every ship and every resource type is rolled separately and independently.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* {{TV|antimatter}} has only a 25% chance&amp;lt;ref name=separaterolls /&amp;gt; to be salvaged. But when it is salvaged, the fraction is set to 100%.&lt;br /&gt;
* {{TV|exotics}} have their salvage fraction set to a random value between 0% and 85%.&amp;lt;ref name=separaterolls /&amp;gt; This is then multiplied by 2, 1, ½, or ⅓ for Cinematic, Normal, Veteran, or Brutal [[Difficulty]]. Then divided by the [[Game_Options#Alien_Progression_Rate|Alien Progression Rate]].&lt;br /&gt;
&lt;br /&gt;
Then the total salvage is multiplied by (20% + the fleet&#039;s Salvage Bonus). The Salvage Bonus of the fleet is calculated as 10% per Salvage Bay + 10% per Supply Officer Rank, with a soft cap at 25% and hard cap at 50%. Specifically, when the base Salvage bonus is over 25%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Salvage Bonus = 25% + 25% × (Base Salvage Bonus - 25%) / (Base Salvage Bonus + 175%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Aliens&amp;diff=12583</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Aliens&amp;diff=12583"/>
		<updated>2026-09-16T04:42:11Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Changed Wikipedia links to internal links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page describes mechanics of Alien faction in game. For story spoilers, see [[Aliens/Lore]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FAC AlienCouncil 128.png|thumb|100px|Logo of the alien faction]]&lt;br /&gt;
The Aliens, or Hydra as they&#039;re sometimes referred after the first autopsy, are a non-playable faction. They have their own set of missions separate from human factions.&lt;br /&gt;
&lt;br /&gt;
Aliens usually start on a Kuiper Belt asteroid (such as [[Haumea]], [[Makemake]], [[Orcus]], or [[Quaoar]]) with a tier 3 Base and a tier 3 Habitat. They have 1 councilor on Earth and 5 more on Gunships that will soon crash land on Earth. They also start with a Destroyer that will arrive in early 2024. Aliens will expand from the edge towards the core of the solar system but will generally avoid attacking human fleets or habs until they are provoked.&lt;br /&gt;
&lt;br /&gt;
Alien ships bringing councilors to Earth will create an UFO Crashdown Site visible to everyone. Other alien phenomena are created by alien councilor missions and have to be surveyed. Investigating an alien phenomena site will increase Xenology research by 1%.&lt;br /&gt;
&lt;br /&gt;
== Alien Threat Level ==&lt;br /&gt;
[[File:Alien threat meter.png|thumb|Alien threat meter]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This panel represents our intelligence section&#039;s best estimate about the degree to which the aliens regard our faction as a threat. It is based on our monitoring of pro-alien groups and visible alien activity in the Solar System.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We believe hostile actions against the aliens or their proxies on Earth, and/or a large visible space presence, increases their concern about us, and we may expect the aliens to attack our interests on Earth and in space should the alert monitor reach the maximum level. We also suspect they may launch one-off retaliations in response to direct action by our operatives against them, but they may also lose interest if we avoid opposing them or their proxies on Earth directly for a time.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Our analysts emphasize this is an imperfect estimate. We will correct our estimates when the aliens take direct action against us or by speaking with one of them directly.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The estimate will turn entirely red if we conclude the aliens are in a total war footing against our interests.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
Alien Threat meter becomes visible in the Intel panel once the [[Alien Operations]] council engineering project has been completed. Alien threat is scored from 0 upwards, with every 10 points increasing the threat level by 1. Alien Threat Level caps at 5, at which point the aliens will start attacking a faction&#039;s habs and fleets. The points can go above 50, making it harder to lower it. Gaining threat via hostile actions will worsen relations with {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] as well. &lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy]] for more details on how threat is gained, reduced, and estimated.&lt;br /&gt;
&lt;br /&gt;
== Alien Resources ==&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has the exact same set of resource types as the Human Factions. However, there are several notable differences in how they interact with each resource type:&lt;br /&gt;
&lt;br /&gt;
=== Control Point Capacity ===&lt;br /&gt;
&lt;br /&gt;
Although the Alien Faction technically has a {{TV|cp}} like any other faction, nothing can ever cause them to use any of it. Even the Control Points of the [[Aliens#Alien_Administration|Alien Nation]] do not use any {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
So while Human Factions suffer increased vulnerability to {{MissionIcon|Crackdown}}[[Crackdown]] and {{MissionIcon|Purge}}[[Purge]] missions from exceeding their {{TV|cp}}, as well as incur an annual {{TV|influence}} upkeep equal to the excess amount squared, the Alien Faction can never suffer any of these penalties.&lt;br /&gt;
&lt;br /&gt;
=== Mission Control Capacity ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|mc}} Capacity like any other faction, but never actually benefits or suffers because of it:&lt;br /&gt;
* For Human Factions, each Unused {{TV|mc}} Capacity turns into a daily income of {{TV|research|0.075}} and {{TV|money|0.2}}. But for the Alien Faction, there is no such benefit.&lt;br /&gt;
* On the other hand, when Human Factions exceed their {{TV|mc}} Capacity, they become unable to build new [[Habs]], as well as suffer an attack/defense penalty equal to the excess on all hab capture [[Missions]]. In contrast, the Alien Faction does not suffer any of these penalties.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Alien Faction does still have a limit on the number of [[Habs]] they can build. See [[Aliens#Alien_Total_War]] for details. The AI will also stop building ships once the {{TV|mc}} Capacity is reached, despite there being no penalty for exceeding it.&lt;br /&gt;
&lt;br /&gt;
Notably, all {{TV|mc}} produced by the [[Aliens#Alien_Administration|Alien Nation]] is automatically given to {{icon|submit}}[[The Servants]]. But any {{TV|mc}} produced by [[Orgs]] equipped by [[Aliens#Alien_Agents|Alien Councilors]] will be given to the Alien Faction as normal.&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction can produce {{TV|research}}, but never actually uses it for their own development. In a sense, the Alien&#039;s research progress is simply modelled by their [[Aliens#Alien_Abductions|Abductions]], instead of a tree of research projects.&lt;br /&gt;
&lt;br /&gt;
* All {{TV|research}} produced by the [[Aliens#Alien_Administration|Alien Nation]] is automatically given to {{icon|submit}}[[The Servants]].&lt;br /&gt;
* All {{TV|research}} produced by [[Aliens#Alien_Agents|Alien Councilors]] through equipped [[Orgs]] simply vanishes.&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction does not seem to have any interaction with {{TV|projects}}. It is not even given to {{icon|submit}}[[The Servants]].&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|money}} resource type like any other faction, but this represents &#039;&#039;Human&#039;&#039; currencies. So alien [[Habs]] and [[Spaceships]] have zero {{TV|money}} upkeep, since they are not paid in human currencies. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, {{TV|money}} is still a very useful resource for the Alien Faction, having various uses in their interactions with human society such as:&lt;br /&gt;
* Buying Human [[Orgs]], which can usually be equipped and used by Alien Councilors.&lt;br /&gt;
* Trading with Pro-Alien Human [[Factions]], who could usually use the {{TV|money}}.&lt;br /&gt;
* Performing the {{MissionIcon|Build Facility}}[[Build Facility]] mission, which costs {{TV|money|500}}. Presumably this money is paid to the local humans in exchange for the local supplies and/or manpower for the construction of an [[Aliens#Alien_Facility|Alien Facility]] in the target region.&lt;br /&gt;
&lt;br /&gt;
Notably, since the Alien Faction does not have access to any [[Nations]] the early stages of the game, they cannot use the {{TV|spoils}} to rapidly accumulate human {{TV|money}} in early stages of the game. So this is one area where Human Factions can build up a significant lead, and it may be worth stealing any {{TV|money}} producing [[Orgs]] from the Aliens to starve them of human currencies for as long as possible.&lt;br /&gt;
&lt;br /&gt;
After the [[Aliens#Alien_Administration|Alien Nation]] is built, the Alien Faction will never invest its {{TV|ip}} into the {{TV|spoils}} or the {{TV|funding}}, but any Funding that was built in the nations that were annexed by the [[Aliens#Alien_Administration|Alien Nation]] is taken by the [[Aliens#Alien_Administration|Alien Nation]]. So the {{icon|alien}}Alien Faction will be able to earn {{TV|money}} from the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
=== Influence ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|influence}} resource type like any other faction, but this represents influence among &#039;&#039;Human&#039;&#039; societies. So alien [[Councilors]] cost zero {{TV|influence}} to hire, meaning you can never stop the aliens from hiring councilors just by starving them of {{TV|influence}}.&lt;br /&gt;
&lt;br /&gt;
Notably, while Human Factions passively earn an annual {{TV|influence}} income of 0.5 per million {{TV|pop}} [[Nations#Public_Opinion|supporting their ideology]], human populations cannot directly support the {{icon|alien}}Alien ideology.&lt;br /&gt;
&lt;br /&gt;
Instead, the Alien Faction passively earns the same amount of {{TV|influence}} that {{icon|submit}}[[The Servants]] gain from their supporters in each [[Nations|Nation]], but multiplied by Min(Total [[Aliens#Alien_Abductions|Abductions]] in Nation / 100, 0.5).&lt;br /&gt;
&lt;br /&gt;
{{TV|influence}} is one of the more dangerous resources for the Aliens to possess, because the [[Aliens#Alien_Enthrall|Alien Enthrall Missions]] can all spend {{TV|influence}} to get [[Missions#Mission_Modifiers|Bonus Attack]]. So it may be worth actively reducing global public support for {{icon|submit}}[[The Servants]] as much as possible, to reduce the {{icon|alien}}Alien Faction&#039;s {{TV|influence}} income.&lt;br /&gt;
&lt;br /&gt;
=== Operations ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|ops}} resource type like any other faction, and their interaction with this resource type is practically identical to any human faction. But notably:&lt;br /&gt;
&lt;br /&gt;
* {{MissionIcon|Terrorize}}[[Aliens#Alien_Terrorize|Terrorize]] [[Terrorize_Region|Missions]] can spend {{TV|ops}} to get [[Missions#Mission_Modifiers|Bonus Attack]].&lt;br /&gt;
* Human Marine [[Habs|Hab Modules]] produce {{TV|ops}}, but no Alien [[Habs|Hab Module]] produces {{TV|ops}}.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|boost}} resource type like any other faction, but can never use it to build [[Habs]] or [[Spaceships]]. Nevertheless, the Aliens can still trade any {{TV|boost}} they produce to the Pro-Alien Human [[Factions]].&lt;br /&gt;
&lt;br /&gt;
Notably, all {{TV|boost}} produced by the [[Aliens#Alien_Administration|Alien Nation]] is automatically given to {{icon|submit}}[[The Servants]]. But any {{TV|boost}} produced by [[Orgs]] equipped by [[Aliens#Alien_Agents|Alien Councilors]] will be given to the Alien Faction as normal.&lt;br /&gt;
&lt;br /&gt;
=== Exotics ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction is the only faction that has {{TV|exotics}} income. This income is determined by Campaign [[Difficulty]] (inverted when playing {{icon|submit}}[[The Servants]]), and multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] Campaign Setting.&lt;br /&gt;
&lt;br /&gt;
At the 100% [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] of the default Long Campaign Mode:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ The Alien Faction&#039;s Monthly {{TV|exotics}} income&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Monthly {{TV|exotics}} Income&lt;br /&gt;
| 10 || 20 || 30 || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, the Alien Faction never builds [[Habs]] in Earth Interface Orbit, so they cannot [[Resources#Buying_and_Selling_Space_Resources|sell]] {{TV|exotics}} to [[Earth]] in exchange for {{TV|money}}. They can trade it to Pro-Alien Human [[Factions]] though. Furthermore, the {{MissionIcon|Pass Technology}}[[Pass Technology]] and {{MissionIcon|Grant Alien Control}}[[Grant Alien Control]] missions both transfer {{TV|exotics}} from the alien faction to a pro-alien human faction.&lt;br /&gt;
&lt;br /&gt;
The alien faction also gains {{TV|exotics|5000}} when their [[Aliens#Tier_3_Alien_Technology|T3 technology]] unlocks.&lt;br /&gt;
&lt;br /&gt;
=== Antimatter ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has an {{TV|antimatter}} resource type like any other faction, but do not have any [[Habs]] or [[Spaceships]] that cost {{TV|antimatter}}.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Aliens do produce {{TV|antimatter}} in their Nanofactory hab modules.&lt;br /&gt;
&lt;br /&gt;
Notably, the Alien Faction never builds [[Habs]] in Earth Interface Orbit, so they cannot [[Resources#Buying_and_Selling_Space_Resources|sell]] {{TV|antimatter}} to [[Earth]] in exchange for {{TV|money}}. They can trade it to Pro-Alien Human [[Factions]] though.&lt;br /&gt;
&lt;br /&gt;
=== Basic Space Resources ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has the same five basic resources types as any other faction: {{TV|water}}, {{TV|volatiles}}, {{TV|metals}}, {{TV|nobles}}, and {{TV|fissiles}}. These basic resources are used in the construction of [[Habs]] and [[Spaceships]] just like for any other faction. &lt;br /&gt;
&lt;br /&gt;
On the other hand, the technologically superior and highly automated Alien hab modules consume very little space resources compared to their Human counterparts.&lt;br /&gt;
&lt;br /&gt;
One significant difference is that the Alien Faction does not receive any {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses from equipped [[Orgs]]. Instead, these {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses simply disappear, until {{icon|submit}}[[The Servants]] research [[Hydra Diplomacy]], at which point {{icon|submit}}[[The Servants]] gain all of the {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses from [[Orgs]] that are equipped by Alien [[Councilors]].&lt;br /&gt;
&lt;br /&gt;
Consequently, it is not too difficult for the player to mine far more space resources than the Alien Faction, simply by collecting these {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses that the Alien Faction does not have access to.&lt;br /&gt;
&lt;br /&gt;
Notably, the Alien Faction never builds [[Habs]] in Earth Interface Orbit, so they cannot [[Resources#Buying_and_Selling_Space_Resources|sell]] these basic space resources to [[Earth]] in exchange for {{TV|money}}. They can trade it to Pro-Alien Human [[Factions]] though.&lt;br /&gt;
&lt;br /&gt;
== Alien Agents ==&lt;br /&gt;
&lt;br /&gt;
Alien councilors always have {{TV|loyalty|25}}, high {{TV|security}}, respectable {{TV|espionage}} and a set of unique [[Missions#Alien_Missions|missions]]. While powerful, these alien agents are usually unable to board a plane, forcing them to travel on foot, only moving between adjacent provinces. As the game progresses, regions that are owned or subverted by pro-alien groups may open up their airports, allowing alien councilors to fly between these regions.&lt;br /&gt;
&lt;br /&gt;
Alien councilors are dangerous, and are notoriously difficult to deal with. Killing and detaining them is required to unlock certain research options, and to prevent the devastating outcomes of their activity. Alien councilors are also immune to [[Councilors#Natural_Death|natural death]] mechanics, and almost always have the Survivor trait, which [[Terrestrial_Warfare#Effects_of_a_Nuclear_Strike|prevents nukes from killing them]].&lt;br /&gt;
&lt;br /&gt;
{{#invoke:CouncilorTypeLister|ListRestrictedCouncilorTypes|Match,dataName,Alien}}&lt;br /&gt;
&lt;br /&gt;
Note: Alien missions not shown.&lt;br /&gt;
&lt;br /&gt;
=== Flight ===&lt;br /&gt;
&lt;br /&gt;
At the start of the game, Alien Councilors cannot get on planes. They can only travel between adjacent regions, or pairs of regions that are so close that there exists a project that would connect the pair. &lt;br /&gt;
&lt;br /&gt;
An alien councilor can fly from any valid source region to any valid destination region:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition !! Makes Region a Valid Source !! Makes Region a Valid Destination&lt;br /&gt;
|-&lt;br /&gt;
| Region contains a [[Aliens#Alien_Assault_Carrier|UFO Landing]] || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Region contains an [[Aliens#Alien_Facility|Alien Facility]] || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Region is part of the [[Aliens#Alien_Administration|Alien Nation]] || Yes || Yes&lt;br /&gt;
|- &lt;br /&gt;
| Region&#039;s Nation is allied to the [[Aliens#Alien_Administration|Alien Nation]] || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Region&#039;s Nation&#039;s executive is controlled by a faction that has researched [[Hydra Diplomacy]] || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, an alien councilor can also fly to any region within the [[Aliens#Alien_Administration|Alien Nation]] from &#039;&#039;any region on Earth&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The only factions that can research [[Hydra Diplomacy]] are the three pro-alien human factions, namely {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], and {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
&lt;br /&gt;
=== Recruitment ===&lt;br /&gt;
&lt;br /&gt;
At the start of the game, alien councilors can only be recruited at the alien&#039;s starting ground base. So any replacement councilors have to board an alien Transport ship and travel all the way from their starting ground {{icon|base}}base to [[Earth]], after which the transport ship crashes down on earth to deliver its occupant.&lt;br /&gt;
&lt;br /&gt;
Alien councilors can be recruited on Earth under two conditions:&lt;br /&gt;
* An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed at any point in the past.&lt;br /&gt;
* There is a region on earth for which at least one of the following is true:&lt;br /&gt;
** The region is part of the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
** The region contains an [[Aliens#Alien_Facility|Alien Facility]].&lt;br /&gt;
** The region contains a [[Aliens#Alien_Assault_Carrier|UFO Landing]].&lt;br /&gt;
&lt;br /&gt;
If both conditions are true, then new alien councilors can be recruited directly on earth, with a strong initial location preference for the [[Aliens#Alien_Administration|Alien Nation]] over [[Aliens#Alien_Facility|Alien Facilities]] over [[Aliens#Alien_Assault_Carrier|UFO Landings]].&lt;br /&gt;
&lt;br /&gt;
Note: This mechanism works by making the starting location of every alien councilor in the recruit list be somewhere on Earth. So even if the second condition is no longer valid, any recruits still sitting in the recruit list for the alien faction will still have their starting location be somewhere on Earth. This means that even after destroying all alien facilities, you may still have to kill up to 16 alien councilors before the earth is free of alien councilors.&lt;br /&gt;
&lt;br /&gt;
=== Crashed UFOs ===&lt;br /&gt;
&lt;br /&gt;
Alien [[Councilors]] that are not recruited on [[Earth]] have to board an alien Transport ship and travel all the way from their starting ground {{icon|base}}base to [[Earth]]. When this Transport ship arrives in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, it then performs a Rapid Landing operation that takes only 0.75 days.&lt;br /&gt;
&lt;br /&gt;
This Rapid Landing operation can target any [[Regions|Region]] of [[Earth]] that meets any of the following conditions:&lt;br /&gt;
* The region does not have {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]].&lt;br /&gt;
* The region&#039;s [[Nations|nation&#039;s]] executive [[Nations#Control_Points|control point]] is owned by {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], or {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
* The region belongs to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
When the Rapid Landing operation completes, the following effects happen:&lt;br /&gt;
* The Alien Councilor that was on board the Transport ship is moved to the target region.&lt;br /&gt;
* The Transport ship is destroyed. (But any other ships in the fleet are not affected.)&lt;br /&gt;
* The target region gains 0.001 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]].&lt;br /&gt;
* A crashed UFO marker is created in the region, allowing human [[Factions]] to perform {{MissionIcon|Investigate Alien Activity}}[[Investigate Alien Activity]] [[Missions]] on it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation ===&lt;br /&gt;
&lt;br /&gt;
Whenever an alien councilor is killed by a human faction that the alien faction is not at open war with, the alien faction will randomly select up to 3 space assets or space facilities belonging to that human faction, and mark them for death. Once a target is marked for death, the aliens will keep trying to destroy it for the next 5 years, even if they have vented all their [[Diplomacy|hate]] against the human faction.&lt;br /&gt;
&lt;br /&gt;
Note: A space facility can only be marked for death if it is in a nation where the human faction owns a control point, but {{icon|submit}}[[The Servants]] do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Kill Method !! Will Retaliate?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy [[Spaceships|Ship]] that contains Councilor || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy [[Habs|Hab]] that contains Councilor || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|nuke}} || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| [[Hard Target]] Councilor Trait || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Assassinate}}[[Assassinate]] Councilor Mission || Only if Normal Success.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Detain}}[[Detain]] Councilor Mission || Never&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alien Activity Investigation ==&lt;br /&gt;
&lt;br /&gt;
Whenever a faction [[Councilors#Detection|detects a mission]] that is performed by an alien councilor, the game places an Alien Activity site in the region where the mission occurred. The faction can then investigate this Alien Activity site by having one of their councilors perform the {{MissionIcon|Investigate Alien Activity}}[[Investigate Alien Activity]] mission on it. Crashed UFO sites are also valid targets for Alien Activity investigations.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
Investigating Alien Activities provides several beneficial effects for the faction:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|xenology}} || None || {{TV|xenology|+1%}} per Alien Activity Investigation.&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors#Detection|Alien Councilor Detection]] || Faction is performing {{MissionIcon|Surveil}}[[Surveil Location]] mission in region or adjacent region || +1 Strength per Alien Activity Investigation, capped between 1 and 12.&lt;br /&gt;
|-&lt;br /&gt;
| Xenoforming [[Aliens#Visibility|Auto-Detection]] Threshold || None || 65 Xenoflora Growth Levels - 1 per Alien Activity Investigation, capped between 0 and 65.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Town That Stood Still]] Event || Picked Option 3 || Higher Chance for the Good Outcome.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Increases ===&lt;br /&gt;
&lt;br /&gt;
The number of Alien Activity Investigations done by a faction is increased by:&lt;br /&gt;
* +1 each time one of the faction&#039;s councilors performs the {{MissionIcon|Investigate Alien Activity}}[[Investigate Alien Activity]] mission.&lt;br /&gt;
* +2 each time one of the faction&#039;s councilors successfully performs the {{MissionIcon|Assassinate}}[[Assassinate]] mission on an alien councilor.&lt;br /&gt;
* +3 each time one of the faction&#039;s councilors successfully performs the {{MissionIcon|Detain}}[[Detain]] mission on an alien councilor.&lt;br /&gt;
* +10 when the faction gets the [[Device Demystified]] event.&lt;br /&gt;
&lt;br /&gt;
== Alien Abductions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Our councilor has investigated some of these reported abductions, interviewing residents and local authorities. The local government continues to deny that anything has happened, and in fact has done its best to actively hinder us. Though we have no proof as yet, we suspect that other organizations are pulling strings to block our investigations.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Despite the obstacles, our councilor has confirmed that a small but statistically significant number of people and animals have gone missing in the area since the alien crash-landing. This is disturbing news – many among our faction had clung to the hope that despite their secrecy, the intentions of the aliens towards our species might be benevolent, or at least neutral. These apparent abductions leave little chance of that. But what is their purpose?&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Investigate Alien Abductions Objective ([[The Resistance]] Variant), Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
Abductions provide several beneficial effects for the Aliens:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Councilor [[Missions]] || &lt;br /&gt;
{{MissionIcon|Xenoform}}[[Xenoform]]&lt;br /&gt;
|| Gain attack modifier bonus of region abductions × [[Difficulty]] Scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Org}}[[Enthrall Org]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Public}}[[Enthrall Public]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Unaligned Elites}}[[Enthrall Unaligned Elites]]&lt;br /&gt;
|| Gain attack modifier bonus of average abductions per region in nation × Difficulty Scaling.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Public}}[[Enthrall Public]] || Gain [[Nations#Changing_Public_Opinion|propaganda strength]] bonus of region abductions × Difficulty Scaling × 4 × region population fraction of nation / number of turns per month.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Build Facility}}[[Build Facility]] || Enabled only if &amp;gt;15 Region Abductions.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Org}}[[Enthrall Org]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Public}}[[Enthrall Public]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Unaligned Elites}}[[Enthrall Unaligned Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Unrest}}[[Increase Unrest]]&lt;br /&gt;
|| Enabled for Alien Councilors only if Global Abductions &amp;gt; 6.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{MissionIcon|Coup}}[[Coup d&#039;Etat]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Stabilize}}[[Stabilize Nation]]&lt;br /&gt;
|| Enabled for Alien Councilors only if Global Abductions &amp;gt; 500 or the [[Aliens#Alien_Administration|Alien Nation]] exists.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Megafauna|Megafauna]] {{TV|miltech}} || None || 2 + Global Abductions / 100, capped at {{TV|miltech|6}}. (But can grow beyond the cap through other means.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] {{TV|miltech}} || None || 6.75 + Global Abductions / 5000, capped at {{TV|miltech|9}}.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Enable Random Event || rowspan=3 | &amp;gt;0 Abductions || [[Cults]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Localized Panic]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sudden Flowering]] enabled. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | &amp;gt;1 Abduction || [[Vigilantes]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mysterious Obelisk]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terror from the Depths]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;2 Abductions || [[Haunted Forest]] enabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Difficulty Scaling for Abductions is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty Scaling&lt;br /&gt;
| 0.05 || 0.15 || 0.35 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These numbers are also multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the Abduction bonuses to councilor missions are capped at 60 Abductions per region. While the aliens can continue to conduct more abductions in the region, the excess abductions do not provide any bonuses to any councilor missions.&lt;br /&gt;
&lt;br /&gt;
=== Increases ===&lt;br /&gt;
&lt;br /&gt;
Abductions are increased in the following ways:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Conditions !! Added Abductions&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{MissionIcon|Abductions}}[[Abductions]] Councilor Mission || Normal Success || 2 / (Turns Per Month),&amp;lt;br&amp;gt; rounded up to nearest integer.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || 4 / (Turns Per Month), &amp;lt;br&amp;gt; rounded up to nearest integer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Administration|Alien Nation]] || Each Month &amp;lt;br&amp;gt; Each Region inside the [[Aliens#Alien_Administration|Alien Nation]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Earth_Surveillance_Habs|Surveillance Hab Modules]] || Each Month &amp;lt;br&amp;gt; Each Region outside of the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;br&amp;gt; (2 × Sum of Module Tiers)% Chance || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] || Occupying Enemy Region &amp;lt;br&amp;gt; Each day it increases occupation || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Earth_Surveillance_Fleets|Surveillance Fleet]] || Each Surveillance Operation &amp;lt;br&amp;gt; Each Region &amp;lt;br&amp;gt; (Region Population / 10 million) chance || Number of Ships with &amp;lt;br&amp;gt; Functional Surveillance Module&lt;br /&gt;
|-&lt;br /&gt;
| [[The Town that Stood Still]] event || Alien Councilor Nearby &amp;lt;br&amp;gt; At most once every 6 months || 0 to 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Haunted Forest]] event || &amp;gt;2 Abductions &amp;lt;br&amp;gt; Once Per Faction || 0 to 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Terror from the Depths]] event || &amp;gt;1 Abductions &amp;lt;br&amp;gt; &amp;gt;25 Xenoflora Growth Levels &amp;lt;br&amp;gt; Region has access to oceans &amp;lt;br&amp;gt; At most once every 6 months || 0 to 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Removal ===&lt;br /&gt;
&lt;br /&gt;
Abductions can be removed in the following ways:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Source !! Conditions !! Removed Abductions&lt;br /&gt;
|-&lt;br /&gt;
| Retire [[Aliens#Alien_Agents|Alien Councilor]] || None || Months Since Recruited / 3, &amp;lt;br&amp;gt; randomly spread over all regions.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Destroy [[Aliens#Alien Facility|Alien Facility]] &lt;br /&gt;
| &lt;br /&gt;
* Using Army or Councilor &lt;br /&gt;
* Normal Success&lt;br /&gt;
| 20% of Abductions in region, rounded down to nearest integer. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Using Army or Councilor &lt;br /&gt;
* Critical Success&lt;br /&gt;
| 40% of Abductions in region, rounded down to nearest integer. &lt;br /&gt;
|-&lt;br /&gt;
| Assault [[Aliens#Alien Xenoforming|Xenoflora]] &lt;br /&gt;
|&lt;br /&gt;
* Using Councilor &lt;br /&gt;
* Critical Success &lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: &#039;Retire Alien Councilor&#039; means make the Alien Councilor stop being an Alien Councilor, by any means. {{MissionIcon|Detain}}[[Detain]] included.&lt;br /&gt;
&lt;br /&gt;
== Alien Xenoforming ==&lt;br /&gt;
&lt;br /&gt;
[[File:Location_XenoformingMed.png|thumb|Alien Xenoforming]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Scattered and garbled reports of unusual plantlife have now given way to confirmed sightings of vegetation never before seen on Earth. Strange growths have erupted from the affected land, connected by a pulsing lattice of tendril-like roots. Although this unknown flora appears superficially plant-like, its connected nature is more analogous to fungal growth. Furthermore, small movements have been detected among and around these growths, suggesting that whatever has been done to the local environment has enabled other, as yet undocumented, forms of alien life to survive here on Earth.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;While these changes remain localized for now, the ultimate purpose of this &amp;quot;xenoforming&amp;quot; is as yet unclear. Do our visitors similarly require it for their own survival, it is to gain some strategic foothold, are they growing something else within the affected environments — or do they seek to transform our entire world into a simulacrum of theirs?&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Detect Xenoforming Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
Alien Xenoforming provides several beneficial effects for the Aliens, and also some beneficial effects for humanity:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Megafauna Spawning || &amp;gt;100 levels of xenoflora growth || Spawn a Megafauna army and lose 50 growth levels. If there is already a Megafauna in the region, spend up to 0.5 growth levels to heal the Megafauna to full.&lt;br /&gt;
|-&lt;br /&gt;
| Megafauna Healing || &amp;gt;75 levels of xenoflora growth || Allow Megafauna to heal in region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] Healing || &amp;gt;75 levels of xenoflora growth || Additional 0.5% HP regen per day for alien armies in the region.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Councilor [[Missions]] || &lt;br /&gt;
{{MissionIcon|Abductions}}[[Abductions]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Turn}}[[Turn Councilor]]&amp;lt;ref name=servant&amp;gt;This bonus also affects [[Missions]] done by {{icon|submit}}[[The Servants]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
|| Gain attack modifier bonus of region xenoflora growth level / 20 × [[Difficulty]].&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Org}}[[Enthrall Org]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Public}}[[Enthrall Public]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Public Campaign}}[[Public Campaign]]&amp;lt;ref name=servant /&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Unrest}}[[Increase Unrest]]&amp;lt;ref name=servant /&amp;gt;&lt;br /&gt;
|| Gain attack modifier bonus of average xenoflora growth level in nation / 20 × [[Difficulty]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors#Detection|Mission Detection]] || Alien Councilor || Reduce noise by region xenoflora growth level / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate Change]] || Every Month || Remove 0.002875ppm CO2 × average xenoflora growth level.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Base_Unrest|Unrest Rest Value]] || [[Aliens#Alien_Administration|Alien Nation]] || Reduce by average xenoflora growth level in nation / 20&lt;br /&gt;
|-&lt;br /&gt;
| Region Secession || &lt;br /&gt;
To Adjacent [[Aliens#Alien_Administration|Alien Nation]] &lt;br /&gt;
&amp;lt;br&amp;gt; Checked every 4 days&lt;br /&gt;
|| Increase chance by region xenoflora growth level / 10000&lt;br /&gt;
|- &lt;br /&gt;
| {{icon|pop}}[[Nations#Population_Growth|Annual Population Growth]] || None || Reduce by region xenoflora growth level × 0.005%.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Enable Random [[Events]] || &amp;gt;0.25 levels of xenoflora growth || [[Alien Friend]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | &amp;gt;25 levels of xenoflora growth || [[Hunters]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terror from the Depths]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Indigo Dreams]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pretenders]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| Visible to owning faction || [[Unfriendly Locals]] enabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
Region Xenoforming is hidden by default. But it automatically becomes visible to a [[Factions|Faction]] when there are at least 65 Xenoflora Growth Levels in the [[Regions|Region]]. This 65 level threshold is decreased by 1 for every [[Aliens#Alien_Activity_Investigation|Alien Activity Investigation]] done by the [[Factions|Faction]].&lt;br /&gt;
&lt;br /&gt;
Region Xenoforming can also be discovered by performing {{MissionIcon|Surveil Location}}[[Surveil Location]] [[Missions]] in the region or adjacent regions. As well as by gaining the intel from another [[Factions|faction]] who has discovered them.&lt;br /&gt;
&lt;br /&gt;
=== Increases ===&lt;br /&gt;
&lt;br /&gt;
Alien Xenoforming is increased by the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Can Create New || Can Add to Existing || Conditions !! Added Xenoflora Growth Levels&lt;br /&gt;
|-&lt;br /&gt;
| UFO Crashdown || Yes || Yes || None || 0.001&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{MissionIcon|Xenoform}}[[Xenoform]] Councilor Mission || rowspan=2 | Yes || rowspan=2 | Yes || Critical Success || 11 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Normal Success || 1 to 10&lt;br /&gt;
|- &lt;br /&gt;
| [[Sudden Flowering]] event || Yes || Yes || &amp;gt;0 [[Aliens#Abductions|Abductions]] || 23.75 to 78.75&amp;lt;br&amp;gt;Depends on choice.&lt;br /&gt;
|- &lt;br /&gt;
| [[Hunters]] event || No || Yes || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Pick the Pro-Alien option. || 23.75 to 26.25&lt;br /&gt;
|- &lt;br /&gt;
| [[Mysterious Obelisk]] event || Yes || Yes || &amp;gt;1 [[Aliens#Abductions|Abductions]],&amp;lt;br&amp;gt;Pick Observe Obelisk option,&amp;lt;br&amp;gt;20% Chance || 47.5 to 52.5&lt;br /&gt;
|- &lt;br /&gt;
| [[Pretenders]] event || No || Yes || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;&amp;lt;7 Cohesion,&amp;lt;br&amp;gt;Pick Leave Alone option || 23.75 to 26.25&lt;br /&gt;
|- &lt;br /&gt;
| [[Unfriendly Locals]] event || No || Yes || Xenoflora visible to owning faction,&amp;lt;br&amp;gt;Region in Australia,&amp;lt;br&amp;gt;Pick [[Xenofauna Harmony]] option || 100&lt;br /&gt;
|-&lt;br /&gt;
| Daily Xenoflora Spread&amp;lt;ref&amp;gt;From Adjacent [[Regions]], can use bridges after they are built.&amp;lt;/ref&amp;gt; || Yes || No ||&lt;br /&gt;
&amp;gt;50 to 80 Xenoflora growth levels&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
(Xenoflora growth levels / 2000) chance&lt;br /&gt;
|| 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| Daily Xenoflora Growth || No || Yes || None || Xenoflora Growth Levels&amp;lt;br&amp;gt;(Up to a cap.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The amount of xenoflora growth levels needed for xenoflora to spread is scaled by region size and type. Specifically, it needs X levels, where X is calculated as follows:&lt;br /&gt;
# Set X = (region area in km2) ^ 0.7 / 250, but capped between 50 and 70.&lt;br /&gt;
# Round X down to the nearest integer.&lt;br /&gt;
# Add 10 to X if the Region is Rugged.&lt;br /&gt;
&lt;br /&gt;
The passive Daily Xenoflora Growth in a region is capped at X levels, where X is calculated as follows:&lt;br /&gt;
# Set X to a random value between 0.025 and 0.065.&lt;br /&gt;
# Divide X by 2 if the Region is {{icon|rugged}}Rugged.&lt;br /&gt;
# Divide X by 2 if the Region has Latitude above 50 or below -50.&lt;br /&gt;
# Multiply X by 2 if the Region has an [[Aliens#Alien_Facility|Alien Facility]].&lt;br /&gt;
# Multiply X by the amount of atmospheric CH4 in ppm, then divide by 1.5.&lt;br /&gt;
# Multiply X by the amount of atmospheric CO2 in ppm, then divide by 400.&lt;br /&gt;
&lt;br /&gt;
=== Reduction ===&lt;br /&gt;
&lt;br /&gt;
Alien Xenoforming can be reduced in the following ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attacker !! Mission !! Bonuses !! Conditions !! Removed Xenoflora Growth Levels&lt;br /&gt;
|- &lt;br /&gt;
| colspan=2 | {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrage|Nuke]] || None || No {{icon|sto defense}}Space Defense Facility || All Xenoflora Growth Levels&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Regions#Region_Damage|Region Damage]] || None || None || Xenoflora Growth Levels × Damage Strength&lt;br /&gt;
|-&lt;br /&gt;
| [[Fleets|Space Fleet]] || [[Fleets#Orbital_Bombardment|Bombard]] || None || &lt;br /&gt;
[[Spaceships#Lasers|Green Lasers]],&lt;br /&gt;
&amp;lt;br&amp;gt; [[Spaceships#Magnetic_Weapons|Railguns]],&lt;br /&gt;
&amp;lt;br&amp;gt; or [[Spaceships#Magnetic_Weapons|Coilguns]].&lt;br /&gt;
|| Depends on weapon. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| [[Nations#Armies|Army]] || rowspan=2 | Assault Alien Asset || rowspan=2 | None || Normal Success || Xenoflora Growth Levels × Army {{TV|miltech}} / 10 × Army HP %&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || Also Halve Xenoflora Growth Levels.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| [[Councilors|Councilor]] || rowspan=2 | [[Assault Alien Asset]] || None || Normal Success || (20 to 40) / (Turns per Month)&lt;br /&gt;
|-&lt;br /&gt;
