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	<id>https://wiki.hoodedhorse.com/Terra_Invicta/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198031146329</id>
	<title>Terra Invicta Official Wiki - User contributions [en]</title>
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	<updated>2026-10-11T22:32:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=GDP&amp;diff=12643</id>
		<title>GDP</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=GDP&amp;diff=12643"/>
		<updated>2026-10-03T00:22:53Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* 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;-6&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;
** In 2003 scenario, additional 0.9 multiplier is applied. In [[Broken Earth]], additional 1.5 multiplier is applied.&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]], additional 0.7 multiplier is applied, so the formula becomes 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Broken_Earth&amp;diff=12624</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=12624"/>
		<updated>2026-09-21T15:28:29Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Nation changes */&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#Population Scaling for Nation Stat Changes|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;
* Money upkeep, money yield and research yield of Orgs are scaled with global GDP and research output, respectively.&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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=2003&amp;diff=12621</id>
		<title>2003</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=2003&amp;diff=12621"/>
		<updated>2026-09-21T13:27:05Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 2003 scenario is one of the two scenarios available in the [[Dark Skies]] DLC. It is based on the real world as it existed in 2003. It includes a number of adjustments to the setup of the game to emphasize the differences between the world of 2003 and the world of 2022/2026, and it is generally a much harder scenario for the anti-alien factions because of slower early game progression. &lt;br /&gt;
&lt;br /&gt;
Major changes include: &lt;br /&gt;
* The three starting global techs are [[Democratization of Space]], [[Exascale Computing]], and [[Digital Society]], all of which cost 15,000 research to complete, and typically take at least a few years to finish. &lt;br /&gt;
* All factions start with various penalties, including -50% [[research]] production from [[nations]]. These penalties can be remedied by researching various global techs or faction projects.&lt;br /&gt;
* Factions have more access to [[projects]] to allow them to make progress in the early game, most notably gaining the ability to produce automated habs on asteroids much earlier in the tech tree than usual. &lt;br /&gt;
* [[The Servants]] have a much stronger set of faction projects than usual. &lt;br /&gt;
* Aliens have quietness mechanic, which limits alien actions while aliens are quiet.&lt;br /&gt;
&lt;br /&gt;
=== List of penalties ===&lt;br /&gt;
* -50% [[research]] from control points in [[nations]].&lt;br /&gt;
* -30% research to Material, Energy, Life Science, Military Science, Information Science, Social Science, and -50% research to Space Science and Xenology&lt;br /&gt;
* -50% construction speed of ships&lt;br /&gt;
* -50% construction speed of hab modules&lt;br /&gt;
* -75% space mine size (reduces build cost and upkeep of mine, and yield from mine)&lt;br /&gt;
* -25% influence from public opinion&lt;br /&gt;
* -35% IP to boost national priority&lt;br /&gt;
* -25% IP to mission control national priority&lt;br /&gt;
* -50% IP to environment national priority&lt;br /&gt;
* -40 control points capacity&lt;br /&gt;
&lt;br /&gt;
=== [[Nation]] changes ===&lt;br /&gt;
* Size of National Economy defending modifier against mission is 90% of normal value, after GDP scaling is applied.&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Faction HQ provides 2 daily research, rather than 1.&lt;br /&gt;
* Faction HQ provides 20 engineering projects, rather than 1.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
In practice, a 2003 game will almost always see the [[Alien Administration]] formed early (typically around 2007), and a much greater emphasis on fighting it on Earth, with somewhat less early emphasis on space development. &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Scenarios Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=2003&amp;diff=12620</id>
		<title>2003</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=2003&amp;diff=12620"/>
		<updated>2026-09-21T13:14:24Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 2003 scenario is one of the two scenarios available in the [[Dark Skies]] DLC. It is based on the real world as it existed in 2003. It includes a number of adjustments to the setup of the game to emphasize the differences between the world of 2003 and the world of 2022/2026, and it is generally a much harder scenartio for the anti-alien factions. &lt;br /&gt;
&lt;br /&gt;
Major changes include: &lt;br /&gt;
* The three starting global techs are [[Democratization of Space]], [[Exascale Computing]], and [[Digital Society]], all of which cost 15,000 research to complete, and typically take at least a few years to finish. &lt;br /&gt;
* All factions start with various penalties, including -50% [[research]] production from [[nations]]. These penalties can be remedied by researching various global techs or faction projects.&lt;br /&gt;
* Factions have more access to [[projects]] to allow them to make progress in the early game, most notably gaining the ability to produce automated habs on asteroids much earlier in the tech tree than usual. &lt;br /&gt;
* [[The Servants]] have a much stronger set of faction projects than usual. &lt;br /&gt;
&lt;br /&gt;
=== List of penalties ===&lt;br /&gt;
* -50% [[research]] from control points in [[nations]].&lt;br /&gt;
* -30% research to Material, Energy, Life Science, Military Science, Information Science, Social Science, and -50% research to Space Science and Xenology&lt;br /&gt;
* -50% construction speed of ships&lt;br /&gt;
* -50% construction speed of hab modules&lt;br /&gt;
* -75% space mine size (reduces build cost and upkeep of mine, and yield from mine)&lt;br /&gt;
* -25% influence from public opinion&lt;br /&gt;
* -35% IP to boost national priority&lt;br /&gt;
* -25% IP to mission control national priority&lt;br /&gt;
* -50% IP to environment national priority&lt;br /&gt;
* -40 control points capacity&lt;br /&gt;
&lt;br /&gt;
=== [[Nation]] changes===&lt;br /&gt;
* Size of National Economy defending modifier against mission is 90% of normal value, after GDP scaling is applied.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
In practice, a 2003 game will almost always see the [[Alien Administration]] formed early (typically around 2007), and a much greater emphasis on fighting it on Earth, with somewhat less early emphasis on space development. &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Scenarios Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Broken_Earth&amp;diff=12619</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=12619"/>
		<updated>2026-09-21T12:38:27Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Other changes */&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;
* Money upkeep, money yield and research yield of Orgs are scaled with global GDP and research output, respectively.&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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Broken_Earth&amp;diff=12618</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=12618"/>
		<updated>2026-09-21T12:38:11Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Other changes */&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;
* Money upkeep, money yield and research yield of Orgs are scaled with global GDP and research output, respectively.&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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=GDP&amp;diff=12617</id>
		<title>GDP</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=GDP&amp;diff=12617"/>
		<updated>2026-09-21T12:36:10Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* 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;
** In 2003 scenario, additional 0.9 multiplier is applied. In [[Broken Earth]], additional 1.5 multiplier is applied.&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]], additional 0.7 multiplier is applied, so the formula becomes 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Scenarios&amp;diff=12588</id>
		<title>Scenarios</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Scenarios&amp;diff=12588"/>
		<updated>2026-09-16T10:11:21Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* GDP scaling */&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;
== GDP scaling ==&lt;br /&gt;
&lt;br /&gt;
Various scenarios have different size of economy at the start. To make the game balanced in different scenarios, GDP scaling is used.&lt;br /&gt;
&lt;br /&gt;
Per capita GDP to reduce unrest rest value by 1 is calculated by (global GDP at start of the scenario) * (6.26 * 10^-11). 2026 scenario has ~158.8T initial GDP, which means ~$9941 Per capita GDP is needed to reduce unrest rest value by 1.&lt;br /&gt;
&lt;br /&gt;
CP cost of nations and Mission difficulty uses value (global GDP at start of the scenario) * (6.26 * 10^-6) as scaling factor. The scaling factor for 2026 scenario is ~994.1million dollars - which means ~994.1million dollars is equivalent of 1 billion dollars on &#039;normal&#039; scaling.&lt;br /&gt;
example) a nation with 5000 billion dollars GDP would cost normally cost ~82.86 CP.&lt;br /&gt;
If the nation is in 2026 scenario, its GDP is equivalent of 5000/(0.9941) = ~5030 billion dollars GDP, thus its CP cost is ~83.16.&lt;br /&gt;
&lt;br /&gt;
{{Scenarios Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=2003&amp;diff=12587</id>
		<title>2003</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=2003&amp;diff=12587"/>
		<updated>2026-09-16T10:01:32Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 2003 scenario is one of the two scenarios available in the [[Dark Skies]] DLC. It is based on the real world as it existed in 2003. It includes a number of adjustments to the setup of the game to emphasize the differences between the world of 2003 and the world of 2022/2026, and it is generally a much harder scenartio for the anti-alien factions. &lt;br /&gt;
&lt;br /&gt;
Major changes include: &lt;br /&gt;
* The three starting global techs are [[Democratization of Space]], [[Exascale Computing]], and [[Digital Society]], all of which cost 15,000 research to complete, and typically take at least a few years to finish. &lt;br /&gt;
* All factions start with an inherent -50% [[research]] production from [[nations]].&lt;br /&gt;
* Factions have more access to [[projects]] to allow them to make progress in the early game, most notably gaining the ability to produce automated habs on asteroids much earlier in the tech tree than usual. &lt;br /&gt;
* [[The Servants]] have a much stronger set of faction projects than usual. &lt;br /&gt;
&lt;br /&gt;
=== [[Nation]] changes===&lt;br /&gt;
* Size of National Economy defending modifier against mission is 90% of normal value, after GDP scaling is applied.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
In practice, a 2003 game will almost always see the [[Alien Administration]] formed early (typically around 2007), and a much greater emphasis on fighting it on Earth, with somewhat less early emphasis on space development. &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Scenarios Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Scenarios&amp;diff=12586</id>
		<title>Scenarios</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Scenarios&amp;diff=12586"/>
		<updated>2026-09-16T09:59:42Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: &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;
== GDP scaling ==&lt;br /&gt;
&lt;br /&gt;
Various scenarios have different size of economy at the start. To make the game balanced in different scenarios, GDP scaling is used.&lt;br /&gt;
&lt;br /&gt;
Per capita GDP to reduce unrest rest value by 1 is calculated by (global GDP at start of the scenario) * (6.26 * 10^-11). 2026 scenario has ~158.8T initial GDP, which means ~$9941 Per capita GDP is needed to reduce unrest rest value by 1.&lt;br /&gt;
&lt;br /&gt;
CP cost of nations and Mission difficulty uses value (global GDP at start of the scenario) * (6.26 * 10^-6) as scaling factor. The scaling factor for 2026 scenario is ~994.1million dollars - which means ~994.1million dollars is equivalent of 1 billion dollars on &#039;normal&#039; scaling. i.e. a nation with 5000 billion dollars GDP in 2026 scenario is equivalent of ~5030 billion dollars GDP nation without scaling, thus costing ~83.16 CP cost, rather than ~82.86.&lt;br /&gt;
&lt;br /&gt;
{{Scenarios Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Broken_Earth&amp;diff=12585</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=12585"/>
		<updated>2026-09-16T09:39:12Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Nation changes */&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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Broken_Earth&amp;diff=12564</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=12564"/>
		<updated>2026-09-15T13:57:08Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Detailed Changes List */&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;
* [[Armies]] are much cheaper to build and maintain.&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;
* [[Armies]] cost 40 {{TV|IP}} to build, not 60.&lt;br /&gt;
* Navies cost 100 {{TV|IP}} to build, not 80.&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 costs additional cost 1.0 {{TV|IP}} per month, not 0.5.&lt;br /&gt;
* Navies cost 0.4 {{TV|IP}} per month, not 0.5. &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 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|pcgdp}} 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;
* All factions begin with {{TV|CP|-70}} (almost immediately offset by the [[Playing From Behind]] project) and {{TV|space|-50%}}.&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;
&lt;br /&gt;
As below, these ones need to be translated into normal English. &lt;br /&gt;
* &amp;quot;AI_invaderArmiesLostBeforeBuildup&amp;quot;: 0,&lt;br /&gt;
* &amp;quot;AI_WormholeSetupSpeed_C&amp;quot;: 1.50,&lt;br /&gt;
* &amp;quot;AI_WormholeSetupSpeed_N&amp;quot;: 1.00,&lt;br /&gt;
* &amp;quot;AI_WormholeSetupSpeed_V&amp;quot;: 0.50,&lt;br /&gt;
* &amp;quot;AI_WormholeSetupSpeed_B&amp;quot;: 0.01,&lt;br /&gt;
* &amp;quot;extraYearsToDelayAlienInvasion_C&amp;quot;: 16,&lt;br /&gt;
* &amp;quot;extraYearsToDelayAlienInvasion_N&amp;quot;: 9,&lt;br /&gt;
* &amp;quot;extraYearsToDelayAlienInvasion_V&amp;quot;: 4,&lt;br /&gt;
* &amp;quot;extraYearsToDelayAlienInvasion_B&amp;quot;: 0,&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;populationBasedIPEffectScaling&amp;quot;: -0.3,&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;
Similarly, these values are drawn from TIEffectTemplate.json&lt;br /&gt;
&lt;br /&gt;
{{Scenarios Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Downloadable_content&amp;diff=11883</id>
		<title>Downloadable content</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Downloadable_content&amp;diff=11883"/>
		<updated>2026-09-09T14:11:33Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Downloadable content (DLC) is additional content created for an already released video game, distributed through the Internet by the game&#039;s publisher.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/Downloadable_content&amp;lt;/ref&amp;gt;&lt;br /&gt;
You may purchase the DLC on the same platform you bought &#039;&#039;Terra Invicta&#039;&#039; and play the game with additional contents of the DLC. &lt;br /&gt;
&lt;br /&gt;
== List of DLCs ==&lt;br /&gt;
=== Dark Skies&amp;lt;ref&amp;gt;https://store.steampowered.com/app/4713340&amp;lt;/ref&amp;gt; ===&lt;br /&gt;
Released July 28th, 2026&lt;br /&gt;
* 2 new Scenarios - Real-world year [[2003]] scenario and alternate history &#039;[[Broken Earth]]&#039; scenario will be added.&lt;br /&gt;
* 2 New Ship Sets - New ship skins, NASA-inspired and industrial hard sci-fi will be added.&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=11855</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=11855"/>
		<updated>2026-09-09T00:51:29Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Victory Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Factions.png|thumb|400px|Goals and starting relations of all factions]]&lt;br /&gt;
With the [[Nations]] of [[Earth]] unable to reach consensus on how to approach the [[Aliens|alien]] arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.&lt;br /&gt;
&lt;br /&gt;
The inner leadership circle of each faction is its council. [[Councilors]] will go on [[Missions]] to help you gain power over Earth&#039;s [[Nations]] and discover the aliens&#039; goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build [[Habs|Habitats]] and [[Fleets]] of [[Spaceships]] in space.&lt;br /&gt;
&lt;br /&gt;
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and [[Orgs|organizational]] structures removed, but ideas can&#039;t fully die. What matters is how much power the people holding those ideologies possess. However, factions can be disabled under some circumstances, if the right option is set at game start. &lt;br /&gt;
&lt;br /&gt;
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our [[Solar System]]. Objectives can also unlock special research projects and orgs for a faction.&lt;br /&gt;
&lt;br /&gt;
Each faction also have slightly different starting conditions with some having more popular support than others, and some starting with space stations.&lt;br /&gt;
&lt;br /&gt;
By using the {{MissionIcon|Contact}}[[Contact]] mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower [[Diplomacy|hostility]] between factions.&lt;br /&gt;
&lt;br /&gt;
== Human Factions ==&lt;br /&gt;
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation&#039;s population having different beliefs. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;noresize&amp;quot;&amp;gt;&amp;lt;!-- According to MediaWiki this helps with display of large tables on mobile --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! rowspan=2 | Leader !! rowspan=2 | Agenda !! colspan=2  width=1% | Ideology !! rowspan=2 | Default names !! rowspan=2 width=1% | Ship color&lt;br /&gt;
|-&lt;br /&gt;
! Humanity !! Aliens&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|resist|size=x80px}}&amp;lt;br&amp;gt;[[The Resistance]]&lt;br /&gt;
| {{Icon|resist leader|size=80px}}&amp;lt;br&amp;gt;[[Commander Fiona Ayoade]]&lt;br /&gt;
| Protect humanity by resisting the alien invasion&lt;br /&gt;
| Realist&lt;br /&gt;
| Hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: heroes&lt;br /&gt;
* Medium ships: qualities&lt;br /&gt;
* Large ships: battles&lt;br /&gt;
* Habs: commanders&lt;br /&gt;
| style=&amp;quot;background-color: White&amp;quot; | &amp;lt;code&amp;gt;White&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|submit|size=x80px}}&amp;lt;br&amp;gt;[[The Servants]]&lt;br /&gt;
| {{Icon|submit leader|size=80px}}&amp;lt;br&amp;gt;[[Superior Judith Howell]]&lt;br /&gt;
| Support the aliens by any means necessary&lt;br /&gt;
| Idealist&lt;br /&gt;
| Very supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: mythical beasts&lt;br /&gt;
* Medium ships: phenomena&lt;br /&gt;
* Large ships: mythologies&lt;br /&gt;
* Habs: monuments&lt;br /&gt;
| style=&amp;quot;background-color: Black&amp;quot; | &amp;lt;code&amp;gt;Black&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|exploit|size=x80px}}&amp;lt;br&amp;gt;[[The Initiative]]&lt;br /&gt;
| {{Icon|exploit leader|size=80px}}&amp;lt;br&amp;gt;[[Chairman Soren Van Wyk]]&lt;br /&gt;
| Exploit the alien arrival to gain power&lt;br /&gt;
| Cynical&lt;br /&gt;
| Neutral&lt;br /&gt;
|&lt;br /&gt;
* Small ships: fish&lt;br /&gt;
* Medium ships: rivers&lt;br /&gt;
* Large ships: water bodies&lt;br /&gt;
* Habs: explorers&lt;br /&gt;
| style=&amp;quot;background-color: Orange&amp;quot; | &amp;lt;code&amp;gt;Orange&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|escape|size=x80px}}&amp;lt;br&amp;gt;[[Project Exodus]]&lt;br /&gt;
| {{Icon|escape leader|size=80px}}&amp;lt;br&amp;gt;[[Director Khalid Al-Ashgar]]&lt;br /&gt;
| Escape the aliens by sending humans to other stars&lt;br /&gt;
| Idealist&lt;br /&gt;
| Somewhat hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: birds&lt;br /&gt;
* Medium ships: astronomy objects&lt;br /&gt;
* Large ships: famous ships&lt;br /&gt;
* Habs: astronauts&lt;br /&gt;
| style=&amp;quot;background-color: Brown&amp;quot; | &amp;lt;code&amp;gt;Brown&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|cooperate|size=x80px}}&amp;lt;br&amp;gt;[[The Academy]]&lt;br /&gt;
| {{Icon|cooperate leader|size=80px}}&amp;lt;br&amp;gt;[[Chancellor Li Qingzhao]]&lt;br /&gt;
| Convince the aliens that we are equal&lt;br /&gt;
| Idealist&lt;br /&gt;
| Somewhat supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: land animals&lt;br /&gt;
* Medium ships: scientists&lt;br /&gt;
* Large ships: explorations&lt;br /&gt;
* Habs: exemplars&lt;br /&gt;
| style=&amp;quot;background-color: Olive&amp;quot; | &amp;lt;code&amp;gt;Olive&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|destroy|size=x80px}}&amp;lt;br&amp;gt;[[Humanity First]]&lt;br /&gt;
| {{Icon|destroy leader|size=80px}}&amp;lt;br&amp;gt;[[Colonel Hanse Castillo]]&lt;br /&gt;
| Eradicate the aliens and all who support them&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Very hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: weapons&lt;br /&gt;
* Medium ships: warriors&lt;br /&gt;
* Large ships: scary things&lt;br /&gt;
* Habs: mountains&lt;br /&gt;
| style=&amp;quot;background-color: Red&amp;quot; | &amp;lt;code&amp;gt;Red&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|appease|size=x80px}}&amp;lt;br&amp;gt;[[The Protectorate]]&lt;br /&gt;
| {{Icon|appease leader|size=80px}}&amp;lt;br&amp;gt;[[Commissioner Kiran Banerjee]]&lt;br /&gt;
| Protect humanity by appeasing the aliens&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: cities&lt;br /&gt;
* Medium ships: regions&lt;br /&gt;
* Large ships: landmasses&lt;br /&gt;
* Habs: leaders&lt;br /&gt;
| style=&amp;quot;background-color: Blue&amp;quot; | &amp;lt;code&amp;gt;Blue&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Terra_Invicta_Ideology_Map.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
== Trade Negotiations ==&lt;br /&gt;
&lt;br /&gt;
[[File:Trade.png|thumb|Trade interface]]&lt;br /&gt;
&lt;br /&gt;
Factions can begin trade negotiations with each other by using the [[Contact]] mission. They may trade [[Resources]], [[Orgs]], [[Habs]], or council engineering [[Technology|projects]]. They can also form non-aggression pacts, which prevents two factions from using hostile [[Missions]] or the [[Foreign_Relations#Declaring_Wars|declare war]] [[Set National Policy|policy]] against each other&#039;s [[Councilors]] and [[Nations]]. &lt;br /&gt;
&lt;br /&gt;
Some pairs of Factions can go one step further, forming an intel sharing agreement that allows both factions to see everything that the other faction sees, with one exception: the true loyalties of councilors is not shared.&lt;br /&gt;
&lt;br /&gt;
On the other hand, in some very rare situations, even factions that are at [[Diplomacy#War|war]] with each other can trade a truce, pausing their war for up to 12 months.&lt;br /&gt;
&lt;br /&gt;
Trade negotiations can never be held between the more extreme factions on opposite sides of the divide: &lt;br /&gt;
* {{icon|destroy}}[[Humanity First]] can never trade with {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* {{icon|submit}}[[The Servants]] can never trade with {{icon|destroy}}[[Humanity First]] or {{icon|resist}}[[The Resistance]].&lt;br /&gt;
&lt;br /&gt;
Trade options may be limited by the following factors:&lt;br /&gt;
* [[Diplomacy|Faction hate]]: Factions that hate each other will offer less and demand more.&lt;br /&gt;
* Starvation: &lt;br /&gt;
** Factions will refuse to sell any [[Resources]] that they believe they lack.&lt;br /&gt;
** Factions will refuse to buy any [[Habs]] whose upkeeps they cannot afford.&lt;br /&gt;
* Active use: &lt;br /&gt;
** Factions cannot trade [[Habs]] that currently have [[Spaceships|Ships]] docked to them. &lt;br /&gt;
** Factions cannot trade any [[Orgs]] that are currently being used for the missions they grant.&lt;br /&gt;
** Factions cannot trade any [[Orgs]] that grant {{TV|administration}} if said {{TV|administration}} is currently used to equip other [[Orgs]].&lt;br /&gt;
* [[Factions#Human_Faction_Threat_and_Self-Assessment|Threat]]: Factions will not offer a non-aggression pact if either party is the most threatening human faction.&lt;br /&gt;
* [[Diplomacy#Envy-Based_Human_Hate|Envy]]: Factions will not offer a non-aggression pact or a truce to a faction that they currently envy. Human factions are usually envied if they have unlocked their [[Factions#Victory Objectives|victory objective]] or if they possess the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]].&lt;br /&gt;
&lt;br /&gt;
In practice, it does not take long for players to become the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]]. Therefore any non-aggression pacts and intel sharing agreements that the player desires should be made early in the game and the player should try to avoid ever breaking them.&lt;br /&gt;
&lt;br /&gt;
=== Best Possible Player Relations with AI Factions ===&lt;br /&gt;
&lt;br /&gt;
Note: This section is outdated, and the new rules are unclear :(&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Player Faction&lt;br /&gt;
| [[Humanity First]] || [[The Resistance]] || [[Project Exodus]] || [[The Initiative]] || [[The Academy]] || [[The Protectorate]] || [[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Humanity First]] AI&lt;br /&gt;
|  || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! [[The Resistance]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! [[Project Exodus]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; ||&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
! [[The Initiative]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[The Academy]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; ||  ||&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
! [[The Protectorate]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[The Servants]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
! [[Aliens]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; ||&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Resource Trade Limits ===&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
For each tradeable resource type R:&lt;br /&gt;
* Let S be the current amount of that resource R that the AI faction has.&lt;br /&gt;
* Let M be the monthly income amount of that resource R that the AI faction has.&lt;br /&gt;
* Let B be the number of ground habs that the AI faction has.&lt;br /&gt;
* Let H be the amount of [[Diplomacy|hate]] that the AI faction has for its trading partner.&lt;br /&gt;
Then the AI faction is only willing to trade up to X units of R, where X is the minimum of all of the following:&lt;br /&gt;
* If R is {{TV|boost}}, then S × (0.2 + 0.1 × B).&lt;br /&gt;
* S × ((0.4 - H / 300), capped between 0.05 and 0.3).&lt;br /&gt;
* M × 3.&lt;br /&gt;
* S - T, where T is based on R:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Resource Type R !! Threshold T &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|money}} || 40000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|influence}} || 400&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|ops}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost}} || 80&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|water}} || rowspan=3 | 20000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|volatiles}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metals}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|nobles}} || 4000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} || rowspan=2 | 400&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|exotics}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|antimatter}} || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Furthermore, if the AI faction feels that it is deficient on a resource type, then it is completely unwilling to trade away that resource type.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Breaking Non-Aggression Pacts ===&lt;br /&gt;
&lt;br /&gt;
An AI faction will immediately break its non-aggression pact (and intel sharing agreement) with the player if any of the following become true:&lt;br /&gt;
* The AI faction has more hate for the player faction today than it did yesterday. See [[Diplomacy]] for details on how faction hate may increase.&lt;br /&gt;
* The AI faction&#039;s [[Diplomacy#Human_War_Threshold|war threshold]] towards the player has decreased to the point where the AI would declare war on the player faction because of its current hate value.&lt;br /&gt;
* The Player has monopolized every good nation on earth. &lt;br /&gt;
* The Player has unlocked their [[Factions#Victory_Objectives|Victory Objective]].&lt;br /&gt;
&lt;br /&gt;
The Player is always free to break any non-aggression pacts and intel sharing agreements from their end, without needing to generate any hate or contact the other faction. Simply open up the intel window, go to the faction page, click the relations tab of the faction you wish to break the pact with, and then click the break pact button.&lt;br /&gt;
&lt;br /&gt;
== Atrocity ==&lt;br /&gt;
[[File:Wartime_atrocity.png|thumb|A random event that usually gives an atrocity.]]&lt;br /&gt;
&lt;br /&gt;
Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the [[Nations#Public_Opinion|public opinion]] penalty increases dramatically. (See [[Nations#An_Atrocity_Committed]] for details on how this public opinion penalty is actually applied.) [[Councilors]] with the [[Ethical]] and [[Pacifist]] traits also lose loyalty whenever their faction commits an atrocity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Causes of Atrocities&lt;br /&gt;
|-&lt;br /&gt;
! Cause !! Condition(s) !! Atrocities&lt;br /&gt;
|-&lt;br /&gt;
| Starting&amp;lt;ref&amp;gt;The atrocity is committed even if you immediately cancel.&amp;lt;/ref&amp;gt; Bombardment of a [[Regions|Region]] &lt;br /&gt;
|&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
Only if the region is not owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a civilian [[Habs|Hab]] module&lt;br /&gt;
|&lt;br /&gt;
* Module must have completed construction.&lt;br /&gt;
* Module must not be decommissioning.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Failing to protect your own civilian [[Habs|Hab]] module from destruction&lt;br /&gt;
|&lt;br /&gt;
* Module must have completed construction.&lt;br /&gt;
* Module must not be decommissioning.&lt;br /&gt;