| Remove 1 [[Aliens#Abductions|Abduction]] || Critical Success || (40 to 80) / (Turns per Month)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Unfriendly Locals]] Event || Various Event Bonuses/Penalties || Xenoflora visible to owning faction,&amp;lt;br&amp;gt;Region in Australia,&amp;lt;br&amp;gt;Did not pick [[Xenofauna Harmony]] option|| 100 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Alien Friend]] Event || Various Event Bonuses/Penalties || &amp;gt;0.25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Picked Terminate Friend option || 23.75 to 26.25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Pretenders]] Event || rowspan=3 | Various Event Bonuses/Penalties || rowspan=3 | Picked {{icon|destroy}}[[Humanity First]] unique option || rowspan=3 | 23.75 to 26.25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Indigo Dreams]] Event &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Haunted Forest]] Event &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Terror from the Depths]] Event || Various Event Bonuses/Penalties || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Region can access oceans,&amp;lt;br&amp;gt;Picked Naval Warfare option &amp;lt;br&amp;gt; (Needs a navy) || 23.75 to 26.25 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Hunters]] Event || Various Event Bonuses/Penalties || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Picked Anti-Alien option || 23.75 to 26.25 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Alien Flora]], [[Xenoflora Defoliants]], [[Xenological Culls]], and [[Invasive Species Containment]] projects each multiply the damage done by [[Nations#Armies|Armies]] and [[Councilors]] against Xenoflora by 125%, compounding. So researching 3 will almost double the amount of xenoflora growth levels reduced by army and councilor [[Assault Alien Asset]] missions, and researching 4 gives a total damage multiplier of roughly 2.44×.&lt;br /&gt;
&lt;br /&gt;
Notably, with all 4 projects, an army theoretically only needs {{TV|miltech|4.1}} to clear out a entire region full of xenoflora with every assault. However, armies actually take damage first then deal damage in assaults. This significantly increases the {{TV|miltech}} required, because an army that assaults a xenoflora takes the following damage:&lt;br /&gt;
* On Critical Failure: (30% to 150%) / Base {{TV|miltech}}&lt;br /&gt;
* On Normal Failure: (15% to 112.5%) / Base {{TV|miltech}}&lt;br /&gt;
* On Normal Success: (0% to 75%) / Base {{TV|miltech}}&lt;br /&gt;
* On Critical Success: (0% to 15%) / Base {{TV|miltech}}&lt;br /&gt;
Where the Base {{TV|miltech}} is simply the army&#039;s home nation&#039;s {{TV|miltech}}, with all modifiers ignored.&lt;br /&gt;
&lt;br /&gt;
=== Megafauna ===&lt;br /&gt;
&lt;br /&gt;
[[File:Army_AlienMegafauna.jpeg|thumb|Alien Megafauna]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Where previously the land altered by the alien visitors was almost eerily still, now mountainous and monstrous silhouettes move through the unearthly vegetation. There were, until now, still those who refuted the presence of extraterrestrial beings on our world, but the startling footage of these immense new entities is something to demolish the convictions of even the most staunch unbeliever.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Their titanic bulk blots out the light; the land trembles at their step. Trees and buildings are pushed aside as if they were tissue paper, or are uprooted by vast tendrils as if they were mere seedlings, and, even miles away, the very air seems to bend at their deafening cry. All the world knows it now: giants are among us.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ [[Alien Megafauna Spawns]] Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
A Megafauna is an army that can only fight other armies and [[Regions#Region_Damage|cause damage]] to [[Regions]]. It cannot occupy [[Regions]], or oppress {{TV|unrest}}. Nor can megafaunas be attached to {{TV|navies}}, or cost a nation any {{TV|ip}} to upkeep.&lt;br /&gt;
&lt;br /&gt;
The base {{TV|miltech}} level of a Megafauna army is 2 + [[Aliens#Alien Abductions|Global Abductions]] / 100, but capped at {{TV|miltech|6}}. So it only takes 400 total abductions (slightly more than 1 per region) to reach the {{TV|miltech|6}} cap. However, multiple Megafaunas in the same region can merge together into one Megafauna army with an additional {{TV|miltech|0.1}} for every Megafauna merged into it.&lt;br /&gt;
&lt;br /&gt;
* When in battle with other armies, a megafauna behaves identically to any normal army.&amp;lt;ref&amp;gt;Though naturally, projects that give damage bonuses to specific types of armies will only apply their bonuses to those army types.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* When in battle with a region, a megafauna simply does its {{TV|miltech}} × its health % / 2000 [[Regions#Region_Damage|damage to the region]] every day. &lt;br /&gt;
* Outside of battle, megafaunas can only heal in the [[Aliens#Alien_Administration|Alien Nation]] or in regions with &amp;gt;75 Xenoflora Growth Levels.&lt;br /&gt;
* A megafauna heals by 100% / (60 * Number of currently healing Megafaunas in the region) per day.&lt;br /&gt;
&lt;br /&gt;
In practice, megafaunas deal fairly negligible amounts of damage. Their inability to heal in most regions means that they usually quickly exhaust their health and die before causing too much destruction. That can change significantly after the [[Aliens#Alien_Administration|Alien Nation]] is created, which gives megafaunas a safe harbor to recover in, and rampant xenoflora growth can lead to giant hordes of hundreds of megafaunas, which can then merge into one army with absurdly high {{TV|miltech}}. When this happens, it can be helpful to remember the [[Terrestrial_Warfare#Effects_of_a_Nuclear_Strike|effects of a nuclear strike]].&lt;br /&gt;
&lt;br /&gt;
The following projects help to handle the megafauna threat:&lt;br /&gt;
* The [[Megafauna Necropsy]] and [[War Dog Necropsy]] projects each multiply damage done to megafaunas by 125%, compounding.&lt;br /&gt;
* The [[Urban Armoring]] project reduces the damage done by Megafaunas to your regions by 50%.&lt;br /&gt;
* The [[Xenofauna Harmony]] project, which is only available to {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]], completely eliminates all [[Regions#Region_Damage|damage]] done by Megafaunas to [[Regions]] owned by [[Nations]] where you have executive control, and encourages them to move to [[Regions]] owned by other [[Nations]].&lt;br /&gt;
&lt;br /&gt;
All Human Factions complete the [[Alien Megafauna Spawns]] milestone when the first Megafauna spawns. Killing a Megafauna completes the [[Access Alien Megafauna]] milestone and unlocks the [[Destroy Megafauna Achievement]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alien Surveillance ==&lt;br /&gt;
&lt;br /&gt;
=== Earth Surveillance Fleets ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Survey human behavior from a close Earth orbit. Grants the equivalent of one abduction in every Earth region.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Earth Surveillance Fleet Operation Description, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
==== Conditions ====&lt;br /&gt;
&lt;br /&gt;
An alien fleet can perform an Earth Surveillance operation under the following conditions:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Location || The fleet must be in an Earth Interface Orbit&lt;br /&gt;
|-&lt;br /&gt;
| Not Busy || The fleet cannot be in combat or in transfer.&lt;br /&gt;
|-&lt;br /&gt;
| Ship Module || The fleet must contain at least one ship with a functional Alien Surveillance Module.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The operation will take 192 days to complete. During this time, any combat would force the operation to abort. Progress is not saved, so the fleet would have to restart the operation from the beginning.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
For each region on Earth, there is a (region {{TV|pop}} / 10 million) chance that the aliens will gain X [[Aliens#Alien_Abductions|Abductions]] in the region, where X is the number of ships in the alien fleet that have a functional Alien Surveillance Module. &lt;br /&gt;
&lt;br /&gt;
Every ship in the alien fleet then exhausts their Alien Surveillance Module, which means they need to return to an alien space dock to restore its functionality.&lt;br /&gt;
&lt;br /&gt;
=== Earth Surveillance Habs ===&lt;br /&gt;
&lt;br /&gt;
As the Campaign progresses, the aliens will attempt to found a Surveillance Platform, Orbital, and Ring hab within the Earth-Luna planetary system. These habs serve the same role as their earth surveillance fleets.&lt;br /&gt;
&lt;br /&gt;
==== Earliest Creation ====&lt;br /&gt;
&lt;br /&gt;
The aliens are not allowed to found these Surveillance Habs until a certain number of years have passed. The exact number of years depends on the campaign settings:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hab !! Cinematic !! Normal !! Veteran !! Brutal&lt;br /&gt;
|-&lt;br /&gt;
| Surveillance Platform || 13 || 9 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Surveillance Orbital || 15 || 11 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Surveillance Ring || 17 || 13 || 7 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These numbers are also divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
Every month, for each region on Earth, there is an X% chance that the aliens will gain 1 [[Aliens#Alien_Abductions|Abduction]] in the region, where X is twice the sum of alien surveillance hab module tiers. If the region is part of the [[Aliens#Alien_Administration|Alien Nation]], then X is set to 100 instead.&lt;br /&gt;
&lt;br /&gt;
Alien surveillance habs have static designs, so X is easy to compute:&lt;br /&gt;
* The Alien Surveillance Platform has exactly one Alien Observation Post, so it adds 2 to X.&lt;br /&gt;
* The Alien Surveillance Orbital has exactly two Alien Surveillance Arrays, so it adds 8 to X.&lt;br /&gt;
* The Alien Surveillance Ring has exactly two Alien Watchtowers, so it adds 12 to X.&lt;br /&gt;
&lt;br /&gt;
So if the aliens have built all three, then each region has a 22% chance each month to gain 1 [[Aliens#Alien_Abductions|Abduction]]. Unless it is part of the [[Aliens#Alien_Administration|Alien Nation]], in which case the region has a 100% chance each month to gain 1 [[Aliens#Alien_Abductions|Abduction]].&lt;br /&gt;
&lt;br /&gt;
==== Module Stats ====&lt;br /&gt;
&lt;br /&gt;
{{#invoke:HabModuleLister|ListRestrictedHabModules|Match,alienModule,true|In List,specialRules/{i},AlienSurveillance}}&lt;br /&gt;
&lt;br /&gt;
== Alien Coordination ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This group has determined the aliens are of divine origin and has declared itself their heralds ... and defenders.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Encountering {{icon|submit}}[[The Servants]], Terra Invicta, 0.4.88.&lt;br /&gt;
&lt;br /&gt;
As {{icon|submit}}[[The Servants]] progress through their storyline, they begin to provide the [[Aliens#Alien_Agents|alien agents]] with more support for their [[Aliens#Alien_Enthrall|alien missions]] on earth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|+ Alien Coordination [[Missions#Mission_Modifiers|Mission Modifier]] at each level of {{icon|submit}}[[The Servants]]&#039; progress.&lt;br /&gt;
|-&lt;br /&gt;
! {{icon|submit}}[[The Servants]]&#039; progress !! Total Value of Attack Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Start of Campaign || 0&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Signatures]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Methods]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Operations]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Movements]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| Completed [[Alien Diplomacy]] Milestone || 6&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Hydra Diplomacy]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[The Alien Nation]] || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This bonus does not require {{icon|submit}}[[The Servants]] to own any control points anywhere.&lt;br /&gt;
&lt;br /&gt;
== Alien Enthrall ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The situation is worse than we had feared.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All of the countries with high abduction rates are now showing aberrant political trends. We have tracked rapid swings toward pro-alien views in ways that are extremely concentrated by geography, spreading in ways that more closely resemble infectious disease vectors than communications networks. These changes are being accompanied by sharp shifts in policy, with key officials and leaders either being replaced with pro-alien figures or – more disturbingly still – abruptly changing their beliefs and publicly expressing conciliatory views toward the alien presence on our planet. Multiple independent reports have noted sudden and uncharacteristic behavioral changes in these individuals, describing them as aloof, phlegmatic, and disinterested in any issues other than human-alien relations. None of our sources were able to offer any explanation for these changes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Research Alien Operations Objective ({{icon|resist}}[[The Resistance]] Variant), Terra Invicta, 0.4.88.&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Abductions|Abductions]]. The [[Aliens#Alien_Xenoforming|Xenoforming]]. The [[Aliens#Alien_Surveillance|Surveillance]]. The [[Aliens#Alien_Coordination|Coordination]].&lt;br /&gt;
&lt;br /&gt;
Each of these actions, while providing some benefits of their own, serve one primary purpose: increasing the power of [[Aliens#Alien_Agents|Alien Councilor]] Enthrall missions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ The Alien Enthrall Missions&lt;br /&gt;
|-&lt;br /&gt;
! Enthrall Mission !! Human Analogue !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]] || {{MissionIcon|Purge}}[[Purge]] || Takes the target control point from another faction, giving it to {{icon|submit}}[[The Servants]].&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Public}}[[Enthrall Public]] || {{MissionIcon|Public Campaign}}[[Public Campaign]] || Increases public support for {{icon|submit}}[[The Servants]] in the target nation. Does not need to be performed in the nation&#039;s capital region.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Org}}[[Enthrall Org]] || {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] || Takes the target org from another faction. The org is &#039;&#039;&#039;not&#039;&#039;&#039; given to {{icon|submit}}[[The Servants]].&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Unaligned Elites}}[[Enthrall Unaligned Elites]] || {{MissionIcon|Control Nation}}[[Control Nation]] || Takes the target empty control point, giving it to {{icon|submit}}[[The Servants]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Aliens#Alien_Coordination|Alien Coordination]] buffs all enthrall missions.&lt;br /&gt;
* The average [[Aliens#Alien_Abductions|Abductions]] per region in a nation buffs all enthrall missions.&lt;br /&gt;
* The average [[Aliens#Alien_Xenoforming|Xenoforming]] per region in a nation buffs all enthrall missions except for {{MissionIcon|Enthrall Unaligned Elites}}[[Enthrall Unaligned Elites]].&lt;br /&gt;
&lt;br /&gt;
See [[Missions#Alien-Related_Missions]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Alien Terrorize ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Alien forces are attacking civilians in the ■■■■■ region of ■■■■■, causing widespread damage. Authorities there are pledging to seek conciliation with the aliens to prevent further attacks.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terrorize UI Notification, Terra Invicta, 0.4.88.&lt;br /&gt;
&lt;br /&gt;
Note: This section assumes that {{icon|appease}}[[The Protectorate]] faction exists. If it does not exist in the chosen [[Game_Options|Campaign Settings]], then {{icon|submit}}[[The Servants]] will be used instead of {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
&lt;br /&gt;
Occasionally, an alien agent may choose to forgo subtlety and simply attempt to {{MissionIcon|Terrorize}}[[Terrorize_Region|terrorize]] a region into submission. When successful, the leftmost control point that is not already owned by {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]] will be given to {{icon|appease}}[[The Protectorate]]. The executive can never be targeted unless it is the only control point in the nation.&lt;br /&gt;
&lt;br /&gt;
If a faction&#039;s CP is taken away by the {{MissionIcon|Terrorize}}[[Terrorize_Region|Terrorize]] mission, then the faction completes the [[Targeted By Terror Mission]] Milestone.&lt;br /&gt;
&lt;br /&gt;
Depending on the outcome of the {{MissionIcon|Terrorize}}[[Terrorize_Region|Terrorize]] mission, [[Nations#Changing_Public_Opinion|Propaganda]] for {{icon|appease}}[[The Protectorate]] may automatically be performed on the nation. The strength of the propaganda is:&lt;br /&gt;
* 40 on Critical Success&lt;br /&gt;
* 20 on Normal Success&lt;br /&gt;
* 0 (no propaganda) on Normal Failure&lt;br /&gt;
* -10 on Critical Failure&lt;br /&gt;
&lt;br /&gt;
Regardless of the Mission outcome, the region will suffer [[Regions#Region_Damage|damage]] of strength between 0.01 and 0.07.&lt;br /&gt;
&lt;br /&gt;
This mission is only granted by a unique alien org:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OrgLister|ListAlienOrgs}}&lt;br /&gt;
&lt;br /&gt;
== Alien Space Territory ==&lt;br /&gt;
&lt;br /&gt;
The aliens consider everything in or beyond Jupiter&#039;s orbit as their territory. They also claim any system where they have a [[Habs|hab]], except for [[Earth]].&lt;br /&gt;
&lt;br /&gt;
Any human space assets sent into alien territory will be attacked by the aliens, even if the aliens are not at war with the space assets&#039; owners. The only exceptions are:&lt;br /&gt;
* {{icon|submit}}[[The Servants]], who can never be attacked by the aliens in space.&lt;br /&gt;
* {{icon|appease}}[[The Protectorate]], after they establish a non-aggression pact with the aliens.&lt;br /&gt;
&lt;br /&gt;
== Alien Habs ==&lt;br /&gt;
&lt;br /&gt;
Apart from their [[Aliens#Earth_Surveillance_Habs|Earth Surveillance Habs]], Alien habs primarily serve two roles for the aliens: mining and building ships. Their nanofactories also produce {{TV|antimatter}}, though this {{TV|antimatter}} is not used for anything (except maybe trade).&lt;br /&gt;
&lt;br /&gt;
=== Capturing Alien Habs ===&lt;br /&gt;
&lt;br /&gt;
But for the human factions, the alien habs are full of goodies, just waiting to be cracked open and harvested. Bombarding an alien hab does not give anything. Destroying an alien hab just gives 10% of the resources used to build the hab as salvage and completes the [[Access Alien Tech]] milestone. But capturing an alien hab may give several rewards depending on the type of capture and mission outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Different Hab Capture Methods and Success Level&lt;br /&gt;
|-&lt;br /&gt;
! Success Level !! Capture Method !! Can Happen to Alien Habs?&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Normal Success on a {{icon|marine}}Marine Assault. || Yes &lt;br /&gt;
|-&lt;br /&gt;
| 0 || Critical Success on a {{icon|marine}}Marine Assault. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Normal Success on a Councilor {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 2 || Normal Success on a Councilor {{MissionIcon|Control Space Asset}}[[Control Space Asset]] mission. || No&lt;br /&gt;
|-&lt;br /&gt;
| Hab defects to faction in a random [[Events|event]]. || No&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Critical Success on a Councilor {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Critical Success on a Councilor {{MissionIcon|Control Space Asset}}[[Control Space Asset]] mission. || No&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Hab traded to faction. || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Rewards for Capturing an Alien Hab&lt;br /&gt;
|-&lt;br /&gt;
! Reward Category !! Reward Amount !! Minimum Success Level || Conditions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Reveal all [[Aliens#Alien_Agents|Alien Councilors]] to Capturing Faction || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Alien Tech]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Griffin Corpus]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Reset [[Diplomacy#Estimated_Alien_Hate_Level|Estimated Alien Hate Level]] || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| Gain Salvage || Hab Build Cost × (2 + Success Level) / 10 || -1 || None &lt;br /&gt;
|-&lt;br /&gt;
| Gain Bonus {{TV|exotics}} || Hab Tier × (1 + Success Level) × (2.4 to 3.6) || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| Gain Bonus {{TV|exotics}} from Under Construction [[Spaceships]] || Ship {{TV|exotics}} Cost × Success Level / 4 || 1 || Hab is currently building Ships&lt;br /&gt;
|-&lt;br /&gt;
| Gain Intel on {{icon|alien}}Alien Faction || 5 × Hab Tier × (1 + Success Level) || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Hydra Corpus]] milestone || -1 || &amp;gt;1 Hab Tier &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 colspan=2 | Complete [[Access Live Griffin]] milestone || 3 || None&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Hab contains Space Dock or Point Defense module&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 colspan=2 | Complete [[Access Live Hydra]] milestone || 3 || &amp;gt;1 Hab Tier&lt;br /&gt;
|-&lt;br /&gt;
| -1 || No [[Aliens#Alien_Agents|Alien Councilors]] on [[Earth]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Salamander Corpus]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Live Salamander]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access War Dog Corpus]] milestone || -1 || Hab contains Barracks or T2+ Point Defense Module&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Alien Ship]] milestone || -1 || Hab is currently building [[Spaceships|Ship(s)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Mine Limit ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Difficulty]]&lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Original Mine Limit&lt;br /&gt;
| 10 || 12 || 18 || -&lt;br /&gt;
|-&lt;br /&gt;
! Years before Mine Limit Increase&lt;br /&gt;
| 25 || 20 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
! New Mine Limit&lt;br /&gt;
| 10 || 15 || 25 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These year values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Note: In some situations, the Aliens may exceed their Mine Limit by up to 50%.&lt;br /&gt;
&lt;br /&gt;
=== Alien Primary Hab ===&lt;br /&gt;
&lt;br /&gt;
The Aliens begin the game with one fully built t3 ground hab. This ground hab contains their wormhole module, which produces {{TV|volatiles|200}}, {{TV|metals|200}}, {{TV|nobles|50}}, {{TV|fissiles|10}}, {{TV|antimatter|0.01}}, and {{TV|exotics|10}} every month, as well as provides {{TV|mc|100}}.&lt;br /&gt;
&lt;br /&gt;
Note: The {{TV|exotics}} income is multiplied by campaign [[difficulty]] (1 for Cinematic, 2 for Normal, 3 for Veteran, and 4 for Brutal), and by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
The location of this Alien Primary Hab is always set to a Dwarf Planet beyond the orbit of Neptune, on a hab site that produces all 5 basic resources. The specific selection process is as follows:&lt;br /&gt;
# Consider all Dwarf Planet sites beyond the orbit of Neptune.&lt;br /&gt;
# Remove any that are missing one of the 5 basic resources.&lt;br /&gt;
# Let N be the highest {{icon|nobles}} produced by any of the remaining sites.&lt;br /&gt;
# Remove any site that does not produce at least 75% of N {{icon|nobles}}.&lt;br /&gt;
# Pick the remaining site whose total resource output sum is highest, but each of the 5 basic resources has the following weight multipliers:&lt;br /&gt;
#* {{TV|water}} = 10&lt;br /&gt;
#* {{TV|volatiles}} = 10&lt;br /&gt;
#* {{TV|metals}} = 20&lt;br /&gt;
#* {{TV|nobles}} = 60&lt;br /&gt;
#* {{TV|fissiles}} = 80&lt;br /&gt;
&lt;br /&gt;
== Alien Ships ==&lt;br /&gt;
&lt;br /&gt;
Killing an Alien ship in combat completes the [[Access Alien Ship]] milestone if the battle is won.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|CompareShipHulls}}&lt;br /&gt;
&lt;br /&gt;
== Alien Assault Carrier ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
An alien transport has set down in the ■■■■■ region in ■■■■■. Reconnaissance imagery shows it disgorging what appear to be troops and war machines. We believe we only have 30 days to stop it.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Any attempt to assault the landing using armies will surely be regarded as a declaration of war upon the aliens and their interests on Earth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
~ UFO Landing UI Notification, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
An Alien Assault Carrier is a slow transport ship that carries 3 Invader Armies to Earth. This is usually the first serious threat that a player has to face:&lt;br /&gt;
* Shooting down the Assault Carrier generates [[Diplomacy#Combat|roughly 31.5 alien hatred]], lighting the spark for a long and grueling war in space.&lt;br /&gt;
* Yet that is usually preferable to letting it land, because the aliens gain significant benefits from landing assault carriers on earth.&lt;br /&gt;
&lt;br /&gt;
=== Earliest Creation ===&lt;br /&gt;
&lt;br /&gt;
The aliens are not allowed to build Assault Carriers until a certain number of years have passed. The exact number of years depends on the campaign settings:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years since Campaign Began &lt;br /&gt;
| 16 || 12 || 6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These numbers are also divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
=== UFO Landing ===&lt;br /&gt;
&lt;br /&gt;
When the Assault Carrier arrives in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, it will begin a Land Army operation that takes 3 days. If intercepted while performing this operation, the assault carrier&#039;s fleet &#039;&#039;must&#039;&#039; accept combat.&lt;br /&gt;
&lt;br /&gt;
This Land army operation can target any [[Regions|Region]] of [[Earth]] that meets any of the following conditions:&lt;br /&gt;
* The region does not have {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]].&lt;br /&gt;
* The region&#039;s [[Nations|nation&#039;s]] executive [[Nations#Control_Points|control point]] is owned by {{icon|submit}}[[The Servants]] &#039;&#039;&#039;and&#039;&#039;&#039; the nation is allied to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* The region belongs to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
But a region cannot contain two assault carriers at the same time. So each Land Army operation will land only one of the assault carriers in the fleet. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The aliens appear to have moved to the next stage of their plan for Earth. This is no midnight visitation or surreptitious abduction: This is an open declaration that they are here, and they are powerful. We believe they are preparing to deploy an army of alien war machines -- our visitors having dispensed with all attempts at subterfuge, and arriving on Earth en masse, in plain sight and conspicuously well-armed. Whether this show of force is intended to be a deterrent or is but the vanguard of a full-scale invasion may well depend upon humanity&#039;s response to it. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Aliens Land Army Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
As soon as the first Assault Carrier touches the Earth, the Aliens Land Army milestone is completed for all human factions. Simultaneously, the &amp;lt;code&amp;gt;ManyAliensOnEarth&amp;lt;/code&amp;gt; flag is permanently set to true. This flag is used for many purposes, but its primary role is serving as one of two conditions needed for the alien faction to [[Aliens#Recruitment|recruit their councilors]] directly on earth. Consequently, any attempts to remove all alien councilors from Earth are henceforth significantly more difficult.&lt;br /&gt;
&lt;br /&gt;
The region that the Assault Carrier landed in also becomes a [[Aliens#Flight|valid source region]] for Alien Councilors to fly away from, since it contains a UFO landing marker. This UFO landing site can be attacked and destroyed by {{TV|armies}}, [[Councilors]], and [[Fleets]].&lt;br /&gt;
&lt;br /&gt;
If the ship is destroyed by an army or a councilor, then the responsible faction may complete the following campaign milestones:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Needs Critical Success? !! Milestone !! Conditions&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | No || [[Access Alien Ship]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Alien Tech]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Griffin Corpus]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Hydra Corpus]] || Faction can see Alien Councilors&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Yes || [[Access Live Griffin]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Live Hydra]] || Faction can detain Alien Councilors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the ship is not destroyed within 32 days, then the UFO landing marker disappears and is replaced by 3 Invader Armies that start at 50% health but will quickly recover to full if not immediately engaged in combat.&lt;br /&gt;
&lt;br /&gt;
=== Invader Armies ===&lt;br /&gt;
&lt;br /&gt;
An Invader Army mainly differs from normal armies in the following ways: &lt;br /&gt;
* It does not cost any {{icon|ip|bgcolor=DarkSlateGray}}[[Nations#Monthly_Investment_Points|Investment Points]] to upkeep.&lt;br /&gt;
* Its {{icon|miltech}}Miltech level is not attached to any nation. Instead, it is 6.75 + [[Aliens#Alien Abductions|Global Abductions]]  / 5000, but capped at 9. So it takes 11250 [[Aliens#Alien Abductions|Global Abductions]] to reach the {{icon|miltech}}Miltech cap of 9.&lt;br /&gt;
* Whenever it occupies a region, the region is immediately annexed by [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* It takes [[Terrestrial_Warfare#Nuclear_Warfare|far less splash damage from nukes]]. Though the nuke will still automatically kill the strongest army in the region.&lt;br /&gt;
* Whenever it increases its occupation of an enemy region, it also conducts 1 [[Aliens#Alien Abductions|Abduction]]. &lt;br /&gt;
* It does not need to be in a friendly region to heal. But [[Terrestrial_Warfare#Army_Healing|the other requirements]] still apply.&lt;br /&gt;
* When healing:&lt;br /&gt;
** If there is an active UFO landing in the same region, then the daily heal amount is set to 100%.&lt;br /&gt;
** Otherwise the daily heal amount is set to:&lt;br /&gt;
*** 1% Base&lt;br /&gt;
*** +0.5% if there are &amp;gt;75 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in the region.&lt;br /&gt;
*** +1% if there is an [[Aliens#Alien_Facility|Alien Facility]] in the region.&lt;br /&gt;
*** +1% if the region is owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
*** +0.5% if the region is owned by nation whose [[Nations#Control_Points|Executive Control Point]] is owned by {{icon|submit}}[[The Servants]].&lt;br /&gt;
&lt;br /&gt;
A nation that is being invaded by Invader Armies may find its [[Aliens#Alien Abductions| Abductions]] increasing once per day per Invader Army. So even if the Invader Armies eventually fail to conquer the nation, the sheer number of Abductions generated may open the doors for the [[Aliens#Alien_Agents|Alien Councilors]] to [[Enthrall_Elites|enthrall the nation&#039;s elites]], handing it over to {{icon|submit}}[[The Servants]].&lt;br /&gt;
&lt;br /&gt;
Killing an Invader Army unlocks the [[Destroy Alien Army Achievement]], and completes the following milestones:&lt;br /&gt;
* [[Access Alien Tech]]&lt;br /&gt;
* [[Access Salamander Corpus]]&lt;br /&gt;
* [[Access War Dog Corpus]]&lt;br /&gt;
* [[Alien Army Destroyed]]&lt;br /&gt;
* 40% Chance: [[Access Live Salamander]]&lt;br /&gt;
&lt;br /&gt;
== Alien Facility ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The aliens are moving forward with whatever their plans are for Earth and are establishing fixed, defended installations in what they must consider their territory.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Alien Infrastructure Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
An Alien Facility provides several beneficial effects for the Aliens:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors#Detection|Mission Detection]] || -6 Mission noise for [[Aliens#Alien_Agents|alien councilors]] in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Flight|Flight]] || Allow [[Aliens#Alien_Agents|alien councilors]] to fly to and from the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Recruitment|Alien Councilor Recruitment]] || Allow [[Aliens#Alien_Agents|alien councilors]] to be recruited on earth, if an [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has ever landed in the past.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Xenoflora]] || 2x cap on daily xenoflora growth in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] Healing || Additional 1% HP regen per day for alien armies in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Administration|Alien Nation]] || One of the requirements for {{icon|submit}}[[The Servants]] to give the nation to the aliens via the {{MissionIcon|Grant Alien Control}}[[Grant Alien Control]] councilor mission.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
Alien Facilities are always visible to {{icon|alien}}aliens and {{icon|submit}}[[The Servants]]. Other factions can discover them by performing {{MissionIcon|Surveil Location}}[[Surveil Location]] [[Missions]] in the [[Regions|Region]] or adjacent [[Regions]], or by gaining the intel from another faction who has discovered them.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
&lt;br /&gt;
An Alien Facility is built wherever and whenever the {{MissionIcon|Build Facility}}[[Build Facility]] councilor mission is performed. All alien councilors can perform this mission. {{icon|submit}}[[The Servants]] unlock a special org that grants them this mission after researching [[The Alien Nation]] project.&lt;br /&gt;
&lt;br /&gt;
The following conditions need to be true for the {{MissionIcon|Build Facility}}[[Build Facility]] councilor mission to be used:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Cost || {{TV|money|500}} must be paid by councilor&#039;s [[Factions|Faction]].&lt;br /&gt;
|-&lt;br /&gt;
| Reach || The [[Councilors|councilor]] must be able to travel to the target [[Regions|region]].&lt;br /&gt;
|-&lt;br /&gt;
| Unique || The [[Regions|region]] cannot already have an alien facility.&lt;br /&gt;
|-&lt;br /&gt;
| Nation Control || {{icon|submit}} [[The Servants]] or {{icon|alien}} Aliens must own every control point in the [[Nations|nation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien Abductions|Abductions]] || The [[Regions|region]] must have at least 15 [[Aliens#Alien Abductions|Abductions]].&amp;lt;ref&amp;gt;These abductions are NOT used up when building the facility.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Occupation || The [[Regions|region]] cannot be occupied or being occupied by [[Terrestrial Warfare|war enemies]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
&lt;br /&gt;
An Alien Facility can be destroyed in the following ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attacker !! Mission !! Bonuses !! Conditions&lt;br /&gt;
|-&lt;br /&gt;
| Space [[Fleets|Fleet]] || [[Fleets#Orbital_Bombardment|Bombard]] || None || None&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | {{TV|army}} or [[Councilors|Councilor]] || rowspan=13 | {{MissionIcon|Assault Alien Asset}}[[Assault Alien Asset]] || Remove 20% of [[Aliens#Alien Abductions|Abductions]] in region (rounded down to nearest integer). || Normal Success&lt;br /&gt;
|-&lt;br /&gt;
| Remove 40% of [[Aliens#Alien Abductions|Abductions]] in region (rounded down to nearest integer). || Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Gain 2.25 to 3.75 {{TV|exotics}}. || Normal Success&lt;br /&gt;
|-&lt;br /&gt;
| Gain 4.5 to 7.5 {{TV|exotics}}. || Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Alien Tech]] Milestone. || None&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Salamander Corpus]] Milestone || An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Live Salamander]] Milestone &lt;br /&gt;
| &lt;br /&gt;
* An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
* Mission Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Hydra Corpus]] Milestone &lt;br /&gt;
|&lt;br /&gt;
* An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
* Faction can see Alien Councilors&lt;br /&gt;
* 50% Chance OR Mission Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Live Hydra]] Milestone &lt;br /&gt;
|&lt;br /&gt;
* An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
* Faction can {{MissionIcon|Detain}}[[Detain]] Alien Councilors&lt;br /&gt;
* Mission Critical Success&lt;br /&gt;
* 50% Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alien Administration ==&lt;br /&gt;
[[File:Flag Alien Administration.png|thumb|150px|Flag of the Alien Administration]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The aliens have carved a nation out of the former territory of ■■■■■. Through human politicians there, the new alien nation is presenting itself to the world as a unifying force capable of solving Earth&#039;s problems.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;With the aliens as the power behind the throne, the nation appears invulnerable to usual attempts to assume political control - crackdowns, purges and coups simply will not succeed. Only an internal rebellion or an outright invasion has a chance to remove the aliens from power.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Alien Nation Founded UI Notification (war variant), Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
The Alien Administration is a nation that is created either when an [[Aliens#Invader_Armies|Invader Army]] occupies a region or when {{icon|submit}}[[The Servants]] give a nation to the aliens via the {{MissionIcon|Grant Alien Control}}[[Grant Alien Control]] mission. The control points of the Alien Nation are always under the alien faction&#039;s control, and ordinary coups cannot succeed. The only ways to remove regions from the Alien Nation are:&lt;br /&gt;
; Secession&lt;br /&gt;
: Raising {{TV|unrest}} and wrecking {{TV|cohesion}} in the Alien Nation can cause non-{{icon|capital|bgcolor=DarkSlateGray}}capital regions of the Alien Nation to randomly break off to form their own [[Nations]] or to join existing human nations that have [[Foreign_Relations#Claims|claims]] on them. &lt;br /&gt;
; Revolution&lt;br /&gt;
: The game [[Nations#Coups_and_revolutions|periodically]] checks whether {{TV|unrest}} in the Alien Nation is &amp;gt;9.9. &lt;br /&gt;
: If so, a revolution occurs. But in contrast to revolutions in human nations, revolutions in the Alien Nation do not change who owns the control points. &lt;br /&gt;
: Instead, regions within the Alien Nation may randomly break off to form their own nations or to join existing human nations that have claims on them. See [[Foreign_Relations#Alien_Related]] for details. &lt;br /&gt;
: And then the aliens will gain 80 hatred, split up among the factions responsible for [[Increase Unrest|raising unrest]] in the Alien Nation.&lt;br /&gt;
; [[Foreign_Relations#Wars|War]]&lt;br /&gt;
: Wars involving the Alien Nation differ from normal wars in that regions are never occupied.&lt;br /&gt;
: Instead, every time an alien nation&#039;s region is occupied, it breaks off to form its own nation or to join an existing human nation that has claims on it.&lt;br /&gt;
: If the {{icon|capital|bgcolor=DarkSlateGray}}capital of the alien nation is occupied, then all regions within the Alien Nation may randomly break off to form their own [[Nations]] or to join existing human nations that have claims on them. See [[Foreign_Relations#Alien_Related]] for details.&lt;br /&gt;
: And then the aliens will gain 80 hatred, split up among the factions responsible for conquering the Alien Nation.&lt;br /&gt;
&lt;br /&gt;
The creation of the Alien Nation can trigger a [[Diplomacy#Alien_Specific|massive shift in inter-faction relationships]], as humanity recognizes the growing threat that is now in their midst.&lt;br /&gt;
&lt;br /&gt;
If the Alien Nation has {{TV|miltech|&amp;gt;6}}, then killing Human {{TV|Armies}} that are under the control of the Alien Nation completes the following milestones:&lt;br /&gt;
* [[Access Alien Tech]]&lt;br /&gt;
* 50% Chance: [[Access Salamander Corpus]]&lt;br /&gt;
* 5% Chance: [[Access Live Salamander]]&lt;br /&gt;
&lt;br /&gt;
Overthrowing the Alien Nation, via revolution or war, completes the following milestones:&lt;br /&gt;
* 65% Chance: [[Access Alien Tech]]&lt;br /&gt;
* 50% Chance: [[Access Hydra Corpus]]&lt;br /&gt;
* 40% Chance: [[Access War Dog Corpus]]&lt;br /&gt;
* 37.5% Chance: [[Access Salamander Corpus]]&lt;br /&gt;
* 25% Chance: [[Access Live Salamander]]&lt;br /&gt;
If more than one faction was responsible for overthrowing the alien nation, then each of these milestones are given to a random faction, weighted by how much they contributed to overthrowing the alien nation.&lt;br /&gt;
&lt;br /&gt;
== Alien Total War ==&lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy#Alien_Total_War]].&lt;br /&gt;
&lt;br /&gt;
== Tier 3 Alien Technology ==&lt;br /&gt;
&lt;br /&gt;
After enough time passes, the aliens unlock their third tier of ship technology. This new tier includes upgrades to their drive, power plant, lasers, magnetic guns, and missiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Years before Aliens get T3 Tech&lt;br /&gt;
|-&lt;br /&gt;
! [[Difficulty]]&lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years &lt;br /&gt;
| 35 || 25 || 16 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== Alien Progression Rate == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Controls the general rate of alien progression in the campaign. Affects invasion speed and aggression towards human factions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
- Alien Progression Rate tooltip, Terra Invicta, 0.4.86&lt;br /&gt;
&lt;br /&gt;
The actual effects of having X% Alien Progression Rate are:&lt;br /&gt;
* {{TV|exotics}} Income for the {{icon|alien}}Alien Faction is multiplied by X%.&lt;br /&gt;
* {{TV|exotics}} Salvage from battle is divided by X%.&lt;br /&gt;
* [[Aliens#Abductions|Abduction]] Bonus to Alien [[Missions]] is multiplied by X%.&lt;br /&gt;
* {{TV|research}} given by {{MissionIcon|Pass Technology}}[[Pass Technology]] councilor mission is multiplied by X%.&lt;br /&gt;
* Increase in [[Diplomacy#Alien_Maximum_Hate_Amount_(0.4.85+_only)|Alien Maximum Hate]] per Year is multiplied by X%.&lt;br /&gt;
* [[Diplomacy#Alien_Passive_Hate|Alien Passive Hate Gain]] is multiplied by X%.&lt;br /&gt;
* Every &amp;quot;Years Before Aliens Can Do Something&amp;quot; timer has its duration divided by X%.&lt;br /&gt;
&lt;br /&gt;
== Banned Orgs ==&lt;br /&gt;
&lt;br /&gt;
These orgs are somehow immune to alien takeover.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OrgLister|ListAntiAlienOrgs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Aliens]]&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Aliens&amp;diff=12582</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Aliens&amp;diff=12582"/>