| 0&amp;lt;ref&amp;gt;Losing civilian [[Habs|hab]] modules does not generate any atrocities for the losing faction, but will cause a [[Nations#Public_Opinion|public opinion]] penalty of the same strength as the last atrocity committed by the faction.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Completing the {{TV|develop atomic bomb}} in a [[Nations|Nation]]&lt;br /&gt;
| Faction owns any (possibly disabled) control point in the nation.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Using a {{TV|nuke}}&lt;br /&gt;
| &lt;br /&gt;
| 1 per {{TV|pop|100k}} killed (rounded down). Multiply by 10 under [[Terrestrial_Warfare#Effects_of_a_Nuclear_Strike|certain conditions]]. Capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrestrial_Warfare#Army_Operations|Razing a region]] with an {{TV|army}}&lt;br /&gt;
| &lt;br /&gt;
| 5 + 1 per {{TV|pop|100k}} killed (rounded down). Capped between 5 and 25.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Unrest}}[[Increase Unrest]] [[Missions]]&lt;br /&gt;
| Critical Failure&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Assassinate}}[[Assassinate]] [[Missions]]&lt;br /&gt;
| &lt;br /&gt;
* Not Critical Success&lt;br /&gt;
* Target has [[Beloved]] Trait&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Various random [[Events]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Total War Framing]] project, when researched, will halve the [[Nations#How_Propaganda_Works|negative propaganda strength]] of all atrocities committed by the faction. This project is only available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], and {{icon|submit}}[[The Servants]]. &lt;br /&gt;
&lt;br /&gt;
Note: The {{icon|alien}}[[Aliens]] can also commit atrocities. Atrocities committed by the {{icon|alien}}[[Aliens]] have the same effect as atrocities committed by {{icon|submit}}[[The Servants]], but their atrocity counts are not shared. The {{icon|alien}}[[Aliens|Aliens&#039;]] atrocity count is also hidden.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Campaign Milestones ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions awards milestones for factions, which can complete objectives and unlock new research [[Technology|projects]].&lt;br /&gt;
&lt;br /&gt;
Milestone list (unformatted for now):&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* Complete Destroy Hab Operation on an Alien Hab with at least 1 crew -&amp;gt; Access Alien Tech&lt;br /&gt;
* Kill Human Army with at least militech 6 and belonging to alien nation -&amp;gt; Access Alien Tech, 50% Access Salamander Corpus, 10% Access Live Salamander&lt;br /&gt;
* Kill Megafauna -&amp;gt; Access Alien Megafauna&lt;br /&gt;
* Kill Invader Army -&amp;gt; Access Alien Tech, Access Salamander Corpus, Access War Dog Corpus, Alien Army Destroyed, 40% Access Live Salamander&lt;br /&gt;
* Access Alien Ship Milestone -&amp;gt; Access Alien Tech, Access Griffin Corpus&lt;br /&gt;
* Research Their Language Objective -&amp;gt; Access Alien Language&lt;br /&gt;
* Aliens destroy any hab -&amp;gt; Aliens Attack In Space (all factions)&lt;br /&gt;
* Capture Alien hab (complicated) -&amp;gt; Access Alien Tech, Access Griffin Corpus, Access Hydra Corpus, Access Live Griffin, Access Live Hydra, Access Live Griffin, Access Salamander Corpus, Access Live Salamander, Access War Dog Corpus, Access Alien Ship&lt;br /&gt;
* Alien Megafauna Spawns -&amp;gt; Alien Megafauna Spawns (all factions)&lt;br /&gt;
* Alien Nation Overthrown (complicated) -&amp;gt; Access Alien Tech, Access Hydra Corpus, Access Live Salamander, Access Salamander Corpus, Access War Dog Corpus&lt;br /&gt;
* Alien Nation Founded -&amp;gt; Alien Infrastructure Exists (Academy, Protectorate, Servants)&lt;br /&gt;
* Assault Xenoflora -&amp;gt; Destroy Xenoforming&lt;br /&gt;
* Assault Facility (complicated) -&amp;gt; Access Alien Tech, Access Salamander Corpus, Access Hydra Corpus, Access Live Salamander, Access Live Hydra, Access Hydra Corpus&lt;br /&gt;
* Assault UFO (complicated) -&amp;gt; Access Alien Ship, Access Alien Tech, Access Griffin Corpus, Access Hydra Corpus, Access Live Griffin, Access Live Hydra, Access Hydra Corpus&lt;br /&gt;
* Detect Alien Facility -&amp;gt; Alien Infrastructure Exists (Academy, Protectorate, Servants), Alien Diplomacy (Protectorate, Servants)&lt;br /&gt;
* Conquer Alien Non-capital Region -&amp;gt; Access Alien Tech (10%), Access Hydra Corpus (2%), Access Live Salamander (2%), Access Salamander Corpus (4.9%), Access War Dog Corpus (10%)&lt;br /&gt;
* UFO Lands -&amp;gt; Aliens Land Army (All factions)&lt;br /&gt;
* Kill alien ship in combat and WIN -&amp;gt; Access Alien Ship&lt;br /&gt;
* Aliens start bombarding earth -&amp;gt; Aliens Bombard Earth (all factions)&lt;br /&gt;
* Aliens start bombarding non-earth -&amp;gt; Aliens Attack in Space (all factions)&lt;br /&gt;
* Assassinate Alien -&amp;gt; Access Hydra Corpus, Access Salamander Corpus (25% per salamander org equipped), Access Live Salamander (10% per salamander org equipped, only if already accessed salamander corpus)&lt;br /&gt;
* Detain Alien -&amp;gt; Access Live Hydra, Access Salamander Corpus (25% per salamander org equipped), Access Live Salamander (10% per salamander org equipped, only if already accessed salamander corpus)&lt;br /&gt;
* Contact Alien -&amp;gt; Access Alien Tech (Servant Protectorate), Alien Diplomacy (Servant Protectorate)&lt;br /&gt;
* Terrorize Region steals control point -&amp;gt; Targeted By Terror Mission (faction that lost control point)&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Campaign Objectives ==&lt;br /&gt;
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.&lt;br /&gt;
&lt;br /&gt;
See [[Objective_List]] for a full list of campaign objectives.&lt;br /&gt;
&lt;br /&gt;
See the individual faction pages (linked above) for a list of campaign objectives for that faction.&lt;br /&gt;
&lt;br /&gt;
=== Victory Objectives ===&lt;br /&gt;
Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission. &lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Objective !! Org !! Mission !! width=45% | Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] Assert Alien Hegemony&lt;br /&gt;
| [[File:Org submit win.png|40px]] [[The Sword of the Devoted]]&lt;br /&gt;
| [[File:ICO mission submit on.png|40px]] [[Herald Our Masters]]&lt;br /&gt;
| &lt;br /&gt;
* Targets New York region (No control needed)&lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] has at least 65% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* The combined [[Fleets]] of the {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], and {{icon|cooperate}}[[The Academy]] must make up at least 90% of the total {{TV|combat value}} for all [[Factions]]&#039; [[Fleets]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] Close The Gate&lt;br /&gt;
| [[File:Org resist win.png|40px]] [[Janus Section]]&lt;br /&gt;
| [[File:ICO mission resist on.png|40px]] [[Close the Gate]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] controls no [[Regions]].&lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs]] on any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Earth Is Not Enough&lt;br /&gt;
| [[File:Org exploit win.png|40px]] [[The Pherocyte Masters]]&lt;br /&gt;
| [[File:ICO mission exploit on.png|40px]] [[Tame the Enemy]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Nations]] where the {{icon|exploit}}[[The Initiative]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total [[Nations#GDP|GDP]].&lt;br /&gt;
* {{icon|exploit}}[[The Initiative]] has at least one full&amp;lt;ref name=full&amp;gt;All modules must be tier 3, fully constructed, and fully powered.&amp;lt;/ref&amp;gt; T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs|Hab]] within each of the following 6 locations: &lt;br /&gt;
** [[Mercury]] &lt;br /&gt;
** [[Luna]] &lt;br /&gt;
** [[Mars]] and its moons &lt;br /&gt;
** [[Ceres]] &lt;br /&gt;
** The moons of [[Jupiter]] &lt;br /&gt;
** The moons of [[Saturn]] &lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs]] on any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* All other factions have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Kill Them All&lt;br /&gt;
| [[File:Org destroy win.png|40px]] [[The Omega Solution]]&lt;br /&gt;
| [[File:ICO mission destroy on.png|40px]] [[Trigger the Weapon]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] controls no [[Regions]].&lt;br /&gt;
* The [[Nations]] where the {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], or {{icon|cooperate}}[[The Academy]] have Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; control at most 20% of the Earth&#039;s [[Regions]].&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Launch&lt;br /&gt;
| [[File:Org escape win.png|40px]] [[Bifrost Command Staff]]&lt;br /&gt;
| [[File:ICO mission escape on.png|40px]] [[Launch the Bifrost]]&lt;br /&gt;
| &lt;br /&gt;
* [[Habs#Campaign_Modules|Interstellar Launch Facility module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Pacify The Earth&lt;br /&gt;
| [[File:Org appease win.png|40px]] [[The Protectorate Authority]]&lt;br /&gt;
| [[File:ICO mission appease on.png|40px]] [[Claim Hegemony]]&lt;br /&gt;
| &lt;br /&gt;
* 10 [[Habs#Campaign_Modules|Sentinel Complex modules]] (needed for previous objective, but you may be able to blow them up before winning?)&lt;br /&gt;
* The [[Nations]] where the {{icon|appease}}[[The Protectorate]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 50% of Earth&#039;s Total [[Nations#GDP|GDP]].&lt;br /&gt;
* The [[Nations]] where the {{icon|appease}}[[The Protectorate]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* All Factions except for The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
* All Factions except for The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] Send Out Envoys Through The Wormhole&lt;br /&gt;
| [[File:Org cooperate win.png|40px]] [[Mission to the Hydra]]&lt;br /&gt;
| [[File:ICO mission cooperate on.png|40px]] [[Forge an Alliance]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Nations]] where the {{icon|cooperate}}[[The Academy]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* {{icon|cooperate}}[[The Academy]] has at least one full&amp;lt;ref name=full&amp;gt;All modules must be tier 3, fully constructed, and fully powered.&amp;lt;/ref&amp;gt; T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs|Hab]] within each of the following 6 locations: &lt;br /&gt;
** [[Mercury]] &lt;br /&gt;
** [[Luna]] &lt;br /&gt;
** [[Mars]] and its moons &lt;br /&gt;
** [[Ceres]] &lt;br /&gt;
** The moons of [[Jupiter]] &lt;br /&gt;
** The moons of [[Saturn]] &lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|destroy}}[[Humanity First]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|destroy}}[[Humanity First]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Faction Ownership of Humanity ==&lt;br /&gt;
Humanity&#039;s total strength can be measured by four categories:&lt;br /&gt;
* The sum of GDP for all [[Nations]].&lt;br /&gt;
* The sum of {{TV|research}} outputs for all human factions.&lt;br /&gt;
* The sum of {{TV|mc}} upkeeps for all human [[Habs|hab]] core modules.&lt;br /&gt;
* The sum of {{TV|combat score}} for all human [[Spaceships|ships]].&lt;br /&gt;
&lt;br /&gt;
A human faction&#039;s fractional ownership of humanity can thus be measured by:&lt;br /&gt;
* The fraction of [[Nations|nation]]s&#039; GDP under the faction&#039;s control points.&lt;br /&gt;
* The fraction of Human {{TV|research}} that the faction outputs.&lt;br /&gt;
* The fraction of Human {{TV|mc}} upkeeps that the faction&#039;s [[Habs|hab]] core modules incur.&lt;br /&gt;
* The fraction of Human {{TV|combat score}} that the faction&#039;s [[Spaceships]] possess.&lt;br /&gt;
&lt;br /&gt;
In the case of {{icon|submit}}[[The Servants]] faction, their ownership scores are also affected by the {{icon|alien}}[[Aliens]]&#039; assets, especially those around [[Earth]].&lt;br /&gt;
&lt;br /&gt;
As the game progresses, factions will [[Diplomacy#Envy-Based_Human_Hate|envy]] the human faction with the highest fractional ownership of humanity, gaining passive hate for them and so slowly begin to target them. On [[Game_Options#Game_Difficulty|difficulties]] below Brutal, AI factions cannot gain envy for the player&#039;s faction if they are ideologically close enough.&lt;br /&gt;
&lt;br /&gt;
Note: In some cases, the game is only concerned with the fractional ownership of the two space categories, meaning the [[Habs]] and [[Spaceships]], but not the [[Nations]] and {{TV|research}}. We will refer to this value as the Faction&#039;s Fractional Ownership of Space Humanity.&lt;br /&gt;
&lt;br /&gt;
== Human Faction Threat and Self-Assessment ==&lt;br /&gt;
&lt;br /&gt;
Every human faction has a threat score, which represents how much of a danger it is to the other factions&#039; goals. Because at the end of the day, all seven human factions have differing goals, and would love to take all the resources of the other human factions and use them to achieve their own goals.&lt;br /&gt;
&lt;br /&gt;
This threat score is calculated as the sum of the following:&lt;br /&gt;
* For each [[Nations#Control_Points|control point]] under the faction&#039;s control, add the number of CPs the nation would have if it was not capped at 6. This is equal to the nation&#039;s [[Nations#GDP|GDP]] in billions ^ 0.25 / 2, rounded to the nearest integer.&lt;br /&gt;
* For each [[Nations#Armies|army]] under the faction&#039;s control, add the {{TV|miltech}} level of the army times 0.5.&lt;br /&gt;
* For each [[Habs|hab]] module under the faction&#039;s control, add the tier of the module times 0.3.&lt;br /&gt;
* For each [[Spaceships|ship]] under the faction&#039;s control, add the [[Spaceships#Hull|structural integrity]] of the ship&#039;s hull times 0.3.&lt;br /&gt;
* For each [[Factions#Campaign_Objectives|campaign objective]] completed by the faction, add 10.&lt;br /&gt;
&lt;br /&gt;
Each human faction sets their &#039;&#039;&#039;most powerful human enemy&#039;&#039;&#039; to be the human faction with the highest threat score other than itself. Then it assesses itself based on its own threat score compared to this most powerful human enemy:&lt;br /&gt;
* If it has at least 200% of the enemy&#039;s threat score, then it considers itself way ahead.&lt;br /&gt;
* If it has at least 125% of the enemy&#039;s threat score, then it considers itself ahead.&lt;br /&gt;
* If it has at most 80% of the enemy&#039;s threat score, then it considers itself losing.&lt;br /&gt;
* If it has at most 50% of the enemy&#039;s threat score, then it considers itself losing big.&lt;br /&gt;
* Otherwise, it considers itself to be on par.&lt;br /&gt;
&lt;br /&gt;
Threat Scores and Self Assessments influence the behavior of human AI factions in various ways, including but not limited to:&lt;br /&gt;
* [[Diplomacy#Passive_Hate_Change|Passively gaining hate]] for other factions.&lt;br /&gt;
* [[Diplomacy#Human_War_Threshold|Declaring open war]] on other factions.&lt;br /&gt;
* Their evaluations of trade offers and what they are willing to trade.&lt;br /&gt;
* Their willingness to take risks.&lt;br /&gt;
* Their fear of nuclear retaliation.&lt;br /&gt;
* Their desire to {{MissionIcon|Sabotage Facilities}}[[Sabotage_Facilities|sabotage space facilities]].&lt;br /&gt;
&lt;br /&gt;
It even influences the {{icon|alien}}[[Aliens|Alien]] faction to an extent, because the [[Aliens]] are more inclined to help {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] when they have lower self-assessments.&lt;br /&gt;
&lt;br /&gt;
== Disabling Factions ==&lt;br /&gt;