		<updated>2026-09-16T04:40:53Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Added links to new article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page describes mechanics of Alien faction in game. For story spoilers, see [[Aliens/Lore]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FAC AlienCouncil 128.png|thumb|100px|Logo of the alien faction]]&lt;br /&gt;
The Aliens, or Hydra as they&#039;re sometimes referred after the first autopsy, are a non-playable faction. They have their own set of missions separate from human factions.&lt;br /&gt;
&lt;br /&gt;
Aliens usually start on a Kuiper Belt asteroid (such as [https://en.wikipedia.org/wiki/Haumea Haumea], [https://en.wikipedia.org/wiki/Makemake Makemake], [https://en.wikipedia.org/wiki/90482_Orcus Orcus], or [https://en.wikipedia.org/wiki/50000_Quaoar Quaoar]) with a tier 3 Base and a tier 3 Habitat. They have 1 councilor on Earth and 5 more on Gunships that will soon crash land on Earth. They also start with a Destroyer that will arrive in early 2024. Aliens will expand from the edge towards the core of the solar system but will generally avoid attacking human fleets or habs until they are provoked.&lt;br /&gt;
&lt;br /&gt;
Alien ships bringing councilors to Earth will create an UFO Crashdown Site visible to everyone. Other alien phenomena are created by alien councilor missions and have to be surveyed. Investigating an alien phenomena site will increase Xenology research by 1%.&lt;br /&gt;
&lt;br /&gt;
== Alien Threat Level ==&lt;br /&gt;
[[File:Alien threat meter.png|thumb|Alien threat meter]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This panel represents our intelligence section&#039;s best estimate about the degree to which the aliens regard our faction as a threat. It is based on our monitoring of pro-alien groups and visible alien activity in the Solar System.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We believe hostile actions against the aliens or their proxies on Earth, and/or a large visible space presence, increases their concern about us, and we may expect the aliens to attack our interests on Earth and in space should the alert monitor reach the maximum level. We also suspect they may launch one-off retaliations in response to direct action by our operatives against them, but they may also lose interest if we avoid opposing them or their proxies on Earth directly for a time.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Our analysts emphasize this is an imperfect estimate. We will correct our estimates when the aliens take direct action against us or by speaking with one of them directly.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The estimate will turn entirely red if we conclude the aliens are in a total war footing against our interests.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
Alien Threat meter becomes visible in the Intel panel once the [[Alien Operations]] council engineering project has been completed. Alien threat is scored from 0 upwards, with every 10 points increasing the threat level by 1. Alien Threat Level caps at 5, at which point the aliens will start attacking a faction&#039;s habs and fleets. The points can go above 50, making it harder to lower it. Gaining threat via hostile actions will worsen relations with {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] as well. &lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy]] for more details on how threat is gained, reduced, and estimated.&lt;br /&gt;
&lt;br /&gt;
== Alien Resources ==&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has the exact same set of resource types as the Human Factions. However, there are several notable differences in how they interact with each resource type:&lt;br /&gt;
&lt;br /&gt;
=== Control Point Capacity ===&lt;br /&gt;
&lt;br /&gt;
Although the Alien Faction technically has a {{TV|cp}} like any other faction, nothing can ever cause them to use any of it. Even the Control Points of the [[Aliens#Alien_Administration|Alien Nation]] do not use any {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
So while Human Factions suffer increased vulnerability to {{MissionIcon|Crackdown}}[[Crackdown]] and {{MissionIcon|Purge}}[[Purge]] missions from exceeding their {{TV|cp}}, as well as incur an annual {{TV|influence}} upkeep equal to the excess amount squared, the Alien Faction can never suffer any of these penalties.&lt;br /&gt;
&lt;br /&gt;
=== Mission Control Capacity ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|mc}} Capacity like any other faction, but never actually benefits or suffers because of it:&lt;br /&gt;
* For Human Factions, each Unused {{TV|mc}} Capacity turns into a daily income of {{TV|research|0.075}} and {{TV|money|0.2}}. But for the Alien Faction, there is no such benefit.&lt;br /&gt;
* On the other hand, when Human Factions exceed their {{TV|mc}} Capacity, they become unable to build new [[Habs]], as well as suffer an attack/defense penalty equal to the excess on all hab capture [[Missions]]. In contrast, the Alien Faction does not suffer any of these penalties.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Alien Faction does still have a limit on the number of [[Habs]] they can build. See [[Aliens#Alien_Total_War]] for details. The AI will also stop building ships once the {{TV|mc}} Capacity is reached, despite there being no penalty for exceeding it.&lt;br /&gt;
&lt;br /&gt;
Notably, all {{TV|mc}} produced by the [[Aliens#Alien_Administration|Alien Nation]] is automatically given to {{icon|submit}}[[The Servants]]. But any {{TV|mc}} produced by [[Orgs]] equipped by [[Aliens#Alien_Agents|Alien Councilors]] will be given to the Alien Faction as normal.&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction can produce {{TV|research}}, but never actually uses it for their own development. In a sense, the Alien&#039;s research progress is simply modelled by their [[Aliens#Alien_Abductions|Abductions]], instead of a tree of research projects.&lt;br /&gt;
&lt;br /&gt;
* All {{TV|research}} produced by the [[Aliens#Alien_Administration|Alien Nation]] is automatically given to {{icon|submit}}[[The Servants]].&lt;br /&gt;
* All {{TV|research}} produced by [[Aliens#Alien_Agents|Alien Councilors]] through equipped [[Orgs]] simply vanishes.&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction does not seem to have any interaction with {{TV|projects}}. It is not even given to {{icon|submit}}[[The Servants]].&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|money}} resource type like any other faction, but this represents &#039;&#039;Human&#039;&#039; currencies. So alien [[Habs]] and [[Spaceships]] have zero {{TV|money}} upkeep, since they are not paid in human currencies. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, {{TV|money}} is still a very useful resource for the Alien Faction, having various uses in their interactions with human society such as:&lt;br /&gt;
* Buying Human [[Orgs]], which can usually be equipped and used by Alien Councilors.&lt;br /&gt;
* Trading with Pro-Alien Human [[Factions]], who could usually use the {{TV|money}}.&lt;br /&gt;
* Performing the {{MissionIcon|Build Facility}}[[Build Facility]] mission, which costs {{TV|money|500}}. Presumably this money is paid to the local humans in exchange for the local supplies and/or manpower for the construction of an [[Aliens#Alien_Facility|Alien Facility]] in the target region.&lt;br /&gt;
&lt;br /&gt;
Notably, since the Alien Faction does not have access to any [[Nations]] the early stages of the game, they cannot use the {{TV|spoils}} to rapidly accumulate human {{TV|money}} in early stages of the game. So this is one area where Human Factions can build up a significant lead, and it may be worth stealing any {{TV|money}} producing [[Orgs]] from the Aliens to starve them of human currencies for as long as possible.&lt;br /&gt;
&lt;br /&gt;
After the [[Aliens#Alien_Administration|Alien Nation]] is built, the Alien Faction will never invest its {{TV|ip}} into the {{TV|spoils}} or the {{TV|funding}}, but any Funding that was built in the nations that were annexed by the [[Aliens#Alien_Administration|Alien Nation]] is taken by the [[Aliens#Alien_Administration|Alien Nation]]. So the {{icon|alien}}Alien Faction will be able to earn {{TV|money}} from the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
=== Influence ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|influence}} resource type like any other faction, but this represents influence among &#039;&#039;Human&#039;&#039; societies. So alien [[Councilors]] cost zero {{TV|influence}} to hire, meaning you can never stop the aliens from hiring councilors just by starving them of {{TV|influence}}.&lt;br /&gt;
&lt;br /&gt;
Notably, while Human Factions passively earn an annual {{TV|influence}} income of 0.5 per million {{TV|pop}} [[Nations#Public_Opinion|supporting their ideology]], human populations cannot directly support the {{icon|alien}}Alien ideology.&lt;br /&gt;
&lt;br /&gt;
Instead, the Alien Faction passively earns the same amount of {{TV|influence}} that {{icon|submit}}[[The Servants]] gain from their supporters in each [[Nations|Nation]], but multiplied by Min(Total [[Aliens#Alien_Abductions|Abductions]] in Nation / 100, 0.5).&lt;br /&gt;
&lt;br /&gt;
{{TV|influence}} is one of the more dangerous resources for the Aliens to possess, because the [[Aliens#Alien_Enthrall|Alien Enthrall Missions]] can all spend {{TV|influence}} to get [[Missions#Mission_Modifiers|Bonus Attack]]. So it may be worth actively reducing global public support for {{icon|submit}}[[The Servants]] as much as possible, to reduce the {{icon|alien}}Alien Faction&#039;s {{TV|influence}} income.&lt;br /&gt;
&lt;br /&gt;
=== Operations ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|ops}} resource type like any other faction, and their interaction with this resource type is practically identical to any human faction. But notably:&lt;br /&gt;
&lt;br /&gt;
* {{MissionIcon|Terrorize}}[[Aliens#Alien_Terrorize|Terrorize]] [[Terrorize_Region|Missions]] can spend {{TV|ops}} to get [[Missions#Mission_Modifiers|Bonus Attack]].&lt;br /&gt;
* Human Marine [[Habs|Hab Modules]] produce {{TV|ops}}, but no Alien [[Habs|Hab Module]] produces {{TV|ops}}.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|boost}} resource type like any other faction, but can never use it to build [[Habs]] or [[Spaceships]]. Nevertheless, the Aliens can still trade any {{TV|boost}} they produce to the Pro-Alien Human [[Factions]].&lt;br /&gt;
&lt;br /&gt;
Notably, all {{TV|boost}} produced by the [[Aliens#Alien_Administration|Alien Nation]] is automatically given to {{icon|submit}}[[The Servants]]. But any {{TV|boost}} produced by [[Orgs]] equipped by [[Aliens#Alien_Agents|Alien Councilors]] will be given to the Alien Faction as normal.&lt;br /&gt;
&lt;br /&gt;
=== Exotics ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction is the only faction that has {{TV|exotics}} income. This income is determined by Campaign [[Difficulty]] (inverted when playing {{icon|submit}}[[The Servants]]), and multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] Campaign Setting.&lt;br /&gt;
&lt;br /&gt;
At the 100% [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] of the default Long Campaign Mode:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ The Alien Faction&#039;s Monthly {{TV|exotics}} income&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Monthly {{TV|exotics}} Income&lt;br /&gt;
| 10 || 20 || 30 || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, the Alien Faction never builds [[Habs]] in Earth Interface Orbit, so they cannot [[Resources#Buying_and_Selling_Space_Resources|sell]] {{TV|exotics}} to [[Earth]] in exchange for {{TV|money}}. They can trade it to Pro-Alien Human [[Factions]] though. Furthermore, the {{MissionIcon|Pass Technology}}[[Pass Technology]] and {{MissionIcon|Grant Alien Control}}[[Grant Alien Control]] missions both transfer {{TV|exotics}} from the alien faction to a pro-alien human faction.&lt;br /&gt;
&lt;br /&gt;
The alien faction also gains {{TV|exotics|5000}} when their [[Aliens#Tier_3_Alien_Technology|T3 technology]] unlocks.&lt;br /&gt;
&lt;br /&gt;
=== Antimatter ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has an {{TV|antimatter}} resource type like any other faction, but do not have any [[Habs]] or [[Spaceships]] that cost {{TV|antimatter}}.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Aliens do produce {{TV|antimatter}} in their Nanofactory hab modules.&lt;br /&gt;
&lt;br /&gt;
Notably, the Alien Faction never builds [[Habs]] in Earth Interface Orbit, so they cannot [[Resources#Buying_and_Selling_Space_Resources|sell]] {{TV|antimatter}} to [[Earth]] in exchange for {{TV|money}}. They can trade it to Pro-Alien Human [[Factions]] though.&lt;br /&gt;
&lt;br /&gt;
=== Basic Space Resources ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has the same five basic resources types as any other faction: {{TV|water}}, {{TV|volatiles}}, {{TV|metals}}, {{TV|nobles}}, and {{TV|fissiles}}. These basic resources are used in the construction of [[Habs]] and [[Spaceships]] just like for any other faction. &lt;br /&gt;
&lt;br /&gt;
On the other hand, the technologically superior and highly automated Alien hab modules consume very little space resources compared to their Human counterparts.&lt;br /&gt;
&lt;br /&gt;
One significant difference is that the Alien Faction does not receive any {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses from equipped [[Orgs]]. Instead, these {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses simply disappear, until {{icon|submit}}[[The Servants]] research [[Hydra Diplomacy]], at which point {{icon|submit}}[[The Servants]] gain all of the {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses from [[Orgs]] that are equipped by Alien [[Councilors]].&lt;br /&gt;
&lt;br /&gt;
Consequently, it is not too difficult for the player to mine far more space resources than the Alien Faction, simply by collecting these {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses that the Alien Faction does not have access to.&lt;br /&gt;
&lt;br /&gt;
Notably, the Alien Faction never builds [[Habs]] in Earth Interface Orbit, so they cannot [[Resources#Buying_and_Selling_Space_Resources|sell]] these basic space resources to [[Earth]] in exchange for {{TV|money}}. They can trade it to Pro-Alien Human [[Factions]] though.&lt;br /&gt;
&lt;br /&gt;
== Alien Agents ==&lt;br /&gt;
&lt;br /&gt;
Alien councilors always have {{TV|loyalty|25}}, high {{TV|security}}, respectable {{TV|espionage}} and a set of unique [[Missions#Alien_Missions|missions]]. While powerful, these alien agents are usually unable to board a plane, forcing them to travel on foot, only moving between adjacent provinces. As the game progresses, regions that are owned or subverted by pro-alien groups may open up their airports, allowing alien councilors to fly between these regions.&lt;br /&gt;
&lt;br /&gt;
Alien councilors are dangerous, and are notoriously difficult to deal with. Killing and detaining them is required to unlock certain research options, and to prevent the devastating outcomes of their activity. Alien councilors are also immune to [[Councilors#Natural_Death|natural death]] mechanics, and almost always have the Survivor trait, which [[Terrestrial_Warfare#Effects_of_a_Nuclear_Strike|prevents nukes from killing them]].&lt;br /&gt;
&lt;br /&gt;
{{#invoke:CouncilorTypeLister|ListRestrictedCouncilorTypes|Match,dataName,Alien}}&lt;br /&gt;
&lt;br /&gt;
Note: Alien missions not shown.&lt;br /&gt;
&lt;br /&gt;
=== Flight ===&lt;br /&gt;
&lt;br /&gt;
At the start of the game, Alien Councilors cannot get on planes. They can only travel between adjacent regions, or pairs of regions that are so close that there exists a project that would connect the pair. &lt;br /&gt;
&lt;br /&gt;
An alien councilor can fly from any valid source region to any valid destination region:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition !! Makes Region a Valid Source !! Makes Region a Valid Destination&lt;br /&gt;
|-&lt;br /&gt;
| Region contains a [[Aliens#Alien_Assault_Carrier|UFO Landing]] || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Region contains an [[Aliens#Alien_Facility|Alien Facility]] || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Region is part of the [[Aliens#Alien_Administration|Alien Nation]] || Yes || Yes&lt;br /&gt;
|- &lt;br /&gt;
| Region&#039;s Nation is allied to the [[Aliens#Alien_Administration|Alien Nation]] || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Region&#039;s Nation&#039;s executive is controlled by a faction that has researched [[Hydra Diplomacy]] || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, an alien councilor can also fly to any region within the [[Aliens#Alien_Administration|Alien Nation]] from &#039;&#039;any region on Earth&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The only factions that can research [[Hydra Diplomacy]] are the three pro-alien human factions, namely {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], and {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
&lt;br /&gt;
=== Recruitment ===&lt;br /&gt;
&lt;br /&gt;
At the start of the game, alien councilors can only be recruited at the alien&#039;s starting ground base. So any replacement councilors have to board an alien Transport ship and travel all the way from their starting ground {{icon|base}}base to [[Earth]], after which the transport ship crashes down on earth to deliver its occupant.&lt;br /&gt;
&lt;br /&gt;
Alien councilors can be recruited on Earth under two conditions:&lt;br /&gt;
* An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed at any point in the past.&lt;br /&gt;
* There is a region on earth for which at least one of the following is true:&lt;br /&gt;
** The region is part of the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
** The region contains an [[Aliens#Alien_Facility|Alien Facility]].&lt;br /&gt;
** The region contains a [[Aliens#Alien_Assault_Carrier|UFO Landing]].&lt;br /&gt;
&lt;br /&gt;
If both conditions are true, then new alien councilors can be recruited directly on earth, with a strong initial location preference for the [[Aliens#Alien_Administration|Alien Nation]] over [[Aliens#Alien_Facility|Alien Facilities]] over [[Aliens#Alien_Assault_Carrier|UFO Landings]].&lt;br /&gt;
&lt;br /&gt;
Note: This mechanism works by making the starting location of every alien councilor in the recruit list be somewhere on Earth. So even if the second condition is no longer valid, any recruits still sitting in the recruit list for the alien faction will still have their starting location be somewhere on Earth. This means that even after destroying all alien facilities, you may still have to kill up to 16 alien councilors before the earth is free of alien councilors.&lt;br /&gt;
&lt;br /&gt;
=== Crashed UFOs ===&lt;br /&gt;
&lt;br /&gt;
Alien [[Councilors]] that are not recruited on [[Earth]] have to board an alien Transport ship and travel all the way from their starting ground {{icon|base}}base to [[Earth]]. When this Transport ship arrives in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, it then performs a Rapid Landing operation that takes only 0.75 days.&lt;br /&gt;
&lt;br /&gt;
This Rapid Landing operation can target any [[Regions|Region]] of [[Earth]] that meets any of the following conditions:&lt;br /&gt;
* The region does not have {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]].&lt;br /&gt;
* The region&#039;s [[Nations|nation&#039;s]] executive [[Nations#Control_Points|control point]] is owned by {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], or {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
* The region belongs to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
When the Rapid Landing operation completes, the following effects happen:&lt;br /&gt;
* The Alien Councilor that was on board the Transport ship is moved to the target region.&lt;br /&gt;
* The Transport ship is destroyed. (But any other ships in the fleet are not affected.)&lt;br /&gt;
* The target region gains 0.001 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]].&lt;br /&gt;
* A crashed UFO marker is created in the region, allowing human [[Factions]] to perform {{MissionIcon|Investigate Alien Activity}}[[Investigate Alien Activity]] [[Missions]] on it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation ===&lt;br /&gt;
&lt;br /&gt;
Whenever an alien councilor is killed by a human faction that the alien faction is not at open war with, the alien faction will randomly select up to 3 space assets or space facilities belonging to that human faction, and mark them for death. Once a target is marked for death, the aliens will keep trying to destroy it for the next 5 years, even if they have vented all their [[Diplomacy|hate]] against the human faction.&lt;br /&gt;
&lt;br /&gt;
Note: A space facility can only be marked for death if it is in a nation where the human faction owns a control point, but {{icon|submit}}[[The Servants]] do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Kill Method !! Will Retaliate?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy [[Spaceships|Ship]] that contains Councilor || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy [[Habs|Hab]] that contains Councilor || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|nuke}} || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| [[Hard Target]] Councilor Trait || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Assassinate}}[[Assassinate]] Councilor Mission || Only if Normal Success.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Detain}}[[Detain]] Councilor Mission || Never&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alien Activity Investigation ==&lt;br /&gt;
&lt;br /&gt;
Whenever a faction [[Councilors#Detection|detects a mission]] that is performed by an alien councilor, the game places an Alien Activity site in the region where the mission occurred. The faction can then investigate this Alien Activity site by having one of their councilors perform the {{MissionIcon|Investigate Alien Activity}}[[Investigate Alien Activity]] mission on it. Crashed UFO sites are also valid targets for Alien Activity investigations.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
Investigating Alien Activities provides several beneficial effects for the faction:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|xenology}} || None || {{TV|xenology|+1%}} per Alien Activity Investigation.&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors#Detection|Alien Councilor Detection]] || Faction is performing {{MissionIcon|Surveil}}[[Surveil Location]] mission in region or adjacent region || +1 Strength per Alien Activity Investigation, capped between 1 and 12.&lt;br /&gt;
|-&lt;br /&gt;
| Xenoforming [[Aliens#Visibility|Auto-Detection]] Threshold || None || 65 Xenoflora Growth Levels - 1 per Alien Activity Investigation, capped between 0 and 65.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Town That Stood Still]] Event || Picked Option 3 || Higher Chance for the Good Outcome.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Increases ===&lt;br /&gt;
&lt;br /&gt;
The number of Alien Activity Investigations done by a faction is increased by:&lt;br /&gt;
* +1 each time one of the faction&#039;s councilors performs the {{MissionIcon|Investigate Alien Activity}}[[Investigate Alien Activity]] mission.&lt;br /&gt;
* +2 each time one of the faction&#039;s councilors successfully performs the {{MissionIcon|Assassinate}}[[Assassinate]] mission on an alien councilor.&lt;br /&gt;
* +3 each time one of the faction&#039;s councilors successfully performs the {{MissionIcon|Detain}}[[Detain]] mission on an alien councilor.&lt;br /&gt;
* +10 when the faction gets the [[Device Demystified]] event.&lt;br /&gt;
&lt;br /&gt;
== Alien Abductions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Our councilor has investigated some of these reported abductions, interviewing residents and local authorities. The local government continues to deny that anything has happened, and in fact has done its best to actively hinder us. Though we have no proof as yet, we suspect that other organizations are pulling strings to block our investigations.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Despite the obstacles, our councilor has confirmed that a small but statistically significant number of people and animals have gone missing in the area since the alien crash-landing. This is disturbing news – many among our faction had clung to the hope that despite their secrecy, the intentions of the aliens towards our species might be benevolent, or at least neutral. These apparent abductions leave little chance of that. But what is their purpose?&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Investigate Alien Abductions Objective ([[The Resistance]] Variant), Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
Abductions provide several beneficial effects for the Aliens:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Councilor [[Missions]] || &lt;br /&gt;
{{MissionIcon|Xenoform}}[[Xenoform]]&lt;br /&gt;
|| Gain attack modifier bonus of region abductions × [[Difficulty]] Scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Org}}[[Enthrall Org]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Public}}[[Enthrall Public]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Unaligned Elites}}[[Enthrall Unaligned Elites]]&lt;br /&gt;
|| Gain attack modifier bonus of average abductions per region in nation × Difficulty Scaling.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Public}}[[Enthrall Public]] || Gain [[Nations#Changing_Public_Opinion|propaganda strength]] bonus of region abductions × Difficulty Scaling × 4 × region population fraction of nation / number of turns per month.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Build Facility}}[[Build Facility]] || Enabled only if &amp;gt;15 Region Abductions.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Org}}[[Enthrall Org]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Public}}[[Enthrall Public]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Unaligned Elites}}[[Enthrall Unaligned Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Unrest}}[[Increase Unrest]]&lt;br /&gt;
|| Enabled for Alien Councilors only if Global Abductions &amp;gt; 6.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{MissionIcon|Coup}}[[Coup d&#039;Etat]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Stabilize}}[[Stabilize Nation]]&lt;br /&gt;
|| Enabled for Alien Councilors only if Global Abductions &amp;gt; 500 or the [[Aliens#Alien_Administration|Alien Nation]] exists.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Megafauna|Megafauna]] {{TV|miltech}} || None || 2 + Global Abductions / 100, capped at {{TV|miltech|6}}. (But can grow beyond the cap through other means.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] {{TV|miltech}} || None || 6.75 + Global Abductions / 5000, capped at {{TV|miltech|9}}.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Enable Random Event || rowspan=3 | &amp;gt;0 Abductions || [[Cults]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Localized Panic]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sudden Flowering]] enabled. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | &amp;gt;1 Abduction || [[Vigilantes]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mysterious Obelisk]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terror from the Depths]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;2 Abductions || [[Haunted Forest]] enabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Difficulty Scaling for Abductions is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty Scaling&lt;br /&gt;
| 0.05 || 0.15 || 0.35 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These numbers are also multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the Abduction bonuses to councilor missions are capped at 60 Abductions per region. While the aliens can continue to conduct more abductions in the region, the excess abductions do not provide any bonuses to any councilor missions.&lt;br /&gt;
&lt;br /&gt;
=== Increases ===&lt;br /&gt;
&lt;br /&gt;
Abductions are increased in the following ways:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Conditions !! Added Abductions&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{MissionIcon|Abductions}}[[Abductions]] Councilor Mission || Normal Success || 2 / (Turns Per Month),&amp;lt;br&amp;gt; rounded up to nearest integer.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || 4 / (Turns Per Month), &amp;lt;br&amp;gt; rounded up to nearest integer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Administration|Alien Nation]] || Each Month &amp;lt;br&amp;gt; Each Region inside the [[Aliens#Alien_Administration|Alien Nation]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Earth_Surveillance_Habs|Surveillance Hab Modules]] || Each Month &amp;lt;br&amp;gt; Each Region outside of the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;br&amp;gt; (2 × Sum of Module Tiers)% Chance || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] || Occupying Enemy Region &amp;lt;br&amp;gt; Each day it increases occupation || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Earth_Surveillance_Fleets|Surveillance Fleet]] || Each Surveillance Operation &amp;lt;br&amp;gt; Each Region &amp;lt;br&amp;gt; (Region Population / 10 million) chance || Number of Ships with &amp;lt;br&amp;gt; Functional Surveillance Module&lt;br /&gt;
|-&lt;br /&gt;
| [[The Town that Stood Still]] event || Alien Councilor Nearby &amp;lt;br&amp;gt; At most once every 6 months || 0 to 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Haunted Forest]] event || &amp;gt;2 Abductions &amp;lt;br&amp;gt; Once Per Faction || 0 to 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Terror from the Depths]] event || &amp;gt;1 Abductions &amp;lt;br&amp;gt; &amp;gt;25 Xenoflora Growth Levels &amp;lt;br&amp;gt; Region has access to oceans &amp;lt;br&amp;gt; At most once every 6 months || 0 to 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Removal ===&lt;br /&gt;
&lt;br /&gt;
Abductions can be removed in the following ways:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Source !! Conditions !! Removed Abductions&lt;br /&gt;
|-&lt;br /&gt;
| Retire [[Aliens#Alien_Agents|Alien Councilor]] || None || Months Since Recruited / 3, &amp;lt;br&amp;gt; randomly spread over all regions.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Destroy [[Aliens#Alien Facility|Alien Facility]] &lt;br /&gt;
| &lt;br /&gt;
* Using Army or Councilor &lt;br /&gt;
* Normal Success&lt;br /&gt;
| 20% of Abductions in region, rounded down to nearest integer. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Using Army or Councilor &lt;br /&gt;
* Critical Success&lt;br /&gt;
| 40% of Abductions in region, rounded down to nearest integer. &lt;br /&gt;
|-&lt;br /&gt;
| Assault [[Aliens#Alien Xenoforming|Xenoflora]] &lt;br /&gt;
|&lt;br /&gt;
* Using Councilor &lt;br /&gt;
* Critical Success &lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: &#039;Retire Alien Councilor&#039; means make the Alien Councilor stop being an Alien Councilor, by any means. {{MissionIcon|Detain}}[[Detain]] included.&lt;br /&gt;
&lt;br /&gt;
== Alien Xenoforming ==&lt;br /&gt;
&lt;br /&gt;
[[File:Location_XenoformingMed.png|thumb|Alien Xenoforming]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Scattered and garbled reports of unusual plantlife have now given way to confirmed sightings of vegetation never before seen on Earth. Strange growths have erupted from the affected land, connected by a pulsing lattice of tendril-like roots. Although this unknown flora appears superficially plant-like, its connected nature is more analogous to fungal growth. Furthermore, small movements have been detected among and around these growths, suggesting that whatever has been done to the local environment has enabled other, as yet undocumented, forms of alien life to survive here on Earth.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;While these changes remain localized for now, the ultimate purpose of this &amp;quot;xenoforming&amp;quot; is as yet unclear. Do our visitors similarly require it for their own survival, it is to gain some strategic foothold, are they growing something else within the affected environments — or do they seek to transform our entire world into a simulacrum of theirs?&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Detect Xenoforming Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
Alien Xenoforming provides several beneficial effects for the Aliens, and also some beneficial effects for humanity:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Megafauna Spawning || &amp;gt;100 levels of xenoflora growth || Spawn a Megafauna army and lose 50 growth levels. If there is already a Megafauna in the region, spend up to 0.5 growth levels to heal the Megafauna to full.&lt;br /&gt;
|-&lt;br /&gt;
| Megafauna Healing || &amp;gt;75 levels of xenoflora growth || Allow Megafauna to heal in region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] Healing || &amp;gt;75 levels of xenoflora growth || Additional 0.5% HP regen per day for alien armies in the region.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Councilor [[Missions]] || &lt;br /&gt;
{{MissionIcon|Abductions}}[[Abductions]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Turn}}[[Turn Councilor]]&amp;lt;ref name=servant&amp;gt;This bonus also affects [[Missions]] done by {{icon|submit}}[[The Servants]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
|| Gain attack modifier bonus of region xenoflora growth level / 20 × [[Difficulty]].&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Org}}[[Enthrall Org]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Public}}[[Enthrall Public]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Public Campaign}}[[Public Campaign]]&amp;lt;ref name=servant /&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Unrest}}[[Increase Unrest]]&amp;lt;ref name=servant /&amp;gt;&lt;br /&gt;
|| Gain attack modifier bonus of average xenoflora growth level in nation / 20 × [[Difficulty]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors#Detection|Mission Detection]] || Alien Councilor || Reduce noise by region xenoflora growth level / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate Change]] || Every Month || Remove 0.002875ppm CO2 × average xenoflora growth level.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Base_Unrest|Unrest Rest Value]] || [[Aliens#Alien_Administration|Alien Nation]] || Reduce by average xenoflora growth level in nation / 20&lt;br /&gt;
|-&lt;br /&gt;
| Region Secession || &lt;br /&gt;
To Adjacent [[Aliens#Alien_Administration|Alien Nation]] &lt;br /&gt;
&amp;lt;br&amp;gt; Checked every 4 days&lt;br /&gt;
|| Increase chance by region xenoflora growth level / 10000&lt;br /&gt;
|- &lt;br /&gt;
| {{icon|pop}}[[Nations#Population_Growth|Annual Population Growth]] || None || Reduce by region xenoflora growth level × 0.005%.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Enable Random [[Events]] || &amp;gt;0.25 levels of xenoflora growth || [[Alien Friend]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | &amp;gt;25 levels of xenoflora growth || [[Hunters]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terror from the Depths]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Indigo Dreams]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pretenders]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| Visible to owning faction || [[Unfriendly Locals]] enabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
Region Xenoforming is hidden by default. But it automatically becomes visible to a [[Factions|Faction]] when there are at least 65 Xenoflora Growth Levels in the [[Regions|Region]]. This 65 level threshold is decreased by 1 for every [[Aliens#Alien_Activity_Investigation|Alien Activity Investigation]] done by the [[Factions|Faction]].&lt;br /&gt;
&lt;br /&gt;
Region Xenoforming can also be discovered by performing {{MissionIcon|Surveil Location}}[[Surveil Location]] [[Missions]] in the region or adjacent regions. As well as by gaining the intel from another [[Factions|faction]] who has discovered them.&lt;br /&gt;
&lt;br /&gt;
=== Increases ===&lt;br /&gt;
&lt;br /&gt;
Alien Xenoforming is increased by the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Can Create New || Can Add to Existing || Conditions !! Added Xenoflora Growth Levels&lt;br /&gt;
|-&lt;br /&gt;
| UFO Crashdown || Yes || Yes || None || 0.001&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{MissionIcon|Xenoform}}[[Xenoform]] Councilor Mission || rowspan=2 | Yes || rowspan=2 | Yes || Critical Success || 11 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Normal Success || 1 to 10&lt;br /&gt;
|- &lt;br /&gt;
| [[Sudden Flowering]] event || Yes || Yes || &amp;gt;0 [[Aliens#Abductions|Abductions]] || 23.75 to 78.75&amp;lt;br&amp;gt;Depends on choice.&lt;br /&gt;
|- &lt;br /&gt;
| [[Hunters]] event || No || Yes || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Pick the Pro-Alien option. || 23.75 to 26.25&lt;br /&gt;
|- &lt;br /&gt;
| [[Mysterious Obelisk]] event || Yes || Yes || &amp;gt;1 [[Aliens#Abductions|Abductions]],&amp;lt;br&amp;gt;Pick Observe Obelisk option,&amp;lt;br&amp;gt;20% Chance || 47.5 to 52.5&lt;br /&gt;
|- &lt;br /&gt;
| [[Pretenders]] event || No || Yes || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;&amp;lt;7 Cohesion,&amp;lt;br&amp;gt;Pick Leave Alone option || 23.75 to 26.25&lt;br /&gt;
|- &lt;br /&gt;
| [[Unfriendly Locals]] event || No || Yes || Xenoflora visible to owning faction,&amp;lt;br&amp;gt;Region in Australia,&amp;lt;br&amp;gt;Pick [[Xenofauna Harmony]] option || 100&lt;br /&gt;
|-&lt;br /&gt;
| Daily Xenoflora Spread&amp;lt;ref&amp;gt;From Adjacent [[Regions]], can use bridges after they are built.&amp;lt;/ref&amp;gt; || Yes || No ||&lt;br /&gt;
&amp;gt;50 to 80 Xenoflora growth levels&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
(Xenoflora growth levels / 2000) chance&lt;br /&gt;
|| 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| Daily Xenoflora Growth || No || Yes || None || Xenoflora Growth Levels&amp;lt;br&amp;gt;(Up to a cap.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The amount of xenoflora growth levels needed for xenoflora to spread is scaled by region size and type. Specifically, it needs X levels, where X is calculated as follows:&lt;br /&gt;
# Set X = (region area in km2) ^ 0.7 / 250, but capped between 50 and 70.&lt;br /&gt;
# Round X down to the nearest integer.&lt;br /&gt;
# Add 10 to X if the Region is Rugged.&lt;br /&gt;
&lt;br /&gt;
The passive Daily Xenoflora Growth in a region is capped at X levels, where X is calculated as follows:&lt;br /&gt;
# Set X to a random value between 0.025 and 0.065.&lt;br /&gt;
# Divide X by 2 if the Region is {{icon|rugged}}Rugged.&lt;br /&gt;
# Divide X by 2 if the Region has Latitude above 50 or below -50.&lt;br /&gt;
# Multiply X by 2 if the Region has an [[Aliens#Alien_Facility|Alien Facility]].&lt;br /&gt;
# Multiply X by the amount of atmospheric CH4 in ppm, then divide by 1.5.&lt;br /&gt;
# Multiply X by the amount of atmospheric CO2 in ppm, then divide by 400.&lt;br /&gt;
&lt;br /&gt;
=== Reduction ===&lt;br /&gt;
&lt;br /&gt;
Alien Xenoforming can be reduced in the following ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attacker !! Mission !! Bonuses !! Conditions !! Removed Xenoflora Growth Levels&lt;br /&gt;
|- &lt;br /&gt;
| colspan=2 | {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrage|Nuke]] || None || No {{icon|sto defense}}Space Defense Facility || All Xenoflora Growth Levels&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Regions#Region_Damage|Region Damage]] || None || None || Xenoflora Growth Levels × Damage Strength&lt;br /&gt;
|-&lt;br /&gt;
| [[Fleets|Space Fleet]] || [[Fleets#Orbital_Bombardment|Bombard]] || None || &lt;br /&gt;
[[Spaceships#Lasers|Green Lasers]],&lt;br /&gt;
&amp;lt;br&amp;gt; [[Spaceships#Magnetic_Weapons|Railguns]],&lt;br /&gt;
&amp;lt;br&amp;gt; or [[Spaceships#Magnetic_Weapons|Coilguns]].&lt;br /&gt;
|| Depends on weapon. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| [[Nations#Armies|Army]] || rowspan=2 | Assault Alien Asset || rowspan=2 | None || Normal Success || Xenoflora Growth Levels × Army {{TV|miltech}} / 10 × Army HP %&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || Also Halve Xenoflora Growth Levels.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| [[Councilors|Councilor]] || rowspan=2 | [[Assault Alien Asset]] || None || Normal Success || (20 to 40) / (Turns per Month)&lt;br /&gt;
|-&lt;br /&gt;
| Remove 1 [[Aliens#Abductions|Abduction]] || Critical Success || (40 to 80) / (Turns per Month)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Unfriendly Locals]] Event || Various Event Bonuses/Penalties || Xenoflora visible to owning faction,&amp;lt;br&amp;gt;Region in Australia,&amp;lt;br&amp;gt;Did not pick [[Xenofauna Harmony]] option|| 100 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Alien Friend]] Event || Various Event Bonuses/Penalties || &amp;gt;0.25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Picked Terminate Friend option || 23.75 to 26.25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Pretenders]] Event || rowspan=3 | Various Event Bonuses/Penalties || rowspan=3 | Picked {{icon|destroy}}[[Humanity First]] unique option || rowspan=3 | 23.75 to 26.25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Indigo Dreams]] Event &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Haunted Forest]] Event &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Terror from the Depths]] Event || Various Event Bonuses/Penalties || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Region can access oceans,&amp;lt;br&amp;gt;Picked Naval Warfare option &amp;lt;br&amp;gt; (Needs a navy) || 23.75 to 26.25 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Hunters]] Event || Various Event Bonuses/Penalties || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Picked Anti-Alien option || 23.75 to 26.25 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Alien Flora]], [[Xenoflora Defoliants]], [[Xenological Culls]], and [[Invasive Species Containment]] projects each multiply the damage done by [[Nations#Armies|Armies]] and [[Councilors]] against Xenoflora by 125%, compounding. So researching 3 will almost double the amount of xenoflora growth levels reduced by army and councilor [[Assault Alien Asset]] missions, and researching 4 gives a total damage multiplier of roughly 2.44×.&lt;br /&gt;