While factions can never be entirely eliminated, there is an option to allow factions to be disabled under some limited circumstances. In order to enable this, the player must choose to set the &amp;quot;Allow AI Factions To Be Disabled&amp;quot; setting when starting a new game. If this is set, then faction elimination can begin once the event &amp;quot;The New Normal&amp;quot; has triggered, which changes councilor turns to happening twice a month. At this point, if a faction ever meets all of the following criteria at the beginning of any day, it will be disabled for the remainder of the campaign. &lt;br /&gt;
* Faction employs no councilors. &lt;br /&gt;
* Faction holds no control points in any countries. &lt;br /&gt;
* Faction owns no habs. &lt;br /&gt;
* Faction owns no fleets. &lt;br /&gt;
* Faction is not [[The Servants]] or [[The Protectorate]]. &lt;br /&gt;
* Faction is not [[Humanity First]], unless player is playing as [[The Resistance]]. &lt;br /&gt;
&lt;br /&gt;
A disabled faction will never hire councilors or build habs, which makes it impossible for them to ever hold control points or build fleets. However, they will still gain public support as usual. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11761</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11761"/>
		<updated>2026-08-24T08:20:59Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Research */&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;
| 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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| 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;
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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:#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;
|-&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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| 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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| 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;
| 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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* Each cell represents the effect of having higher amounts of the column stat on the row stat. &lt;br /&gt;
* Lighter background colors indicate stronger effects on the row stat.&lt;br /&gt;
* Empty cell indicates that the column stat has no direct effect on the row stat.&lt;br /&gt;
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
&lt;br /&gt;
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to:&lt;br /&gt;
* {{TV|IP}}.&lt;br /&gt;
* {{icon|research|bgcolor=DarkSlateGray}}[[Nations#Research|Research output]].&lt;br /&gt;
* The maximum amount of {{icon|mc|bgcolor=DarkSlateGray}}[[Nations#Mission_Control|Mission Control Cap]] that can be built in each region.&lt;br /&gt;
* The maximum amount of {{TV|armies}} that the nation can build.&lt;br /&gt;
* {{TV|Cohesion}}.&lt;br /&gt;
* {{TV|influence}} income from [[Nations#Public_Opinion|public support]].&lt;br /&gt;
* {{icon|sustainability}}[[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Pollution output]] and pollution removal from the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
As a result, nations with larger {{TV|pop}} tend to have far greater long-term potential. On the other hand, nations with larger {{TV|pop}} are also slower to change their nation stats, because of the need to apply these changes to a larger number of people.&lt;br /&gt;
&lt;br /&gt;
====Population Scaling for Nation Stat Changes====&lt;br /&gt;
&lt;br /&gt;
The following nation stats are considered to apply to the entire population of the nation:&lt;br /&gt;
* {{TV|democracy}}&lt;br /&gt;
* {{TV|unrest}}&lt;br /&gt;
* {{TV|cohesion}}&lt;br /&gt;
* {{TV|inequality}}&lt;br /&gt;
* {{TV|gdppc}}&lt;br /&gt;
* {{TV|education}}&lt;br /&gt;
* {{TV|sustainability}}&lt;br /&gt;
&lt;br /&gt;
As a result, most changes to these stats are slowed down in nations with larger {{TV|pop}}. Specifically, the amount of change is divided by ({{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Notably, the base monthly {{TV|ip}} production of a nation is the product of ({{TV|gdppc}} in thousands) ^ 0.35 and ({{TV|pop}} in millions) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Consequently, two nations with different {{TV|pop}} but otherwise identical stats would usually develop themselves at the same rate.&lt;br /&gt;
&lt;br /&gt;
====Population Growth====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the game calculates the annual {{TV|pop}} growth of a region as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TIRegionState&lt;br /&gt;
public double annualPopulationGrowth&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		double num = 4.49788037409348;&lt;br /&gt;
		return Mathd.Max(Mathd.Clamp(num + Mathd.Max(-num, -0.418190741 * (double)this.nation.education) + -0.0624798523403752 * (double)this.nation.cohesion + 9.80843732089162E-06 * (double)Mathf.Min(180000f, this.nation.perCapitaGDP) + -0.115739931206548 * (double)Mathf.Sqrt(Mathf.Abs(this.latitude)) + (double)(this.annualPopGrowthModifier * Mathf.Max(0f, (25f - TITimeState.CampaignDuration_years_Exact()) / 25f)) + (double)this.nation.template.popGrowthModifier - (double)(this.xenoforming.xenoformingLevel / 200f) - (double)(this.nuclearDetonations * 4), -10.0, 10.0) - (double)(Math.Max(0f, Mathf.Abs(GameStateManager.GlobalValues().temperatureAnomaly_C) - 8f) * ((this.template.environment == EnvironmentType.Beneficiary) ? 0.5f : ((this.template.environment == EnvironmentType.Vulnerable) ? 2f : 1f))), -100.0) * 0.01;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
* Lower {{TV|education}} increases {{TV|pop}} growth by roughly 0.42% for each point of education below roughly 11, up to a maximum of roughly 4.08%.&lt;br /&gt;
* Higher {{TV|cohesion}} decreases {{TV|pop}} growth by roughly 0.06% for each point of cohesion, up to a maximum of roughly 0.62%.&lt;br /&gt;
* Higher {{TV|gdppc}} increases {{TV|pop}} growth by roughly 0.098% for every 10k GDP per capita, up to a maximum of roughly 1.77%.&lt;br /&gt;
* Distance from the equator decreases {{TV|pop}} growth by 0.115739931206548% multiplied by the square root of the absolute latitude of the region.&lt;br /&gt;
* Every nation and region has a {{TV|pop}} growth modifier, which is defined in plain text in [[TINationTemplate CSV|TINationTemplate.json]] and [[Region List|TIRegionTemplate.json]] in the game files. These values are simply added directly to the annual {{TV|pop}} growth. But the region {{TV|pop}} growth modifiers slowly fades away over time. After 25 years, they are completely removed.&lt;br /&gt;
* [[Aliens#Alien Xenoforming|Xenoflora]] decreases {{TV|pop}} growth by -1% per 200 levels of xenoflora growth. For reference, whenever xenoflora growth exceeds 100 levels, 50 levels are spent to spawn a [[Aliens#Megafauna|megafauna]].&lt;br /&gt;
* Nuclear fallout decreases {{TV|pop}} growth by 4% per layer of nuclear fallout. These can be removed through massive investments into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
The above effects are summed up and then capped between -10% and +10% annual {{TV|pop}} growth.&lt;br /&gt;
&lt;br /&gt;
Then the effects of severe [[Climate Change]] are applied:&lt;br /&gt;
* For every degree of temperature anomaly above or below 8 degrees, population growth decreases by 1%.&lt;br /&gt;
* This effect is doubled for {{icon|ecologically vulnerable region|bgcolor=DarkSlateGray}}ecologically vulnerable regions.&lt;br /&gt;
* This effect is halved for {{icon|ecologically protected region}}ecologically protected regions.&lt;br /&gt;
&lt;br /&gt;
At the start of every month, the {{TV|pop}} of every region is changed to match its projected annual {{TV|pop}} growth rate. But a small amount of randomization between -0.0412% and +0.0412% is also added to this monthly {{TV|pop}} change.&lt;br /&gt;
&lt;br /&gt;
If the region population decreases, the nation&#039;s {{TV|education}} does too. If you lose more than 0.5 million {{TV|pop}} (no, it does not scale with total {{TV|pop}}), you get the maximum reduction of -0.005 {{TV|education}}. This can add up quickly in a large nation with many regions, each reducing the {{TV|education}} by a maximum of -0.005 every month.&lt;br /&gt;
&lt;br /&gt;
Note: This {{TV|education}} decrease is only applied by the automatic monthly {{TV|pop}} change. Loss of {{TV|pop}} from other sources such as [[Terrestrial_Warfare|war]] or [[Events|natural disasters]] has no effect on {{TV|education}}.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 1.0.29.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|government priority}} adds {{TV|democracy|0.001}} per {{TV|education}}.&lt;br /&gt;
* Each completion of the {{TV|oppression}} removes {{TV|democracy|0.0025}}.&lt;br /&gt;
* Each completion of the {{TV|spoils}} removes {{TV|democracy|0.0005}}.&lt;br /&gt;
* Every month, if the nation is at war, then remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation has less than 4 {{TV|cohesion}}, then there is a (1 - {{TV|cohesion}} / 4) chance to remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation and all of its neighbors are not at [[Foreign Relations#Wars|war]] and all of its neighbors have higher {{TV|democracy}} than the nation, then the nation gains {{TV|democracy|0.01}}.&lt;br /&gt;
&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} impacts {{TV|base cohesion}}:&lt;br /&gt;
* Low {{TV|democracy}} increases the {{TV|base cohesion}}.&lt;br /&gt;
* Middle {{TV|democracy}} lowers the {{TV|base cohesion}}.&lt;br /&gt;
* High {{TV|democracy}} draws the {{TV|base cohesion}} towards a central value of 5, and simultaneously increases {{icon|research}}[[Nations#Research|research production]]. &lt;br /&gt;
&lt;br /&gt;
Higher {{TV|democracy}} also lowers the {{TV|spoils}} requirement to keep the national [[Nations#Corruption|elites happy]] in order to avoid resetting of CPs by {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] and boosts [[Nations#Per_Capita_GDP|economic growth]]. &lt;br /&gt;
&lt;br /&gt;
Lower {{TV|democracy}} increases the effectiveness of the {{TV|oppression}} and armies at reducing {{TV|unrest}}. It also increases the {{TV|money}} output of the {{TV|spoils}}, and the [[Nations#Public_Support_Cap|Public Support Cap]].&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} also has effects on [[Foreign Relations]] and [[Terrestrial Warfare]].&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|democracy}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|unrest}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || &amp;lt;1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Subversion || &amp;lt;3 &lt;br /&gt;
|-&lt;br /&gt;
| Strife || &amp;lt;4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || &amp;lt;7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || ≥9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as:&lt;br /&gt;
* 10.5 &lt;br /&gt;
* -1 per {{TV|gdppc|10000}}.&lt;br /&gt;
* -1 per {{TV|cohesion}}.&lt;br /&gt;
* For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation:&lt;br /&gt;
** -0.5.&lt;br /&gt;
** Multiplied by the army health %.&lt;br /&gt;
** Multiplied by (10 - {{TV|democracy}}).&lt;br /&gt;
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65.&lt;br /&gt;
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}})&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation&#039;s [[Regions]]&#039; Xenoflora Growth Levels) / 20.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Unrest ====&lt;br /&gt;
&lt;br /&gt;
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}. &lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}.&lt;br /&gt;
&lt;br /&gt;
==== Coups and revolutions ====&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|&amp;gt;9.9}} when checked, 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;
When a human nation undergoes a revolution, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied.&lt;br /&gt;
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a semi-random amount between -6 and -3, where the likelihood of larger reductions is proportional to how much the nation&#039;s [[Nations#Public_Opinion|public opinion]] prefers the new control point owners over the old control point owners.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, where the likelihood of positive changes is proportional to how much the nation&#039;s [[Nations#Public_Opinion|public opinion]] prefers the new control point owners over the old control point owners.&lt;br /&gt;
# If the nation&#039;s {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, where the likelihood of larger reductions is proportional to how much {{TV|public support}} the new control point owners have compared to the old control point owners.&lt;br /&gt;
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is proportional to the average [[Factions#Human_Factions|Idealism]] of the new control point owners.&lt;br /&gt;
#* 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;
{{SpoilerBox}}&lt;br /&gt;
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by purchasing power parity. The nation&#039;s GDP determines how many [[Nations#Control Points|Control Points]] a nation has, how many Investment Points it produces, and how difficult certain missions there are.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with [[Nations#Control_Points|Control Points]] in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of [[Nations#Armies|Armies]] and [[Nations#Navies|Navies]] it fields and by high levels of {{TV|unrest}}.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.35&amp;lt;/code&amp;gt;.&lt;br /&gt;
* {{TV|unrest}} removes {{TV|ip|1%}} for every {{TV|unrest|0.1}} above 2, capping at {{TV|ip|80%}} removed at {{TV|unrest|10}}.&lt;br /&gt;
* {{TV|navies}} remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Idle {{TV|armies}} in their home regions remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Other {{TV|armies}} remove {{TV|ip|1}} each.&lt;br /&gt;
&lt;br /&gt;
The overall formula is (GDP in billions)^0.35 × (1 - max({{TV|unrest}}-2, 0)/10) - 0.5 × ({{TV|navies}}) - 0.5 × (idle {{TV|armies}} at home) - (other {{TV|armies}}).&lt;br /&gt;
&lt;br /&gt;
The value can be significantly increased during a turn by assigning a [[Councilors|councilor]] to {{MissionIcon|Advise}}[[Advise]] the nation. The n-th advisor adds +(Advisor {{TV|administration}} / n)% to {{TV|ip}}.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s per-capita GDP is its &#039;&#039;&#039;Gross Domestic Product&#039;&#039;&#039; divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not being met.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}, the {{TV|economy}} increases the {{TV|gdppc}} by:&lt;br /&gt;
* 3 (Base value), slightly increased by certain global Techs.&lt;br /&gt;
* +1.5 per {{icon|oil}}Oil Region&lt;br /&gt;
* +1.5 per {{icon|resource region}}Mining Region.&lt;br /&gt;
* +1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region.&lt;br /&gt;
* +0.5 per {{TV|democracy}}.&lt;br /&gt;
* +1 per {{TV|education}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want higher {{TV|democracy}}, higher {{TV|education}}, as well as as many {{icon|core economic region|bgcolor=DarkSlateGray}}economic, {{icon|oil}}oil, and {{icon|resource region}}mining regions as possible.&lt;br /&gt;
&lt;br /&gt;
It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability. [[Climate Change]] has a negative effect on GDP that is increased by {{TV|inequality}}.&lt;br /&gt;
&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on region {{TV|pop}} and economic modifiers. It pretends {{icon|colony|bgcolor=DarkSlateGray}}colony regions have 50% the people who actually live there, and that {{icon|oil}}core oil, {{icon|resource region}}core mining, and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. &lt;br /&gt;
&lt;br /&gt;
This affects the amount of {{TV|mc}} capacity that can be built in each region.&lt;br /&gt;