&lt;br /&gt;
Notably, with all 4 projects, an army theoretically only needs {{TV|miltech|4.1}} to clear out a entire region full of xenoflora with every assault. However, armies actually take damage first then deal damage in assaults. This significantly increases the {{TV|miltech}} required, because an army that assaults a xenoflora takes the following damage:&lt;br /&gt;
* On Critical Failure: (30% to 150%) / Base {{TV|miltech}}&lt;br /&gt;
* On Normal Failure: (15% to 112.5%) / Base {{TV|miltech}}&lt;br /&gt;
* On Normal Success: (0% to 75%) / Base {{TV|miltech}}&lt;br /&gt;
* On Critical Success: (0% to 15%) / Base {{TV|miltech}}&lt;br /&gt;
Where the Base {{TV|miltech}} is simply the army&#039;s home nation&#039;s {{TV|miltech}}, with all modifiers ignored.&lt;br /&gt;
&lt;br /&gt;
=== Megafauna ===&lt;br /&gt;
&lt;br /&gt;
[[File:Army_AlienMegafauna.jpeg|thumb|Alien Megafauna]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Where previously the land altered by the alien visitors was almost eerily still, now mountainous and monstrous silhouettes move through the unearthly vegetation. There were, until now, still those who refuted the presence of extraterrestrial beings on our world, but the startling footage of these immense new entities is something to demolish the convictions of even the most staunch unbeliever.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Their titanic bulk blots out the light; the land trembles at their step. Trees and buildings are pushed aside as if they were tissue paper, or are uprooted by vast tendrils as if they were mere seedlings, and, even miles away, the very air seems to bend at their deafening cry. All the world knows it now: giants are among us.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ [[Alien Megafauna Spawns]] Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
A Megafauna is an army that can only fight other armies and [[Regions#Region_Damage|cause damage]] to [[Regions]]. It cannot occupy [[Regions]], or oppress {{TV|unrest}}. Nor can megafaunas be attached to {{TV|navies}}, or cost a nation any {{TV|ip}} to upkeep.&lt;br /&gt;
&lt;br /&gt;
The base {{TV|miltech}} level of a Megafauna army is 2 + [[Aliens#Alien Abductions|Global Abductions]] / 100, but capped at {{TV|miltech|6}}. So it only takes 400 total abductions (slightly more than 1 per region) to reach the {{TV|miltech|6}} cap. However, multiple Megafaunas in the same region can merge together into one Megafauna army with an additional {{TV|miltech|0.1}} for every Megafauna merged into it.&lt;br /&gt;
&lt;br /&gt;
* When in battle with other armies, a megafauna behaves identically to any normal army.&amp;lt;ref&amp;gt;Though naturally, projects that give damage bonuses to specific types of armies will only apply their bonuses to those army types.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* When in battle with a region, a megafauna simply does its {{TV|miltech}} × its health % / 2000 [[Regions#Region_Damage|damage to the region]] every day. &lt;br /&gt;
* Outside of battle, megafaunas can only heal in the [[Aliens#Alien_Administration|Alien Nation]] or in regions with &amp;gt;75 Xenoflora Growth Levels.&lt;br /&gt;
* A megafauna heals by 100% / (60 * Number of currently healing Megafaunas in the region) per day.&lt;br /&gt;
&lt;br /&gt;
In practice, megafaunas deal fairly negligible amounts of damage. Their inability to heal in most regions means that they usually quickly exhaust their health and die before causing too much destruction. That can change significantly after the [[Aliens#Alien_Administration|Alien Nation]] is created, which gives megafaunas a safe harbor to recover in, and rampant xenoflora growth can lead to giant hordes of hundreds of megafaunas, which can then merge into one army with absurdly high {{TV|miltech}}. When this happens, it can be helpful to remember the [[Terrestrial_Warfare#Effects_of_a_Nuclear_Strike|effects of a nuclear strike]].&lt;br /&gt;
&lt;br /&gt;
The following projects help to handle the megafauna threat:&lt;br /&gt;
* The [[Megafauna Necropsy]] and [[War Dog Necropsy]] projects each multiply damage done to megafaunas by 125%, compounding.&lt;br /&gt;
* The [[Urban Armoring]] project reduces the damage done by Megafaunas to your regions by 50%.&lt;br /&gt;
* The [[Xenofauna Harmony]] project, which is only available to {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]], completely eliminates all [[Regions#Region_Damage|damage]] done by Megafaunas to [[Regions]] owned by [[Nations]] where you have executive control, and encourages them to move to [[Regions]] owned by other [[Nations]].&lt;br /&gt;
&lt;br /&gt;
All Human Factions complete the [[Alien Megafauna Spawns]] milestone when the first Megafauna spawns. Killing a Megafauna completes the [[Access Alien Megafauna]] milestone and unlocks the [[Destroy Megafauna Achievement]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alien Surveillance ==&lt;br /&gt;
&lt;br /&gt;
=== Earth Surveillance Fleets ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Survey human behavior from a close Earth orbit. Grants the equivalent of one abduction in every Earth region.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Earth Surveillance Fleet Operation Description, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
==== Conditions ====&lt;br /&gt;
&lt;br /&gt;
An alien fleet can perform an Earth Surveillance operation under the following conditions:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Location || The fleet must be in an Earth Interface Orbit&lt;br /&gt;
|-&lt;br /&gt;
| Not Busy || The fleet cannot be in combat or in transfer.&lt;br /&gt;
|-&lt;br /&gt;
| Ship Module || The fleet must contain at least one ship with a functional Alien Surveillance Module.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The operation will take 192 days to complete. During this time, any combat would force the operation to abort. Progress is not saved, so the fleet would have to restart the operation from the beginning.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
For each region on Earth, there is a (region {{TV|pop}} / 10 million) chance that the aliens will gain X [[Aliens#Alien_Abductions|Abductions]] in the region, where X is the number of ships in the alien fleet that have a functional Alien Surveillance Module. &lt;br /&gt;
&lt;br /&gt;
Every ship in the alien fleet then exhausts their Alien Surveillance Module, which means they need to return to an alien space dock to restore its functionality.&lt;br /&gt;
&lt;br /&gt;
=== Earth Surveillance Habs ===&lt;br /&gt;
&lt;br /&gt;
As the Campaign progresses, the aliens will attempt to found a Surveillance Platform, Orbital, and Ring hab within the Earth-Luna planetary system. These habs serve the same role as their earth surveillance fleets.&lt;br /&gt;
&lt;br /&gt;
==== Earliest Creation ====&lt;br /&gt;
&lt;br /&gt;
The aliens are not allowed to found these Surveillance Habs until a certain number of years have passed. The exact number of years depends on the campaign settings:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hab !! Cinematic !! Normal !! Veteran !! Brutal&lt;br /&gt;
|-&lt;br /&gt;
| Surveillance Platform || 13 || 9 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Surveillance Orbital || 15 || 11 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Surveillance Ring || 17 || 13 || 7 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These numbers are also divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
Every month, for each region on Earth, there is an X% chance that the aliens will gain 1 [[Aliens#Alien_Abductions|Abduction]] in the region, where X is twice the sum of alien surveillance hab module tiers. If the region is part of the [[Aliens#Alien_Administration|Alien Nation]], then X is set to 100 instead.&lt;br /&gt;
&lt;br /&gt;
Alien surveillance habs have static designs, so X is easy to compute:&lt;br /&gt;
* The Alien Surveillance Platform has exactly one Alien Observation Post, so it adds 2 to X.&lt;br /&gt;
* The Alien Surveillance Orbital has exactly two Alien Surveillance Arrays, so it adds 8 to X.&lt;br /&gt;
* The Alien Surveillance Ring has exactly two Alien Watchtowers, so it adds 12 to X.&lt;br /&gt;
&lt;br /&gt;
So if the aliens have built all three, then each region has a 22% chance each month to gain 1 [[Aliens#Alien_Abductions|Abduction]]. Unless it is part of the [[Aliens#Alien_Administration|Alien Nation]], in which case the region has a 100% chance each month to gain 1 [[Aliens#Alien_Abductions|Abduction]].&lt;br /&gt;
&lt;br /&gt;
==== Module Stats ====&lt;br /&gt;
&lt;br /&gt;
{{#invoke:HabModuleLister|ListRestrictedHabModules|Match,alienModule,true|In List,specialRules/{i},AlienSurveillance}}&lt;br /&gt;
&lt;br /&gt;
== Alien Coordination ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This group has determined the aliens are of divine origin and has declared itself their heralds ... and defenders.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Encountering {{icon|submit}}[[The Servants]], Terra Invicta, 0.4.88.&lt;br /&gt;
&lt;br /&gt;
As {{icon|submit}}[[The Servants]] progress through their storyline, they begin to provide the [[Aliens#Alien_Agents|alien agents]] with more support for their [[Aliens#Alien_Enthrall|alien missions]] on earth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|+ Alien Coordination [[Missions#Mission_Modifiers|Mission Modifier]] at each level of {{icon|submit}}[[The Servants]]&#039; progress.&lt;br /&gt;
|-&lt;br /&gt;
! {{icon|submit}}[[The Servants]]&#039; progress !! Total Value of Attack Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Start of Campaign || 0&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Signatures]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Methods]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Operations]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Movements]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| Completed [[Alien Diplomacy]] Milestone || 6&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Hydra Diplomacy]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[The Alien Nation]] || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This bonus does not require {{icon|submit}}[[The Servants]] to own any control points anywhere.&lt;br /&gt;
&lt;br /&gt;
== Alien Enthrall ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The situation is worse than we had feared.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All of the countries with high abduction rates are now showing aberrant political trends. We have tracked rapid swings toward pro-alien views in ways that are extremely concentrated by geography, spreading in ways that more closely resemble infectious disease vectors than communications networks. These changes are being accompanied by sharp shifts in policy, with key officials and leaders either being replaced with pro-alien figures or – more disturbingly still – abruptly changing their beliefs and publicly expressing conciliatory views toward the alien presence on our planet. Multiple independent reports have noted sudden and uncharacteristic behavioral changes in these individuals, describing them as aloof, phlegmatic, and disinterested in any issues other than human-alien relations. None of our sources were able to offer any explanation for these changes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Research Alien Operations Objective ({{icon|resist}}[[The Resistance]] Variant), Terra Invicta, 0.4.88.&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Abductions|Abductions]]. The [[Aliens#Alien_Xenoforming|Xenoforming]]. The [[Aliens#Alien_Surveillance|Surveillance]]. The [[Aliens#Alien_Coordination|Coordination]].&lt;br /&gt;
&lt;br /&gt;
Each of these actions, while providing some benefits of their own, serve one primary purpose: increasing the power of [[Aliens#Alien_Agents|Alien Councilor]] Enthrall missions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ The Alien Enthrall Missions&lt;br /&gt;
|-&lt;br /&gt;
! Enthrall Mission !! Human Analogue !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]] || {{MissionIcon|Purge}}[[Purge]] || Takes the target control point from another faction, giving it to {{icon|submit}}[[The Servants]].&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Public}}[[Enthrall Public]] || {{MissionIcon|Public Campaign}}[[Public Campaign]] || Increases public support for {{icon|submit}}[[The Servants]] in the target nation. Does not need to be performed in the nation&#039;s capital region.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Org}}[[Enthrall Org]] || {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] || Takes the target org from another faction. The org is &#039;&#039;&#039;not&#039;&#039;&#039; given to {{icon|submit}}[[The Servants]].&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Unaligned Elites}}[[Enthrall Unaligned Elites]] || {{MissionIcon|Control Nation}}[[Control Nation]] || Takes the target empty control point, giving it to {{icon|submit}}[[The Servants]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Aliens#Alien_Coordination|Alien Coordination]] buffs all enthrall missions.&lt;br /&gt;
* The average [[Aliens#Alien_Abductions|Abductions]] per region in a nation buffs all enthrall missions.&lt;br /&gt;
* The average [[Aliens#Alien_Xenoforming|Xenoforming]] per region in a nation buffs all enthrall missions except for {{MissionIcon|Enthrall Unaligned Elites}}[[Enthrall Unaligned Elites]].&lt;br /&gt;
&lt;br /&gt;
See [[Missions#Alien-Related_Missions]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Alien Terrorize ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Alien forces are attacking civilians in the ■■■■■ region of ■■■■■, causing widespread damage. Authorities there are pledging to seek conciliation with the aliens to prevent further attacks.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terrorize UI Notification, Terra Invicta, 0.4.88.&lt;br /&gt;
&lt;br /&gt;
Note: This section assumes that {{icon|appease}}[[The Protectorate]] faction exists. If it does not exist in the chosen [[Game_Options|Campaign Settings]], then {{icon|submit}}[[The Servants]] will be used instead of {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
&lt;br /&gt;
Occasionally, an alien agent may choose to forgo subtlety and simply attempt to {{MissionIcon|Terrorize}}[[Terrorize_Region|terrorize]] a region into submission. When successful, the leftmost control point that is not already owned by {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]] will be given to {{icon|appease}}[[The Protectorate]]. The executive can never be targeted unless it is the only control point in the nation.&lt;br /&gt;
&lt;br /&gt;
If a faction&#039;s CP is taken away by the {{MissionIcon|Terrorize}}[[Terrorize_Region|Terrorize]] mission, then the faction completes the [[Targeted By Terror Mission]] Milestone.&lt;br /&gt;
&lt;br /&gt;
Depending on the outcome of the {{MissionIcon|Terrorize}}[[Terrorize_Region|Terrorize]] mission, [[Nations#Changing_Public_Opinion|Propaganda]] for {{icon|appease}}[[The Protectorate]] may automatically be performed on the nation. The strength of the propaganda is:&lt;br /&gt;
* 40 on Critical Success&lt;br /&gt;
* 20 on Normal Success&lt;br /&gt;
* 0 (no propaganda) on Normal Failure&lt;br /&gt;
* -10 on Critical Failure&lt;br /&gt;
&lt;br /&gt;
Regardless of the Mission outcome, the region will suffer [[Regions#Region_Damage|damage]] of strength between 0.01 and 0.07.&lt;br /&gt;
&lt;br /&gt;
This mission is only granted by a unique alien org:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OrgLister|ListAlienOrgs}}&lt;br /&gt;
&lt;br /&gt;
== Alien Space Territory ==&lt;br /&gt;
&lt;br /&gt;
The aliens consider everything in or beyond Jupiter&#039;s orbit as their territory. They also claim any system where they have a [[Habs|hab]], except for [[Earth]].&lt;br /&gt;
&lt;br /&gt;
Any human space assets sent into alien territory will be attacked by the aliens, even if the aliens are not at war with the space assets&#039; owners. The only exceptions are:&lt;br /&gt;
* {{icon|submit}}[[The Servants]], who can never be attacked by the aliens in space.&lt;br /&gt;
* {{icon|appease}}[[The Protectorate]], after they establish a non-aggression pact with the aliens.&lt;br /&gt;
&lt;br /&gt;
== Alien Habs ==&lt;br /&gt;
&lt;br /&gt;
Apart from their [[Aliens#Earth_Surveillance_Habs|Earth Surveillance Habs]], Alien habs primarily serve two roles for the aliens: mining and building ships. Their nanofactories also produce {{TV|antimatter}}, though this {{TV|antimatter}} is not used for anything (except maybe trade).&lt;br /&gt;
&lt;br /&gt;
=== Capturing Alien Habs ===&lt;br /&gt;
&lt;br /&gt;
But for the human factions, the alien habs are full of goodies, just waiting to be cracked open and harvested. Bombarding an alien hab does not give anything. Destroying an alien hab just gives 10% of the resources used to build the hab as salvage and completes the [[Access Alien Tech]] milestone. But capturing an alien hab may give several rewards depending on the type of capture and mission outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Different Hab Capture Methods and Success Level&lt;br /&gt;
|-&lt;br /&gt;
! Success Level !! Capture Method !! Can Happen to Alien Habs?&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Normal Success on a {{icon|marine}}Marine Assault. || Yes &lt;br /&gt;
|-&lt;br /&gt;
| 0 || Critical Success on a {{icon|marine}}Marine Assault. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Normal Success on a Councilor {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 2 || Normal Success on a Councilor {{MissionIcon|Control Space Asset}}[[Control Space Asset]] mission. || No&lt;br /&gt;
|-&lt;br /&gt;
| Hab defects to faction in a random [[Events|event]]. || No&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Critical Success on a Councilor {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Critical Success on a Councilor {{MissionIcon|Control Space Asset}}[[Control Space Asset]] mission. || No&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Hab traded to faction. || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Rewards for Capturing an Alien Hab&lt;br /&gt;
|-&lt;br /&gt;
! Reward Category !! Reward Amount !! Minimum Success Level || Conditions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Reveal all [[Aliens#Alien_Agents|Alien Councilors]] to Capturing Faction || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Alien Tech]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Griffin Corpus]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Reset [[Diplomacy#Estimated_Alien_Hate_Level|Estimated Alien Hate Level]] || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| Gain Salvage || Hab Build Cost × (2 + Success Level) / 10 || -1 || None &lt;br /&gt;
|-&lt;br /&gt;
| Gain Bonus {{TV|exotics}} || Hab Tier × (1 + Success Level) × (2.4 to 3.6) || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| Gain Bonus {{TV|exotics}} from Under Construction [[Spaceships]] || Ship {{TV|exotics}} Cost × Success Level / 4 || 1 || Hab is currently building Ships&lt;br /&gt;
|-&lt;br /&gt;
| Gain Intel on {{icon|alien}}Alien Faction || 5 × Hab Tier × (1 + Success Level) || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Hydra Corpus]] milestone || -1 || &amp;gt;1 Hab Tier &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 colspan=2 | Complete [[Access Live Griffin]] milestone || 3 || None&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Hab contains Space Dock or Point Defense module&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 colspan=2 | Complete [[Access Live Hydra]] milestone || 3 || &amp;gt;1 Hab Tier&lt;br /&gt;
|-&lt;br /&gt;
| -1 || No [[Aliens#Alien_Agents|Alien Councilors]] on [[Earth]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Salamander Corpus]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Live Salamander]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access War Dog Corpus]] milestone || -1 || Hab contains Barracks or T2+ Point Defense Module&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Alien Ship]] milestone || -1 || Hab is currently building [[Spaceships|Ship(s)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Mine Limit ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Difficulty]]&lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Original Mine Limit&lt;br /&gt;
| 10 || 12 || 18 || -&lt;br /&gt;
|-&lt;br /&gt;
! Years before Mine Limit Increase&lt;br /&gt;
| 25 || 20 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
! New Mine Limit&lt;br /&gt;
| 10 || 15 || 25 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These year values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Note: In some situations, the Aliens may exceed their Mine Limit by up to 50%.&lt;br /&gt;
&lt;br /&gt;
=== Alien Primary Hab ===&lt;br /&gt;
&lt;br /&gt;
The Aliens begin the game with one fully built t3 ground hab. This ground hab contains their wormhole module, which produces {{TV|volatiles|200}}, {{TV|metals|200}}, {{TV|nobles|50}}, {{TV|fissiles|10}}, {{TV|antimatter|0.01}}, and {{TV|exotics|10}} every month, as well as provides {{TV|mc|100}}.&lt;br /&gt;
&lt;br /&gt;
Note: The {{TV|exotics}} income is multiplied by campaign [[difficulty]] (1 for Cinematic, 2 for Normal, 3 for Veteran, and 4 for Brutal), and by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
The location of this Alien Primary Hab is always set to a Dwarf Planet beyond the orbit of Neptune, on a hab site that produces all 5 basic resources. The specific selection process is as follows:&lt;br /&gt;
# Consider all Dwarf Planet sites beyond the orbit of Neptune.&lt;br /&gt;
# Remove any that are missing one of the 5 basic resources.&lt;br /&gt;
# Let N be the highest {{icon|nobles}} produced by any of the remaining sites.&lt;br /&gt;
# Remove any site that does not produce at least 75% of N {{icon|nobles}}.&lt;br /&gt;
# Pick the remaining site whose total resource output sum is highest, but each of the 5 basic resources has the following weight multipliers:&lt;br /&gt;
#* {{TV|water}} = 10&lt;br /&gt;
#* {{TV|volatiles}} = 10&lt;br /&gt;
#* {{TV|metals}} = 20&lt;br /&gt;
#* {{TV|nobles}} = 60&lt;br /&gt;
#* {{TV|fissiles}} = 80&lt;br /&gt;
&lt;br /&gt;
== Alien Ships ==&lt;br /&gt;
&lt;br /&gt;
Killing an Alien ship in combat completes the [[Access Alien Ship]] milestone if the battle is won.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|CompareShipHulls}}&lt;br /&gt;
&lt;br /&gt;
== Alien Assault Carrier ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
An alien transport has set down in the ■■■■■ region in ■■■■■. Reconnaissance imagery shows it disgorging what appear to be troops and war machines. We believe we only have 30 days to stop it.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Any attempt to assault the landing using armies will surely be regarded as a declaration of war upon the aliens and their interests on Earth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
~ UFO Landing UI Notification, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
An Alien Assault Carrier is a slow transport ship that carries 3 Invader Armies to Earth. This is usually the first serious threat that a player has to face:&lt;br /&gt;
* Shooting down the Assault Carrier generates [[Diplomacy#Combat|roughly 31.5 alien hatred]], lighting the spark for a long and grueling war in space.&lt;br /&gt;
* Yet that is usually preferable to letting it land, because the aliens gain significant benefits from landing assault carriers on earth.&lt;br /&gt;
&lt;br /&gt;
=== Earliest Creation ===&lt;br /&gt;
&lt;br /&gt;
The aliens are not allowed to build Assault Carriers until a certain number of years have passed. The exact number of years depends on the campaign settings:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years since Campaign Began &lt;br /&gt;
| 16 || 12 || 6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These numbers are also divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
=== UFO Landing ===&lt;br /&gt;
&lt;br /&gt;
When the Assault Carrier arrives in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, it will begin a Land Army operation that takes 3 days. If intercepted while performing this operation, the assault carrier&#039;s fleet &#039;&#039;must&#039;&#039; accept combat.&lt;br /&gt;
&lt;br /&gt;
This Land army operation can target any [[Regions|Region]] of [[Earth]] that meets any of the following conditions:&lt;br /&gt;
* The region does not have {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]].&lt;br /&gt;
* The region&#039;s [[Nations|nation&#039;s]] executive [[Nations#Control_Points|control point]] is owned by {{icon|submit}}[[The Servants]] &#039;&#039;&#039;and&#039;&#039;&#039; the nation is allied to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* The region belongs to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
But a region cannot contain two assault carriers at the same time. So each Land Army operation will land only one of the assault carriers in the fleet. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The aliens appear to have moved to the next stage of their plan for Earth. This is no midnight visitation or surreptitious abduction: This is an open declaration that they are here, and they are powerful. We believe they are preparing to deploy an army of alien war machines -- our visitors having dispensed with all attempts at subterfuge, and arriving on Earth en masse, in plain sight and conspicuously well-armed. Whether this show of force is intended to be a deterrent or is but the vanguard of a full-scale invasion may well depend upon humanity&#039;s response to it. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Aliens Land Army Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
As soon as the first Assault Carrier touches the Earth, the Aliens Land Army milestone is completed for all human factions. Simultaneously, the &amp;lt;code&amp;gt;ManyAliensOnEarth&amp;lt;/code&amp;gt; flag is permanently set to true. This flag is used for many purposes, but its primary role is serving as one of two conditions needed for the alien faction to [[Aliens#Recruitment|recruit their councilors]] directly on earth. Consequently, any attempts to remove all alien councilors from Earth are henceforth significantly more difficult.&lt;br /&gt;
&lt;br /&gt;
The region that the Assault Carrier landed in also becomes a [[Aliens#Flight|valid source region]] for Alien Councilors to fly away from, since it contains a UFO landing marker. This UFO landing site can be attacked and destroyed by {{TV|armies}}, [[Councilors]], and [[Fleets]].&lt;br /&gt;
&lt;br /&gt;
If the ship is destroyed by an army or a councilor, then the responsible faction may complete the following campaign milestones:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Needs Critical Success? !! Milestone !! Conditions&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | No || [[Access Alien Ship]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Alien Tech]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Griffin Corpus]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Hydra Corpus]] || Faction can see Alien Councilors&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Yes || [[Access Live Griffin]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Live Hydra]] || Faction can detain Alien Councilors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the ship is not destroyed within 32 days, then the UFO landing marker disappears and is replaced by 3 Invader Armies that start at 50% health but will quickly recover to full if not immediately engaged in combat.&lt;br /&gt;
&lt;br /&gt;
=== Invader Armies ===&lt;br /&gt;
&lt;br /&gt;
An Invader Army mainly differs from normal armies in the following ways: &lt;br /&gt;
* It does not cost any {{icon|ip|bgcolor=DarkSlateGray}}[[Nations#Monthly_Investment_Points|Investment Points]] to upkeep.&lt;br /&gt;
* Its {{icon|miltech}}Miltech level is not attached to any nation. Instead, it is 6.75 + [[Aliens#Alien Abductions|Global Abductions]]  / 5000, but capped at 9. So it takes 11250 [[Aliens#Alien Abductions|Global Abductions]] to reach the {{icon|miltech}}Miltech cap of 9.&lt;br /&gt;
* Whenever it occupies a region, the region is immediately annexed by [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* It takes [[Terrestrial_Warfare#Nuclear_Warfare|far less splash damage from nukes]]. Though the nuke will still automatically kill the strongest army in the region.&lt;br /&gt;
* Whenever it increases its occupation of an enemy region, it also conducts 1 [[Aliens#Alien Abductions|Abduction]]. &lt;br /&gt;
* It does not need to be in a friendly region to heal. But [[Terrestrial_Warfare#Army_Healing|the other requirements]] still apply.&lt;br /&gt;
* When healing:&lt;br /&gt;
** If there is an active UFO landing in the same region, then the daily heal amount is set to 100%.&lt;br /&gt;
** Otherwise the daily heal amount is set to:&lt;br /&gt;
*** 1% Base&lt;br /&gt;
*** +0.5% if there are &amp;gt;75 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in the region.&lt;br /&gt;
*** +1% if there is an [[Aliens#Alien_Facility|Alien Facility]] in the region.&lt;br /&gt;
*** +1% if the region is owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
*** +0.5% if the region is owned by nation whose [[Nations#Control_Points|Executive Control Point]] is owned by {{icon|submit}}[[The Servants]].&lt;br /&gt;
&lt;br /&gt;
A nation that is being invaded by Invader Armies may find its [[Aliens#Alien Abductions| Abductions]] increasing once per day per Invader Army. So even if the Invader Armies eventually fail to conquer the nation, the sheer number of Abductions generated may open the doors for the [[Aliens#Alien_Agents|Alien Councilors]] to [[Enthrall_Elites|enthrall the nation&#039;s elites]], handing it over to {{icon|submit}}[[The Servants]].&lt;br /&gt;
&lt;br /&gt;
Killing an Invader Army unlocks the [[Destroy Alien Army Achievement]], and completes the following milestones:&lt;br /&gt;
* [[Access Alien Tech]]&lt;br /&gt;
* [[Access Salamander Corpus]]&lt;br /&gt;
* [[Access War Dog Corpus]]&lt;br /&gt;
* [[Alien Army Destroyed]]&lt;br /&gt;
* 40% Chance: [[Access Live Salamander]]&lt;br /&gt;
&lt;br /&gt;
== Alien Facility ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The aliens are moving forward with whatever their plans are for Earth and are establishing fixed, defended installations in what they must consider their territory.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Alien Infrastructure Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
An Alien Facility provides several beneficial effects for the Aliens:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors#Detection|Mission Detection]] || -6 Mission noise for [[Aliens#Alien_Agents|alien councilors]] in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Flight|Flight]] || Allow [[Aliens#Alien_Agents|alien councilors]] to fly to and from the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Recruitment|Alien Councilor Recruitment]] || Allow [[Aliens#Alien_Agents|alien councilors]] to be recruited on earth, if an [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has ever landed in the past.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Xenoflora]] || 2x cap on daily xenoflora growth in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] Healing || Additional 1% HP regen per day for alien armies in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Administration|Alien Nation]] || One of the requirements for {{icon|submit}}[[The Servants]] to give the nation to the aliens via the {{MissionIcon|Grant Alien Control}}[[Grant Alien Control]] councilor mission.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
Alien Facilities are always visible to {{icon|alien}}aliens and {{icon|submit}}[[The Servants]]. Other factions can discover them by performing {{MissionIcon|Surveil Location}}[[Surveil Location]] [[Missions]] in the [[Regions|Region]] or adjacent [[Regions]], or by gaining the intel from another faction who has discovered them.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
&lt;br /&gt;
An Alien Facility is built wherever and whenever the {{MissionIcon|Build Facility}}[[Build Facility]] councilor mission is performed. All alien councilors can perform this mission. {{icon|submit}}[[The Servants]] unlock a special org that grants them this mission after researching [[The Alien Nation]] project.&lt;br /&gt;
&lt;br /&gt;
The following conditions need to be true for the {{MissionIcon|Build Facility}}[[Build Facility]] councilor mission to be used:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Cost || {{TV|money|500}} must be paid by councilor&#039;s [[Factions|Faction]].&lt;br /&gt;
|-&lt;br /&gt;
| Reach || The [[Councilors|councilor]] must be able to travel to the target [[Regions|region]].&lt;br /&gt;
|-&lt;br /&gt;
| Unique || The [[Regions|region]] cannot already have an alien facility.&lt;br /&gt;
|-&lt;br /&gt;
| Nation Control || {{icon|submit}} [[The Servants]] or {{icon|alien}} Aliens must own every control point in the [[Nations|nation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien Abductions|Abductions]] || The [[Regions|region]] must have at least 15 [[Aliens#Alien Abductions|Abductions]].&amp;lt;ref&amp;gt;These abductions are NOT used up when building the facility.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Occupation || The [[Regions|region]] cannot be occupied or being occupied by [[Terrestrial Warfare|war enemies]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
&lt;br /&gt;
An Alien Facility can be destroyed in the following ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attacker !! Mission !! Bonuses !! Conditions&lt;br /&gt;
|-&lt;br /&gt;
| Space [[Fleets|Fleet]] || [[Fleets#Orbital_Bombardment|Bombard]] || None || None&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | {{TV|army}} or [[Councilors|Councilor]] || rowspan=13 | {{MissionIcon|Assault Alien Asset}}[[Assault Alien Asset]] || Remove 20% of [[Aliens#Alien Abductions|Abductions]] in region (rounded down to nearest integer). || Normal Success&lt;br /&gt;
|-&lt;br /&gt;
| Remove 40% of [[Aliens#Alien Abductions|Abductions]] in region (rounded down to nearest integer). || Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Gain 2.25 to 3.75 {{TV|exotics}}. || Normal Success&lt;br /&gt;
|-&lt;br /&gt;
| Gain 4.5 to 7.5 {{TV|exotics}}. || Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Alien Tech]] Milestone. || None&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Salamander Corpus]] Milestone || An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Live Salamander]] Milestone &lt;br /&gt;
| &lt;br /&gt;
* An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
* Mission Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Hydra Corpus]] Milestone &lt;br /&gt;
|&lt;br /&gt;
* An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
* Faction can see Alien Councilors&lt;br /&gt;
* 50% Chance OR Mission Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Live Hydra]] Milestone &lt;br /&gt;
|&lt;br /&gt;
* An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
* Faction can {{MissionIcon|Detain}}[[Detain]] Alien Councilors&lt;br /&gt;
* Mission Critical Success&lt;br /&gt;
* 50% Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alien Administration ==&lt;br /&gt;
[[File:Flag Alien Administration.png|thumb|150px|Flag of the Alien Administration]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The aliens have carved a nation out of the former territory of ■■■■■. Through human politicians there, the new alien nation is presenting itself to the world as a unifying force capable of solving Earth&#039;s problems.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;With the aliens as the power behind the throne, the nation appears invulnerable to usual attempts to assume political control - crackdowns, purges and coups simply will not succeed. Only an internal rebellion or an outright invasion has a chance to remove the aliens from power.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Alien Nation Founded UI Notification (war variant), Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
The Alien Administration is a nation that is created either when an [[Aliens#Invader_Armies|Invader Army]] occupies a region or when {{icon|submit}}[[The Servants]] give a nation to the aliens via the {{MissionIcon|Grant Alien Control}}[[Grant Alien Control]] mission. The control points of the Alien Nation are always under the alien faction&#039;s control, and ordinary coups cannot succeed. The only ways to remove regions from the Alien Nation are:&lt;br /&gt;
; Secession&lt;br /&gt;
: Raising {{TV|unrest}} and wrecking {{TV|cohesion}} in the Alien Nation can cause non-{{icon|capital|bgcolor=DarkSlateGray}}capital regions of the Alien Nation to randomly break off to form their own [[Nations]] or to join existing human nations that have [[Foreign_Relations#Claims|claims]] on them. &lt;br /&gt;
; Revolution&lt;br /&gt;
: The game [[Nations#Coups_and_revolutions|periodically]] checks whether {{TV|unrest}} in the Alien Nation is &amp;gt;9.9. &lt;br /&gt;
: If so, a revolution occurs. But in contrast to revolutions in human nations, revolutions in the Alien Nation do not change who owns the control points. &lt;br /&gt;
: Instead, regions within the Alien Nation may randomly break off to form their own nations or to join existing human nations that have claims on them. See [[Foreign_Relations#Alien_Related]] for details. &lt;br /&gt;
: And then the aliens will gain 80 hatred, split up among the factions responsible for [[Increase Unrest|raising unrest]] in the Alien Nation.&lt;br /&gt;
; [[Foreign_Relations#Wars|War]]&lt;br /&gt;
: Wars involving the Alien Nation differ from normal wars in that regions are never occupied.&lt;br /&gt;
: Instead, every time an alien nation&#039;s region is occupied, it breaks off to form its own nation or to join an existing human nation that has claims on it.&lt;br /&gt;
: If the {{icon|capital|bgcolor=DarkSlateGray}}capital of the alien nation is occupied, then all regions within the Alien Nation may randomly break off to form their own [[Nations]] or to join existing human nations that have claims on them. See [[Foreign_Relations#Alien_Related]] for details.&lt;br /&gt;
: And then the aliens will gain 80 hatred, split up among the factions responsible for conquering the Alien Nation.&lt;br /&gt;
&lt;br /&gt;
The creation of the Alien Nation can trigger a [[Diplomacy#Alien_Specific|massive shift in inter-faction relationships]], as humanity recognizes the growing threat that is now in their midst.&lt;br /&gt;
&lt;br /&gt;
If the Alien Nation has {{TV|miltech|&amp;gt;6}}, then killing Human {{TV|Armies}} that are under the control of the Alien Nation completes the following milestones:&lt;br /&gt;
* [[Access Alien Tech]]&lt;br /&gt;
* 50% Chance: [[Access Salamander Corpus]]&lt;br /&gt;
* 5% Chance: [[Access Live Salamander]]&lt;br /&gt;
&lt;br /&gt;
Overthrowing the Alien Nation, via revolution or war, completes the following milestones:&lt;br /&gt;
* 65% Chance: [[Access Alien Tech]]&lt;br /&gt;
* 50% Chance: [[Access Hydra Corpus]]&lt;br /&gt;
* 40% Chance: [[Access War Dog Corpus]]&lt;br /&gt;
* 37.5% Chance: [[Access Salamander Corpus]]&lt;br /&gt;
* 25% Chance: [[Access Live Salamander]]&lt;br /&gt;
If more than one faction was responsible for overthrowing the alien nation, then each of these milestones are given to a random faction, weighted by how much they contributed to overthrowing the alien nation.&lt;br /&gt;
&lt;br /&gt;
== Alien Total War ==&lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy#Alien_Total_War]].&lt;br /&gt;
&lt;br /&gt;
== Tier 3 Alien Technology ==&lt;br /&gt;
&lt;br /&gt;
After enough time passes, the aliens unlock their third tier of ship technology. This new tier includes upgrades to their drive, power plant, lasers, magnetic guns, and missiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Years before Aliens get T3 Tech&lt;br /&gt;
|-&lt;br /&gt;
! [[Difficulty]]&lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years &lt;br /&gt;
| 35 || 25 || 16 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== Alien Progression Rate == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Controls the general rate of alien progression in the campaign. Affects invasion speed and aggression towards human factions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
- Alien Progression Rate tooltip, Terra Invicta, 0.4.86&lt;br /&gt;
&lt;br /&gt;
The actual effects of having X% Alien Progression Rate are:&lt;br /&gt;
* {{TV|exotics}} Income for the {{icon|alien}}Alien Faction is multiplied by X%.&lt;br /&gt;
* {{TV|exotics}} Salvage from battle is divided by X%.&lt;br /&gt;
* [[Aliens#Abductions|Abduction]] Bonus to Alien [[Missions]] is multiplied by X%.&lt;br /&gt;
* {{TV|research}} given by {{MissionIcon|Pass Technology}}[[Pass Technology]] councilor mission is multiplied by X%.&lt;br /&gt;
* Increase in [[Diplomacy#Alien_Maximum_Hate_Amount_(0.4.85+_only)|Alien Maximum Hate]] per Year is multiplied by X%.&lt;br /&gt;
* [[Diplomacy#Alien_Passive_Hate|Alien Passive Hate Gain]] is multiplied by X%.&lt;br /&gt;
* Every &amp;quot;Years Before Aliens Can Do Something&amp;quot; timer has its duration divided by X%.&lt;br /&gt;
&lt;br /&gt;
== Banned Orgs ==&lt;br /&gt;
&lt;br /&gt;
These orgs are somehow immune to alien takeover.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OrgLister|ListAntiAlienOrgs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Aliens]]&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=12581</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=12581"/>
		<updated>2026-09-16T04:39:13Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Added links to new article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page covers diplomatic actions available to global [[Factions]]. For diplomatic interactions between [[Nations]], see [[Foreign Relations]].&#039;&#039;&lt;br /&gt;
&lt;br /&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 {{icon|alien}} [[aliens]]. &lt;br /&gt;
&lt;br /&gt;
Each faction has a war threshold for every other faction. While the threshold is usually 50 hate, it may vary from 22.2 to 100 hate depending on ideological distance and [[Factions#Human_Faction_Threat_and_Self-Assessment|faction strength]]. The alien faction&#039;s war threshold for each faction is always 50 hate.&lt;br /&gt;
&lt;br /&gt;
In the intel window, there are 3 different tiers of hatred levels for human factions:&lt;br /&gt;
&lt;br /&gt;
* Tolerance: 0&lt;br /&gt;
* Conflicted: &amp;gt;0 but not above the war threshold.&lt;br /&gt;
* War: &amp;gt;0 and above the war threshold.&lt;br /&gt;
&lt;br /&gt;
Visiting the trade screen allows determining hate score more precisely. From there, faction attitudes can range between following values:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Trade Window Mood&lt;br /&gt;
! Hate Level&lt;br /&gt;
|-&lt;br /&gt;
| Pleased&lt;br /&gt;
| Only {{icon|alien}}[[Aliens]] feel this way to {{icon|submit}}[[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
| Tolerant&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Wary&lt;br /&gt;
| &amp;gt;0&lt;br /&gt;
|-&lt;br /&gt;
| Annoyed&lt;br /&gt;
| &amp;gt;10&lt;br /&gt;
|-&lt;br /&gt;
| Displeased&lt;br /&gt;
| &amp;gt;20&lt;br /&gt;
|-&lt;br /&gt;
| Aggreived&lt;br /&gt;
| &amp;gt;30&lt;br /&gt;
|-&lt;br /&gt;
| Angry&lt;br /&gt;
| &amp;gt;40&lt;br /&gt;
|-&lt;br /&gt;
| Furious&lt;br /&gt;
| &amp;gt;50&lt;br /&gt;
|-&lt;br /&gt;
| Outraged&lt;br /&gt;
| &amp;gt;60&lt;br /&gt;
|-&lt;br /&gt;
| Hate&lt;br /&gt;
| &amp;gt;70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As hate increases, factions will prioritize aggressive actions and target hated factions more. In addition, they&#039;ll also be harder to trade and cooperate with. Once the hate value increases beyond the war threshold, the faction will declare open war, and will begin serious attempts to kill [[Habs]], [[Spaceships]], and [[Councilors]] until the hate falls back down beneath the war threshold.&lt;br /&gt;
&lt;br /&gt;
Factions also have a minimum hatred score for each faction. Ideological differences affect this as well as used {{icon|mc|bgcolor=DarkSlateGray}} mission control (MC) cap in the case of alien hate. 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;
Human Faction hatred can grow pretty much infinitely, so if you piss off a human faction enough, it can become virtually impossible to get them back to Tolerance.&lt;br /&gt;
&lt;br /&gt;
== Minimum Hate Amount ==&lt;br /&gt;
&lt;br /&gt;
Factions whose ideologies are too opposing have a minimum level of hatred for each other.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Alien Pro-Alien Divide ===&lt;br /&gt;
&lt;br /&gt;
Non-moderate factions on opposite sides of the Anti-Alien Pro-Alien divide have a minimum hatred of 20 towards each other. Specifically, the following pairings will always have at least 20 hate for each other:&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|appease}} [[The Protectorate]]&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|submit}} [[The Servants]]&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|alien}} The [[Aliens]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|appease}} [[The Protectorate]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|submit}} [[The Servants]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|alien}} The [[Aliens]]&lt;br /&gt;
&lt;br /&gt;
=== Alien Hate for Mission Control Usage ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens|Alien]] faction has a minimum hatred level for all human factions except {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]]. This hatred level depends on the amount of mission control used by the human faction, which roughly represents the amount of human space assets that could be used to threaten the {{icon|alien}}[[Aliens]]&#039; dominance over space.&lt;br /&gt;
&lt;br /&gt;
This minimum hate level is calculated as follows:&lt;br /&gt;
* The amount of {{TV|mc}} currently used by the human faction.&lt;br /&gt;
* Multiply by [[Difficulty]] level Multiplier:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier&lt;br /&gt;
| 0.05 || 0.3 || 0.6 || 1&lt;br /&gt;
|}&lt;br /&gt;
* Multiply by 0.8 if [[Strategic Deception]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Maskirovka]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Operational Misdirection]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Operational Security]] has been researched (only available to {{icon|resist}}[[The Resistance]]).&lt;br /&gt;
&lt;br /&gt;
Only used {{TV|mc}}, and not {{TV|mc}} cap affects hate levels. This means that increasing your {{TV|mc}} usage enough will increase the minimum hatred level past the point of being at war with the aliens. &lt;br /&gt;
&lt;br /&gt;
For example, if you use {{TV|mc|167}} on normal and have not researched any of the {{TV|mc}} hate reducing projects, then it is impossible to be at peace with the aliens ({{TV|mc|167}} * 0.3 = 50.1). However, if their attacks destroy enough of your [[Spaceships]] and [[Habs]] to reduce your {{TV|mc}} usage below that critical value, then it is possible to return to peace. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|+ Maximum possible used {{TV|mc}} without {{icon|alien}}Aliens declaring war.&amp;lt;br&amp;gt;(Does not apply to {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].)&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! No Projects&lt;br /&gt;
| 999 || 166 || 83 || 49&lt;br /&gt;
|-&lt;br /&gt;
! With 1 out of 4 projects &lt;br /&gt;
| 1249 || 208 || 104 || 62&lt;br /&gt;
|-&lt;br /&gt;
! With 2 out of 4 projects &lt;br /&gt;
| 1562 || 260 || 130 || 78&lt;br /&gt;
|-&lt;br /&gt;
! With 3 out of 4 projects &lt;br /&gt;
| 1953 || 325 || 162 || 97&lt;br /&gt;
|-&lt;br /&gt;
! With 4 out of 4 projects &lt;br /&gt;
| 2441 || 406 || 203 || 122&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Alien Maximum Hate Amount ==&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a maximum amount of hate that it can have for other factions. This maximum hate amount is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! [[Difficulty]]&lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Starting Amount&lt;br /&gt;
| 70 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! Yearly Increase&lt;br /&gt;
| 2 || 100 || 100 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, if at least 25 years have passed since the Campaign began and the hate maximum is below 200, then the hate maximum is increased to 200.&lt;br /&gt;
&lt;br /&gt;
Note: All Campaign Duration checks are multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]] in the [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. Accelerated Campaign mode sets this Alien Progression Slider to 200%, so every year that passes counts as 2 years.&lt;br /&gt;
&lt;br /&gt;
Note: Whenever the Minimum Hate level is greater than the Maximum Hate level, the Maximum Hate level will be set to the Minimum Hate level.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Passive Hate Change ==&lt;br /&gt;
&lt;br /&gt;
Hatred may also passively change over time. &lt;br /&gt;
&lt;br /&gt;
=== Known Turned Councilor ===&lt;br /&gt;
&lt;br /&gt;
Every {{MissionIcon|Turn Councilor}}[[Turn Councilor|Turned councilor]] that is known to its employing faction causes that employing faction to passively gain hate for the turning faction. This passive hate is triggered once a week during the first 4 weeks of each month, and is equivalent to the amount of hate that a critical failure on a {{MissionIcon|Turn Councilor}}[[Turn Councilor]] [[Missions|mission]] would generate.&lt;br /&gt;
&lt;br /&gt;
=== Envy-Based Human Hate ===&lt;br /&gt;
&lt;br /&gt;
[[File:CrabBucket.png|thumb|320px|Crabs in a Bucket - A Metaphor for Human Faction Relations]]&lt;br /&gt;
&lt;br /&gt;
Each human faction considers the human faction with the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]] other than itself as its &#039;&#039;rival&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The game simulates envy by making human factions slowly gain hatred for their rival based on how much better the rival is doing, while slowly losing hatred for everyone else. So human factions that are falling behind have a tendency to work together to bring down the strongest human faction, like crabs in a bucket.&lt;br /&gt;
&lt;br /&gt;
As a result, 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;
&#039;&#039;&#039;Note&#039;&#039;&#039;: On [[difficulties]] below Brutal, AI factions cannot gain envy-based hatred for the player&#039;s faction if they are ideologically close enough. &lt;br /&gt;
&lt;br /&gt;
[[File:IdeologicalDistance.png]]&lt;br /&gt;
&lt;br /&gt;
Just after the start of each month, the following happens for every pair of human factions A and B:&lt;br /&gt;
# If B is not A&#039;s rival, or the month is even, then A loses 1 hate for B.&lt;br /&gt;
# If A and B share a rival, then A loses another 1 hate for B.&lt;br /&gt;
# If A&#039;s rival is on the opposite side of the anti-alien pro-alien divide, then A loses another 1 hate for B.&lt;br /&gt;
# If B is A&#039;s rival, then A gains X hate for B, where X is calculated as follows:&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|ahead]], then set X = 0.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|on par]], then set X = 1.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|losing]], then set X = 1.75.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|losing big]], then set X = 2.25.&lt;br /&gt;
## If A and B are non-moderates on opposite sides of the anti-alien pro-alien divide, then add 1.4 to X. (The moderates are {{icon|escape}}[[Project Exodus]], {{icon|exploit}}[[The Initiative]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
## If A and B are on the same side of the anti-alien pro-alien divide, then subtract 0.75 from X. Subtract another 2.25 if it has also been less than 7 years since the campaign began.&lt;br /&gt;
## If X is less than 0, then set X = 0.&lt;br /&gt;
# If B has unlocked their [[Factions#Victory_Objectives|Victory Objective]], then A gains another 1 hate for B.&lt;br /&gt;
&lt;br /&gt;
For example, suppose you are playing {{icon|resist}}[[The Resistance]]. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, {{icon|appease}}[[The Protectorate]] will:&lt;br /&gt;
# Lose 1 hate for you, because the month is even.&lt;br /&gt;
# Gain 2.25 + 1.4 = 3.65 hate for you, because you are their rival, they are [[Factions#Human_Faction_Threat_and_Self-Assessment|losing big]], and the two of you are non-moderates on opposite sides of the anti-alien pro-alien divide.&lt;br /&gt;
# Gain another 1 hate for you, because you have unlocked your victory objective.&lt;br /&gt;
On odd months, the first 1 hate loss doesn&#039;t happen. Thus {{icon|appease}}[[The Protectorate]] will gain 49.8 hate for you every year, even if you take absolutely no hostile actions against them.&lt;br /&gt;
&lt;br /&gt;
=== Alien Passive Hate ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens|Alien]] Faction sets their rival to be the human faction that possesses the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]], excluding {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]]. &lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens]] will slowly gain hate for their rival, as well as for all anti-alien factions. Unlike Human Envy however, Alien Frustration with Humanity&#039;s continued refusal to fall means that their passive hate gain rate &#039;&#039;&#039;constantly accelerates&#039;&#039;&#039; as the campaign continues.&lt;br /&gt;
&lt;br /&gt;
Just after the start of each month, the following happens for every human faction B that is not {{icon|submit}}[[The Servants]]:&lt;br /&gt;
# If B is not the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival, or the month is even, then the {{icon|alien}}[[Aliens|Alien]] Faction loses X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X = 0.8.&lt;br /&gt;
## If B is anti-alien, then set X = 0.64.&lt;br /&gt;
## If B is not the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival, and the {{icon|alien}}[[Aliens]] are already at war with at least 3 human factions, then multiply X by 1.5.&lt;br /&gt;
# If the {{icon|alien}}[[Aliens|Alien]] Faction and B share a rival, then the {{icon|alien}}[[Aliens|Alien]] Faction loses another 0.33 hate for B.&lt;br /&gt;
# If the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival is on the opposite side of the anti-alien pro-alien divide, then the {{icon|alien}}[[Aliens|Alien]] Faction loses another 1 hate for B.&lt;br /&gt;
# If B is {{icon|appease}}[[The Protectorate]], then the {{icon|alien}}[[Aliens|Alien]] Faction loses X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X to 1. &lt;br /&gt;
## If B can contact the {{icon|alien}}[[Aliens|Alien]], then increase X to 4.&lt;br /&gt;
## If B has unlocked its victory objective, then increase X to 10.&lt;br /&gt;
# If B is not {{icon|appease}}[[The Protectorate]], then the {{icon|alien}}[[Aliens|Alien]] Faction gains X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X to 0.&lt;br /&gt;
## If B is the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s Rival, then add 0.65 to X.&lt;br /&gt;
## If B is the human faction that possesses the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]], then add another 0.65 to X.&lt;br /&gt;
## If B has unlocked its victory objective, then add 0.5 to X.&lt;br /&gt;
## If B is {{icon|escape}}[[Project Exodus]], then add 0.07 to X.&lt;br /&gt;
## If B is {{icon|resist}}[[The Resistance]], then add 0.17 to X.&lt;br /&gt;
## If B is {{icon|destroy}}[[Humanity First]], then add 0.34 to X.&lt;br /&gt;
## If B is {{icon|cooperate}}[[The Academy]], then multiply X by 0.75.&lt;br /&gt;
## Multiply X by 0, 1, 1.9, and 3.3 for Cinematic, Normal, Veteran, and Brutal [[Difficulties]] respectively.&lt;br /&gt;
## Divide X by 60.&lt;br /&gt;
## Multiply X by the number of years since the Campaign began.&lt;br /&gt;
## Multiply X by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
For example, suppose you are playing {{icon|resist}}[[The Resistance]] on Normal Difficulty, Long Campaign mode. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, the {{icon|alien}}[[Aliens|Alien]] Faction will:&lt;br /&gt;
# Lose 0.64 hate for you, because the month is even and you are anti-alien.&lt;br /&gt;
# Gain (0.65+0.65+0.5+0.17) * 1 / 60 * 20 = roughly 0.66 hate for you, because you are their rival, the strongest human faction, have unlocked your victory objective, are the resistance, are on normal difficulty, and it has been 20 years since the Campaign began.&lt;br /&gt;
On odd months, the first 0.64 hate loss doesn&#039;t happen. Thus the {{icon|alien}}[[Aliens|Alien]] Faction will gain roughly 4.2 hate for you this year, even if you take absolutely no hostile actions against them.&lt;br /&gt;
&lt;br /&gt;
Furthermore, since Alien Frustration is constantly growing, they will gain roughly 4.6 hate for you next year, roughly 5 the next, and so on, accelerating by roughly 0.4 per year.&lt;br /&gt;
&lt;br /&gt;
In practice, the {{icon|alien}}[[Aliens|Alien]] Faction will usually pick the Player&#039;s faction as its rival simply because the player will be developing that much faster than the Human AI factions. So the best a player can do to avoid passive alien hate gain is to avoid unlocking their victory objective as long as possible.&lt;br /&gt;
&lt;br /&gt;
Under these conditions, there are two rough deadlines to keep in mind:&lt;br /&gt;
* Hate Start: The time after which you would be gaining passive alien hate faster than you lose it, on average.&lt;br /&gt;
* War Start: The time after which the aliens would declare war on you, assuming you never did a single thing to change their hate amount, not even use Mission Control.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! colspan=2 | Hate Decay !! colspan=3 | Hate Gain Per Month Per Month !! colspan=3 | Hate Start Year !! colspan=3 | War Start Year&lt;br /&gt;
|-&lt;br /&gt;
! Bimonthly !! Monthly !! Normal !! Veteran !! Brutal !! Normal !! Veteran !! Brutal !! Normal !! Veteran !! Brutal &lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}}[[The Academy]] || 0.8 || 0.4 || 0.00135 || 0.00257 || 0.00447 || 25 || 13 || 8 || 47 || 29 || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}}[[The Initiative]] || 0.8 || 0.4 || 0.00181 || 0.00343 || 0.00596 || 19 || 10 || 6 || 38 || 24 || 17&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}}[[Project Exodus]] || 0.64 || 0.32 || 0.00190 || 0.00362 || 0.00628 || 14 || 7 || 4 || 33 || 21 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}[[The Resistance]] || 0.64 || 0.32 || 0.00204 || 0.00388 || 0.00674 || 13 || 7 || 4 || 27 || 17 || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}[[Humanity First]] || 0.64 || 0.32 || 0.00228 || 0.00433 || 0.00752 || 12 || 6 || 4 || 25 || 16 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Actions that affect hatred ==&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
{{#invoke:MissionLister|ListHate|false}}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{{#invoke:MissionLister|ListHate|true}}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
When targeting a [[Regions|region]] or a [[Nations|nation]], each faction that has at least one control point in the nation (that owns the region) will gain the stated amount of hate. This applies even if the control point is abandoned or cracked.&lt;br /&gt;
&lt;br /&gt;
There are a number of [[Missions]] that may generate different amounts of hate depending on the situation:&lt;br /&gt;
* If the target [[Factions|Faction(s)]] is intel sharing with the Faction that performed the mission, and the hate gained would be 0, then the hate gained is instead the maximum hate that any outcome of the mission could give.&lt;br /&gt;
* If the target [[Factions|Faction(s)]] has a [[Councilors#Turn_councilor|mole]] in the Faction that performed the mission, and the hate gained would be 0, then the hate gained for successful outcomes is instead the maximum hate that any successful outcome of the mission could give, and the hate gained for failing outcomes is instead the maximum hate that any failing outcome of the mission could give.&lt;br /&gt;
* If the Faction that performed the mission is the {{icon|alien}}[[Aliens]] and the target [[Factions|Faction(s)]] cannot [[Councilors#Alien_Detection_Restrictions|detect]] the mission when it is done by {{icon|alien}}[[Aliens]], then the hate is gained towards {{icon|submit}}[[The Servants]] instead of the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* For the {{MissionIcon|Assault Alien Asset}}[[Assault Alien Asset]] mission, if the target is merely [[Aliens#Alien_Xenoforming|xenoflora]], then there is no hate gain.&lt;br /&gt;
* For the {{MissionIcon|Assassinate}}[[Assassinate]] mission, if the target is an {{icon|alien}}[[Aliens#Alien_Agents|Alien Councilor]] and the outcome is a critical success (that hides the culprit&#039;s identity), then the {{icon|alien}}[[Aliens]] will blame everyone equally, spreading 10 hate evenly among all human factions except {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* For the {{MissionIcon|Detain}}[[Detain Councilor]] mission, if the target is an {{icon|alien}}[[Aliens#Alien_Agents|Alien Councilor]], then normal successes give 10 hate, while critical successes give 0 hate.&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 [[Spaceships|ship]]&lt;br /&gt;
| 0.35 × [[Ship Hull List|hull structural integrity]]&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|hab]] module&lt;br /&gt;
| hab tier level&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|hab]]&lt;br /&gt;
| 3 × hab tier level + all the hate for blowing up the hab modules on board.&lt;br /&gt;
|-&lt;br /&gt;
| Assaulting a [[Habs|hab]]&lt;br /&gt;
| 8 × hab tier level + all the hate for any hab modules that blow up as a result.&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 [[Habs|hab]]&lt;br /&gt;
| 2 × hab tier&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Wars|Declaring war]] on another [[Nations|nation]]&lt;br /&gt;
| Number of CPs owned in nation × 3 (for faction with executive control of target nation only, dragged in [[Foreign_Relations#Alliances|allies]] don&#039;t count.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: As a general rule of thumb, factions will never gain hate for any assets that they destroy in &#039;&#039;&#039;self-defense&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
For example, if a faction A sends a [[Fleets|fleet]] of [[Spaceships|ships]] over to a faction B&#039;s hab, and faction B kills all of the [[Spaceships|ships]] in that [[Fleets|fleet]], faction A does not gain any hate for faction B.&lt;br /&gt;
&lt;br /&gt;
However, pre-emptive self-defense does not necessarily count. If faction B had seen this [[Fleets|fleet]] of [[Spaceships|ships]] coming from faction A, and sent its own [[Fleets|fleet]] of [[Spaceships|ships]] to intercept faction A&#039;s [[Fleets|fleet]] before it arrives at faction B&#039;s [[Habs|hab]], then any of faction A&#039;s [[Spaceships|ships]] that are killed in that battle could cause faction A to hate faction B. Also, if you send a fleet to encounter a rival fleet, you still count as the attacker even if you merely choose to &amp;quot;Accept&amp;quot; battle rather than &amp;quot;Engage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The exact rules are deliberately tricky to make them difficult to exploit. In general, if a player wishes to destroy enemy assets without incurring hate, they must first wait for the target faction to start an attack at the player, and then they must defeat that attack before that attack kills its target.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A destroyed ship gives no hate if any of the following are true:&lt;br /&gt;
* The combat that destroyed the ship occurred at the hab. &lt;br /&gt;
** Note: If the fleet pursues an evading fleet, then it might not count as being at the hab!&lt;br /&gt;
* The ship was part of a fleet that transferred to the hab or fleet that destroyed it.&lt;br /&gt;
* The ship was part of a fleet that has or had a goal to attack the faction that destroyed it within the last 14 days.&lt;br /&gt;
** Note: Attack goals are generally only used for starting transfers and bombardment operations. Deciding whether to use the Engage stance or the Destroy Hab operation could happen entirely without an attack goal. So this is much more iffy to rely on.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Specific ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align=center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred&lt;br /&gt;
|-&lt;br /&gt;
| Formation of the [[Aliens#Alien_Administration|Alien Nation]]&lt;br /&gt;
| &lt;br /&gt;
* {{icon|cooperate}} [[The Academy]] and {{icon|exploit}} [[The Initiative]] gain 40 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards [[The Servants]].&lt;br /&gt;
* {{icon|escape}} [[Project Exodus]] gains 70 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards {{icon|submit}} [[The Servants]].&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|resist}} [[The Resistance]] gain 100 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards {{icon|submit}} [[The Servants]].&lt;br /&gt;
* For every pair of human factions A and B that is not {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]]:&lt;br /&gt;
** If A was at war with B, then A&#039;s hate for B is set to 9, effectively ending the war.&lt;br /&gt;
** Otherwise if A&#039;s hate for B was at least 18, then that hate is set to 8.&lt;br /&gt;
** Otherwise A&#039;s hate for B is reduced by 10.&lt;br /&gt;
|-&lt;br /&gt;
| Destroying [[Aliens#Alien_Assault_Carrier|Landed UFO]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 80 hatred towards the faction responsible. (Only 10 hatred if a Councilor did it.)&lt;br /&gt;
|-&lt;br /&gt;
| Destroying [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 10 hatred towards the faction responsible.&lt;br /&gt;
|-&lt;br /&gt;
| Conquering or causing a revolution the [[Aliens#Alien_Administration|Alien Nation]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 80 hatred divided up among the factions responsible.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Hate Vent ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{{icon|alien}} [[Aliens|Aliens]] may lose hate when they destroy specific assets of their enemies:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align=center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Destroyed Target&lt;br /&gt;
! Conditions&lt;br /&gt;
! Hatred Vented&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors|Councilor]]&lt;br /&gt;
| Must be {{MissionIcon|Assassinate}}[[Assassinate|assassinated]].&lt;br /&gt;
| Average of all of the councilor&#039;s attributes &#039;&#039;without&#039;&#039; [[Orgs|orgs]] or traits.&lt;br /&gt;
|-&lt;br /&gt;
| Army&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War. &lt;br /&gt;
&amp;lt;br&amp;gt; Must be bombarded. &lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Space Facility&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be bombarded.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
&amp;lt;br&amp;gt; Nation is fully controlled by one faction.&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| [[Spaceships|Ship]]&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt;Must not be Trespassing.&amp;lt;ref name=TP&amp;gt;You are trespassing on {{icon|alien}}[[Aliens|Alien]] territory if you are in or beyond Jupiter&#039;s orbit, or in any area where the {{icon|alien}}[[Aliens|Aliens]] have a [[Habs|hab]], except for [[Earth]].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;Must be targeted by {{icon|alien}}[[Aliens|Aliens]].&lt;br /&gt;
| The [[Spaceships#Hull|Construction Tier]] of the Ship&#039;s Hull.&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Habs|Hab]] Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
Module Tier ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; +Module Tier if Module is a Mining Complex.&lt;br /&gt;
&amp;lt;br&amp;gt; +Module Tier if Module is a Construction Module.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal [[Difficulty]].&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete [[Habs|Hab]] Module with Previous Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
(Minimum of this Module and Previous Module Tier) ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete [[Habs|Hab]] Module with No Previous Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
&amp;lt;br&amp;gt; Hab Core must be complete at some point in the past.&lt;br /&gt;
| &lt;br /&gt;
Module Tier ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 16.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Entire [[Habs|Hab]]&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
The Maximum of:&lt;br /&gt;
* Sum of hate vented if each individual module was blown up.&lt;br /&gt;
* Hab tier if Hab Core was complete at some point in the past.&lt;br /&gt;
* Hab tier / 2 if Hab Core is not currently being boosted over from Earth.&lt;br /&gt;
|-&lt;br /&gt;
| Any of the Above&lt;br /&gt;
|&lt;br /&gt;
Must not be on Brutal Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt; [[Factions#Faction_Ownership_of_Humanity|Fractional Ownership over Space Humanity]] must have recently decreased by &amp;gt;35%&lt;br /&gt;
| &lt;br /&gt;
50% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Cinematic Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;35% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Normal Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;15% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Veteran Difficulty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, the {{icon|alien}} [[Aliens|Aliens]] will only vent hate after destroying a target if:&lt;br /&gt;
* They are not at total war with the target&#039;s faction.&lt;br /&gt;
* They actually wanted to kill the target (not self-defense against stuff being thrown at them or their territory).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Contact with Other Factions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
By using the &#039;&#039;&#039;Contact&#039;&#039;&#039; mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.&lt;br /&gt;
&lt;br /&gt;
However, all human factions ultimately have incompatible ideologies and antithetical goals, and they will regard any cordial relations as transient at best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
To conduct diplomacy, a [[Councilors|councilor]] needs to do {{MissionIcon|Contact}}[[Contact]] [[Missions|mission]] on an agent 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 [[Technology|projects]]&lt;br /&gt;
* Truce, non-aggression pact, and intel sharing.&lt;br /&gt;
&lt;br /&gt;
For more detail on trading options, see [[Factions#Trade_Negotiations]].&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;
Faction hatred may also [[Factions#Resource_Trade_Limits|reduce the amount of resources]] that a faction is willing to sell to another.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Interpreting Trade Messages: What the other faction is really saying.&lt;br /&gt;
|-&lt;br /&gt;
! Trade Value !! Trade Messages&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || &lt;br /&gt;
* This isn&#039;t going to work. You need to offer more.&lt;br /&gt;
* This is insufficient.&lt;br /&gt;
* We will need more than that.&lt;br /&gt;
* Not a chance. We&#039;ll need more.&lt;br /&gt;
* Not even close.&lt;br /&gt;
* Unacceptable. &lt;br /&gt;
* We will need significantly more concessions to consider this offer.&lt;br /&gt;
|-&lt;br /&gt;
| Low ||&lt;br /&gt;
* We&#039;re going to need a little more from your end of the bargain.&lt;br /&gt;
* While this has some merit, we would need a bit more incentive to agree.&lt;br /&gt;
* This isn&#039;t quite in our interest to accept.&lt;br /&gt;
* We&#039;re getting there. What else can you throw in?&lt;br /&gt;
* Not bad. Just need a little more.&lt;br /&gt;
* Close, but not quite.&lt;br /&gt;
* Improve your offer, and we may be able to reach an agreement.&lt;br /&gt;
|-&lt;br /&gt;
| Equal ||&lt;br /&gt;
* This is a fair trade. I accept.&lt;br /&gt;
* Very well. We agree.&lt;br /&gt;
* This is adequate. Agreed.&lt;br /&gt;
* Not what we had hoped for, but good enough. We accept.&lt;br /&gt;
* Acceptable.&lt;br /&gt;
* Agreed.&lt;br /&gt;
* We would have preferred more, but this will suffice. Agreed.&lt;br /&gt;
|-&lt;br /&gt;
| High ||&lt;br /&gt;
* A generous trade! I accept.&lt;br /&gt;
* A beneficial agreement for both sides!&lt;br /&gt;
* Agreed. This is more than adequate.&lt;br /&gt;
* This is ample compensation. We agree.&lt;br /&gt;
* Agreed!&lt;br /&gt;
* We accept and will look forward to future discussions.&lt;br /&gt;
* Well done. We&#039;re pleased with this outcome.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact with Aliens ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
Pro-Alien Human Factions may contact [[Aliens#Alien_Agents|alien councilors]] after completing certain story objectives.&lt;br /&gt;
&lt;br /&gt;
In addition to opening up a trade window, this also resets the [[Diplomacy#Estimated_Alien_Hate_Level|estimated alien hate level]] to match the actual alien hate level. Furthermore, it completes the [[Access Alien Tech]] and [[Alien Diplomacy]] milestones if the Acting Faction is {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
&lt;br /&gt;
However, trade with Aliens is limited in some ways:&lt;br /&gt;
* [[Habs]] cannot be traded.&lt;br /&gt;
* Engineering Projects cannot be traded.&lt;br /&gt;
* Non-aggression pacts cannot be traded if one party is {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Pro-Alien Hate Sharing ==&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{{icon|submit}}[[The Servants|Servant]] hatred and {{icon|alien}}[[Aliens|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 {{icon|submit}}[[The Servants]] gain hatred on a faction and can contact the {{icon|alien}}[[Aliens|Aliens]], then the {{icon|alien}}[[Aliens|Aliens]] gain the same amount of hatred / 4.&lt;br /&gt;
* Otherwise, the {{icon|alien}}[[Aliens|Aliens]] gain the same amount of hatred / 8.&lt;br /&gt;
* If the {{icon|alien}}[[Aliens|Aliens]] gain hatred on a faction and can contact {{icon|submit}}[[The Servants]], then {{icon|submit}}[[The Servants]] gain the same amount of hatred / 2.&lt;br /&gt;
* Otherwise, {{icon|submit}}[[The Servants]] gain the same amount of hatred / 4.&lt;br /&gt;
&lt;br /&gt;
Same situation applies to {{icon|appease}}[[The Protectorate]], but only if they can contact the {{icon|alien}}[[Aliens|Aliens]] and to a much smaller extent:&lt;br /&gt;
&lt;br /&gt;
* Amount / 10 given to the {{icon|alien}}[[Aliens|Aliens]] for actions against {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* Amount / 3 given to {{icon|appease}}[[The Protectorate]] for actions against the {{icon|alien}}[[Aliens|Aliens]].&lt;br /&gt;
&lt;br /&gt;
For {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] factions, the {{icon|alien}}[[Aliens|Aliens]] can be contacted if either of these two conditions are true:&lt;br /&gt;
* The faction has researched [[Hydra Diplomacy]].&lt;br /&gt;
* The faction is has unlocked but not completed the [[Contact The Aliens]] objective (Called &amp;quot;Find the Alien Path&amp;quot; for {{icon|submit}}[[The Servants]]).&lt;br /&gt;
** This objective is unlocked the moment [[Alien Movements]] is researched.&lt;br /&gt;
** This objective is completed the moment the faction performs a Contact mission on an Alien Councilor. &lt;br /&gt;
&lt;br /&gt;
Note: This hate sharing mechanic only applies when gaining hate through action:&lt;br /&gt;
* Passive Hate Changes are never shared.&lt;br /&gt;
* Hate loss, such as from trade, is never shared.&lt;br /&gt;
* Hate changes that are the result of the minimum or maximum hate level changing are also never shared.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if {{icon|appease}}[[The Protectorate]] has unlocked its [[Factions#Victory_Objectives|Victory Objective]], then any hate gained by {{icon|submit}}[[The Servants]] towards {{icon|appease}}[[The Protectorate]] is no longer shared with {{icon|alien}}[[Aliens|The Aliens]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Estimated Alien Hate Level ==&lt;br /&gt;
&lt;br /&gt;
[[File:Alien threat meter.png|thumb|Estimated Alien Hate Level]]&lt;br /&gt;
&lt;br /&gt;
Each faction has a separate hatred score for every other faction, including the aliens. But while a human faction&#039;s hatred scores can be seen in the intel page, the alien faction&#039;s hatred scores are shrouded in mystery:&lt;br /&gt;
* A player can never see how much hatred the alien faction has for any faction other than the player&#039;s faction. &lt;br /&gt;
* An estimate of the alien faction&#039;s hatred score for the player&#039;s faction becomes visible after the [[Alien Operations]] project is researched. &lt;br /&gt;
&lt;br /&gt;
This estimated alien hate level is displayed as a meter with 5 diamonds that can be lit up one by one, from top to bottom, each with a different color:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Lit Diamonds&lt;br /&gt;
! (Estimated) Hate Level&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| ≥10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| ≥20&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| ≥30&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| ≥40&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| ≥50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Total war TI.JPG|thumb|Total War Declared]]&lt;br /&gt;
&lt;br /&gt;
In dire circumstances, all five diamonds on the meter will turn red. This indicates that the aliens have declared [[Diplomacy#Alien_Total_War|Total War]] upon the player&#039;s faction.&lt;br /&gt;
&lt;br /&gt;
=== Estimation Accuracy ===&lt;br /&gt;
&lt;br /&gt;
In practice, the estimated alien hate level is extremely accurate. Notably, if the aliens have declared war upon the player&#039;s faction, the estimated alien hate level can never lie about it.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, it is possible for the estimated alien hate level to be incorrect. The reason for this is that every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2 before it is applied to the actual hate level. This means that the actual hatred level changes can be between 80% to 120% of the values listed in this page. In contrast, the estimated alien hate level does not apply this randomization: the estimated hatred level changes are always exactly 100% of the values listed in this page.&lt;br /&gt;
&lt;br /&gt;
Therefore, if the player has exceptionally strange luck, then the actual hatred level may differ wildly from the estimated hatred level simply because the randomization factor rolled low for hate changes in one direction but rolled high for hate changes in the other direction.&lt;br /&gt;
&lt;br /&gt;
To address this, the estimated alien hatred level is reset to match the actual alien hatred level whenever any of the following happen:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* The {{icon|alien}}[[Aliens|Alien]] Faction declares a new war on the player&#039;s faction.&lt;br /&gt;
* The player researches [[Hydra Diplomacy]].&lt;br /&gt;
* The player researches [[Their Purpose]].&lt;br /&gt;
* The player researches [[Their Demands]].&lt;br /&gt;
* The player researches [[Coexistence Pact]].&lt;br /&gt;
* The player completes a [[Factions#Trade_Negotiations|trade]] with the Alien faction. (Does not count if the trade is cancelled.)&lt;br /&gt;
* The player captures an [[Aliens#Alien_Habs|alien hab]].&lt;br /&gt;
* The player {{MissionIcon|Detain}}[[Detain]]s an [[Aliens#Alien_Agents|alien councilor]].&lt;br /&gt;
* The player initiates {{MissionIcon|Contact}}[[Contact]] with an [[Aliens#Alien_Agents|alien councilor]]. (Does not count if it is the [[Aliens#Alien_Agents|alien councilor]] initiates {{MissionIcon|Contact}}[[Contact]].)&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
&lt;br /&gt;
When diplomacy breaks down, War is the result.&lt;br /&gt;
&lt;br /&gt;
Once a faction&#039;s hatred level for another faction becomes high enough, they will declare open war on that faction. For AI [[Factions]], open war enables several options that are normally locked away or only available in highly restrictive conditions (such as trespassing on [[Aliens#Alien_Space_Territory|alien territory]]). These options include but are not limited to:&lt;br /&gt;
* Conducting {{MissionIcon|Assassinate}}[[Assassinate]] [[Missions]] on the Enemy Faction&#039;s [[Councilors]].&lt;br /&gt;
* Conducting {{MissionIcon|Control Space Asset}}[[Control Space Asset]] [[Missions]] on the Enemy Faction&#039;s [[Habs]].&lt;br /&gt;
* Using [[Fleets]] to attacking the Enemy Faction&#039;s space assets.&lt;br /&gt;
&lt;br /&gt;
A player who is not prepared for such aggression should seriously consider taking measures to bring the hatred level back down when open war is declared upon them.&lt;br /&gt;
&lt;br /&gt;
=== Human War Threshold ===&lt;br /&gt;
&lt;br /&gt;
The amount of hate needed for a human faction to declare open war upon another faction varies dynamically throughout the game, and depends on three factors:&lt;br /&gt;
* Ideological distance between the two factions.&lt;br /&gt;
* The faction&#039;s [[Factions#Human_Faction_Threat_and_Self-Assessment|self assessment]] of how well it is doing.&lt;br /&gt;
* Whether the other faction is the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]] other than itself.&lt;br /&gt;
&lt;br /&gt;
More specifically, the threshold is 100 hate divided by X, where X is calculated as follows:&lt;br /&gt;
# Set X to the ideological distance between the two factions, but capped at 2.5.&lt;br /&gt;
# If the other faction is the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]] other than itself, then add to X:&lt;br /&gt;
## -2 if the faction believes itself to be way ahead.&lt;br /&gt;
## -1 if the faction believes itself to be ahead.&lt;br /&gt;
## 0 if the faction believes itself to be on par.&lt;br /&gt;
## 1 if the faction believes itself to be losing.&lt;br /&gt;
## 2 if the faction believes itself to be losing big.&lt;br /&gt;
# If X is less than 1, then set X = 1.&lt;br /&gt;
&lt;br /&gt;
As a result, the war threshold for a human faction can vary wildly, from 22.2 to 100 hatred.&lt;br /&gt;
&lt;br /&gt;
In practice, the human AI factions will usually believe themselves to be losing big and the player faction will be the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]]. This means that the human AI faction war thresholds against the player faction will be as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Faction !! {{icon|destroy}} [[Humanity First]] !! {{icon|resist}} [[The Resistance]] !! {{icon|escape}} [[Project Exodus]] !! {{icon|exploit}} [[The Initiative]] !! {{icon|cooperate}} [[The Academy]] !! {{icon|appease}} [[The Protectorate]] !! {{icon|submit}} [[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}} [[Humanity First]] ||  || 32.1 || 24.3 || 24.6 || 22.2 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}} [[The Resistance]] || 32.1 ||  || 32.1 || 29.3 || 26.3 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}} [[Project Exodus]] || 24.3 || 32.1 ||  || 24.6 || 33.3 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}} [[The Initiative]] || 24.6 || 29.3 || 24.6 ||  || 24.6 || 27.9 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}} [[The Academy]] || 22.2 || 26.3 || 33.3 || 24.6 ||  || 26.3 || 28.6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|appease}} [[The Protectorate]] || 22.2 || 22.2 || 22.2 || 27.9 || 26.3 ||  || 27.9&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}} [[The Servants]] || 22.2 || 22.2 || 22.2 || 22.2 || 28.6 || 27.9 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien War Threshold ===&lt;br /&gt;
&lt;br /&gt;
The Alien faction always has a war threshold of 50 hatred.&lt;br /&gt;
&lt;br /&gt;
=== Alien Total War ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}Alien faction will declare total war on a human faction if and only if two conditions are both met:&lt;br /&gt;
* The {{icon|alien}}Alien faction has at least 200 hate for that faction.&lt;br /&gt;
* It has been at least X years since the Campaign began, where X is determined by Campaign [[Difficulty]] as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Campaign Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years since Campaign Began &lt;br /&gt;
| 25 || 20 || 10 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Total war is a special state of war where the rules for alien hate venting become significantly more restrictive. This makes it extremely difficult to reduce the alien hate level, which usually means that the human faction will henceforth be stuck in an eternal war with the alien faction.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Difficulties&amp;diff=12580</id>
		<title>Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Difficulties&amp;diff=12580"/>