&lt;br /&gt;
For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:&lt;br /&gt;
* A {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}}.&lt;br /&gt;
* A {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}}.&lt;br /&gt;
Then because of economic modifiers:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is treated as if it has {{TV|pop|50 million}}&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is treated as if it has {{TV|pop|10 million}}.&lt;br /&gt;
So the 60 billion GDP is divided up such that:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is given 50 billion GDP.&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is given 10 billion GDP.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s {{TV|education}} value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of {{TV|education}} there. Nations with higher {{TV|education}} scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.&lt;br /&gt;
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5.&lt;br /&gt;
** Multiplied by 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12.&lt;br /&gt;
* After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}.&lt;br /&gt;
* Each completion of the {{TV|unity}} removes {{TV|education|0.001}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|education}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 1-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} cannot be decreased below 1.&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} is one of the largest factors influencing {{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;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Completing the Mission Control priority grants one Mission Control to the nation. New facilities will tend to go in regions that already have Mission Control facilities. A region&#039;s Mission Control maximum capacity is a function of the region&#039;s GDP and education.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|mc}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|mission control priority}} is completed, a random region in the nation is selected to gain {{TV|mc|1}}. This random selection is slightly weighted to favor {{icon|capital|bgcolor=DarkSlateGray}}capital and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions over {{icon|colony|bgcolor=DarkSlateGray}}colony regions. It cannot select regions that are currently occupied by war enemies. It also cannot select any regions that have reached (or exceeded) their Maximum Mission Control.&lt;br /&gt;
&lt;br /&gt;
The Maximum Mission Control of a region is calculated as 1 + [[#GDP_Per_Region|Region GDP]] in billions / Max(200, 300 - 6 * {{TV|education}}), rounded down to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
In practice, this formula is dominated by the region {{TV|pop}} and nation {{TV|gdppc}} factors, so players who wish to rapidly increase their nation&#039;s Maximum Mission Control should focus on the {{TV|economy}} over the {{TV|knowledge}}.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation&#039;s total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|boost}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|boost priority}} is completed, a random region in the nation is selected to increase its {{TV|boost}} production. This random selection is heavily weighted to favor the regions that already produce the most {{TV|boost}}, with a slight preference for regions that would gain more {{TV|boost}} production when selected. It also heavily prefers regions that are not currently occupied by war enemies.&lt;br /&gt;
&lt;br /&gt;
The amount of {{TV|boost}} production a region gains depends on the latitude of its Launch Facility. Specifically, the region&#039;s annual {{TV|boost}} production increases by 0.4 - (Launch Facility Latitude / 250). &lt;br /&gt;
&lt;br /&gt;
So the worst regions are Iceland and Arkhangelsk, whose Launch Facility Latitudes of 65 mean that each only gains {{TV|boost|0.14}} to annual production when selected. Whereas the best regions are the 26 regions with Launch Facilities that are practically on the Equator: each gains {{TV|boost|0.4}} to annual production when selected. See [[Region List]] for a full list of [[Regions]] and how much {{TV|boost}} each gains per {{TV|boost priority}} completion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their {{TV|boost}} with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total {{TV|boost}}, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Funding ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|funding}} is completed, the nation&#039;s annual funding grows by 10 + (the nation&#039;s GDP in billions)^0.25 / 2, rounded to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the {{TV|funding}} is completed.&lt;br /&gt;
&lt;br /&gt;
The annual funding of a nation is capped at the nation&#039;s [[Nations#GDP|GDP]] in billions multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their funding with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total funding, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology {{TV|miltech}} value represents the capability of the nation&#039;s armed forces. &lt;br /&gt;
&lt;br /&gt;
Each completion of the {{TV|military priority}} adds {{TV|miltech|0.00125}}. This is further increased for nations that are falling behind on {{TV|miltech}}. Specifically, the effect is multiplied by (best Human Nation&#039;s {{TV|miltech}}/ this nation&#039;s {{TV|miltech}}).&lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the {{TV|miltech}} between the two nations. {{{TV|miltech}} applies to both army strength, which changes together with national {{{TV|miltech}}, and regional defense power.&lt;br /&gt;
&lt;br /&gt;
{{TV|miltech}} ranges from 2 to infinity. The {{TV|miltech}} &#039;age&#039; also determines the visual appearance of armies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{TV|miltech}} range&lt;br /&gt;
| 2-3 || 3-4 || 4-5 || 5-6 || 6-7 || 7-infinity&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|miltech}} age&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|x55px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the {{TV|miltech}} is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Cybernetics]]&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Applied Artificial Intelligence]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Next-Generation Aerospace]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Diamondoids]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Terrestrial Military Science]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Networked Global Defense]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Coilguns]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Trans-Interface Warfare]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Future Tech: Military Science]]&lt;br /&gt;
&lt;br /&gt;
=== Armies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Armies are powerful and expensive assets that belong to nations. Each army represents multiple divisions of troops, air support, and a logistics train sufficient for the unit to take and hold territory outside their home nation&#039;s borders.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Naval armies are supported by a combat and transport fleet, and are able to cross oceans if the nation&#039;s naval score exceeds that of its enemies.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Armies are bound to a particular control point in a nation; the owner of that control point commands the army&#039;s actions. Use of armies on foreign soil are subject the nation&#039;s relations; they may be stationed in allied nations and only enter the territory of hostile nations during war.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Each nation may have one army per region it controls; if a region joins another nation, any armies based in that region will belong to the new nation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Armies, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
An army needs two things: {{TV|pop}} and land.&lt;br /&gt;
* Each army needs its own unique home region that is:&lt;br /&gt;
** Not shared by any other army.&lt;br /&gt;
** Not a {{icon|colony|bgcolor=DarkSlateGray}}colony region.&lt;br /&gt;
** Not occupied by enemy forces.&lt;br /&gt;
* Each army needs {{TV|pop|25 million}} in the nation.&lt;br /&gt;
** Except the first army of each nation gets a discount: it only needs {{TV|pop|5 million}}.&lt;br /&gt;
&lt;br /&gt;
Some nations do not begin with any military, and must first complete the {{TV|found military}} before they can use the {{TV|build army}} to build any armies.&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation&#039;s {{TV|miltech}}.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur.&lt;br /&gt;
&lt;br /&gt;
{{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true:&lt;br /&gt;
* The nation has completed the {{TV|found military}} (or started with it already complete).&lt;br /&gt;
* The nation has more {{TV|armies}} than {{TV|navies}}.&lt;br /&gt;
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]].&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The nation has at least 4 [[Nations#Control_Points|control points]].&lt;br /&gt;
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack.&lt;br /&gt;
&lt;br /&gt;
=== Estimated Military Strength ===&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation X is calculated as the sum of the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Multipliers&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies&lt;br /&gt;
{{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;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The people of Earth all hold a particular viewpoint about the alien arrival. But people are malleable, and events and propaganda can sway them to a different point of view.&lt;br /&gt;
&lt;br /&gt;
These viewpoints track with the ideologies of each faction, along with an &amp;quot;undecided&amp;quot; viewpoint in the middle of all of them. Ideologies have a position relative to each other; when events have a chance to change someone&#039;s opinion, they will typically move to something nearby -- a Resistance supporter could see their views radicalize to those of Humanity First, or soften to being simply undecided, for example.&lt;br /&gt;
&lt;br /&gt;
Public support for your faction is a primary source of the influence resource. You will also receive bonuses on missions in nations where a large portion of the public is on your side.&lt;br /&gt;
&lt;br /&gt;
A potential mover of public opinion are atrocities committed by a faction. Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the public opinion penalty increases dramatically.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
Public support for a faction provides many benefits, including but not limited to:&lt;br /&gt;
; {{TV|influence}} Income&lt;br /&gt;
: For every one million supporters a faction possesses, their annual {{TV|influence}} income is increased by 0.5.&lt;br /&gt;
: This bonus applies even if the faction does not possess any of the nation&#039;s control points.&lt;br /&gt;
: With over 8 billion people on Earth, a faction with high public support around the globe could earn more than 200 {{TV|influence}} every month, just from their public support.&lt;br /&gt;
; Councilor [[Missions#Mission_Modifiers|Mission Support]]&lt;br /&gt;
: Most councilor missions that attempt to gain or maintain control of the nation have mission modifiers based on the nation&#039;s public opinion. Public support for a faction makes such missions significantly easier for them, and significantly harder against them.&lt;br /&gt;
: This is especially true in highly democratic nations.&lt;br /&gt;
: Specifically, the [[Missions#Mission_Modifiers|mission modifier]] has X points, where X = (10 + {{icon|democracy|bgcolor=DarkSlateGray}}Government) * public support fraction for the faction.&lt;br /&gt;
; Preventing [[Nations#Coups_and_revolutions|Organic Coups]]&lt;br /&gt;
: In very rare cases, high [[Nations#Corruption|Corruption]] in a nation can lead its elites to organically launch a [[Nations#Coups_and_revolutions|coup]] even without outside intervention, if they are not sufficiently appeased by investments into the {{icon|spoils}}Spoils priority.&lt;br /&gt;
: But high public support (&amp;gt;65%) for the faction that owns the nation automatically prevents such [[Nations#Coups_and_revolutions|organic coups]] from occurring.&lt;br /&gt;
; Post-Revolution Changes&lt;br /&gt;
: Whenever a [[Nations#Coups_and_revolutions|revolution]] occurs in a human nation, public support for the old control point owners is compared to public support for the new control point owners. If the new owners are significantly more popular with the public, the nation can experience large benefits: increased {{TV|cohesion}}, reduced {{TV|unrest}}, and reduced {{TV|inequality}}.&lt;br /&gt;
; {{TV|base cohesion}}&lt;br /&gt;
: Public opinion affects the {{TV|base cohesion}} of a nation in two ways.&lt;br /&gt;
: First, [[Factions]] that own a nation will find the nation to be significantly less cohesive when the public does not support them. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is twice the ideological distance between the average ideology of the factions that own the nation&#039;s control points and the population-weighted average ideology of the public. &lt;br /&gt;
: Note: ideological distance is calculated using good old pythagoras. &lt;br /&gt;
: Second, a public with wildly differing views is naturally far less cohesive than a public that bands together to support one ideology. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is calculated as follows:&lt;br /&gt;
: 1. Set X to be the public opinion&#039;s standard deviation.&lt;br /&gt;
: 2. Divide X by the worst possible standard deviation (this is when the two most different ideologies are each supported by exactly half the public).&lt;br /&gt;
: 3. Subtract 0.5 from X.&lt;br /&gt;
: 4. Multiply X by 6.&lt;br /&gt;
: Note: X can actually be negative, meaning that the {{TV|base cohesion}} can actually be increased by a highly unified public opinion.&lt;br /&gt;
&lt;br /&gt;
==== Changing Public Opinion ====&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s public opinion can be changed by applying Propaganda to it. Each piece of propaganda is defined by two things: the &#039;&#039;&#039;faction ideology&#039;&#039;&#039; it is aimed at, and the &#039;&#039;&#039;strength&#039;&#039;&#039; of the propaganda. For example, a typical public campaign mission applies Propaganda for the councilor&#039;s faction, with a strength of roughly 10.&lt;br /&gt;
&lt;br /&gt;
===== How Propaganda Works =====&lt;br /&gt;
&lt;br /&gt;
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Faction Ideology Chart]]&lt;br /&gt;
&lt;br /&gt;
Whenever Propaganda of strength X for a faction F is applied on a nation, the {{TV|pop}} of the nation is split into roughly ({{TV|pop}} / 100) ^ 0.5 groups, where each group fully supports one ideology. Then for each group, a random value Y between 0 and 100 is rolled, and then:&lt;br /&gt;
* Nothing happens if any of the following are true:&lt;br /&gt;
** X &amp;gt;= 0 and the group already supports faction F. Because this is just preaching to the choir.&lt;br /&gt;
** X &amp;lt; 0 and the group does not support faction F.&lt;br /&gt;
** Y &amp;gt; X and Y &amp;gt; -X, indicating that the propaganda failed to convince the group.&lt;br /&gt;
* Otherwise:&lt;br /&gt;
** If X &amp;gt;= 0, then:&lt;br /&gt;
*** If X - Y &amp;gt; 10, the group&#039;s ideology moves towards F&#039;s ideology by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards F&#039;s ideology by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
** If X &amp;lt; 0, then a completely random coordinate is selected from within a cube of length 2 that is centered on the group&#039;s original ideology, and then:&lt;br /&gt;
*** If (-X) - Y &amp;gt; 10, the group&#039;s ideology moves towards the coordinate by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards the coordinate by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
&lt;br /&gt;
====== Public Support Cap ======&lt;br /&gt;
&lt;br /&gt;
Within each nation, the public support for any faction is capped at (90 - {{TV|democracy}} + {{TV|cohesion}})%. But this cap is implemented in a somewhat counter-intuitive manner: whenever a propaganda is about to be applied, the game will first check if any faction&#039;s public support has surpassed the cap. If so, then during the application of the propaganda, every attempt by a {{TV|pop}} group to move to the closest matching ideology will behave as if the capped faction&#039;s ideology does not exist.&lt;br /&gt;
&lt;br /&gt;
Consequently, once a faction goes over the public support cap, it can no longer gain public support from any kind of propaganda. But if a faction is below the public support cap, there is nothing preventing it from gaining enough public support from one propaganda application to far exceed the public support cap.&lt;br /&gt;
&lt;br /&gt;
===== Sources of Propaganda =====&lt;br /&gt;
&lt;br /&gt;
These include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
====== A Successful Councilor [[Public Campaign]] ======&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction with strength X, where X is calculated as: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| ×2 || On critical success.&lt;br /&gt;
|-&lt;br /&gt;
| Up to +9 || Earth Interface Hab Module bonus &amp;lt;br&amp;gt; (Broadcast Outlets, Communications Hubs, and Media Centers.)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.15 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Hope Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|resist}}[[The Resistance]], {{icon|escape}}[[Project Exodus]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Fear Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], {{icon|appease}}[[The Protectorate]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Enslave the Masters]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
(Available to {{icon|exploit}}[[The Initiative]].) &lt;br /&gt;
|- &lt;br /&gt;
| -3.5 to +3.5 || Random.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== A Unity Priority Completion ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points. (Empty control points do not count.)&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 5 multiplied by the number of control points owned by the faction, but the Religion control point counts as 4 control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is also affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].&lt;br /&gt;
&lt;br /&gt;
Abandoned or {{MissionIcon|Crackdown}}[[Crackdown|Cracked]] control points do not count.&lt;br /&gt;
&lt;br /&gt;
Note: Ordering matters. The last faction to get propaganda applied on each unity completion would get more public support and influence income on average.&lt;br /&gt;
&lt;br /&gt;
The ordering here is determined by the control point ownership: the faction that owns the leftmost control point goes first, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous faction, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous factions, and so on. Thus when sharing nations with other factions, one should try to avoid owning the leftmost control points.&lt;br /&gt;
&lt;br /&gt;
====== A Spoils Priority Completion ======&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is ({{TV|education}} + {{TV|democracy}}) multiplied by -0.125 multiplied by the fraction of the nation&#039;s control points owned by the faction.&lt;br /&gt;
&lt;br /&gt;
====== An Army Destroyed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the faction that controlled the army on the home nation of the army.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is {{TV|democracy}} multiplied by -1.&lt;br /&gt;
&lt;br /&gt;
====== A Martyr Councilor Killed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction on every nation.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 35.&lt;br /&gt;
&lt;br /&gt;
====== An [[Factions#Atrocity|Atrocity]] Committed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength X for the faction responsible on every nation, where X is calculated as:&lt;br /&gt;
# Set X to the total number of atrocities committed by the faction, including the newest atrocity.&lt;br /&gt;
# Multiply X by -0.333.&lt;br /&gt;
# Divide X by 2 if [[Total War Framing]] has been researched. (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
&lt;br /&gt;
====== [[Publicize Alien Threat]] Researched ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength 10 for the faction responsible on every nation.&lt;br /&gt;
&lt;br /&gt;
Available to {{icon|destroy}}[[Humanity First]], {{icon|resist}}[[The Resistance]], and {{icon|escape}}[[Project Exodus]].&lt;br /&gt;
&lt;br /&gt;
=== Sustainability ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation&#039;s GDP, population, and presence of oil resource regions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies:&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation passively produces each month.&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}.&lt;br /&gt;
&lt;br /&gt;
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0:&lt;br /&gt;
* [[Arrival International Development]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Designer Lifeforms]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Integrated Earth-Space Economy]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Clean Energy]] reduces the minimum by 0.1.&lt;br /&gt;
* [[Climate Change Mitigation]] reduces the minimum by 0.1.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}: &lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.&lt;br /&gt;
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.&lt;br /&gt;
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.&lt;br /&gt;
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} &amp;gt; 2.&lt;br /&gt;
** Multiplied by Max(0.25, {{TV|pollution multiplier}} / 0.5) if the {{TV|pollution multiplier}} &amp;lt; 0.5.&lt;br /&gt;
** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.&lt;br /&gt;
 &lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation&#039;s Pollution Multiplier.&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s {{TV|sustainability}}value is calculated as:&lt;br /&gt;
* 10 if {{TV|pollution multiplier}} = 0.&lt;br /&gt;
* 9.99+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.99.&lt;br /&gt;
* 9.9+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.9.&lt;br /&gt;
* 1 / {{TV|pollution multiplier}} otherwise.&lt;br /&gt;
&lt;br /&gt;
Once a nation reaches {{TV|sustainability|10}} ({{TV|pollution multiplier|0}}), the {{TV|environment}} will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere. &lt;br /&gt;
&lt;br /&gt;
At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes |population scaling]] effect gets inverted. A larger {{TV|pop}} is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the {{TV|environment}} is completed is now multiplied by (the nation&#039;s {{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Hence, a player who wishes to fix the [[Climate_Change|Climate]] should aim to make the most populated nations reach {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}.&lt;br /&gt;
** This is further increased by 0.0001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}.&lt;br /&gt;
** This is further increased by 0.001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 9:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|inequality}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Whenever a nation&#039;s {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}.&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
&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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=11760</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=11760"/>
		<updated>2026-08-22T09:12:22Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Allow AI Factions To Be Disabled */&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. Tutorial is only available in 2022 and 2026 scenarios.&lt;br /&gt;
Dark Skies DLC adds two additional scenarios; the 2003 scenario and 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 year 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 year 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 year 2003. This scenario is harder than other scenarios; factions start with various penalties which can be fixed by researching technologies or projects. Also, global techs of &#039;normal&#039; game is only accessible after researching expensive roadblock techs. There are some additional projects for alternative early progression, but it&#039;ll be not enough to keep same pace with other scenarios.&lt;br /&gt;
&lt;br /&gt;
Broken Earth scenario starts on year 2112, with the premise of global nuclear war on year 1962. Humanity has suffered major setback - no nation has nuclear arsenal or space program, and global population is only about 5.38 billion. Various rule chance is applied to this scenario. One example is 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 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.&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). If activated, every faction starts with additional {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control point]](CP) cap.&lt;br /&gt;
List of options in 2022, 2026 and 2003 scenarios:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : India, Indonesia&lt;br /&gt;
&lt;br /&gt;
2070 and Broken Earth scenarios have different options.&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=11759</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=11759"/>
		<updated>2026-08-22T08:44:04Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Solar system */&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. Tutorial is only available in 2022 and 2026 scenarios.&lt;br /&gt;
Dark Skies DLC adds two additional scenarios; the 2003 scenario and 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 year 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 year 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 year 2003. This scenario is harder than other scenarios; factions start with various penalties which can be fixed by researching technologies or projects. Also, global techs of &#039;normal&#039; game is only accessible after researching expensive roadblock techs. There are some additional projects for alternative early progression, but it&#039;ll be not enough to keep same pace with other scenarios.&lt;br /&gt;
&lt;br /&gt;
Broken Earth scenario starts on year 2112, with the premise of global nuclear war on year 1962. Humanity has suffered major setback - no nation has nuclear arsenal or space program, and global population is only about 5.38 billion. Various rule chance is applied to this scenario. One example is 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 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.&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;
&lt;br /&gt;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of a set of nation(s). If activated, every faction starts with additional {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control point]](CP) cap.&lt;br /&gt;
List of options in 2022, 2026 and 2003 scenarios:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : India, Indonesia&lt;br /&gt;
&lt;br /&gt;
2070 and Broken Earth scenarios have different options.&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=11751</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=11751"/>
		<updated>2026-08-10T20:25:12Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Scenario */&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. Tutorial is only available in 2022 and 2026 scenarios.&lt;br /&gt;
Dark Skies DLC adds two additional scenarios; the 2003 scenario and 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 year 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 year 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 year 2003. This scenario is harder than other scenarios; factions start with various penalties which can be fixed by researching technologies or projects. Also, global techs of &#039;normal&#039; game is only accessible after researching expensive roadblock techs. There are some additional projects for alternative early progression, but it&#039;ll be not enough to keep same pace with other scenarios.&lt;br /&gt;
&lt;br /&gt;
Broken Earth scenario starts on year 2112, with the premise of global nuclear war on year 1962. Humanity has suffered major setback - no nation has nuclear arsenal or space program, and global population is only about 5.38 billion. Various rule chance is applied to this scenario. One example is 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 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.&lt;br /&gt;
&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;
&lt;br /&gt;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of a set of nation(s). If activated, every faction starts with additional {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control point]](CP) cap.&lt;br /&gt;
List of options in 2022, 2026 and 2003 scenarios:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : India, Indonesia&lt;br /&gt;
&lt;br /&gt;
2070 and Broken Earth scenarios have different options.&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Foreign_Relations&amp;diff=11750</id>
		<title>Foreign Relations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Foreign_Relations&amp;diff=11750"/>
		<updated>2026-08-06T16:52:10Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page covers diplomatic actions available to Nations. For interactions between the global [[Factions]], see [[Diplomacy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Foreign relations encompass all actions a [[Nations|Nation]] may take to advance its political interests or of the [[Factions|Faction]] controlling it, ranging from peaceful diplomacy to open warfare.&lt;br /&gt;
== Policies ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councilor can use the Set Policy mission to enact policies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Policies, Terra Invicta Codex, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In order for a [[Factions|faction]] to enact a policy in a [[Nations|nation]], they must own the executive [[Nations#Control_Points|control point]], it must not be disabled, and they must use a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in the nation. Many policies require consolidated executive control. Many policies require another nation to agree.&lt;br /&gt;
&lt;br /&gt;