		<updated>2026-09-16T04:37:55Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Made redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Difficulty]]&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Difficulty&amp;diff=12579</id>
		<title>Difficulty</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Difficulty&amp;diff=12579"/>
		<updated>2026-09-16T04:36:41Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Terra Invicta has four difficulty levels - Cinematic, Normal, Veteran, and Brutal. These difficulties impact a wide range of game mechanics, especially related to [[alien]] strength and behavior. &lt;br /&gt;
&lt;br /&gt;
Difficulty is chosen in the [[Game Options]] screen, and cannot be changed during the game. &lt;br /&gt;
&lt;br /&gt;
== Non-Alien-Related ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Cinematic !! Normal !! Veteran !! Brutal&lt;br /&gt;
|-&lt;br /&gt;
| Player modifier to contested [[missions]] || +3 || 0 || -1 || -2&lt;br /&gt;
|-&lt;br /&gt;
| AI [[spaceship]] build costs || x1 || x1 || x0.75 || x0.5&lt;br /&gt;
|-&lt;br /&gt;
| Min [[Diplomacy#Envy-Based_Human_Hate|ideological distance for AI envy]] || 2.5 || 1.8 || 1.2 || None &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
AI [[factions]] will also generally invest more of their [[research]] into global [[technologies]] at lower difficulties, and more into faction [[projects]] on higher difficulties. &lt;br /&gt;
&lt;br /&gt;
== Alien-Related ==&lt;br /&gt;
All alien-related effects are inverted if the player is playing as {{TV|The Servants}}. A Servant game is easier if the aliens are stronger, so the same increases to alien strength that other factions would experience on Brutal difficulty are appropriate to Cinematic difficulty in a Servant game. &lt;br /&gt;
&lt;br /&gt;
Importantly, the above is not true for {{TV|The Protectorate}}. A Protectorate game will have a stronger alien faction on Brutal difficulty and a weaker alien faction on Cinematic, just like the anti-alien factions do. &lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
Many of the following values are changed by the [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] value in [[Game Options]]. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Cinematic&amp;lt;br&amp;gt;([[Servants]] Brutal) !! Normal&amp;lt;br&amp;gt;([[Servants]] Veteran) !! Veteran&amp;lt;br&amp;gt;([[Servants]] Normal) !! Brutal&amp;lt;br&amp;gt;([[Servants]] Cinematic)&lt;br /&gt;
|-&lt;br /&gt;
| [[Exotics]] Income per Month || 10 || 20 || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Salvage rate for [[exotics]] || x2 || x1 || x0.5 || x0.333&lt;br /&gt;
|-&lt;br /&gt;
| Alien [[Diplomacy#Alien_Maximum_Hate_Amount|hate cap]] || 70 + 2/year&amp;lt;br&amp;gt;Becomes 200 after 25 years || 1000 + 100/year || 1000 + 100/year || 1000 + 100/year&lt;br /&gt;
|-&lt;br /&gt;
| [[Diplomacy#Alien_Hate_for_Mission_Control_Usage|Hate per MC used]] || 0.05 || 0.3 || 0.6 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Years before [[Diplomacy#Alien_Total_War|total war]] is possible || 25 || 20 || 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Max alien bases built || 10 || 12&amp;lt;br&amp;gt;+3 if total war possible || 18&amp;lt;br&amp;gt;+7 if total war possible || 25&amp;lt;br&amp;gt;+10 if total war possible&lt;br /&gt;
|-&lt;br /&gt;
| Years before [[Aliens#Tier_3_Alien_Technology|advanced alien technology]] || 35 || 25 || 16 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Abduction scaling for Enthrall/[[Xenoform]] [[missions]] || 0.05 || 0.15 || 0.35 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The alien AI also gets a wide range of adjustments on higher difficulties, making it more aggressive in general, and less prone to delay in the early game. &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Missions&amp;diff=12578</id>
		<title>Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Missions&amp;diff=12578"/>
		<updated>2026-09-16T04:36:06Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Added game difficulty info&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;
Each mission type has a resolution order between 0 and 4 inclusive, denoted by the number of small clock symbols visible in the mission description. Between mission phases, missions resolve in sequence from smallest resolution order to largest. In the case of ties, uncontested missions resolve first in some random order, then the contested missions resolve in order from highest mission success chance to lowest. The sequence of mission resolutions is determined immediately after the missions are assigned, so any mid-phase changes to the mission success chances have no effect on the sequence order.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&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. See [[Roll]] for details. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution. Game [[difficulty]] also gives a bonus/penalty to all contested rolls between the player faction and an AI faction. &lt;br /&gt;
&lt;br /&gt;
When a contested mission resolves, a random number between 0% and 100% inclusive is generated and rounded down to the nearest 0.1%; 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;
Each mission name is a link to a more detailed mission page. Noise, Hate, and XP values in the table assume the mission outcome is a normal success.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mission Name !! Icon !! Cost !! Hate !! Noise !! Attack Stat !! Defense Stat !! Base Difficulty !! Resolution Order !! XP&lt;br /&gt;
|-&lt;br /&gt;
| [[Assassinate]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_Assassinate_Earth.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_assassinate_on.png|20px]] || {{Icon|ops}} || 10 || 0 || {{icon|espionage}} || {{icon|security}} || 12 || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Assault Alien Asset]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_AssaultAlienAsset.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_assaultalienasset_on.png|x20px]] ||  {{Icon|ops}} || 10 || 4 || {{icon|command}} || {{icon|command}} || 4 || 3 || 3 (2 if flora)&lt;br /&gt;
|-&lt;br /&gt;
| [[Control Space Asset]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_ControlSpaceAsset.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_controlspaceasset_on.png|x20px]] ||  {{Icon|influence}} || 7 || 0 || {{icon|persuasion}} || {{icon|loyalty}}, {{icon|security}} || 12 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Coup d&#039;Etat]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_Coup.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_coup_on.png|x20px]] ||  {{Icon|ops}} || 5 || 2 || {{icon|command}} || {{icon|command}} || 8 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Crackdown]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_Crackdown.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_crackdown_on.png|x20px]] ||  {{Icon|influence}} || 2 || 0 || {{icon|investigation}} || {{icon|administration}} ||  || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Detain Councilor]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_Detain.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_detain_on.png|x20px]] ||  {{Icon|ops}} || 2 || 0 || {{icon|investigation}} || {{icon|security}} || 8 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Extract Councilor]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_ExtractCouncilor.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_extract_on.png|x20px]] ||  {{Icon|ops}} || 1 || 0 || {{icon|command}} || {{icon|security}} || 8 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Control Nation]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:ControlPoint_Executive.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_gaininfluence_on.png|x20px]] ||  {{Icon|influence}} || 0 || 0 || {{icon|persuasion}} ||  ||  || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Hostile Takeover]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_HostileTakeover.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_hostiletakeover_on.png|x20px]] ||  {{Icon|money}} || 2 || 0 || {{icon|administration}} || {{icon|administration}} || 10 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Inspire]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_InspireCouncilor.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_inspire_on.png|x20px]] ||  {{Icon|influence}} || 0 || -4 || {{icon|persuasion}} ||  || 8 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Investigate Councilor]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_InvestigateCouncilor.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_investigatecouncilor_on.png|x20px]] ||  {{Icon|ops}} || 0 || -2 || {{icon|investigation}} || {{icon|espionage}} ||  || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Public Campaign]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_Propaganda.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_propaganda_on.png|x20px]] ||  {{Icon|money}} || 0 || 0 || {{icon|persuasion}} ||  ||  || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Purge]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_Purge.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_purge_on.png|x20px]] ||  {{Icon|influence}} || 5 || 0 || {{icon|espionage}} || {{icon|administration}} || 3 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Sabotage Facilities]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_SabotageFacility.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_sabotagefacilities_on.png|x20px]] ||  {{Icon|ops}} || 3 || 0 || {{icon|espionage}} || {{icon|security}} || 12 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Sabotage Hab Module]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_SabotageHabModule.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_sabotagehabmodule_on.png|x20px]] ||  {{Icon|ops}} || 0 || 0 || {{icon|espionage}} || {{icon|security}} || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Sabotage Project]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_SabotageProject.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_sabotageproject_on.png|x20px]] ||  {{Icon|ops}} || 3 || 0 || {{icon|espionage}} || {{icon|security}} || 6 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Assault Enemy Space Asset]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_SeizeSpaceAsset.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_seizespaceasset_on.png|x20px]] ||  {{Icon|ops}} || 10 || 2 || {{icon|command}} || {{icon|command}} ||  || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Stabilize Nation]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_StabilizeNation.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_stabilize_on.png|x20px]] ||  {{Icon|ops}} || 0 || 0 || {{icon|command}} || {{icon|command}} ||  || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Steal Project]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_StealProject.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_stealproject_on.png|x20px]] ||  {{Icon|ops}} || 3 || 0 || {{icon|espionage}} || {{icon|security}} || 6 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Turn Councilor]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_TurnCouncilor.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_turn_on.png|x20px]] ||  {{Icon|influence}} || 0 || 0 || {{icon|persuasion}} || {{icon|loyalty}}, {{icon|security}} || 15 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Increase Unrest]] &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;show image&amp;quot; data-collapsetext=&amp;quot;hide image&amp;quot;&amp;gt;[[File:Mission_IncreaseUnrest.png|512px]]&amp;lt;/span&amp;gt; &lt;br /&gt;
|| [[File:ICO_unrest_on.png|x20px]] ||  {{Icon|ops}} || 0 || 0 || {{icon|command}} || {{icon|command}} ||  || 2 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien-Related Missions ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The [[Enthrall Org]], [[Terrorize Region]], [[Enthrall Elites]], [[Enthrall Public]], and [[Enthrall Unaligned Elites]] missions are only available to {{icon|alien}}[[Aliens|alien]] councilors.&lt;br /&gt;
&lt;br /&gt;
The [[Xenoform]] and [[Abductions]] missions are initially only available to {{icon|alien}}[[Aliens|alien]] councilors, but {{icon|submit}}[[The Servants]] are also granted access to these missions from their 2nd and 3rd faction orgs.&lt;br /&gt;
&lt;br /&gt;
The [[Dominate Nation]] mission is only available to {{icon|appease}}[[The Protectorate]] if it controls a Sentinel Complex module.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mission Name !! Icon !! Cost !! Hate !! Noise !! Attack Stat !! Defense Stat !! Base Difficulty !! Resolution Order !! XP&lt;br /&gt;
|-&lt;br /&gt;
| [[Xenoform]] || [[File:ICO_Xenoform_on.png|20px]] ||  {{Icon|ops}} || 0 || 2 || {{icon|espionage}} ||  || 4 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Dominate Nation]] || [[File:ICO_dominatenation_on.png|20px]] ||  {{Icon|influence}} || 5 || 30 || {{icon|persuasion}} ||  || 6 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Enthrall Org]] || [[File:ICO_enthrallorg_on.png|20px]] ||  {{Icon|influence}} || 3 || 0 || {{icon|persuasion}} || {{icon|science}}, {{icon|security}} || 10 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrorize Region]] || [[File:ICO_terrorizeregion_on.png|20px]] ||  {{Icon|ops}} || 0 || 30 || {{icon|command}} || {{icon|command}} ||  || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Abductions]] || [[File:ICO_abductions_on.png|20px]] ||  {{Icon|ops}} || 0 || 2 || {{icon|espionage}} || {{icon|command}} || -2 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Enthrall Elites]] || [[File:ICO_enthrallelites_on.png|20px]] ||  {{Icon|influence}} || 5 || 0 || {{icon|persuasion}} || {{icon|science}} || 2 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Enthrall Public]] || [[File:ICO_enthrallpublic_on.png|20px]] ||  {{Icon|influence}} || 0 || 0 || {{icon|persuasion}} ||  || 6 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Enthrall Unaligned Elites]] || [[File:ICO_enthrallunalignedelites_on.png|20px]] ||  {{Icon|influence}} || 0 || 0 || {{icon|persuasion}} ||  ||  || 4 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Mission Modifiers ===&lt;br /&gt;
&lt;br /&gt;
This section includes spoilers since a number of missions are affected by [[Aliens|Alien Mechanics]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Mission Modifier !! Conditions !! Value&lt;br /&gt;
|-&lt;br /&gt;
{{#invoke:MissionLister/Modifier|ListAllModifiers}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Uncontested Missions ==&lt;br /&gt;
Uncontested missions are always successful.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mission Name !! Icon !! Cost !! Hate !! Noise !! Resolution Order !! XP&lt;br /&gt;
|-&lt;br /&gt;
| [[Advise]] || [[File:ICO_advise_on.png|20px]] || {{TV|influence|10}} || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Contact]] || [[File:ICO_contact_on.png|20px]] || {{TV|influence|10}}  || 0 || 0   || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Defend Interests]] || [[File:ICO_defendinterest_on.png|20px]] || {{TV|influence|20}}  || 0 || 0   || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Deorbit]] || [[File:ICO_deorbit_on.png|20px]] ||  || 0 || 0   || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Surveil Location]] || [[File:ICO_detectcouncilactivity_on.png|20px]] ||  || 0 || -4   || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Go To Ground]] || [[File:ICO_gotoground_on.png|20px]] ||  || 0 || -8   || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Investigate Alien Activity]] || [[File:ICO_investigatealienactivity_on.png|20px]] || {{TV|ops|5}} || 0 || -2   || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Orbit]] || [[File:ICO_orbit_on.png|20px]] || {{TV|boost|0.1}} || 0 || 0   || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Protect Target]] || [[File:ICO_protect_on.png|20px]] ||  || 0 || 0   || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Set National Policy]] || [[File:ICO_setnationalpolicy_on.png|20px]] || {{TV|influence|10}} || 0 || 10   || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Transfer]] || [[File:ICO_transfer_on.png|20px]] ||  || 0 || 0   || 3 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien-Related Missions ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The [[Build Facility]] mission is initially only available to {{icon|alien}}[[Aliens|alien]] councilors, but {{icon|submit}}[[The Servants]] are also granted access to this mission from their 2nd faction org.&lt;br /&gt;
&lt;br /&gt;
The [[Grant Alien Control]] mission is only available to {{icon|submit}}[[The Servants]], granted by their 2nd faction org.&lt;br /&gt;
&lt;br /&gt;
The [[Pass Technology]] mission is only available to {{icon|alien}}[[Aliens|alien]] councilors.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mission Name !! Icon !! Cost !! Hate !! Noise !! Resolution Order !! XP &lt;br /&gt;
|-&lt;br /&gt;
| [[Grant Alien Control]] || [[File:ICO_assumecontrol_on.png|20px]] || {{TV|influence|100}} || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Build Facility]] || [[File:ICO_buildfacility_on.png|20px]] || {{TV|money|500}} || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Pass Technology]] || [[File:ICO_passtechnology_on.png|20px]] || {{TV|influence|10}}  || 0 || 0 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Ending Missions ===&lt;br /&gt;
Ending missions will result in the victory of the councilor&#039;s faction. Those missions are granted by the faction&#039;s [[Orgs#Victory_Orgs|victory org]]. To conduct the ending mission, the faction has to meet their [[Factions#Victory_Objectives|victory objectives.]]&lt;br /&gt;
&lt;br /&gt;
All ending missions have resolution order 0, so they will activate before any Assassinate or Detain missions.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&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;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Missions_Navbox}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Difficulty&amp;diff=12577</id>
		<title>Difficulty</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Difficulty&amp;diff=12577"/>
		<updated>2026-09-16T04:34:22Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Rearranged table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Terra Invicta has four difficulty levels - Cinematic, Normal, Veteran, and Brutal. These difficulties impact a wide range of game mechanics, especially related to [[alien]] strength and behavior. &lt;br /&gt;
&lt;br /&gt;
== Non-Alien-Related ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Cinematic !! Normal !! Veteran !! Brutal&lt;br /&gt;
|-&lt;br /&gt;
| Player modifier to contested [[missions]] || +3 || 0 || -1 || -2&lt;br /&gt;
|-&lt;br /&gt;
| AI [[spaceship]] build costs || x1 || x1 || x0.75 || x0.5&lt;br /&gt;
|-&lt;br /&gt;
| Min [[Diplomacy#Envy-Based_Human_Hate|ideological distance for AI envy]] || 2.5 || 1.8 || 1.2 || None &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
AI [[factions]] will also generally invest more of their [[research]] into global [[technologies]] at lower difficulties, and more into faction [[projects]] on higher difficulties. &lt;br /&gt;
&lt;br /&gt;
== Alien-Related ==&lt;br /&gt;
All alien-related effects are inverted if the player is playing as {{TV|The Servants}}. A Servant game is easier if the aliens are stronger, so the same increases to alien strength that other factions would experience on Brutal difficulty are appropriate to Cinematic difficulty in a Servant game. &lt;br /&gt;
&lt;br /&gt;
Importantly, the above is not true for {{TV|The Protectorate}}. A Protectorate game will have a stronger alien faction on Brutal difficulty and a weaker alien faction on Cinematic, just like the anti-alien factions do. &lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
Many of the following values are changed by the [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] value in [[Game Options]]. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Cinematic&amp;lt;br&amp;gt;([[Servants]] Brutal) !! Normal&amp;lt;br&amp;gt;([[Servants]] Veteran) !! Veteran&amp;lt;br&amp;gt;([[Servants]] Normal) !! Brutal&amp;lt;br&amp;gt;([[Servants]] Cinematic)&lt;br /&gt;
|-&lt;br /&gt;
| [[Exotics]] Income per Month || 10 || 20 || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Salvage rate for [[exotics]] || x2 || x1 || x0.5 || x0.333&lt;br /&gt;
|-&lt;br /&gt;
| Alien [[Diplomacy#Alien_Maximum_Hate_Amount|hate cap]] || 70 + 2/year&amp;lt;br&amp;gt;Becomes 200 after 25 years || 1000 + 100/year || 1000 + 100/year || 1000 + 100/year&lt;br /&gt;
|-&lt;br /&gt;
| [[Diplomacy#Alien_Hate_for_Mission_Control_Usage|Hate per MC used]] || 0.05 || 0.3 || 0.6 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Years before [[Diplomacy#Alien_Total_War|total war]] is possible || 25 || 20 || 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Max alien bases built || 10 || 12&amp;lt;br&amp;gt;+3 if total war possible || 18&amp;lt;br&amp;gt;+7 if total war possible || 25&amp;lt;br&amp;gt;+10 if total war possible&lt;br /&gt;
|-&lt;br /&gt;
| Years before [[Aliens#Tier_3_Alien_Technology|advanced alien technology]] || 35 || 25 || 16 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Abduction scaling for Enthrall/[[Xenoform]] [[missions]] || 0.05 || 0.15 || 0.35 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The alien AI also gets a wide range of adjustments on higher difficulties, making it more aggressive in general, and less prone to delay in the early game. &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Achievements&amp;diff=12576</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Achievements&amp;diff=12576"/>
		<updated>2026-09-16T04:32:46Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As of v1.0.53 (September 2026), Terra Invicta has 100 achievements. &lt;br /&gt;
&lt;br /&gt;
== Campaign Milestone Achievements ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Achievement Name !! Achievement Description&lt;br /&gt;
|-&lt;br /&gt;
| The Eyes of the World Are Upon You || Start your first campaign&lt;br /&gt;
|-&lt;br /&gt;
| Weather Balloon || Investigate an [[alien]] crash site&lt;br /&gt;
|-&lt;br /&gt;
| Endgame || Learn your Faction&#039;s victory conditions&lt;br /&gt;
|-&lt;br /&gt;
| The Long War || Win on Normal [[Difficulty]]&lt;br /&gt;
|-&lt;br /&gt;
| The Longer War || Win on Veteran Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| Invictus || Win on Brutal Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| Play Nice || Win with your faction committing 3 or fewer atrocities&lt;br /&gt;
|-&lt;br /&gt;
| Independence Day || Win as {{TV|Resistance}}&lt;br /&gt;
|-&lt;br /&gt;
| A New Dawn || Win as {{TV|Servants}}&lt;br /&gt;
|-&lt;br /&gt;
| An Interstellar Federation || Win as {{TV|Academy}}&lt;br /&gt;
|-&lt;br /&gt;
| No Mercy || Win as {{TV|Humanity First}}&lt;br /&gt;
|-&lt;br /&gt;
| To Boldly Go || Win as {{TV|Project Exodus}}&lt;br /&gt;
|-&lt;br /&gt;
| Brave New Worlds || Win as {{TV|the Initiative}}&lt;br /&gt;
|-&lt;br /&gt;
| Our New Overlords || Win as {{TV|the Protectorate}}&lt;br /&gt;
|-&lt;br /&gt;
| Phoenix || Win as {{TV|the Resistance}} after a Servant or Protectorate Victory&lt;br /&gt;
|-&lt;br /&gt;
| Centrist || Win with all 7 Factions on Normal or greater difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Councilor]] Achievements ==&lt;br /&gt;
=== Councilor Conflict ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Achievement Name !! Achievement Description&lt;br /&gt;
|-&lt;br /&gt;
| Layin&#039; Low || Send a Councilor [[Go to Ground|into hiding]]&lt;br /&gt;
|-&lt;br /&gt;
| Sherlock || [[Investigate Councilor|Investigate]] an enemy Councilor and learn their loyalty&lt;br /&gt;
|-&lt;br /&gt;
| It&#039;s Treason Then || [[Turn Councilor|Turn]] an opposing Councilor&lt;br /&gt;
|-&lt;br /&gt;
| License To Kill || [[Assassinate|Kill]] an opposing Councilor&lt;br /&gt;
|-&lt;br /&gt;
| ...We Can Kill It || Kill an [[Aliens#Alien_Agents|Alien]]&lt;br /&gt;
|-&lt;br /&gt;
| Jail || [[Detain|Capture]] an enemy Councilor&lt;br /&gt;
|-&lt;br /&gt;
| Men in Black Baby || Capture an Alien&lt;br /&gt;
|-&lt;br /&gt;
| Airlock || Assassinate a Councilor in space&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Achievement Name !! Achievement Description&lt;br /&gt;
|-&lt;br /&gt;
| Level Up || [[Councilors#XP|Augment]] your Councilor&lt;br /&gt;
|-&lt;br /&gt;
| The Great Material Continuum || Complete a [[Trade]] with another Faction&lt;br /&gt;
|-&lt;br /&gt;
| Stacked || Have a Councilor equip 25 stars&#039; worth of [[Orgs]]&lt;br /&gt;
|-&lt;br /&gt;
| Six Against the World || Recruit a full council of 6 Councilors&lt;br /&gt;
|-&lt;br /&gt;
| Full Deck || Control 6 Councilors and have 2 [[Turn Councilor|turned Councilors]]&lt;br /&gt;
|-&lt;br /&gt;
| Gone But Not Forgotten || One of your Councilors dies of old age&lt;br /&gt;
|-&lt;br /&gt;
| Solomon&#039;s Curse || Fail a mission where you have greater than 99% chance of success&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Nation]] Achievements ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Achievement Name !! Achievement Description&lt;br /&gt;
|-&lt;br /&gt;
| A Change in Ownership || Obtain control over a nation&lt;br /&gt;
|-&lt;br /&gt;
| We Have Liftoff || Control a [[Launch Complex]] on Earth&lt;br /&gt;
|-&lt;br /&gt;
| Mastermind || Control 20 Nations&lt;br /&gt;
|-&lt;br /&gt;
| Ousted || Successfully [[Purge]] an Executive [[Control Points|CP]] from another Faction&lt;br /&gt;
|-&lt;br /&gt;
| Dirty Tricks || Complete a successful [[Coup d&#039;Etat]] mission&lt;br /&gt;
|-&lt;br /&gt;
| A Sundered Nation || Induce a nation breakaway via the [[Increase Unrest|unrest]] mission&lt;br /&gt;
|-&lt;br /&gt;
| Balance of Terror || Control a nation that completes a [[Nuclear_Weapons_Priority|nuclear weapons program]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Terrestrial Warfare]] Achievements ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Achievement Name !! Achievement Description&lt;br /&gt;
|-&lt;br /&gt;
| Warmonger || Have one of your countries declare war on another country&lt;br /&gt;
|-&lt;br /&gt;
| Operation Something Freedom || Impose regime change on a nation&lt;br /&gt;
|-&lt;br /&gt;
| Thunder Child || Destroy an [[Aliens#Invader_Armies|alien army]]&lt;br /&gt;
|-&lt;br /&gt;
| Kaiju Killer || Destroy a [[Megafauna]]&lt;br /&gt;
|-&lt;br /&gt;
| The Button || Fire a [[Nations#Strategic_Nuclear_Barrages|nuclear barrage]]&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Winter || Trigger nuclear winter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Spaceship]] Achievements ==&lt;br /&gt;
=== Construction ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Achievement Name !! Achievement Description&lt;br /&gt;
|-&lt;br /&gt;
| Tin Can || Build your first ship&lt;br /&gt;
|-&lt;br /&gt;
| Latest and Greatest || Upgrade a ship class&lt;br /&gt;
|-&lt;br /&gt;
| Mark II || Refit an existing ship&lt;br /&gt;
|-&lt;br /&gt;
| Flotilla || Assemble a fleet of 10 ships&lt;br /&gt;
|-&lt;br /&gt;
| Ace || Build a ship with 4g combat acceleration&lt;br /&gt;
|-&lt;br /&gt;
| Size Matters || Build a [[Titans|Titan]]&lt;br /&gt;
|-&lt;br /&gt;
| Good Mileage || Build a ship with at least 1000 kps&lt;br /&gt;
|-&lt;br /&gt;
| Armada || Control a fleet with over 9000 combat strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Achievement Name !! Achievement Description&lt;br /&gt;
|-&lt;br /&gt;
| Scratch One Bogey || Win a space battle&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Genius || Win a space battle without losing a ship&lt;br /&gt;
|-&lt;br /&gt;
| Oops... || Lose a space battle by having all of your ships destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Can&#039;t Touch This || Escape an alien fleet in pre-combat&lt;br /&gt;
|-&lt;br /&gt;
| Death From Above || Conduct an [[Fleets#Orbital_Bombardment|Orbital Bombardment]]&lt;br /&gt;
|-&lt;br /&gt;
| A Good Day to Die || Destroy an enemy ship by ramming it with one of your ships&lt;br /&gt;
|-&lt;br /&gt;
| The Bigger They Are || Destroy a Mothership&lt;br /&gt;
|-&lt;br /&gt;
| Never Tell Me The Odds || Win battle versus an enemy fleet which has more than 5x combat value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Achievement Name !! Achievement Description&lt;br /&gt;
|-&lt;br /&gt;
| Are We There Yet? || Initiate your first interplanetary fleet transfer&lt;br /&gt;
|-&lt;br /&gt;
| Grand Theft Rocket || Steal a ship from another Faction&lt;br /&gt;
|-&lt;br /&gt;
| Mutiny || Have one of your ships stolen by another Faction&lt;br /&gt;
|-&lt;br /&gt;
| Space Nelson || Obtain a rank 3 [[Spaceships#Officer|admiral]]&lt;br /&gt;
|-&lt;br /&gt;
| Command Crew || Get 5 rank 3 [[Spaceships#Officer|officers]] on a ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Hab]] Achievements ==&lt;br /&gt;
=== Colonization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Achievement Name !! Achievement Description&lt;br /&gt;
|-&lt;br /&gt;
| Home Away From Home || Build a Hab on the surface of a spacebody&lt;br /&gt;
|-&lt;br /&gt;
| At Least It&#039;s a Dry Heat || Colonize [[Mercury]]&lt;br /&gt;
|-&lt;br /&gt;
| Morning Star || Colonize [[Venus]]&lt;br /&gt;
|-&lt;br /&gt;
| Moonwalker || Colonize [[Luna]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Planet || Colonize [[Mars]]&lt;br /&gt;
|-&lt;br /&gt;
| Beltalowda || Colonize [[Ceres]]&lt;br /&gt;
|-&lt;br /&gt;
| King of the Gods || Colonize [[Jupiter]]&lt;br /&gt;
|-&lt;br /&gt;
| Outlander || Colonize [[Io]]&lt;br /&gt;
|-&lt;br /&gt;
| It&#039;s Full of Stars || Colonize [[Europa]]&lt;br /&gt;
|-&lt;br /&gt;
| Put a Ring on It || Colonize [[Saturn]]&lt;br /&gt;
|-&lt;br /&gt;
| Ruler of the Skies || Colonize [[Uranus]]&lt;br /&gt;
|-&lt;br /&gt;
| Cliffdweller || Colonize [[Miranda]]&lt;br /&gt;
|-&lt;br /&gt;
| Deep Blue Somewhere || Colonize [[Neptune]]&lt;br /&gt;
|-&lt;br /&gt;
| It&#039;s a Planet to Me! || Colonize [[Pluto]]&lt;br /&gt;
|-&lt;br /&gt;
| Matron Goddess || Colonize [[Haumea]]&lt;br /&gt;
|-&lt;br /&gt;
| That&#039;s No Moon || Colonize [[Mimas]]&lt;br /&gt;
|-&lt;br /&gt;
| Leave No Stone Unturned || Colonize all Major Planets&lt;br /&gt;
|-&lt;br /&gt;
| Hardy Pioneers || Reach 50k [[Crew|population]] on a non-earth spacebody&lt;br /&gt;
|-&lt;br /&gt;
| Ride the Ice || Build a base on a comet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Achievement Name !! Achievement Description&lt;br /&gt;
|-&lt;br /&gt;
| Ad Astra || Build a Hab in space&lt;br /&gt;
|-&lt;br /&gt;
| Space Marines || Assault a Hab with marines&lt;br /&gt;
|-&lt;br /&gt;
| Lagranger || Build a station at a Lagrange Point&lt;br /&gt;
|-&lt;br /&gt;
| The Answer To Everything || Control 42 Habs&lt;br /&gt;
|-&lt;br /&gt;
| It&#039;s Free Real Estate || [[Assault Enemy Space Asset|Steal]] a station from another Faction&lt;br /&gt;
|-&lt;br /&gt;
| Yoink || Have one of your stations stolen by another Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Technology]] Achievements ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Achievement Name !! Achievement Description&lt;br /&gt;
|-&lt;br /&gt;
| If It Bleeds... || Research [[Alien Movements]]&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Within || Research [[Pherocytes]]&lt;br /&gt;
|-&lt;br /&gt;
| Turnabout Is Fair Play || Research [[Exotics]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Brain Move || [[Steal Project|Steal]] a technology&lt;br /&gt;
|-&lt;br /&gt;
| Saboteur || [[Sabotage Project|Sabotage]] a Faction&#039;s research&lt;br /&gt;
|-&lt;br /&gt;
| Nerd || Research all Techs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hidden Achievements ==&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Achievement Name !! Achievement Description !! Completion Notes&lt;br /&gt;
|-&lt;br /&gt;
| Stay On Target || Have a [[Nations#Exofighters|STO fighter]] destroy an enemy [[Ship_Hull_List#tabber-Alien|Titan or Mothership]] || {{TV|Build Exofighter}} priority and some planning. &lt;br /&gt;
|-&lt;br /&gt;
| Lord of the Kaiju || Control a [[Megafauna]] || Only possible for [[The Initiative]] with the [[Megafauna Mastery]] project.&lt;br /&gt;
|-&lt;br /&gt;
| Saving the Earth, Part II || Get the [[Climate Change|temperature anomaly]] down to 0 degrees || Maximize the {{TV|Environment}} priority. Easy once you control the world&#039;s large economies, but slow to achieve. &lt;br /&gt;
|-&lt;br /&gt;
| Waterworld || Cause [[Climate Change|Earth&#039;s sea level]] to rise 305cm  || Maximize pollution with the {{TV|Spoils}} priority. As above, easy but slow.&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Terra Invicta]]&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=12575</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=12575"/>
		<updated>2026-09-16T04:28:08Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Added links to new articles&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 are three [[scenarios]] in the base game, distinguished by starting year; the [[2022]] scenario, the [[2026]] scenario, and the [[2070]] scenario. The tutorial is only available in the 2022 and 2026 scenarios. The [[Dark Skies]] DLC adds two additional scenarios; the [[2003]] scenario and the [[Broken Earth]] scenario. &lt;br /&gt;
&lt;br /&gt;
The 2026 scenario is the default setting. Human [[Game_Options#Factions|factions]] start with no significant [[Technology|technological]] advancements. The political, economic and demographic situation is modelled on available real-world data of 2026.&lt;br /&gt;
&lt;br /&gt;
The 2022 scenario was the default setting when the game was in early access. It has same starting technologies with 2026 scenario. The political, economic and demographic situation is modelled on available real-world data of 2022.&lt;br /&gt;
&lt;br /&gt;
The 2070 scenario offers a form of accelerated start, with some key research already completed, factions already having a small [[Spaceships|spaceship]] [[Fleets|fleet]], and some [[Habs|habitats]] constructed on and around some [[Celestial Bodies|celestial bodies]]. The global situation has been updated based on a mix of data projections, game lore, and poetic license.&lt;br /&gt;
&lt;br /&gt;
The 2003 scenario&#039;s political, economic and demographic situation is modelled on available real-world data of 2003. This scenario is harder than other scenarios; factions start with various penalties which can be fixed by researching technologies or projects. Also, the global techs of the &#039;normal&#039; game are only accessible after researching expensive roadblock techs. There are some additional projects for alternative early progression, but it isn&#039;t enough to keep pace with other scenarios.&lt;br /&gt;
&lt;br /&gt;
The Broken Earth scenario starts in the year 2112, with the premise of global nuclear war in the year 1962. Humanity has suffered a major setback - no nation has a nuclear arsenal or space program, and the global population is only about 5.38 billion. Various rule changes are applied to this scenario. One example is that nations get more {{icon|ip|bgcolor=DarkSlateGray}}[[Nations#Monthly_Investment_Points|Investment Points]](IP) - while the nations start at worse position, they can be fixed faster and can become stronger than nations of other scenarios. Also, each faction has a unique faction project which grants very distinct bonuses.&lt;br /&gt;
&lt;br /&gt;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies and Lagrange points will appear in the game. This option may change [[Game Options#Global Mine Productivity Rate|Global Mine Productivity Rate]] too, which affects the amount of space resources deposit in mining sites. For the full list of sites by scenario, see [[Space_Body_List#tabber-System_Size|the Space Body List]]. &lt;br /&gt;
&lt;br /&gt;
* Massive Solar system - 472 stellar bodies, 91 Lagrange points, 100% Global Mine Productivity Rate&lt;br /&gt;
* Full Solar system - 373 stellar bodies, 91 Lagrange points, 100% Global Mine Productivity Rate&lt;br /&gt;
* Medium Solar system - 240 stellar bodies, 71 Lagrange points, 100% Global Mine Productivity Rate&lt;br /&gt;
* Light Solar system - 114 stellar bodies, 53 Lagrange points, 130% Global Mine Productivity Rate&lt;br /&gt;
* Minimum Solar system - 71 stellar bodies, 2 Lagrange points, 210% Global Mine 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}} [[Aliens|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 = Forgiving&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;
When playing as {{icon|submit}}[[The Servants]], the {{icon|alien}}[[Aliens]] have inverted difficulty settings. For example, on Brutal difficulty for {{icon|submit}}[[The Servants]], the {{icon|alien}}[[Aliens]] behave the same as on Forgiving difficulty for other [[Factions]].&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#Global Mine Productivity Rate|Global Mine 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;
[[Technology|Projects]] have [[Technology#Unlocking_Projects|unlock]] chance and you may fail to unlock some projects. Turned on by default.&lt;br /&gt;
&lt;br /&gt;
If turned off, projects have 100% unlock chance and will be available to be researched, eventually.&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. Turned off by default.&lt;br /&gt;
&lt;br /&gt;
=== Fellow Citizen Councilor ===&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;
=== Cinematic Combat Scaling ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cinematic Combat Movement ===&lt;br /&gt;
[[Spaceships#Ship_Performance|Combat thrust multiplier]] is a pure bonus if this option is turned on. If turned off, a ship spends more delta-V to accelerate faster than its cruise acceleration. Turned on by default.&lt;br /&gt;
&lt;br /&gt;
=== Add Alien Invasion Fleet ===&lt;br /&gt;
The aliens start with several [[Aliens#Alien_Assault_Carrier|Assault Carriers]] and some ships to escort them. &lt;br /&gt;
&lt;br /&gt;
=== Allow AI Factions To Be Disabled ===&lt;br /&gt;
Allow factions to be disabled in certain circumstances. See [[Factions#Disabling_Factions]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of a set of nation(s) chosen from a list (with the exact list varying by [[scenario]], see below). If activated, every faction starts with additional {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control point]](CP) cap.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! colspan=3|Starting Countries by Scenario&lt;br /&gt;
|-&lt;br /&gt;
! [[2022]]/[[2026]]/{{icon|DS}}[[2003]] !! [[2070]] !! {{icon|DS}}[[Broken Earth]]&lt;br /&gt;
|-&lt;br /&gt;
|United States of America &amp;lt;br /&amp;gt;China&amp;lt;br /&amp;gt;France, Germany&amp;lt;br /&amp;gt;Russia+ : Belarus, Kazakhstan, Russia&amp;lt;br /&amp;gt;Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&amp;lt;br /&amp;gt;United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&amp;lt;br /&amp;gt;Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&amp;lt;br /&amp;gt;Brazil+ : Argentina, Brazil, Mexico&amp;lt;br /&amp;gt;Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&amp;lt;br /&amp;gt;India+ : India, Indonesia ||United States of America &amp;lt;br /&amp;gt;China&amp;lt;br /&amp;gt;European Union&amp;lt;br /&amp;gt;India&amp;lt;br /&amp;gt;Russia&amp;lt;br /&amp;gt;Japan+ : South Korea, Japan&amp;lt;br /&amp;gt;East African Federation &amp;lt;br /&amp;gt;West African Community &amp;lt;br /&amp;gt;Brazil ||Quebec &amp;lt;br /&amp;gt;Alaska&amp;lt;br /&amp;gt;Frontier Republic&amp;lt;br /&amp;gt;France&amp;lt;br /&amp;gt;California&amp;lt;br /&amp;gt;Pacific Defense League&amp;lt;br /&amp;gt;Atlantic Union&amp;lt;br /&amp;gt;Péyi Guyane&amp;lt;br /&amp;gt;Chile&amp;lt;br /&amp;gt;Republic of West Papua&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of a random nation group, using the same scenario-specific list as above.&lt;br /&gt;
Disabled by default and can only be enabled when the Starting Nation Group option is enabled.&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 project.&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;
=== Global Mine Productivity Rate ===&lt;br /&gt;
Decides the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
=== Mining Rate ===&lt;br /&gt;
Decides the amount of space resources mined from deposits for certain faction(s).&lt;br /&gt;
&lt;br /&gt;
* Player Mining Rate&lt;br /&gt;
* Human AI Mining Rate&lt;br /&gt;
* Alien Mining Rate&lt;br /&gt;
&lt;br /&gt;
=== Hab Building Speed ===&lt;br /&gt;
Decides the building speed of hab modules for certain faction(s). This only affects actual time spent on construction, and does not affect time spent on moving resources with boost.&lt;br /&gt;
&lt;br /&gt;
* Player Hab Building Speed&lt;br /&gt;
* Human Hab Building Speed&lt;br /&gt;
* Alien Hab Building Speed&lt;br /&gt;
&lt;br /&gt;
=== Ship Building Speed ===&lt;br /&gt;
Decides the building speed of spaceships for certain faction(s). This only affects actual time spent on construction, and does not affect time spent on moving resources with boost.&lt;br /&gt;
&lt;br /&gt;
* Player Building Speed&lt;br /&gt;
* Human Ship Building Speed &lt;br /&gt;
* Alien Ship Building Speed&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 per month.&lt;br /&gt;
&lt;br /&gt;
=== Select Active Factions ===&lt;br /&gt;
You can manually choose active factions in the game.&lt;br /&gt;
{{icon|alien|bgcolor=transparent}}[[Aliens|The Aliens]], {{icon|resist|bgcolor=transparent}}[[The Resistance]] and {{icon|submit|bgcolor=transparent}}[[The Servants]] cannot be deactivated.&lt;br /&gt;
&lt;br /&gt;
Deactivating a faction increases the [[Game Options#Base Control Point Capacity|Base Control Point Capacity]] by 50 and disables [[difficulty]]-related [[achievements]]. If you readjust the Base Control Point Capacity to default value, difficulty-related achievements will be enabled.&lt;br /&gt;
&lt;br /&gt;
=== Your Faction Names ===&lt;br /&gt;
You can customize name of your faction.&lt;br /&gt;
&lt;br /&gt;
* Faction Name&lt;br /&gt;
* Faction Adjective&lt;br /&gt;
* Faction Leader Title&lt;br /&gt;
* Faction Fleet Name&lt;br /&gt;
* Small Ship names: Choose the list of names used for your tier-1 ships.&lt;br /&gt;
* Medium Ship names: Choose the list of names used for your tier-2 ships.&lt;br /&gt;
* Large Ship names: Choose the list of names used for your tier-3 ships.&lt;br /&gt;
* Hab Names: Choose the list of names used for your stations and bases.&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>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Broken_Earth&amp;diff=12574</id>
		<title>Broken Earth</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Broken_Earth&amp;diff=12574"/>