This section loosely summarizes the list of policies, and gives links to sections that discuss the more complex policies in more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Policy !! Needs Consolidated Exec? !! Can be Rejected? !! Ignores Diplomatic Cooldown? !! Main Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Wars|Declare War]] || No || No || Yes || Allows [[Terrestrial_Warfare]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Joining_Wars|Join War]] || No || No || Yes || Allows [[Terrestrial_Warfare]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Seeking_Peace|Seek Peace]] || No || Yes || Yes || Ends the [[Foreign_Relations#Wars|war]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Grant_Independence|Grant Independence]] to a New Nation || Yes || No || Yes || Release [[Regions]] to form their own [[Nations|Nation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Granting_Independence|Grant Independence]] to a [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] || Yes || No || Yes || The [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] is no longer a [[Foreign_Relations#Breakaway_Nations|Breakaway]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Independence|Declare Independence]] || No || No || Yes || Nation is no longer a [[Foreign_Relations#Breakaway_Nations|Breakaway]] and former parent nation [[Foreign_Relations#Declaring_Wars|declares war]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Demand_Territory|Demand Territory]] || Yes || Yes || No || Nation receives target [[Regions|Region]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Leaving_Federations|Leave Federation]] || Yes || No || Yes || Leaves the [[Foreign_Relations#Federations|Federation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Joining_Federations|Federation]] || Yes || Yes || No || [[Foreign_Relations#Federations|Federates]] with Target.&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Peaceful_Unification|Unification]] || Yes || Yes || No || Merge [[Nations]].&lt;br /&gt;
|-&lt;br /&gt;
| Disband Army || Yes || No || Yes || Disbands a human [[Nations#Armies|army]] that is:&lt;br /&gt;
* Owned by the [[Nations|Nation]].&lt;br /&gt;
* Owned by the [[Factions|Faction]] that owns the executive control point of the Nation.&lt;br /&gt;
* Not in an enemy [[Regions|region]].&lt;br /&gt;
|-&lt;br /&gt;
| Disband Warheads || Yes || No || Yes &lt;br /&gt;
| Remove up to {{TV|nukes|5}} from the nation. If the last {{TV|nuke}} is removed also cancel all progress on the {{TV|nuclear weapons}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Policies tab of the Nation intel window shows the available national policies. Here one can also find the diplomatic cooldown periods for countries, with whom certain diplomatic actions may become available after the timer expires. &lt;br /&gt;
&lt;br /&gt;
This is also where a player can choose to abandon their [[Nations#Control_Points|control points]] in the nation, which does not require a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission or any {{TV|influence}} cost.&lt;br /&gt;
&lt;br /&gt;
== Gaining Regions ==&lt;br /&gt;
&lt;br /&gt;
One of the fastest ways to improve a nation is to simply gain control over more [[Regions]], taking them from whatever nations previously controlled these [[Regions]]. However, Terra Invicta takes place in an era where it is no longer acceptable for nations to arbitrarily expand their territories through mere military might.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
&lt;br /&gt;
Instead, a nation can only take a region if it has a &#039;&#039;&#039;claim&#039;&#039;&#039; on it. This claim represents a sufficient set of justifications (typically via a combination of historical, ethnic, geographical, and other factors) that the nation can use to argue that its control over a region is acceptable.&lt;br /&gt;
&lt;br /&gt;
Notably, the set of claims that a nation has can grow throughout the course of a campaign. There are several social science projects that add new claims and even new nations. Additional claims can also be acquired via [[Foreign_Relations#Peaceful_Unification|peaceful unifications]].&lt;br /&gt;
&lt;br /&gt;
For a list of all claims, see [[Claim List]], [[2026 Claim List]], or [[2070 Claim List]].&lt;br /&gt;
&lt;br /&gt;
==== Hostile Claims ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The people of this region generally do not wish to be a part of this nation. This causes lower cohesion rest states in democracies and higher unrest rest states in authoritarian states. After the region is annexed, sufficient investment in the Government or Unity priorities can remove this status.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Hostile Claims, Terra Invicta, Version RC6.&lt;br /&gt;
&lt;br /&gt;
Claims can be hostile for two reasons:&lt;br /&gt;
* Historical: Because of certain historical events, the claim is simply innately hostile. Some of these historically hostile claims simply begin this way, but these hostile claims can also be generated in various ways, such as when acquiring new claims via [[Foreign_Relations#Peaceful_Unification|peaceful unifications]].&lt;br /&gt;
* Democratic: If the claiming nation&#039;s {{TV|democracy}} is at least 1.5 points lower than the region&#039;s current nation&#039;s {{TV|democracy}} score, then the claim becomes hostile.&lt;br /&gt;
&lt;br /&gt;
Claims that are hostile are typically more difficult to annex, and even after annexing, they give penalties to {{TV|base cohesion}} and/or {{TV|base unrest}} that is proportional to the fraction of the nation&#039;s {{TV|pop}} that currently lives in a hostile region.&lt;br /&gt;
&lt;br /&gt;
Specifically, the penalties are:&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Cohesion Penalty = -1.6 × Hostile Population Fraction × Government&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Unrest Penalty = 1.6 × Hostile Population Fraction × (10 - Government)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a hostile claim is annexed, the claim can be made non-hostile after sufficient investment in the {{TV|government priority}} or the {{TV|unity}}. Specifically, every 200 completions of either priority (added together) will make one hostile claim on an already annexed region into a non-hostile claim. If there are multiple candidates, then one is selected as follows:&lt;br /&gt;
# Remove all candidates that are not adjacent to any non-hostile region that also belongs to the nation, unless this would remove all candidates.&lt;br /&gt;
# Pick the candidate with the highest {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
Note: In this context, adjacency includes even connections that are only open to friendly {{TV|armies}}.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] always has a non-hostile claim on every region of earth.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Methods for Transferring Regions ===&lt;br /&gt;
&lt;br /&gt;
The following subsections discuss each of the possible methods by which a nation can gain control over more regions.&lt;br /&gt;
&lt;br /&gt;
==== Grant Independence ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X to grant independence to a human nation Y with no regions if the following are true:&lt;br /&gt;
* Y has a claim on its desired {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
* The desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y is not currently the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X.&lt;br /&gt;
* X currently controls the desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed, the desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y will be transferred from X to Y. In addition, the following effects also occur after the region is transferred:&lt;br /&gt;
# If X has {{icon|found military}}founded a military, then Y also {{icon|found military}}founds a military, if it hadn&#039;t already.&lt;br /&gt;
# If X has a complete {{icon|found space program}}spaceflight program, then Y also completes a {{icon|found space program}}spaceflight program, if it hadn&#039;t already.&lt;br /&gt;
# The {{TV|democracy}} and {{TV|cohesion}} of Y is set to those of X.&lt;br /&gt;
# The public opinion of Y is randomized via repeated applications of [[Nations#Changing_Public_Opinion|Propaganda]] towards random ideological coordinates. The strength and number applied decreases with the {{TV|cohesion}} of Y, with 10 {{TV|cohesion}} having no randomization at all.&lt;br /&gt;
# If X has less than 5 {{TV|cohesion}}, then reduce {{TV|unrest}} in X by (0 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
# If X has less than 5 {{TV|cohesion}}, then reduce {{TV|unrest}} in Y by 0 to 3.&lt;br /&gt;
# Increase {{TV|cohesion}} in X by (0 to 2) × Fraction of Population that X gave to Y.&lt;br /&gt;
# Increase {{TV|cohesion}} in Y by 1 to 3.&lt;br /&gt;
# Every rival of X also becomes a rival of Y.&lt;br /&gt;
# Every ally of X also becomes an ally of Y.&lt;br /&gt;
# X and Y become allies.&lt;br /&gt;
# X and Y are put on a diplomatic cooldown of 180 days with each other.&lt;br /&gt;
&lt;br /&gt;
Note: It is also possible to grant independence to [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations, but no regions are transferred when this happens, so that is not discussed in this subsection. That is instead discussed in [[Foreign_Relations#Granting_Independence]].&lt;br /&gt;
&lt;br /&gt;
==== Cede Territory ====&lt;br /&gt;
&lt;br /&gt;
This mechanic has been removed. It has been replaced by the Demand Territory policy.&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the capital region of X to cede territory to a human nation Y if the following are true:&lt;br /&gt;
* Either Y is not a rival of X, or X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
* Y has a claim on a region controlled by X that is not currently the capital region of X.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed, every non-capital region of X that Y has a claim on will be transferred to Y. In addition, X and Y will be put on a diplomatic cooldown of 90 days.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Demand Territory ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a [[Nations|nation]] X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] [[Councilors|councilor]] [[Missions|mission]] in the capital region of X to demand a [[Regions|region]] R from another nation Y if the following are true:&lt;br /&gt;
* X has a non-hostile [[Foreign_Relations#Claims|claim]] on R.&lt;br /&gt;
* R is not the {{icon|capital}}capital region of Y.&lt;br /&gt;
* The executive of Y is empty or the [[Factions|faction]] that owns this executive has consolidated executive control.&lt;br /&gt;
* Y is not in any [[Foreign_Relations#Wars|war]].&lt;br /&gt;
* X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
* X and Y are either not [[Foreign_Relations#Rivals|Rivals]] or can [[Foreign_Relations#Ending_Rivalries|end their rivalry]]. &lt;br /&gt;
** This means neither can be a [[Foreign_Relations#Breakaway_Nations|breakaway]] of the other. Because breakaway nations are permanently [[Foreign_Relations#Rivals|Rivals]] with their parent.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed:&lt;br /&gt;
* The region R is transferred from Y to X.&lt;br /&gt;
* If X and Y were [[Foreign_Relations#Rivals|Rivals]], then they [[Foreign_Relations#Ending_Rivalries|end their rivalry]].&lt;br /&gt;
* X and Y are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
==== Peaceful Unification ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the capital region of X to peacefully unify with (absorb) a human nation Y if one of the following sets of conditions are true:&lt;br /&gt;
#&lt;br /&gt;
#* X and Y are in the same [[Foreign_Relations#Federations|Federation]]. &amp;lt;br&amp;gt; &#039;&#039;&#039;Note&#039;&#039;&#039;: X does not need to be the federation leader or have the federation named after it.&lt;br /&gt;
#* X has a non-hostile claim on the desired capital region of Y.&lt;br /&gt;
#* X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
#* The faction has consolidated executive control over Y.&lt;br /&gt;
#* The faction owns all control points of Y.&lt;br /&gt;
#&lt;br /&gt;
#* Y is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
#* X is not at war with Y.&lt;br /&gt;
#* The faction owns all control points of Y.&lt;br /&gt;
#&lt;br /&gt;
#* X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
#* X is not at war with Y.&lt;br /&gt;
#* The faction owns all control points of X.&lt;br /&gt;
#* The faction owns the executive control point of Y.&lt;br /&gt;
&lt;br /&gt;
The third case functions pretty much identically to the second case, except that the faction is setting the policy in the other nation. &lt;br /&gt;
&lt;br /&gt;
In the first two cases, when this national policy is passed, every region of Y will be transferred to X. In addition, the following effects also occur after the regions are transferred:&lt;br /&gt;
# If X has completed a nuclear weapons program, then all of Y&#039;s {{TV|nukes}} are given to X. Otherwise the {{TV|nukes}} of Y simply disappear.&lt;br /&gt;
# If neither X nor Y have completed a nuclear weapons program, then 50% of Y&#039;s {{TV|develop atomic bomb}} progress is added to X&#039;s {{TV|develop atomic bomb}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|develop atomic bomb}}. &lt;br /&gt;
# If Y has completed a spaceflight program but X has not, then X completes a spaceflight program.&lt;br /&gt;
# If neither X nor Y have completed a spaceflight program, then 50% of Y&#039;s {{TV|found space program}} progress is added to X&#039;s {{TV|found space program}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|found space program}}. &lt;br /&gt;
# If Y has founded a military but X has not, then X founds a military.&lt;br /&gt;
# If neither X nor Y have founded a military, then 50% of Y&#039;s {{TV|found military}} progress is added to X&#039;s {{TV|found military}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|found military}}. &lt;br /&gt;
# For each other national priority, 50% of Y&#039;s priority progress is added to X&#039;s priority progress.&lt;br /&gt;
# All of Y&#039;s [[Nations#Funding|Funding]] is transferred to X.&lt;br /&gt;
# If the {{TV|democracy}} of X is less than (the {{TV|democracy}} of Y - 1), then the {{TV|unrest}} of X is increased by (the difference in their {{TV|democracy}} / 2), but capped at 9.8 total {{TV|unrest}}.&lt;br /&gt;
# If Y had any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations, then they are all peacefully granted independence from Y.&lt;br /&gt;
&lt;br /&gt;
See [[Peaceful Unification List]] and [[Full Unification List]] for a more detailed analysis of how each nation can increase its claims through peaceful unifications.&lt;br /&gt;
&lt;br /&gt;
==== Daily Check for Secession to Non-Extant Nations ====&lt;br /&gt;
&lt;br /&gt;
Every day at 10:30am, every human nation Y that currently does not have any regions will attempt to create itself by breaking away from the nation X that controls the desired capital region of Y. But this attempt only succeeds if all of the following conditions are true:&lt;br /&gt;
* X has at most {{TV|cohesion|3}}.&lt;br /&gt;
* X has at least {{TV|unrest|6}}.&lt;br /&gt;
* The desired capital region of Y is not the current capital region of X.&lt;br /&gt;
* A P% chance roll is passed, where P is calculated as follows:&lt;br /&gt;
*# Set P to (the {{TV|unrest}} of X / 2 - the {{TV|cohesion}} of X / 4 - the {{TV|democracy}} of X).&lt;br /&gt;
*# If X&#039;s claim on the region is [[Foreign_Relations#Hostile_Claims|hostile]], then multiply P by 3.&lt;br /&gt;
*# If there are {{TV|armies}} in the desired capital region of Y and X has less than {{TV|democracy|8}}, then divide P by 20 × the number of {{TV|armies}} in the desired capital region of Y.&lt;br /&gt;
*# Divide P by 75.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the desired capital region of Y is transferred from X to Y. Furthermore, for each non-capital region of X that is non-[[Foreign_Relations#Hostile_Claims|hostile]] claimed by Y and has no {{TV|armies}}, there is a Q% chance that the region will also be transferred to Y, where Q is (the {{TV|unrest}} of X × 6 - the {{TV|cohesion}} of X × 3 - the {{TV|democracy}} of X × 3).&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects also occur after the regions are transferred:&lt;br /&gt;