		<updated>2026-09-16T04:25:57Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Cleaned up some of the un-described stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Broken Earth scenario is one of the two scenarios available in the [[Dark Skies]] DLC. It begins in the year 2112, one hundred and fifty years into an alternate timeline where the Cuban Missile Crisis led to a nuclear exchange that destroyed much of human civilization. It includes a number of adjustments to the setup of the game to emphasize the post-apocalyptic nature of the setting, most of which serve to increase the role of terrestrial warfare (especially in the early game). &lt;br /&gt;
&lt;br /&gt;
Major changes include: &lt;br /&gt;
* Nations are typically much smaller and more equal in power, with relatively few peaceful [[Claims]] but large numbers of hostile claims. &lt;br /&gt;
* The multiplier for [[IP]] from the size of a nation&#039;s economy is significantly more generous, making large nations much more powerful. &lt;br /&gt;
* It is much cheaper to build and maintain [[Armies]], especially for home defense.&lt;br /&gt;
* No nation begins with [[Nuclear Weapons]] or any progress towards unlocking them, and there is a global -95% penalty to the {{TV|nuclear weapons}}.&lt;br /&gt;
* Each faction will receive a powerful [[Playing From Behind]] [[project]] early in the game, which gives significant faction-specific bonuses and penalties. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Detailed Changes List ==&lt;br /&gt;
=== [[Terrestrial Warfare]] Changes ===&lt;br /&gt;
* [[Armies]] cost 40 {{TV|IP}} to build, not 60.&lt;br /&gt;
* Armies in their home [[region]] cost 0.2 {{TV|IP}} per month, not 0.5. &lt;br /&gt;
* Armies away from home cost an additional 1.0 {{TV|IP}} per month, not 0.5.&lt;br /&gt;
* [[Navies]] cost 100 {{TV|IP}} to build, not 80.&lt;br /&gt;
* Navies cost 0.4 {{TV|IP}} per month, not 0.5. &lt;br /&gt;
&lt;br /&gt;
=== [[Nation]] changes===&lt;br /&gt;
* The base IP formula for [[Nations]] is now 0.62 * [[GDP]] (in billions) ^ 0.48, instead of GDP (in billions) ^ 0.35. &lt;br /&gt;
* The population scaling on certain priorities is weakened, from ({{TV|pop}}/50 million) ^ 0.35 to ({{TV|pop}}/50 million)^0.30.&lt;br /&gt;
* The cost of improving [[regions]] is reduced. &lt;br /&gt;
** Oil Region cost 500 -&amp;gt; 325 {{TV|Economy}} completions.&lt;br /&gt;
** Mining Region cost 750 -&amp;gt; 500 {{TV|Economy}} completions.&lt;br /&gt;
** Core Economic Region cost 1200 -&amp;gt; 900 {{TV|Economy}} completions.&lt;br /&gt;
** Hostile [[claims]] legitimization cost 200 -&amp;gt; 100 {{TV|Government}}/{{TV|Unity}} completions.&lt;br /&gt;
* The effect of the {{TV|economy}} on {{TV|gdppc}} and {{TV|inequality}} is increased by 70%. &lt;br /&gt;
* All nations begin with penalties to the following priorities: {{TV|nuclear weapons|-95%}}, {{TV|mission control priority|-50%}}, and {{TV|boost priority|-65%}}. &lt;br /&gt;
** The nuclear weapons penalty can be reduced to -45% by any faction completing the [[Responsible Nuclear Weapon Systems]] project. &lt;br /&gt;
** The Boost and MC penalties can be offset by completing the [[A New Space Race]] global tech. &lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* All factions begin with {{TV|CP|-70}}.&lt;br /&gt;
** This can be offset by the [[Playing From Behind]] project.&lt;br /&gt;
* All factions begin with {{TV|space|-50%}}.&lt;br /&gt;
** This can be offset by completing the [[A New Space Race]] global tech.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* [[Alien]] nuclear hardening is reduced by 35%&lt;br /&gt;
* All factions get +3 defense to the [[Terrorize Region]] mission. &lt;br /&gt;
* The income of Alien Base Alpha starts at 15% of its base value, and increses to 100% over a period of time that depends on the [[difficulty]] level. &lt;br /&gt;
** 1.5 years for a Cinematic game (or Brutal, if playing as [[The Servants]])&lt;br /&gt;
** 1 year for a Normal game (or Veteran, if playing as [[The Servants]])&lt;br /&gt;
** 0.5 years for a Veteran game (or Normal, if playing as [[The Servants]])&lt;br /&gt;
** 0.01 years for a Brutal game (or Cinematic, if playing as [[The Servants]])&lt;br /&gt;
* The Alien Wormhole Setup Speed value for Veteran [[difficulty]] is reduced from 0.75 to 0.50, and for Brutal from 0.5 to 0.01. This will get the alien base producing its incomes more quickly. &lt;br /&gt;
** These difficulties are inverted for [[The Servants]], so the &amp;quot;Veteran&amp;quot; values apply to Normal games, and the &amp;quot;Brutal&amp;quot; values apply to Cinematic games. &lt;br /&gt;
* The Extra Years to Delay Alien Invasion value for Veteran [[difficulty]] is reduced from 6 to 4, and for Normal it is reduced from 12 to 9&lt;br /&gt;
** As above, these difficulties are inverted for [[The Servants]], with &amp;quot;Veteran&amp;quot; applying to Normal games and &amp;quot;Normal&amp;quot; applying to Veteran games. &lt;br /&gt;
* The &amp;quot;Invader Armies Lost Before Buildup&amp;quot; value is reduced from 3 to 0, which means aliens will start increasing their desired assault strength (for sending assault carriers to Earth) after losing their first army. &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
These values are drawn directly from TIGlobalConfig.json, as of v1.0.53b, and show the effects that are not included in the list above. (TODO: Confirm meanings, translate them into normal human text, and add them to the list above.)&lt;br /&gt;
* &amp;quot;occupationSpeed&amp;quot;: 1.5,&lt;br /&gt;
* &amp;quot;battleDamageEffectivenessFactor&amp;quot;: 0.5,&lt;br /&gt;
* &amp;quot;localDefensesDamageEffectivenessFactor&amp;quot;: 0.3333333333333,&lt;br /&gt;
* &amp;quot;ruggedTerrainDefenseBonus&amp;quot;: 0.2,&lt;br /&gt;
* &amp;quot;coreEconomicRegionDefenseBonus&amp;quot;: 0.1,&lt;br /&gt;
* &amp;quot;baseRegionDefenseBonus&amp;quot;: 0.1,&lt;br /&gt;
* &amp;quot;armyRegionDefenseBonus&amp;quot;: 0.2,&lt;br /&gt;
* &amp;quot;armyCrackdownMalus&amp;quot;: 0.2,&lt;br /&gt;
* &amp;quot;adjacentFriendlyForcesRegionMiltechMultiplier&amp;quot;: 0.1,&lt;br /&gt;
* &amp;quot;defenseCohesionMultiplier&amp;quot;: 0.05,&lt;br /&gt;
* &amp;quot;defenseUnrestMultiplier&amp;quot;: -0.05,&lt;br /&gt;
* &amp;quot;armyStrengthToLiberate&amp;quot;: 0.8,&lt;br /&gt;
* &amp;quot;maxValueFromAttackerAdjacentControlPoints&amp;quot;: 3,&lt;br /&gt;
* &amp;quot;TIMissionModifier_NationalRivalries_Multiplier&amp;quot;: 0.666,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Scenarios Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Difficulty&amp;diff=12573</id>
		<title>Difficulty</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Difficulty&amp;diff=12573"/>
		<updated>2026-09-16T04:24:44Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Made article. (Some mechanics are too complex to easily put into data, so I made them text descriptions instead.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Terra Invicta has four difficulty levels - Cinematic, Normal, Veteran, and Brutal. These difficulties impact a wide range of game mechanics, especially related to [[alien]] strength and behavior. &lt;br /&gt;
&lt;br /&gt;
== Non-Alien-Related ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Cinematic !! Normal !! Veteran !! Brutal&lt;br /&gt;
|-&lt;br /&gt;
| Player modifier to contested [[missions]] || +3 || 0 || -1 || -2&lt;br /&gt;
|-&lt;br /&gt;
| AI [[spaceship]] build costs || x1 || x1 || x0.75 || x0.5&lt;br /&gt;
|-&lt;br /&gt;
| Min [[Diplomacy#Envy-Based_Human_Hate|ideological distance for AI envy]] || 2.5 || 1.8 || 1.2 || None &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
AI [[factions]] will also generally invest more of their [[research]] into global [[technologies]] at lower difficulties, and more into faction [[projects]] on higher difficulties. &lt;br /&gt;
&lt;br /&gt;
== Alien-Related ==&lt;br /&gt;
All alien-related effects are inverted if the player is playing as {{TV|The Servants}}. A Servant game is easier if the aliens are stronger, so the same increases to alien strength that other factions would experience on Brutal difficulty are appropriate to Cinematic difficulty in a Servant game. &lt;br /&gt;
&lt;br /&gt;
Importantly, the above is not true for {{TV|The Protectorate}}. A Protectorate game will have a stronger alien faction on Brutal difficulty and a weaker alien faction on Cinematic, just like the anti-alien factions do. &lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
Many of the following values are changed by the [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] value in [[Game Options]]. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Cinematic&amp;lt;br&amp;gt;([[Servants]] Brutal) !! Normal&amp;lt;br&amp;gt;([[Servants]] Veteran) !! Veteran&amp;lt;br&amp;gt;([[Servants]] Normal) !! Brutal&amp;lt;br&amp;gt;([[Servants]] Cinematic)&lt;br /&gt;
|-&lt;br /&gt;
| [[Exotics]] Income per Month || 10 || 20 || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
| [[Diplomacy#Alien_Hate_for_Mission_Control_Usage|Hate per MC used]] || 0.05 || 0.3 || 0.6 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Years before [[Diplomacy#Alien_Total_War|total war]] is possible || 25 || 20 || 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Max alien bases built || 10 || 12&amp;lt;br&amp;gt;+3 if total war possible || 18&amp;lt;br&amp;gt;+7 if total war possible || 25&amp;lt;br&amp;gt;+10 if total war possible&lt;br /&gt;
|-&lt;br /&gt;
| Years before [[Aliens#Tier_3_Alien_Technology|advanced alien technology]] || 35 || 25 || 16 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Alien [[Diplomacy#Alien_Maximum_Hate_Amount|hate cap]] || 70 + 2/year&amp;lt;br&amp;gt;Becomes 200 after 25 years || 1000 + 100/year || 1000 + 100/year || 1000 + 100/year&lt;br /&gt;
|-&lt;br /&gt;
| Abduction scaling for Enthrall/[[Xenoform]] [[missions]] || 0.05 || 0.15 || 0.35 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Salvage rate for [[exotics]] || x2 || x1 || x0.5 || x0.333&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The alien AI also gets a wide range of adjustments on higher difficulties, making it more aggressive in general, and less prone to delay in the early game. &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Space_Mining&amp;diff=12572</id>
		<title>Space Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Space_Mining&amp;diff=12572"/>
		<updated>2026-09-16T03:01:44Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Added links to resource pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page provides a list of all sources of {{TV|mining}}, which increases production of {{TV|Water}}, {{TV|Volatiles}}, {{TV|Metals}}, {{TV|Nobles}}, and {{TV|Fissiles}}. For information on the mechanics, see [[Habs#Mining_Complexes|Habs]] instead. &lt;br /&gt;
&lt;br /&gt;
For a list of the best hab sites to mine, see [[Hab Site List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orgs ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OrgLister|ListRestrictedOrgs|Not Match,chanceMiningBonus,0|Not Match,chanceMiningBonus,}}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
No [[Councilors#Traits|Traits]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Hab Modules ==&lt;br /&gt;
&lt;br /&gt;
No [[Habs]] affect this. Rather, this bonus is what multiplies the output of mines on [[Habs]].&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:NarrativeEventLister|ListNarrativeEvents|In List,eventOptions/{i}/outcomes/{j}/effectTemplateNames/{k},Effect_SpaceMiningBonus5}}&lt;br /&gt;
&lt;br /&gt;
== Techs ==&lt;br /&gt;
&lt;br /&gt;
No [[Technology|Global Techs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ProjectLister/Context|ListProjects|Mining}}&lt;br /&gt;
&lt;br /&gt;
=== One Resource Only ===&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ProjectLister/Context|ListProjects|WaterMining}}&lt;br /&gt;
{{#invoke:ProjectLister/Context|ListProjects|VolatilesMining}}&lt;br /&gt;
{{#invoke:ProjectLister/Context|ListProjects|MetalsMining}}&lt;br /&gt;
{{#invoke:ProjectLister/Context|ListProjects|NoblesMining}}&lt;br /&gt;
{{#invoke:ProjectLister/Context|ListProjects|FissilesMining}}&lt;br /&gt;
&lt;br /&gt;
{{Bonus_Sources_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fissiles_Mining&amp;diff=12571</id>
		<title>Fissiles Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fissiles_Mining&amp;diff=12571"/>
		<updated>2026-09-16T03:00:09Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Updated to link to resource-specific page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page provides a list of all sources of {{TV|fissiles}} mining. Sources of [[space mining]] will also improve fissiles mining, but are not included on this page. &lt;br /&gt;
&lt;br /&gt;
For information on the mechanics, see [[Habs]] instead. For a list of the best hab sites to mine, see [[Hab Site List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orgs ==&lt;br /&gt;
&lt;br /&gt;
No [[Orgs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
No [[Councilors#Traits|Traits]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Hab Modules ==&lt;br /&gt;
&lt;br /&gt;
No [[Habs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
No [[Events]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Techs ==&lt;br /&gt;
&lt;br /&gt;
No [[Technology|Global Techs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ProjectLister/Context|ListProjects|FissilesMining}}&lt;br /&gt;
&lt;br /&gt;
{{Bonus_Sources_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Noble_Metals_Mining&amp;diff=12570</id>
		<title>Noble Metals Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Noble_Metals_Mining&amp;diff=12570"/>
		<updated>2026-09-16T03:00:06Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Updated to link to resource-specific page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page provides a list of all sources of {{TV|nobles}} mining. Sources of [[space mining]] will also improve noble metals mining, but are not included on this page. &lt;br /&gt;
&lt;br /&gt;
For information on the mechanics, see [[Habs]] instead. For a list of the best hab sites to mine, see [[Hab Site List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orgs ==&lt;br /&gt;
&lt;br /&gt;
No [[Orgs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
No [[Councilors#Traits|Traits]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Hab Modules ==&lt;br /&gt;
&lt;br /&gt;
No [[Habs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
No [[Events]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Techs ==&lt;br /&gt;
&lt;br /&gt;
No [[Technology|Global Techs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ProjectLister/Context|ListProjects|NoblesMining}}&lt;br /&gt;
&lt;br /&gt;
{{Bonus_Sources_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Base_Metals_Mining&amp;diff=12569</id>
		<title>Base Metals Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Base_Metals_Mining&amp;diff=12569"/>
		<updated>2026-09-16T03:00:02Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Updated to link to resource-specific page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page provides a list of all sources of {{TV|metals}} mining. Sources of [[space mining]] will also improve base metals mining, but are not included on this page. &lt;br /&gt;
&lt;br /&gt;
For information on the mechanics, see [[Habs]] instead. For a list of the best hab sites to mine, see [[Hab Site List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orgs ==&lt;br /&gt;
&lt;br /&gt;
No [[Orgs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
No [[Councilors#Traits|Traits]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Hab Modules ==&lt;br /&gt;
&lt;br /&gt;
No [[Habs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
No [[Events]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Techs ==&lt;br /&gt;
&lt;br /&gt;
No [[Technology|Global Techs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ProjectLister/Context|ListProjects|MetalsMining}}&lt;br /&gt;
&lt;br /&gt;
{{Bonus_Sources_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Volatiles_Mining&amp;diff=12568</id>
		<title>Volatiles Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Volatiles_Mining&amp;diff=12568"/>
		<updated>2026-09-16T02:59:58Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Updated to link to resource-specific page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page provides a list of all sources of {{TV|volatiles}} mining. Sources of [[space mining]] will also improve volatiles mining, but are not included on this page. &lt;br /&gt;
&lt;br /&gt;
For information on the mechanics, see [[Habs]] instead. For a list of the best hab sites to mine, see [[Hab Site List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orgs ==&lt;br /&gt;
&lt;br /&gt;
No [[Orgs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
No [[Councilors#Traits|Traits]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Hab Modules ==&lt;br /&gt;
&lt;br /&gt;
No [[Habs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
No [[Events]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Techs ==&lt;br /&gt;
&lt;br /&gt;
No [[Technology|Global Techs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ProjectLister/Context|ListProjects|VolatilesMining}}&lt;br /&gt;
&lt;br /&gt;
{{Bonus_Sources_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Water_Mining&amp;diff=12567</id>
		<title>Water Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Water_Mining&amp;diff=12567"/>
		<updated>2026-09-16T02:59:54Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Updated to link to resource-specific page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page provides a list of all sources of {{TV|water}} mining. Sources of [[space mining]] will also improve water mining, but are not included on this page. &lt;br /&gt;
&lt;br /&gt;
For information on the mechanics, see [[Habs]] instead. For a list of the best hab sites to mine, see [[Hab Site List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orgs ==&lt;br /&gt;
&lt;br /&gt;
No [[Orgs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
No [[Councilors#Traits|Traits]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Hab Modules ==&lt;br /&gt;
&lt;br /&gt;
No [[Habs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
No [[Events]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Techs ==&lt;br /&gt;
&lt;br /&gt;
No [[Technology|Global Techs]] affect this.&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ProjectLister/Context|ListProjects|WaterMining}}&lt;br /&gt;
&lt;br /&gt;
{{Bonus_Sources_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Control_Point_Capacity&amp;diff=12566</id>
		<title>Control Point Capacity</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Control_Point_Capacity&amp;diff=12566"/>
		<updated>2026-09-16T02:02:09Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Forgot to mention repeatable tech impact.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page provides a list of all sources of {{TV|cp}}. For information on the mechanics, see [[Nations]] or [[Resources]] instead&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Campaign Settings ==&lt;br /&gt;
&lt;br /&gt;
See [[Game_Options#Base_Control_Point_Capacity|Game Options]] for details on how the initial {{TV|cp}} for each [[Factions|Faction]] is calculated.&lt;br /&gt;
&lt;br /&gt;
== Councilors ==&lt;br /&gt;
&lt;br /&gt;
Every point of {{TV|administration}}, {{TV|persuasion}}, or {{TV|command}} on a [[Councilors|Councilor]] that is not {{MissionIcon|Detain}}[[Detain|Detained]] adds 1 point of {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
== Orgs ==&lt;br /&gt;
&lt;br /&gt;
[[Orgs]] do not add {{TV|cp}} directly. They only help by improving [[Councilors|Councilor]] attributes.&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
[[Councilors#Traits|Traits]] do not add {{TV|cp}} directly. They only help by improving [[Councilors|Councilor]] attributes.&lt;br /&gt;
&lt;br /&gt;
== Hab Modules ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:HabModuleLister|ListRestrictedHabModules|Not Match,alienModule,true|Not Match,controlPointCapacity,0|Not Match,controlPointCapacity,}}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
[[Events]] do not add {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
== Techs ==&lt;br /&gt;
&lt;br /&gt;
[[Technology|Techs]] do not add {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ProjectLister/CPCap|ListProjects}}&lt;br /&gt;
&lt;br /&gt;
To find the maximum possible control point cap, add the faction-specific value above to the base control point cap (125 by default in an eight-faction game), then add 450 for councillor stats (six councilors, each of whom has 25 {{icon|persuasion}}, 25 {{icon|command}}, and 25 {{icon|administration}}) plus 540 from interface bonuses (18 stations in Earth interface orbits, each with an Administration Complex). In a standard game, these will add a total of 1,115 to the faction project bonus. This is increased by another +5 for each completion of [[Management Research]] after the first. &lt;br /&gt;
&lt;br /&gt;
{{Bonus_Sources_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Population&amp;diff=12565</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Population&amp;diff=12565"/>
		<updated>2026-09-16T01:19:30Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: /* Population Scaling for Nation Stat Changes */ Added Broken Earth info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Nations]] are composed of [[regions]] that each have {{TV|pop}} (sometimes referred to as &amp;quot;pop&amp;quot;) measured in millions. The total population of a nation is one of its most important stats, as pop has significant effects on nearly all other stats, including but not limited to:&lt;br /&gt;
* {{TV|IP}}.&lt;br /&gt;
* {{icon|research|bgcolor=DarkSlateGray}}[[Nations#Research|Research output]].&lt;br /&gt;
* The maximum amount of {{icon|mc|bgcolor=DarkSlateGray}}[[Nations#Mission_Control|Mission Control Cap]] that can be built in each region.&lt;br /&gt;
* The maximum amount of {{TV|armies}} that the nation can build.&lt;br /&gt;
* {{TV|Cohesion}}.&lt;br /&gt;
* {{TV|influence}} income from [[Nations#Public_Opinion|public support]].&lt;br /&gt;
* {{icon|sustainability}}[[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Pollution output]] and pollution removal from the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
As a result, nations with larger populations tend to have far greater long-term potential. On the other hand, nations with larger populations are also slower to change their nation stats, because of the need to apply these changes to a larger number of people.&lt;br /&gt;
&lt;br /&gt;
== Population Scaling for Nation Stat Changes ==&lt;br /&gt;
The following nation stats are considered to apply to the entire population of the nation:&lt;br /&gt;
* {{TV|democracy}}&lt;br /&gt;
* {{TV|unrest}}&lt;br /&gt;
* {{TV|cohesion}}&lt;br /&gt;
* {{TV|inequality}}&lt;br /&gt;
* {{TV|gdppc}}&lt;br /&gt;
* {{TV|education}}&lt;br /&gt;
* {{TV|sustainability}}&lt;br /&gt;
&lt;br /&gt;
As a result, most changes to these stats are slowed down in nations with larger pop. Specifically, the amount of change is divided by:&lt;br /&gt;
* (pop / 50 million) ^ 0.35 in the {{TV|2022}}, {{TV|2026}}, {{TV|2070}}, and {{TV|2003}} [[scenarios]], or&lt;br /&gt;
* (pop / 50 million) ^ 0.30 in the {{TV|Broken Earth}} scenario.&lt;br /&gt;
&lt;br /&gt;
This means that changes will happen at the &amp;quot;standard&amp;quot; rate in a nation of 50 million, faster in a smaller nation, and slower in a larger nation. Some examples from the [[2026]] scenario are: &lt;br /&gt;
* {{icon|IND}}[[IND|India]] (1476.63 M {{icon|pop}}): 30.6% change speed&lt;br /&gt;
* {{icon|USA}}[[USA|United States]] (349.04 M {{icon|pop}}): 50.6% change speed&lt;br /&gt;
* {{icon|EUA}}[[EUA|France]] (69.64 M {{icon|pop}}): 89.1% change speed&lt;br /&gt;
* {{icon|SGP}}[[SGP|Singapore]] (5.91 M {{icon|pop}}): 211.1% change speed&lt;br /&gt;
* {{icon|SYC}}[[SYC|Seychelles]] (0.13 M {{icon|pop}}): 803.1% change speed&lt;br /&gt;
&lt;br /&gt;
The difference in the Broken Earth scenario is relatively small in practice - a BE country with the same population as 2026 India would go from 30.6% to 36.2%, and a BE country with the same population as the 2026 Seychelles would go from 803.1% to 596.3%. &lt;br /&gt;
&lt;br /&gt;
Consequently, two nations with different population but otherwise identical stats would usually develop themselves at the same rate.&lt;br /&gt;
&lt;br /&gt;
== Population Growth ==&lt;br /&gt;
Population is one of the hardest nation stats to change - aside from killing people in warfare, population grows (or shrinks) at a slow rate over time, and the player only has limited and indirect control over this process. &lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the game calculates the annual {{TV|pop}} growth of a region as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TIRegionState&lt;br /&gt;
public double annualPopulationGrowth&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		double num = 4.49788037409348;&lt;br /&gt;
		return Mathd.Max(Mathd.Clamp(num + Mathd.Max(-num, -0.418190741 * (double)this.nation.education) + -0.0624798523403752 * (double)this.nation.cohesion + 9.80843732089162E-06 * (double)Mathf.Min(180000f, this.nation.perCapitaGDP) + -0.115739931206548 * (double)Mathf.Sqrt(Mathf.Abs(this.latitude)) + (double)(this.annualPopGrowthModifier * Mathf.Max(0f, (25f - TITimeState.CampaignDuration_years_Exact()) / 25f)) + (double)this.nation.template.popGrowthModifier - (double)(this.xenoforming.xenoformingLevel / 200f) - (double)(this.nuclearDetonations * 4), -10.0, 10.0) - (double)(Math.Max(0f, Mathf.Abs(GameStateManager.GlobalValues().temperatureAnomaly_C) - 8f) * ((this.template.environment == EnvironmentType.Beneficiary) ? 0.5f : ((this.template.environment == EnvironmentType.Vulnerable) ? 2f : 1f))), -100.0) * 0.01;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
* Lower {{TV|education}} increases pop growth by roughly 0.42% for each point of education below roughly 11, up to a maximum of roughly 4.08%.&lt;br /&gt;
* Higher {{TV|cohesion}} decreases pop growth by roughly 0.06% for each point of cohesion, up to a maximum of roughly 0.62%.&lt;br /&gt;
* Higher {{TV|gdppc}} increases pop growth by roughly 0.098% for every 10k GDP per capita, up to a maximum of roughly 1.77%.&lt;br /&gt;
* Distance from the equator decreases pop growth by 0.115739931206548% multiplied by the square root of the absolute latitude of the region. (For specific values, see [[Region List]].)&lt;br /&gt;
* Every nation and region has a pop growth modifier, which is defined in plain text in [[TINationTemplate CSV|TINationTemplate.json]] and [[Region List|TIRegionTemplate.json]] in the game files. These values are added directly to the annual pop growth. &lt;br /&gt;
** Region pop growth modifiers slowly fades away over time, becoming 4% weaker each year until they are completely removed after 25 years.&lt;br /&gt;
* [[Aliens#Alien Xenoforming|Xenoflora]] decreases pop growth by -1% per 200 levels of xenoflora growth. &lt;br /&gt;
** For reference, whenever xenoflora growth exceeds 100 levels, 50 levels are spent to spawn a [[Aliens#Megafauna|megafauna]], so this will rarely exceed an impact of -0.5% growth rate.&lt;br /&gt;
* Nuclear fallout decreases pop growth by 4% per layer of nuclear fallout. These can be removed through massive investments into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
The above effects are summed up and then capped between -10% and +10% annual pop growth.&lt;br /&gt;
&lt;br /&gt;
Then the effects of severe [[Climate Change]] are applied:&lt;br /&gt;
* For every degree of temperature anomaly above or below 8 degrees, population growth decreases by 1%.&lt;br /&gt;
* This effect is doubled for {{icon|ecologically vulnerable region|bgcolor=DarkSlateGray}}ecologically vulnerable regions.&lt;br /&gt;
* This effect is halved for {{icon|ecologically protected region}}ecologically protected regions.&lt;br /&gt;
&lt;br /&gt;
At the start of every month, the population of every region is changed to match its projected annual pop growth rate. But a small amount of randomization between -0.0412% and +0.0412% is also added to this monthly pop change.&lt;br /&gt;
&lt;br /&gt;
If the region population decreases, the nation&#039;s {{TV|education}} does too. If you lose more than 0.5 million population in a single month (no, it does not scale with total pop), you get the maximum reduction of -0.005 {{TV|education}}. This can add up quickly in a large nation with many regions, each reducing the {{TV|education}} by a maximum of -0.005 every month.&lt;br /&gt;
&lt;br /&gt;
Note: This {{TV|education}} decrease is only applied by the automatic monthly pop change. Loss of pop from other sources such as [[Terrestrial_Warfare|war]] or [[Events|natural disasters]] has no effect on {{TV|education}}.&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:Attribute&amp;diff=12563</id>
		<title>Template:Attribute</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:Attribute&amp;diff=12563"/>
		<updated>2026-09-15T08:40:50Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Updated to use new redirects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|General Info=&lt;br /&gt;
{{#clear_external_data:}}{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;{{{1}}}&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;{{icon|{{lc: {{{1}}} }}|size=120px}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4| {{{description| }}}&lt;br /&gt;
|- &lt;br /&gt;
! colspan=4| [[Missions]] that use {{{1}}} {{icon|{{lc: {{{1}}} }} }}&lt;br /&gt;
|-&lt;br /&gt;
! As an Attack Attribute:&lt;br /&gt;
| colspan=3| {{#get_web_data:&lt;br /&gt;
|url=https://wiki.hoodedhorse.com/Terra_Invicta/Special:GetData/TIMissionTemplate_CSV?resolutionMethod/attackingModifiers/0/attackerAttribute={{{1}}}&lt;br /&gt;
|data=&lt;br /&gt;
missionDataName=dataName&lt;br /&gt;
|format=CSV with Header&lt;br /&gt;
}}{{#iferror: {{#external_value: missionDataName}} | | {{#for_external_table:| [[{{missionDisplayName|{{{missionDataName}}} }}]] • }} }}&lt;br /&gt;
|-&lt;br /&gt;
! As a Defense Attribute:&amp;lt;ref&amp;gt;A mission can appear multiple times if the attribute is used as a defense in multiple ways. For example, the Security of the Target Councilor and the Security of anyone using Protect Target on the Target Councilor could both defend against an Attack mission.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| colspan=3| {{#clear_external_data:}}{{#get_web_data:&lt;br /&gt;
|url=https://wiki.hoodedhorse.com/Terra_Invicta/Special:GetData/TIMissionTemplate_CSV?resolutionMethod/defendingModifiers/0/defenderAttribute={{{1}}}&lt;br /&gt;
|data=&lt;br /&gt;
missionDataName=dataName&lt;br /&gt;
|format=CSV with Header&lt;br /&gt;
}}{{#iferror: {{#external_value: missionDataName}} | | {{#for_external_table:| [[{{missionDisplayName|{{{missionDataName}}} }}]] • }} }}{{#clear_external_data:}} {{#get_web_data:&lt;br /&gt;
|url=https://wiki.hoodedhorse.com/Terra_Invicta/Special:GetData/TIMissionTemplate_CSV?resolutionMethod/defendingModifiers/1/defenderAttribute={{{1}}}&lt;br /&gt;
|data=&lt;br /&gt;
missionDataName=dataName&lt;br /&gt;
|format=CSV with Header&lt;br /&gt;
}}{{#iferror: {{#external_value: missionDataName}} | | {{#for_external_table:| [[{{missionDisplayName|{{{missionDataName}}} }}]] • }} }}{{#clear_external_data:}} {{#get_web_data:&lt;br /&gt;
|url=https://wiki.hoodedhorse.com/Terra_Invicta/Special:GetData/TIMissionTemplate_CSV?resolutionMethod/defendingModifiers/2/defenderAttribute={{{1}}}&lt;br /&gt;
|data=&lt;br /&gt;
missionDataName=dataName&lt;br /&gt;
|format=CSV with Header&lt;br /&gt;
}}{{#iferror: {{#external_value: missionDataName}} | | {{#for_external_table:| [[{{missionDisplayName|{{{missionDataName}}} }}]] • }} }}{{#clear_external_data:}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | [[Councilors#Profession|Councilor Professions]] that have {{{1}}} {{icon|{{lc: {{{1}}} }} }}&lt;br /&gt;
|-&lt;br /&gt;
! As their Primary Stat:&lt;br /&gt;
| colspan=3 | {{#get_web_data:&lt;br /&gt;
|url=https://wiki.hoodedhorse.com/Terra_Invicta/Special:GetData/TICouncilorTypeTemplate_CSV?keyStat/0={{{1}}}&lt;br /&gt;
|data=&lt;br /&gt;
professionName=dataName&lt;br /&gt;
|format=CSV with Header&lt;br /&gt;
}}{{#iferror: {{#external_value: professionName}} | | {{#for_external_table:| {{{professionName}}} • }} }}{{#clear_external_data:}}&lt;br /&gt;
|-&lt;br /&gt;
! As their Secondary Stat:&lt;br /&gt;
| colspan=3 | {{#get_web_data:&lt;br /&gt;
|url=https://wiki.hoodedhorse.com/Terra_Invicta/Special:GetData/TICouncilorTypeTemplate_CSV?keyStat/1={{{1}}}&lt;br /&gt;
|data=&lt;br /&gt;
professionName=dataName&lt;br /&gt;
|format=CSV with Header&lt;br /&gt;
}}{{#iferror: {{#external_value: professionName}} | | {{#for_external_table:| {{{professionName}}} • }} }}{{#clear_external_data:}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | [[Councilors#Traits|Traits]] that affect {{{1}}} {{icon|{{lc: {{{1}}} }} }}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 |&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;text-align: center;&amp;quot;&lt;br /&gt;
! Trait !! Condition !! Effect on {{icon|{{lc: {{{1}}} }} }}&lt;br /&gt;
|-&lt;br /&gt;
{{#get_web_data:&lt;br /&gt;
|url=https://wiki.hoodedhorse.com/Terra_Invicta/Special:GetData/TITraitTemplate_CSV?statMods/0/stat={{{1}}}&lt;br /&gt;
|data=&lt;br /&gt;
traitName=friendlyName,&lt;br /&gt;
statOp=statMods/0/operation,&lt;br /&gt;
statVal=statMods/0/strValue,&lt;br /&gt;
condType=statMods/0/condition/$type,&lt;br /&gt;
condId=statMods/0/condition/strIdx,&lt;br /&gt;
condSign=statMods/0/condition/sign,&lt;br /&gt;
condVal=statMods/0/condition/strValue,&lt;br /&gt;
|format=CSV with Header&lt;br /&gt;
}}{{#iferror: {{#external_value: traitName}} | | &lt;br /&gt;
{{#for_external_table:| &lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{traitName}}} &lt;br /&gt;
{{!}} {{#ifeq: {{{condType}}} | | None | {{#switch: {{{condType}}} &lt;br /&gt;
| TINationCondition_fInequality = Location {{icon|inequality|bgcolor=DarkSlateGray}}[[Inequality]]&lt;br /&gt;
| TINationCondition_fEducation = Location {{icon|education}}[[Education]]&lt;br /&gt;
| TINationCondition_fDemocracy = Location {{icon|democracy|bgcolor=DarkSlateGray}}[[Government]]&lt;br /&gt;
| TINationCondition_fCohesion = Location {{icon|cohesion|bgcolor=DarkSlateGray}}[[Cohesion]]&lt;br /&gt;
| TINationCondition_fUnrest = Location {{icon|unrest|bgcolor=DarkSlateGray}}[[Unrest]]&lt;br /&gt;
| TICouncilorCondition_bInHomeNation = Location is councilor&#039;s home nation?&lt;br /&gt;
| TIGlobalCondition_bNuclearWeaponsUsed = At least one nuke fired this campaign?&lt;br /&gt;
| TIFactionCondition_efResourceValue = Faction&#039;s amount of resource&lt;br /&gt;
| #default = {{{condType|}}}&lt;br /&gt;
}} {{#ifeq: {{{condId}}} | | | ({{{condId}}})}} {{#switch: {{{condSign}}}&lt;br /&gt;
| LessThanOrEqualTo = ≤&lt;br /&gt;
| GreaterThanOrEqualTo = ≥&lt;br /&gt;
| EqualTo = =&lt;br /&gt;
| GreaterThan = &amp;gt;&lt;br /&gt;
| LessThan = &amp;lt;&lt;br /&gt;
| #default = {{{condSign|}}} &lt;br /&gt;
}} {{{condVal|}}}&lt;br /&gt;
}}&lt;br /&gt;
{{!}} {{#switch: {{{statOp}}} &lt;br /&gt;
| Additive = {{#ifexpr: {{{statVal}}} &amp;gt; 0|+}}{{{statVal}}}&lt;br /&gt;
| #default = {{{statOp}}} {{{statVal}}}&lt;br /&gt;
}} &lt;br /&gt;
{{!}}-&lt;br /&gt;
}} &lt;br /&gt;
}}{{#clear_external_data:}}&lt;br /&gt;
{{#get_web_data:&lt;br /&gt;
|url=https://wiki.hoodedhorse.com/Terra_Invicta/Special:GetData/TITraitTemplate_CSV?statMods/1/stat={{{1}}}&lt;br /&gt;
|data=&lt;br /&gt;
traitName=friendlyName,&lt;br /&gt;
statOp=statMods/1/operation,&lt;br /&gt;
statVal=statMods/1/strValue,&lt;br /&gt;
condType=statMods/1/condition/$type,&lt;br /&gt;
condId=statMods/1/condition/strIdx,&lt;br /&gt;
condSign=statMods/1/condition/sign,&lt;br /&gt;
condVal=statMods/1/condition/strValue,&lt;br /&gt;
|format=CSV with Header&lt;br /&gt;
}}{{#iferror: {{#external_value: traitName}} | | &lt;br /&gt;
{{#for_external_table:| &lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{traitName}}} &lt;br /&gt;
{{!}} {{#ifeq: {{{condType}}} | | None | {{#switch: {{{condType}}} &lt;br /&gt;
| TINationCondition_fInequality = Location {{icon|inequality|bgcolor=DarkSlateGray}}[[Inequality]]&lt;br /&gt;
| TINationCondition_fEducation = Location {{icon|education}}[[Education]]&lt;br /&gt;
| TINationCondition_fDemocracy = Location {{icon|democracy|bgcolor=DarkSlateGray}}[[Government]]&lt;br /&gt;
| TINationCondition_fCohesion = Location {{icon|cohesion|bgcolor=DarkSlateGray}}[[Cohesion]]&lt;br /&gt;
| TINationCondition_fUnrest = Location {{icon|unrest|bgcolor=DarkSlateGray}}[[Unrest]]&lt;br /&gt;
| TICouncilorCondition_bInHomeNation = Location is councilor&#039;s home nation?&lt;br /&gt;
| TIGlobalCondition_bNuclearWeaponsUsed = At least one nuke fired this campaign?&lt;br /&gt;
| TIFactionCondition_efResourceValue = Faction&#039;s amount of resource&lt;br /&gt;
| #default = {{{condType|}}}&lt;br /&gt;
}} {{#ifeq: {{{condId}}} | | | ({{{condId}}})}} {{#switch: {{{condSign}}}&lt;br /&gt;
| LessThanOrEqualTo = ≤&lt;br /&gt;
| GreaterThanOrEqualTo = ≥&lt;br /&gt;
| EqualTo = =&lt;br /&gt;
| GreaterThan = &amp;gt;&lt;br /&gt;
| LessThan = &amp;lt;&lt;br /&gt;
| #default = {{{condSign|}}} &lt;br /&gt;
}} {{{condVal|}}}&lt;br /&gt;
}}&lt;br /&gt;
{{!}} {{#switch: {{{statOp}}} &lt;br /&gt;
| Additive = {{#ifexpr: {{{statVal}}} &amp;gt; 0|+}}{{{statVal}}}&lt;br /&gt;
| #default = {{{statOp}}} {{{statVal}}}&lt;br /&gt;
}} &lt;br /&gt;
{{!}}-&lt;br /&gt;
}} &lt;br /&gt;
}}{{#clear_external_data:}}&lt;br /&gt;
{{#get_web_data:&lt;br /&gt;
|url=https://wiki.hoodedhorse.com/Terra_Invicta/Special:GetData/TITraitTemplate_CSV?statMods/2/stat={{{1}}}&lt;br /&gt;
|data=&lt;br /&gt;
traitName=friendlyName,&lt;br /&gt;
statOp=statMods/2/operation,&lt;br /&gt;
statVal=statMods/2/strValue,&lt;br /&gt;
condType=statMods/2/condition/$type,&lt;br /&gt;
condId=statMods/2/condition/strIdx,&lt;br /&gt;
condSign=statMods/2/condition/sign,&lt;br /&gt;
condVal=statMods/2/condition/strValue,&lt;br /&gt;
|format=CSV with Header&lt;br /&gt;
}}{{#iferror: {{#external_value: traitName}} | | &lt;br /&gt;
{{#for_external_table:| &lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{traitName}}} &lt;br /&gt;
{{!}} {{#ifeq: {{{condType}}} | | None | {{#switch: {{{condType}}} &lt;br /&gt;
| TINationCondition_fInequality = Location {{icon|inequality|bgcolor=DarkSlateGray}}[[Inequality]]&lt;br /&gt;
| TINationCondition_fEducation = Location {{icon|education}}[[Education]]&lt;br /&gt;
| TINationCondition_fDemocracy = Location {{icon|democracy|bgcolor=DarkSlateGray}}[[Government]]&lt;br /&gt;
| TINationCondition_fCohesion = Location {{icon|cohesion|bgcolor=DarkSlateGray}}[[Cohesion]]&lt;br /&gt;
| TINationCondition_fUnrest = Location {{icon|unrest|bgcolor=DarkSlateGray}}[[Unrest]]&lt;br /&gt;
| TICouncilorCondition_bInHomeNation = Location is councilor&#039;s home nation?&lt;br /&gt;
| TIGlobalCondition_bNuclearWeaponsUsed = At least one nuke fired this campaign?&lt;br /&gt;
| TIFactionCondition_efResourceValue = Faction&#039;s amount of resource&lt;br /&gt;
| #default = {{{condType|}}}&lt;br /&gt;
}} {{#ifeq: {{{condId}}} | | | ({{{condId}}})}} {{#switch: {{{condSign}}}&lt;br /&gt;
| LessThanOrEqualTo = ≤&lt;br /&gt;
| GreaterThanOrEqualTo = ≥&lt;br /&gt;
| EqualTo = =&lt;br /&gt;
| GreaterThan = &amp;gt;&lt;br /&gt;
| LessThan = &amp;lt;&lt;br /&gt;
| #default = {{{condSign|}}} &lt;br /&gt;
}} {{{condVal|}}}&lt;br /&gt;
}}&lt;br /&gt;
{{!}} {{#switch: {{{statOp}}} &lt;br /&gt;
| Additive = {{#ifexpr: {{{statVal}}} &amp;gt; 0|+}}{{{statVal}}}&lt;br /&gt;
| #default = {{{statOp}}} {{{statVal}}}&lt;br /&gt;
}} &lt;br /&gt;
{{!}}-&lt;br /&gt;
}} &lt;br /&gt;
}}{{#clear_external_data:}}&lt;br /&gt;
{{#get_web_data:&lt;br /&gt;
|url=https://wiki.hoodedhorse.com/Terra_Invicta/Special:GetData/TITraitTemplate_CSV?statMods/3/stat={{{1}}}&lt;br /&gt;
|data=&lt;br /&gt;
traitName=friendlyName,&lt;br /&gt;
statOp=statMods/3/operation,&lt;br /&gt;
statVal=statMods/3/strValue,&lt;br /&gt;
condType=statMods/3/condition/$type,&lt;br /&gt;
condId=statMods/3/condition/strIdx,&lt;br /&gt;
condSign=statMods/3/condition/sign,&lt;br /&gt;
condVal=statMods/3/condition/strValue,&lt;br /&gt;
|format=CSV with Header&lt;br /&gt;
}}{{#iferror: {{#external_value: traitName}} | | &lt;br /&gt;
{{#for_external_table:| &lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{traitName}}} &lt;br /&gt;
{{!}} {{#ifeq: {{{condType}}} | | None | {{#switch: {{{condType}}} &lt;br /&gt;
| TINationCondition_fInequality = Location {{icon|inequality|bgcolor=DarkSlateGray}}[[Inequality]]&lt;br /&gt;
| TINationCondition_fEducation = Location {{icon|education}}[[Education]]&lt;br /&gt;
| TINationCondition_fDemocracy = Location {{icon|democracy|bgcolor=DarkSlateGray}}[[Government]]&lt;br /&gt;
| TINationCondition_fCohesion = Location {{icon|cohesion|bgcolor=DarkSlateGray}}[[Cohesion]]&lt;br /&gt;
| TINationCondition_fUnrest = Location {{icon|unrest|bgcolor=DarkSlateGray}}[[Unrest]]&lt;br /&gt;
| TICouncilorCondition_bInHomeNation = Location is councilor&#039;s home nation?&lt;br /&gt;
| TIGlobalCondition_bNuclearWeaponsUsed = At least one nuke fired this campaign?&lt;br /&gt;
| TIFactionCondition_efResourceValue = Faction&#039;s amount of resource&lt;br /&gt;
| #default = {{{condType|None}}}&lt;br /&gt;
}} {{#ifeq: {{{condId}}} | | | ({{{condId}}})}} {{#switch: {{{condSign}}}&lt;br /&gt;
| LessThanOrEqualTo = ≤&lt;br /&gt;
| GreaterThanOrEqualTo = ≥&lt;br /&gt;
| EqualTo = =&lt;br /&gt;
| GreaterThan = &amp;gt;&lt;br /&gt;
| LessThan = &amp;lt;&lt;br /&gt;
| #default = {{{condSign|}}} &lt;br /&gt;
}} {{{condVal|}}}&lt;br /&gt;
}}&lt;br /&gt;
{{!}} {{#switch: {{{statOp}}} &lt;br /&gt;
| Additive = {{#ifexpr: {{{statVal}}} &amp;gt; 0|+}}{{{statVal}}}&lt;br /&gt;
| #default = {{{statOp}}} {{{statVal}}}&lt;br /&gt;
}} &lt;br /&gt;
{{!}}-&lt;br /&gt;
}} &lt;br /&gt;
}}{{#clear_external_data:}}&lt;br /&gt;
{{#get_web_data:&lt;br /&gt;
|url=https://wiki.hoodedhorse.com/Terra_Invicta/Special:GetData/TITraitTemplate_CSV&lt;br /&gt;
|data=&lt;br /&gt;
traitName=friendlyName,&lt;br /&gt;
detectEsp=detectionEspBonus,&lt;br /&gt;
detectInv=detectionInvBonus,&lt;br /&gt;
|format=CSV with Header&lt;br /&gt;
}}{{#iferror: {{#external_value: traitName}} | | &lt;br /&gt;
{{#switch: {{{1}}}&lt;br /&gt;
|Espionage= {{#for_external_table:| {{#ifeq: {{{detectEsp}}} | | |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{traitName}}} &lt;br /&gt;
{{!}} When checking [[Councilors#Detection|Detection]]&lt;br /&gt;
{{!}} {{#ifexpr: {{{detectEsp}}} &amp;gt; 0|+}}{{{detectEsp}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
}} }}&lt;br /&gt;
|Investigation= {{#for_external_table:| {{#ifeq: {{{detectInv}}} | | |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{traitName}}} &lt;br /&gt;
{{!}} When checking [[Councilors#Detection|Detection]]&lt;br /&gt;
{{!}} {{#ifexpr: {{{detectInv}}} &amp;gt; 0|+}}{{{detectInv}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
}} }}&lt;br /&gt;
}}&lt;br /&gt;
}}{{#clear_external_data:}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: {{{1}}} | Loyalty | |&lt;br /&gt;
! colspan=4 {{!}} [[Orgs]] that give {{{1}}} {{icon|{{lc: {{{1}}} }} }}{{#get_web_data:&lt;br /&gt;
|url={{fullurl:RawOrgDisplayName|action=raw}}&lt;br /&gt;
|data=__all&lt;br /&gt;
}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} colspan=4 {{!}}&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;text-align: center;&amp;quot;&lt;br /&gt;
! Org !! Tier !! Minimum {{icon|{{lc: {{{1}}} }} }} !! Maximum {{icon|{{lc: {{{1}}} }} }} !! Chance !! Average {{icon|{{lc: {{{1}}} }} }}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#get_web_data:&lt;br /&gt;
|url=https://wiki.hoodedhorse.com/Terra_Invicta/Special:GetData/TIOrgTemplate_CSV&lt;br /&gt;
|data=&lt;br /&gt;
orgName=dataName,&lt;br /&gt;
tier=tier,&lt;br /&gt;
bStat={{lc: {{{1}}} }},&lt;br /&gt;
rStat=rand{{{1}}},&lt;br /&gt;
cStat=chance{{{1}}},&lt;br /&gt;
|format=CSV with Header&lt;br /&gt;
}}{{#iferror: {{#external_value: orgName}} | | {{#for_external_table:| &lt;br /&gt;
{{#if: {{{cStat}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{#external_value: {{{orgName}}} | {{{orgName}}} }}&lt;br /&gt;
{{!}} {{#switch: {{{tier}}}&lt;br /&gt;
| 3 = style=&amp;quot;color:green;&amp;quot; &lt;br /&gt;
| 2 = style=&amp;quot;color:orange;&amp;quot; &lt;br /&gt;
| 1 = style=&amp;quot;color:red;&amp;quot; &lt;br /&gt;
}}{{!}}{{{tier}}}&lt;br /&gt;
{{!}} {{{bStat}}}&lt;br /&gt;
{{!}} {{#expr: {{{bStat}}} + {{#if: {{{rStat}}} | {{{rStat}}} | 0}} }}&lt;br /&gt;
{{!}} {{{cStat|0}}}%&lt;br /&gt;
{{!}} {{#expr: ({{{bStat}}} + {{#if: {{{rStat}}} | {{{rStat}}} | 0}} / 2) * {{{cStat|0}}} / 100}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
}} }} }}{{#clear_external_data:}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | Effects&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
{{{effects| }}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | Notes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | {{{notes| }}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | Data Sources&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | [[TIMissionTemplate_CSV]] • [[TICouncilorTypeTemplate_CSV]] • [[TITraitTemplate_CSV]] • [[TIOrgTemplate_CSV]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | Related Pages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | [[Councilors]] • [[Missions]] • [[Profession List]] • [[Org List]] &lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | Other Attributes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | {{icon|persuasion}}[[Persuasion]] • {{icon|investigation}}[[Investigation]] • {{icon|espionage}}[[Espionage]] • {{icon|command}}[[Command]] • {{icon|administration}}[[Administration]] • {{icon|science}}[[Science]] • {{icon|security}}[[Security]] • {{icon|loyalty}}[[Loyalty]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{#clear_external_data:}}&lt;br /&gt;
|-|Professions=&lt;br /&gt;
{{#invoke:CouncilorTypeLister|ListAttributeCouncilorTypes|{{{1}}} }}&lt;br /&gt;
|-|Orgs=&lt;br /&gt;
{{#ifeq: {{{1}}} | Loyalty | No [[Orgs]] affect this attribute. | {{#invoke:OrgLister|ListRestrictedOrgs|Not Match,chance{{{1}}},0|Not Match,chance{{{1}}},|Focus={{{1}}} }} }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;A template for councilor attributes.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
To get the Persuasion attribute for example:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{attribute|Persuasion|description=Persuasion is the ability to shape the opinions of others to your own. It is crucial in gaining support from Earth&#039;s nations.|effects=&lt;br /&gt;
* +1% {{icon|influence|bgcolor=DarkSlateGray}} Influence Income for Councilor per Persuasion point.&lt;br /&gt;
* +1 {{icon|cp|bgcolor=DarkSlateGray}} Control point Cap per Persuasion point.|notes=}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Named parameters are optional.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
{{attribute|Persuasion|description=Persuasion is the ability to shape the opinions of others to your own. It is crucial in gaining support from Earth&#039;s nations.|effects=&lt;br /&gt;
* +1% {{icon|influence|bgcolor=DarkSlateGray}} Influence Income for Councilor per Persuasion point.&lt;br /&gt;
* +1 {{icon|cp|bgcolor=DarkSlateGray}} Control point Cap per Persuasion point.|notes=}}&lt;br /&gt;
 &lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:MissionLister/Modifier/data&amp;diff=12562</id>
		<title>Module:MissionLister/Modifier/data</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:MissionLister/Modifier/data&amp;diff=12562"/>
		<updated>2026-09-15T08:39:15Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Updated to use new redirects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- This converts an mission modifier name into a wiki row describing it.&lt;br /&gt;
---Table format is Name, Condition(s), Value&lt;br /&gt;
---&lt;br /&gt;
---Note these modifier descriptions are HANDWRITTEN. There is no convenient JSON or EN file to refer to.  &lt;br /&gt;
&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
local TVModule = require(&#039;Module:TV&#039;)&lt;br /&gt;
&lt;br /&gt;
return {&lt;br /&gt;
	TIMissionModifier_ResourceSpent = &#039;| Resource Spent || None || Scales logarithmically with Amount Spent&#039;,&lt;br /&gt;
	TIMissionModifier_FlatModifier = &#039;| Mission Difficulty || None || Flat Difficulty: {A}&#039;,&lt;br /&gt;
	TIMissionModifier_TargetNationGDP = &amp;quot;| Size of National Economy || None || (Target Nation&#039;s [[GDP]] in Billions) ^ 0.33333334&amp;quot;,&lt;br /&gt;
	TIMissionModifier_NationCohesion = &amp;quot;| National Cohesion || None || Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;cohesion&#039;}}),&lt;br /&gt;
	TIMissionModifier_NationPopulation = &amp;quot;| Nation Population || None ||  (Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;pop&#039;}}) .. &amp;quot; in Millions) ^ 0.4&amp;quot;,&lt;br /&gt;
	TIMissionModifier_NationUnrest = &amp;quot;| National Unrest || None || Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;unrest&#039;}}),&lt;br /&gt;
	TIMissionModifier_NationStability = &amp;quot;| National Stability || None || 10 - Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;unrest&#039;}}),&lt;br /&gt;
	TIMissionModifier_NationDemocracy = &amp;quot;| National Democracy || None || Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;democracy&#039;}}),&lt;br /&gt;
	TIMissionModifier_NationEducation = &amp;quot;| National Education || None || Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;education&#039;}}),&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_Censorship = &lt;br /&gt;
		&amp;quot;| Censorship&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target Nation has &amp;quot; .. TVModule.TV({args={&#039;democracy&#039;,&amp;quot;&amp;lt;5&amp;quot;}}) ..&lt;br /&gt;
		&amp;quot;\n* Mission Performer&#039;s Faction owns no control points in Target Nation.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Either Target Nation is not the [[Aliens#Alien_Administration|Alien Nation]] or Mission Performer&#039;s Faction is not &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 5 / Max(Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;democracy&#039;}}) .. &amp;quot;, 0.5)&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_UnhappyElites = &amp;quot;| Elite Dissatisfaction || Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;corruption&#039;}}) .. &amp;quot; % &amp;gt; &amp;quot; .. TVModule.TV({args={&#039;spoils&#039;}}) .. &amp;quot; % || 15 × (Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;corruption&#039;}}) .. &amp;quot; % - &amp;quot; .. TVModule.TV({args={&#039;spoils&#039;}}) .. &amp;quot; %)&amp;quot;,&lt;br /&gt;
	TIMissionModifier_HappyElites = &amp;quot;| Elite Dissatisfaction || Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;spoils&#039;}}) .. &amp;quot; % &amp;gt; &amp;quot; .. TVModule.TV({args={&#039;corruption&#039;}}) .. &amp;quot; % || 10 × (Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;spoils&#039;}}) .. &amp;quot; % - &amp;quot; .. TVModule.TV({args={&#039;corruption&#039;}}) .. &amp;quot; %)&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_RegionalDefenses = &lt;br /&gt;
		&amp;quot;| rowspan=2 | Military in Region || Target Region is Fully Occupied&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Number of &amp;quot; .. TVModule.TV({args={&#039;armies&#039;}}) .. &amp;quot; in Target Region that are:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Enemies of the Target Nation.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Not owned by the Mission Performer&#039;s [[Factions|Faction]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Otherwise&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* 3 × Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;miltech&#039;}}) .. &amp;quot;.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;miltech&#039;}}) .. &amp;quot; × Number of &amp;quot; .. TVModule.TV({args={&#039;armies&#039;}}) .. &amp;quot; in Target Region that are:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** Owned by Target Nation.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** Not owned by the Mission Performer&#039;s Faction.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Number of &amp;quot; .. TVModule.TV({args={&#039;armies&#039;}}) .. &amp;quot; in Target Region that are:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** Owned by National [[Foreign_Relations#Alliances|Allies]] of the Target Nation.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** Not owned by the Mission Performer&#039;s Faction.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* +2 if Target Region is the &amp;quot; .. IconModule.Icon({args={&#039;capital&#039;}}) .. &amp;quot;Capital of Target Nation.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* -1 if Target Region is a &amp;quot; .. IconModule.Icon({args={&#039;colony&#039;}}) .. &amp;quot;Colony Region.&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_AttackerPopulationIdeology = &lt;br /&gt;
		&amp;quot;| Attacker&#039;s Popular Support || None || (10 + Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;democracy&#039;}}) .. &amp;quot;) × Fraction of Target Nation&#039;s [[Public Opinion]] that supports the Mission Performer&#039;s Faction.&amp;quot;,&lt;br /&gt;
	TIMissionModifier_DefenderPopulationIdeology =&lt;br /&gt;
		&amp;quot;| Defender&#039;s Popular Support || None || (10 + Target Nation&#039;s &amp;quot; .. TVModule.TV({args={&#039;democracy&#039;}}) .. &amp;quot;) × Fraction of Target Nation&#039;s [[Public Opinion]] that supports the Target&#039;s Faction.&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_AttackerLocalControlPoints =&lt;br /&gt;
		&amp;quot;| Attacker&#039;s Local Control Points || Mission is Performed within a Nation || 6 × Fraction of Nation&#039;s Control Points that are owned by Mission Performer&#039;s Faction.&amp;quot;,&lt;br /&gt;
	TIMissionModifier_DefenderLocalControlPoints =&lt;br /&gt;
		&amp;quot;| Defender&#039;s Local Control Points || Mission is Performed within a Nation || 6 × Fraction of Nation&#039;s Control Points that are owned by Target&#039;s Faction.&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_CouncilorAttackStat =&lt;br /&gt;
		&amp;quot;| Mission Performer&#039;s Attribute: {A} || None || Value of Attribute. Conditional [[Traits]] may exceed the 25 point cap.&amp;quot;,&lt;br /&gt;
	TIMissionModifier_CouncilorDefendStat =&lt;br /&gt;
		&amp;quot;| Target&#039;s Attribute: {A} || None || Value of Attribute. Conditional [[Traits]] may exceed the 25 point cap.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_JointCouncilStat = &lt;br /&gt;
		&amp;quot;| Joint Council Attribute: {A} ||&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target is owned by some Faction.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target is not an Equipped [[Orgs|Org]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of Attribute of Non-&amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed Councilor(s) for Target&#039;s Faction / 12&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_OwnedControlPoint = &lt;br /&gt;
		&amp;quot;| [[Control_Points|Control Point&#039;s]] Joint Council Attribute: {A} || Target is not a Disabled [[Control Point]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of Attribute of Non-&amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed Councilor(s) for Target&#039;s Faction / 12&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_JointControlPointStat = &lt;br /&gt;
		&amp;quot;| Joint Control Point Attribute: {A} || Target is a [[Nation]] or in a [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Average over each  [[Control Point]]:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* 0 if Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* 0 if owned by Mission Performer&#039;s Faction.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Sum of Attribute of Non-&amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed Councilor(s) for Owning Faction / 12&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_ExtractionDefense_JointCouncilStat =&lt;br /&gt;
		&amp;quot;| Joint &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ing Council Attribute: {A}&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed by some Faction.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of Attribute of Non-&amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed Councilor(s) for &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ing Faction / 12&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_ExtractionDefense_Councilor =&lt;br /&gt;
		&amp;quot;| Nearby Councilors&#039; Attribute: {A} || Target is &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed Councilor || Sum of that Attribute over all &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ing Faction&#039;s Councilor(s) that are in the same location as Target.&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_ProtectionBonus =&lt;br /&gt;
		&amp;quot;| Protect Mission: Attribute: {A}&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target is being &amp;quot; .. IconModule.MissionIcon({args={&#039;protect target&#039;}}) .. &amp;quot;[[Protect_Target|protected]] by [[Councilors|Councilor(s)]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target&#039;s Faction is not Mission Performer&#039;s Faction.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of that Attribute over all &amp;quot; .. IconModule.MissionIcon({args={&#039;protect target&#039;}}) .. &amp;quot;[[Protect_Target|Protecting]] Councilor(s).&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_AttackerAdjacentControlPoints =&lt;br /&gt;
		&amp;quot;| Control Points in Neighbors || None || 6 × Fraction of Target Nation&#039;s Neighbors&#039; [[Control Points]] that are owned by Mission Performer&#039;s Faction and not Disabled. Neighbors must be fully adjacent: adjacencies that only allow friendly armies to cross do not count.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_AttackerAllyControlPoints =&lt;br /&gt;
		&amp;quot;| Control in Larger Allies / Federation || None || 6 × Fraction of Target Nation&#039;s [[Foreign_Relations#Alliances|Allies&#039;]] [[Control Points]] that are owned by Mission Performer&#039;s Faction and not Disabled and one of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Ally Nation has more [[GDP]] than the Target Nation&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Ally Nation is [[Foreign_Relations#Federations|Federated]] to the Target Nation.&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_NationalRivalries =&lt;br /&gt;
		&amp;quot;| Control Points in Enemies || Mission Performer&#039;s Faction has no [[Control Points]] in Target&#039;s Nation || 0.33333334 × Number of Mission Performer&#039;s Faction&#039;s [[Control Points]] in [[Nations]] that are [[Foreign_Relations#Rivals|Rivals]] or [[Foreign_Relations#Wars|War Enemies]] of the Target&#039;s Nation.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_IdeologicalDistance = &lt;br /&gt;
		&amp;quot;| Difference in Ideology || Target is owned by some Faction || 2 × [[Factions#Human_Factions|Ideological Distance]] between Target&#039;s Faction and Mission Performer&#039;s Faction.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_DisabledControlPoint =&lt;br /&gt;
		&amp;quot;| Disabled [[Control Point]] || Target [[Control Point]] is Disabled || -10 base, add another -5 for each additional Disabled [[Control Point]] in Target&#039;s Nation that is owned by the Target&#039;s Faction.&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_DefendedAsset = &lt;br /&gt;
		&amp;quot;| [[Defend Interests]] || Target is &amp;quot; .. IconModule.MissionIcon({args={&#039;Defend Interests&#039;}}) .. &amp;quot;[[Defend Interests|Defended]] [[Control Point]] or &amp;quot; .. IconModule.MissionIcon({args={&#039;Defend Interests&#039;}}) .. &amp;quot;[[Defend Interests|Defended]] Hab || 10, may be increased by certain [[Technologies]]&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_ConditionalEnthrallDefendedPoint =&lt;br /&gt;
		&amp;quot;| [[Defend Interests]] - Partial \n|\n*Target Faction has researched [[Alien Methods]]. \n*Target is &amp;quot; .. IconModule.MissionIcon({args={&#039;Defend Interests&#039;}}) .. &amp;quot;[[Defend Interests|Defended]] [[Control Point]] or &amp;quot; .. IconModule.MissionIcon({args={&#039;Defend Interests&#039;}}) .. &amp;quot;[[Defend Interests|Defended]] Hab \n| 5&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_numDefendedControlPoints = &lt;br /&gt;
		&amp;quot;| [[Defend Interests|Defended]] Control Points || None || Number of &amp;quot; .. IconModule.MissionIcon({args={&#039;Defend Interests&#039;}}) .. &amp;quot;[[Defend Interests|Defended]] Control Points in Target Nation.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_DetainedCouncilor = &lt;br /&gt;
		&amp;quot;| rowspan=2 | [[Detained]] Target || Target is &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed by Mission Performer&#039;s Faction || 8&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed by anyone else || 4&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_IntelonDefendingCouncilor =&lt;br /&gt;
		&amp;quot;| rowspan=3 | [[Councilors#Intel_on_target|Intel on Target]] || Mission Performer&#039;s Faction has 100% Intel on Target Councilor || 5&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Mission Performer&#039;s Faction has at least 75% Intel on Target Councilor || 3&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Mission Performer&#039;s Faction has at least 50% Intel on Target Councilor || 1&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_SpaceSupportShortage =&lt;br /&gt;
		&amp;quot;| rowspan=2 | Hab Support Shortages || Target is a [[Spaceships|Ship]] || Max(0, Target Faction&#039;s Monthly &amp;quot; .. TVModule.TV({args={&#039;money&#039;}}) .. &amp;quot; Income / -10) if Target Faction has negative &amp;quot; .. TVModule.TV({args={&#039;money&#039;}}) .. &amp;quot;.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is a [[Habs|Hab or Hab Module]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Max(0, Target Faction&#039;s Monthly &amp;quot; .. TVModule.TV({args={&#039;money&#039;}}) .. &amp;quot; Net Income / -10) if Target Faction has negative &amp;quot; .. TVModule.TV({args={&#039;money&#039;}}) .. &amp;quot;.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Max(0, Target Faction&#039;s Daily Space Resource Shortage -  Target Faction&#039;s &amp;quot; .. TVModule.TV({args={&#039;boost&#039;}}),&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_AttackingForceSize =&lt;br /&gt;
		&amp;quot;| Attacking Force Strength || None &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* &amp;quot; .. TVModule.TV({args={&#039;marine&#039;}}) .. &amp;quot; of [[Spaceships|ships]] in the [[Fleets|fleet]] that the Mission Performing Councilor is on, if any.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* &amp;quot; .. TVModule.TV({args={&#039;marine&#039;}}) .. &amp;quot; of the hab that the Mission Performing Councilor is on, if any, and only if the Mission Performer&#039;s Faction is not short on &amp;quot; .. TVModule.TV({args={&#039;mc&#039;}}) .. &amp;quot;, &amp;quot; .. TVModule.TV({args={&#039;boost&#039;}}) .. &amp;quot;, or &amp;quot; .. TVModule.TV({args={&#039;money&#039;}}) .. &amp;quot;.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* &amp;quot; .. TVModule.TV({args={&#039;marine&#039;}}) .. &amp;quot; of ships of the Mission Performer&#039;s Faction that are docked to the hab that the Mission Performing Councilor is on, if any.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_DefendingForceSize =&lt;br /&gt;
		&amp;quot;| rowspan=2 | Defending Force Strength || Target is a [[Spaceships|Ship]] || Target [[Spaceships|Ship&#039;s]] &amp;quot; .. TVModule.TV({args={&#039;marine&#039;}}) ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is a [[Habs|Hab]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* &amp;quot; .. TVModule.TV({args={&#039;marine&#039;}}) .. &amp;quot; of the Target Hab.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* &amp;quot; .. TVModule.TV({args={&#039;marine&#039;}}) .. &amp;quot; of ships of the Target&#039;s Faction that are docked to the Target Hab.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Sum of Tiers of Active [[Habs|Hab]] Defense Module on the Target [[Habs|Hab]], if the Target [[Habs|Hab]] is a ground base.&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_DefenderHabSize =&lt;br /&gt;
		&amp;quot;| [[Habs|Hab]] Size || None || Number of Complete Modules on Target [[Habs|Hab]]&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_Legislature_ExecCP = &lt;br /&gt;
		&amp;quot;| Legislature [[Control Point]] Attack &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Legislature [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Legislature [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Legislature [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_Legislature_ExecCP_Defense =&lt;br /&gt;
		&amp;quot;| Legislature [[Control Point]] Defense &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Legislature [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Legislature [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Legislature [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_Bureaucracy = &lt;br /&gt;
		&amp;quot;| Bureaucracy [[Control Point]] &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Bureaucracy [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Bureaucracy [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Bureaucracy [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_IdentityBlocs = &lt;br /&gt;
		&amp;quot;| Identity Blocs [[Control Point]] &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Identity Blocs [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Identity Blocs [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Identity Blocs [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_MassMedia =&lt;br /&gt;
		&amp;quot;| Mass Media [[Control Point]] &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Mass Media [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Mass Media [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Mass Media [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_NationalIndustries =&lt;br /&gt;
		&amp;quot;| National Industries [[Control Point]] Attack &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the National Industries [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The National Industries [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the National Industries [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_NationalIndustries_Def =&lt;br /&gt;
		&amp;quot;| National Industries [[Control Point]] Defense &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the National Industries [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The National Industries [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the National Industries [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_Oligarchs =&lt;br /&gt;
		&amp;quot;| Oligarchs [[Control Point]] Attack &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Oligarchs [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Oligarchs [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Oligarchs [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_Oligarchs_Defense =&lt;br /&gt;
		&amp;quot;| Oligarchs [[Control Point]] Defense &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Oligarchs [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Oligarchs [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Oligarchs [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_RegionalAuthorities = &lt;br /&gt;
		&amp;quot;| Regional Authorities [[Control Point]] &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Regional Authorities [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Regional Authorities [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Regional Authorities [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_SecurityApparatus =&lt;br /&gt;
		&amp;quot;| Security Apparatus [[Control Point]] &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Security Apparatus [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Security Apparatus [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Security Apparatus [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_TheParty_NonExecCP = &lt;br /&gt;
		&amp;quot;| Party [[Control Point]] Attack&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Party [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Party [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Party [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_TheParty_NonExecCP_Defense = &lt;br /&gt;
		&amp;quot;| Party [[Control Point]] Defense&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Party [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Party [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Party [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 3&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_Warlords =&lt;br /&gt;
		&amp;quot;| Warlords [[Control Point]] &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Faction owns the Warlords [[Control Point]] in the [[Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Warlords [[Control Point]] in the [[Nation]] is not Disabled.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* The Conditions needed for the Warlords [[Control Point]] Bonus to apply.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 6&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_TargetNegativeInfluence = &lt;br /&gt;
		&amp;quot;| Target Has Negative Influence &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target Faction has &amp;quot; .. TVModule.TV({args={&#039;influence&#039;,0}}) .. &amp;quot;.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target Faction has negative &amp;quot; .. TVModule.TV({args={&#039;influence&#039;}}) .. &amp;quot; net income.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 6&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_TargetBroke =&lt;br /&gt;
		&amp;quot;| Target Has Negative Funds &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target Faction has negative &amp;quot; .. TVModule.TV({args={&#039;money&#039;}}) .. &amp;quot;.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target Faction has negative &amp;quot; .. TVModule.TV({args={&#039;money&#039;}}) .. &amp;quot; net income.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| 6&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_CampaignDifficulty_Attacker = &lt;br /&gt;
		&amp;quot;| rowspan=3 | [[Game_Options#Game_Difficulty|Campaign Difficulty]] Attack || Mission Performer is AI and Difficulty is Cinematic || -2&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Mission Performer is AI and Difficulty is Veteran || 1&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Mission Performer is AI and Difficulty is Brutal || 2&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_CampaignDifficulty_Defender =&lt;br /&gt;
		&amp;quot;| rowspan=3 | [[Game_Options#Game_Difficulty|Campaign Difficulty]] Defense || Target is AI Faction and Difficulty is Cinematic || -2&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is AI Faction and Difficulty is Veteran || 1&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is AI Faction and Difficulty is Brutal || 2&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_SpaceAssetPopulation =&lt;br /&gt;
		&amp;quot;| rowspan=2 | Crew Size || Target is a [[Spaceships|Ship]] || Target [[Spaceships|Ship]] Crew ^ 0.5&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is a [[Habs|Hab]] that is not Decommissioning || Target [[Habs|Hab]] Crew ^ 0.33&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_RegionPopulationDensity =&lt;br /&gt;
		&amp;quot;| Region Population Density || Target is a [[Regions|Region]] || Target [[Regions|Region&#039;s]] &amp;quot; .. TVModule.TV({args={&#039;pop&#039;}}) .. &amp;quot; ^ 0.33, then:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* / 2 if [[Regions|Region]] is &amp;quot; .. IconModule.Icon({args={&#039;rugged&#039;}}) .. &amp;quot;Rugged.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* × 1.5 if [[Regions|Region]] is &amp;quot; .. IconModule.Icon({args={&#039;core economic region&#039;}}) .. &amp;quot;Core Economic.&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_MyFactionLoyaltyMonitor =&lt;br /&gt;
		&amp;quot;| Our Loyalty Monitor Implant ||&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target is [[Councilors|Councilor]].&amp;quot; .. &lt;br /&gt;
		&amp;quot;\n* Target&#039;s Faction is Mission Performer&#039;s Faction.&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Target has Loyalty Monitor trait. &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| -50&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_InsufficientCPMaintenance_Defender =&lt;br /&gt;
		&amp;quot;| Target Over &amp;quot; .. TVModule.TV({args={&#039;cp&#039;}}) .. &amp;quot; || None || Max(0, 0.33333334 × (Target Faction&#039;s &amp;quot; .. TVModule.TV({args={&#039;cp&#039;}}) .. &amp;quot; Upkeep - Target Faction&#039;s&amp;quot; .. TVModule.TV({args={&#039;cp&#039;}}) .. &amp;quot;)), Averaged over the last 32 days.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_DecommissioningHab =&lt;br /&gt;
		&amp;quot;| Decommissioning [[Habs|Hab]] || Target is a Decommissioning [[Habs|Hab]] || -100&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_AttackerMissionControlShortage = &lt;br /&gt;
		&amp;quot;| Attacker&#039;s Recent Mission Control Shortage || None || Max(0, Mission Performer&#039;s Faction&#039;s &amp;quot; .. TVModule.TV({args={&#039;mc&#039;}}) .. &amp;quot; Upkeep - Mission Performer&#039;s Faction&#039;s &amp;quot; .. TVModule.TV({args={&#039;mc&#039;}}) .. &amp;quot; Cap), Averaged over the last 32 days.&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_DefenderMissionControlShortage = &lt;br /&gt;
		&amp;quot;| Defender&#039;s Recent Mission Control Shortage || None || Max(0, Target&#039;s Faction&#039;s &amp;quot; .. TVModule.TV({args={&#039;mc&#039;}}) .. &amp;quot; Upkeep - Target&#039;s Faction&#039;s &amp;quot; .. TVModule.TV({args={&#039;mc&#039;}}) .. &amp;quot; Cap), Averaged over the last 32 days.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_HabStability =&lt;br /&gt;
		&amp;quot;| Stability-Granting Modules || Target is a [[Habs|Hab]] || Sum of Stability Bonuses from Active [[Habs|Hab]] Modules on Target [[Habs|Hab]]&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_OrgDefenses =&lt;br /&gt;
		&amp;quot;| Org Size || Target is an [[Orgs|Org]] || Target [[Orgs|Org&#039;s]] Tier × 4&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_OrgDefenses_Admin = &lt;br /&gt;
		&amp;quot;| Org Administration Value || Target is an [[Orgs|Org]] || Target [[Orgs|Org&#039;s]] &amp;quot; .. TVModule.TV({args={&#039;administration&#039;}}) .. &amp;quot; × 2&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_OrgDefense =&lt;br /&gt;
		&amp;quot;| Org Innate Takeover Defense || Target is an [[Orgs|Org]] || The Amount Specified by the Target [[Orgs|Org]]&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_AlienAssetDefense = &lt;br /&gt;
		&amp;quot;| rowspan=3 | Alien Defenses || Target is [[Aliens#Alien_Assault_Carrier|UFO Landing]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* 36&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Number of Armies owned by &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] in Target [[Regions|Region]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Number of Armies owned by &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] in Target [[Regions|Region]] / 2&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* +6 if Target [[Regions|Region]] is part of the [[Aliens#Alien_Administration|Alien Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* +3 if &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] own either:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** Target [[Regions|Region&#039;s]] [[Nation]]&#039;s [[Control_Points|Executive Control Point]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** At least 25% of the Target [[Regions|Region&#039;s]] [[Nation]]&#039;s [[Control Points]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is [[Aliens#Alien_Facility|Alien Facility]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* 18&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Number of Armies owned by &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] in Target [[Regions|Region]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Number of Armies owned by &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] in Target [[Regions|Region]] / 2&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* +7 if Target [[Regions|Region]] is part of the [[Aliens#Alien_Administration|Alien Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* +1 if &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] own either:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** Target [[Regions|Region&#039;s]] [[Nation]]&#039;s [[Control_Points|Executive Control Point]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** At least 25% of the Target [[Regions|Region&#039;s]] [[Nation]]&#039;s [[Control Points]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Target is [[Aliens#Alien_Xenoforming|Alien Xenoforming]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| Sum of:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in Target [[Regions|Region]] / 20&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Number of Armies owned by &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] in Target [[Regions|Region]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* Number of Armies owned by &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] in Target [[Regions|Region]] / 2&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* +2 if Target [[Regions|Region]] is part of the [[Aliens#Alien_Administration|Alien Nation]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* +1 if &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] own either:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** Target [[Regions|Region&#039;s]] [[Nation]]&#039;s [[Control_Points|Executive Control Point]].&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n** At least 25% of the Target [[Regions|Region&#039;s]] [[Nation]]&#039;s [[Control Points]].&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_AbductionsInRegion_AlienOnly =&lt;br /&gt;
		&amp;quot;| Local Abductions || Mission Performer&#039;s Faction is the &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] || [[Aliens#Alien_Abductions|Abductions]] in Target [[Regions|Region]] × [[Aliens#Effects|Difficulty Scaling]]&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_MeanAbductionsinNation_AlienOnly =&lt;br /&gt;
		&amp;quot;| Abductions in Nation || Mission Performer&#039;s Faction is the &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] || Average [[Aliens#Alien_Abductions|Abductions]] per [[Regions|Region]] in Target [[Nation]] × [[Aliens#Effects|Difficulty Scaling]]&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_RegionXenoforming_AlienOnly = &lt;br /&gt;
		&amp;quot;| Local Xenoforming (Alien Only) || Mission Performer&#039;s Faction is the &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]]. &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in Target [[Regions|Region]] / 20 × [[Game_Options#Game_Difficulty|Difficulty]]&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_RegionXenoforming_AlienAndProxyOnly =&lt;br /&gt;
		&amp;quot;| Local Xenoforming (Alien and Servant Only) || Mission Performer&#039;s Faction is the &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] or &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]]. &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in Target [[Regions|Region]] / 20 × [[Game_Options#Game_Difficulty|Difficulty]]&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_MeanNationXenoforming_AlienAndProxyOnly =&lt;br /&gt;
		&amp;quot;| Xenoforming in Nation || Mission Performer&#039;s Faction is the &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] or &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] || Average [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in Target [[Nation]] / 20 × [[Game_Options#Game_Difficulty|Difficulty]]&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
	TIMissionModifier_PherocyteResistance =&lt;br /&gt;
		&amp;quot;| Pherocyte Resistance || Mission Performer&#039;s Faction is the [[Aliens]] || 2 × Number of Following Projects researched by Target Faction:&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* [[Pherocytes]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* [[Pherocyte Resistance]]&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n* [[Pherocyte Mastery]]&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_AlienCoordination =&lt;br /&gt;
		&amp;quot;| rowspan=7 | [[Aliens#Alien_Coordination|Proxy Support]] || &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] have Researched [[Alien Signatures]] || 1 &amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] have Researched [[Alien Methods]] || 2&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] have Researched [[Alien Operations]] || 3&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] have Researched [[Alien Movements]] || 4&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] have Completed [[Alien Diplomacy]] Milestone || 6&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] have Researched [[Hydra Diplomacy]] || 10&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n|-&amp;quot; ..&lt;br /&gt;
		&amp;quot;\n| &amp;quot; .. IconModule.Icon({args={&#039;submit&#039;}}) .. &amp;quot;[[The Servants]] have Researched [[The Alien Nation]] || 14&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_AlienNation =&lt;br /&gt;
		&amp;quot;| Alien Nation || Target Nation is the [[Aliens#Alien_Administration|Alien Nation]] || 6&amp;quot;,&lt;br /&gt;
		&lt;br /&gt;
	TIMissionModifier_AlienDetainDifficulty =&lt;br /&gt;
		&amp;quot;| Alien || Target is an [[Aliens#Alien_Agents|Alien Councilor]] || 6&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
	TIMissionModifier_AliensRemoved = &lt;br /&gt;
		&amp;quot;| Aliens Captured or Killed || Target Faction is the &amp;quot; .. IconModule.Icon({args={&#039;alien&#039;}}) .. &amp;quot;[[Aliens]] || 0.1 × Number of [[Aliens#Alien_Agents|Alien Councilors]] that have been &amp;quot; .. IconModule.MissionIcon({args={&#039;assassinate&#039;}}) .. &amp;quot;[[Assassinate]]d or &amp;quot; .. IconModule.MissionIcon({args={&#039;detain&#039;}}) .. &amp;quot;[[Detain]]ed by Mission Performer&#039;s Faction&amp;quot;,&lt;br /&gt;
	&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:Faction&amp;diff=12561</id>
		<title>Template:Faction</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:Faction&amp;diff=12561"/>
		<updated>2026-09-15T08:31:00Z</updated>

		<summary type="html">&lt;p&gt;76561198017060882: Updated to new article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|{{{faction_name|PLACEHOLDER}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot; colspan=&amp;quot;2&amp;quot;|{{{faction_icon|}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25%&amp;quot;|Ideology&lt;br /&gt;
|style=&amp;quot;width: 75%&amp;quot;|{{{faction_ideology|PLACEHOLDER}}}&lt;br /&gt;
|-&lt;br /&gt;
|Description&lt;br /&gt;
|{{{faction_description|PLACEHOLDER}}}&lt;br /&gt;
|-&lt;br /&gt;
|Goal&lt;br /&gt;
|{{{faction_goal|PLACEHOLDER}}}&lt;br /&gt;
|-&lt;br /&gt;
|Ideological Position&amp;lt;br&amp;gt;(Important for [[Missions]] and [[Public Opinion]].)&lt;br /&gt;
|{{{faction_ideological_position|[[File:Terra_Invicta_Ideology_Map.JPG|600px]]}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Leader&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot; colspan=&amp;quot;2&amp;quot;|{{{faction_leader_photo|}}}&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|{{{faction_leader_name|PLACEHOLDER}}}&lt;br /&gt;
|-&lt;br /&gt;
|Leader Title&lt;br /&gt;
|{{{faction_leader_title|PLACEHOLDER}}}&lt;br /&gt;
|-&lt;br /&gt;
|Leader Quote&lt;br /&gt;
|{{{faction_leader_quote|PLACEHOLDER}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{SectionTemplate|title = Usage|content = &lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Faction&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;|faction_name = &amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;|faction_icon = &amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;|faction_ideology = &amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;|faction_description = &amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;|faction_goal = &amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;|faction_position = &amp;lt;!-- the faction&#039;s coordinates in the 2D ideology space --&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;|faction_leader_photo = &amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;|faction_leader_name = &amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;|faction_leader_title = &amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;|faction_leader_quote = &amp;lt;/nowiki&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198017060882</name></author>
	</entry>
</feed>