# The {{TV|democracy}} and {{TV|cohesion}} of Y is set to those of X.&lt;br /&gt;
# The armies of Y are disbanded.&lt;br /&gt;
# Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
# All of Y&#039;s control points are given to whichever faction raised the most unrest in X.&lt;br /&gt;
# Increase {{TV|cohesion}} in Y by 0 to 3.&lt;br /&gt;
# Set {{TV|unrest}} in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
# Increase {{TV|democracy}} in Y by (-2 to 0 + the Education of Y / 2.25).&lt;br /&gt;
# Reduce {{TV|miltech}} in Y by 0 to 0.5.&lt;br /&gt;
# Increase {{TV|inequality}} in Y by -1 to 1.&lt;br /&gt;
# Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
# Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
# X and Y become rivals if either the {{TV|democracy}} of X is less than 7 or some faction raised unrest in X.&lt;br /&gt;
&lt;br /&gt;
==== Periodic Check for Secession to Neighboring Nations ====&lt;br /&gt;
&lt;br /&gt;
Every 4 days at 10:30am, every human nation X will check if it should undergo a revolution or an organic coup. If not, then each non-capital region R of X will make an attempt to secede for each adjacent non-[[Foreign_Relations#Alliances|allied]] nation Y that has a non-[[Foreign_Relations#Hostile_Claims|hostile]] claim on R. But R&#039;s attempt to secede to Y only succeeds if all of the following conditions are true:&lt;br /&gt;
* X has at most {{TV|cohesion|3}}.&lt;br /&gt;
* X has at least {{TV|unrest|6}}.&lt;br /&gt;
* If Y is the [[Aliens#Alien_Administration|Alien Nation]], then {{icon|submit}}[[The Servants]] have at least 50% public support in X.&lt;br /&gt;
* A P% chance roll is passed, where P is calculated as follows:&lt;br /&gt;
*# Set P to (the {{TV|unrest}} of X - the {{TV|cohesion}} of X / 2 - the {{TV|democracy}} of X).&lt;br /&gt;
*# If X&#039;s claim on R is [[Foreign_Relations#Hostile_Claims|hostile]], then multiply P by 3.&lt;br /&gt;
*# If there are {{TV|armies}} in R and X has less than {{TV|democracy|8}}, then divide P by 20 × the number of {{TV|armies}} in R.&lt;br /&gt;
*# Divide P by 75.&lt;br /&gt;
*# If Y is the [[Aliens#Alien_Administration|Alien Nation]] and R has at least 50 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]], then add (the [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in R / 100) to P.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the region R is transferred from X to Y. In addition, the following effects also occur:&lt;br /&gt;
* Increase {{TV|cohesion}} in Y by 0 to 2.&lt;br /&gt;
* Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
* Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]] if either the {{TV|democracy}} of X is less than 7 or some faction raised unrest in X via {{MissionIcon|Unrest}}[[Increase Unrest]] missions.&lt;br /&gt;
&lt;br /&gt;
Note: If a region has multiple different nations that it can secede to, then it will make an attempt for each one of them in descending order of {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Post-Unrest Secession Check ====&lt;br /&gt;
&lt;br /&gt;
Every time a councilor from a faction F successfully performs an {{MissionIcon|Unrest}}[[Increase Unrest]] mission on a non-capital region R of a nation X, each human nation Y that currently does not have any regions and whose desired capital region is R will attempt to create itself by breaking away from X. This applies even if Y&#039;s claim on R is [[Foreign_Relations#Hostile_Claims|hostile]]. This attempt has a P% chance to succeed, where P is calculated as follows:&lt;br /&gt;
# Set P to 1000.&lt;br /&gt;
# If the mission was a critical success, then multiply P by 10.&lt;br /&gt;
# Divide P by the number of mission phases per month.&lt;br /&gt;
# If F has researched [[Freedom Fighters]], then multiply P by 1.5.&lt;br /&gt;
# If F researched a project that gave Y its claim on R, then multiply P by 3.&lt;br /&gt;
# Multiply P by (the {{TV|unrest}} of X - the {{TV|cohesion}} of X / 2).&lt;br /&gt;
# Subtract the {{TV|democracy}} of X from P.&lt;br /&gt;
# If X&#039;s claim on R is [[Foreign_Relations#Hostile_Claims|hostile]], then multiply P by 3.&lt;br /&gt;
# If there are armies in R and the {{TV|democracy}} of X is less than 8, then divide P by 20 × the number of armies in R.&lt;br /&gt;
# Divide P by 300.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the region R is transferred from X to Y. Furthermore, for each non-capital region of X that is non-[[Foreign_Relations#Hostile_Claims|hostile]] claimed by Y and has no armies, there is a Q% chance that the region will also be transferred to Y, where Q is calculated as follows:&lt;br /&gt;
# Set Q to 1000.&lt;br /&gt;
# If the mission was a critical success, then multiply Q by 10.&lt;br /&gt;
# If F has researched [[Freedom Fighters]], then multiply Q by 1.5.&lt;br /&gt;
# Divide Q by the number of mission phases per month.&lt;br /&gt;
# If F researched a project that gave Y its claim on R, then multiply Q by 3.&lt;br /&gt;
# Multiply Q by (the {{TV|unrest}} of X × 2 - the {{TV|cohesion}} of X - the {{TV|democracy}} of X).&lt;br /&gt;
# If X&#039;s claim on this region is [[Foreign_Relations#Hostile_Claims|hostile]], then set Q to 100.&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects also occur:&lt;br /&gt;
* Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
* All of Y&#039;s control points are given to faction F.&lt;br /&gt;
* Increase {{TV|cohesion}} in Y by 0 to 3.&lt;br /&gt;
* Set {{TV|unrest}} in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
* Increase {{TV|democracy}} in Y by (-2 to 0 + the {{TV|education}} of Y / 2.25).&lt;br /&gt;
* Reduce {{TV|miltech}} in Y by 0 to 0.5.&lt;br /&gt;
* Increase {{TV|inequality}} in Y by -1 to 1.&lt;br /&gt;
* Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
* Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]].&lt;br /&gt;
&lt;br /&gt;
==== War Annexation ====&lt;br /&gt;
&lt;br /&gt;
A human Army can perform an [[Annex Region]] operation on a region R owned by a nation X if:&lt;br /&gt;
* The army is not in battle.&lt;br /&gt;
* The army has at least 80% health remaining.&lt;br /&gt;
* Region R is not already being annexed by a different army.&lt;br /&gt;
* The army&#039;s home nation is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
* R is not the capital {{icon|capital|bgcolor=DarkSlateGray}} region of X.&lt;br /&gt;
* R is fully occupied by a war alliance that includes the home nation of the army.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The home nation of the army has a (possibly [[Foreign_Relations#Hostile_Claims|hostile]]) claim on R.&lt;br /&gt;
** There is a human nation Y that currently does not have any regions and whose desired {{icon|capital|bgcolor=DarkSlateGray}}capital region is R.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Starting the [[Annex Region]] operation will usually result in the nation X (or a war ally) launching a nuke at the army, if they have any.&lt;br /&gt;
&lt;br /&gt;
The duration of the [[Annex Region]] operation is D days, where D is calculated as follows:&lt;br /&gt;
# Set D to (the {{TV|pop}} of R / the average {{TV|pop}} per region at the start of the game) ^ 0.75.&lt;br /&gt;
# Add (the area of R in km^2 / the median area of a region in km^2) ^ 0.5 to D.&lt;br /&gt;
# Multiply D by 45.&lt;br /&gt;
# If R is {{icon|rugged}}rugged, then multiply D by 1.25.&lt;br /&gt;
# Cap D between 45 and 270.&lt;br /&gt;
# Multiply D by the {{TV|miltech}} of X.&lt;br /&gt;
# Divide D by the {{TV|miltech}} of the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
If the home nation of the army has a claim on R, then the only thing that happens when the [[Annex Region]] operation completes is:&lt;br /&gt;
# Every human army whose home region is R is disbanded.&lt;br /&gt;
# R is transferred from X to the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
Otherwise, when the [[Annex Region]] operation completes, R is transferred to the human nation Y that currently does not have any regions and whose desired {{icon|capital|bgcolor=DarkSlateGray}}capital region is R. In addition, the following effects also occur:&lt;br /&gt;
* Y and the home nation of the annexing army become [[Foreign_Relations#Alliances|allies]].&lt;br /&gt;
* Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
* All of Y&#039;s control points are given to the faction that owns the army that did the [[Annex Region]] operation. &lt;br /&gt;
* Increase {{TV|cohesion}} in Y by 0 to 3.&lt;br /&gt;
* Set {{TV|unrest}} in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
* Increase {{TV|democracy}} in Y by (-2 to 0 + the {{TV|Education}} of Y / 2.25).&lt;br /&gt;
* Reduce {{TV|miltech}} in Y by 0 to 0.5.&lt;br /&gt;
* Increase {{TV|inequality}} in Y by -1 to 1.&lt;br /&gt;
* Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of {{TV|pop}} that X gave to Y.&lt;br /&gt;
* Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of {{TV|pop}} that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]] if either the {{TV|democracy}} of X is less than 7 or some faction raised unrest in X.&lt;br /&gt;
* X [[Foreign_Relations#Declaring_Wars|declares war]] on Y, if able.&lt;br /&gt;
&lt;br /&gt;
==== War Conquest ====&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of the {{icon|capital|bgcolor=DarkSlateGray}}capital region of a human nation X, the game first checks which of the war alliances against X contributed the most to the occupation of the capital region of X. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
The list of nations in the occupying alliance is then sorted such that:&lt;br /&gt;
* The Lead Occupier is set to go first.&lt;br /&gt;
* The other nations are sorted in descending order by how much they contributed to the occupation of the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X.&lt;br /&gt;
* Nations that contributed the same amount are sorted in descending order by their [[Nations#Estimated_Military_Strength|Estimated Military Strength]].&lt;br /&gt;
&lt;br /&gt;
Then, one by one, each nation Y in the ordering will grab every remaining region R of X that Y has a claim on (even if it is [[Foreign_Relations#Hostile_Claims|hostile]]): every human army whose home region is R is disbanded, and then R is transferred from X to Y. &lt;br /&gt;
&lt;br /&gt;
In the end, if X has no remaining regions, then the now zero-region X is [[Foreign_Relations#Peaceful_Unification|unified]] into the nation that took the capital region of X.&lt;br /&gt;
&lt;br /&gt;
Otherwise, if X has any remaining regions, then the control points of X are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of X are given to a faction F that is determined as follows:&lt;br /&gt;
# Each human faction starts with a score of 0.&lt;br /&gt;
# Look at the set of all human-faction-owned armies whose home nations were at war with X and are still within the remaining regions of X. For each such army:&lt;br /&gt;
## Look at its home nation&#039;s {{TV|miltech}}, add in the Miltech bonuses from Councilors doing [[Advise]] missions on the home nation and from military habs in earth interface orbit. &lt;br /&gt;
## Multiply the total Miltech by the remaining health % of the army.&lt;br /&gt;
## Add this value to the score of the human faction that owns this army.&lt;br /&gt;
# If no such army exists, then the faction F is the undecided faction, and the control points of X are simply emptied out.&lt;br /&gt;
# Otherwise, the human faction with the highest score is chosen to be the faction F that takes over the control points of X.&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects are applied:&lt;br /&gt;
# X is removed from all wars that it is involved in.&lt;br /&gt;
# X ends all alliances with nations that are at war with the lead occupier.&lt;br /&gt;
# X ends all rivalries with all members of the occupying alliance and all allies of the lead occupier.&lt;br /&gt;
# X initiates an alliance with all members of the occupying alliance.&lt;br /&gt;
# If any member of the occupying alliance is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X, it is peacefully granted independence from X.&lt;br /&gt;
# The {{TV|unrest}} of X is increased by some amount U, calculated as follows:&lt;br /&gt;
## Set U to be the fraction of the remaining regions of X that were fully occupied when the capital region of X was conquered.&lt;br /&gt;
## Multiply U by -6.&lt;br /&gt;
## Add (4 + the number of remaining armies of X) to U.&lt;br /&gt;
## If the faction F that takes over the control points of X has researched [[Psyops]], then subtract 3 from U.&lt;br /&gt;
## If the faction F that takes over the control points of X has researched [[Networked Psyops]], then subtract 3 from U.&lt;br /&gt;
## If the faction that owned the executive control point of X before F took over has researched [[Guerrilla Warfare]], then add 3 to U.&lt;br /&gt;
## If U is positive, then:&lt;br /&gt;
##* If F is a human faction that owns the executive control point of the lead occupier, then multiply U by (1 - public support fraction for F in X).&lt;br /&gt;
##* Otherwise, multiply U by (1 - public support fraction for (the most popular human faction in the lead occupier) in X).&lt;br /&gt;
## If F is a human faction, then subtract (0.25 × number of times F raised unrest in X) from U.&lt;br /&gt;
## Add a random value between -1 and 1 inclusive to U.&lt;br /&gt;
# The {{TV|cohesion}} of X is decreased by 0 to 3.&lt;br /&gt;
# The {{TV|democracy}} of X is decreased by 0 to 0.5.&lt;br /&gt;
# If the {{TV|democracy}} of X is still at least 5 and the {{TV|democracy}} of the lead occupier is less than the {{TV|democracy}} of X, then the {{TV|democracy}} of X is decreased by 25% to 75% of the difference between their {{TV|democracy}} scores.&lt;br /&gt;
# All records of which factions raised unrest in X are deleted.&lt;br /&gt;
&lt;br /&gt;
==== Alien Related ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien Related}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering Non-Capital Regions for the [[Aliens#Alien_Administration|Alien Nation]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army whose home nation is the [[Aliens#Alien_Administration|Alien Nation]] completes the occupation of a non-capital region R of a human nation X, the region R is simply transferred from X to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
If this results in the creation of the [[Aliens#Alien_Administration|Alien Nation]], then it can trigger a [[Diplomacy#Alien_Specific|massive shift in inter-faction relationships]], as humanity recognizes the growing threat that is now in their midst.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering Regions from the [[Aliens#Alien_Administration|Alien Nation]] when it has more than one Region&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of a region R of the [[Aliens#Alien_Administration|Alien Nation]] such that R is not the only region of the [[Aliens#Alien_Administration|Alien Nation]], the region R will be transferred from the [[Aliens#Alien_Administration|Alien Nation]] to a human nation Y that has a claim on R.&lt;br /&gt;
&lt;br /&gt;
To determine which human nation Y should receive R, the game first checks which of the war alliances against the [[Aliens#Alien_Administration|Alien Nation]] contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn&#039;t contribute anything.&lt;br /&gt;
&lt;br /&gt;
The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then a second ordering is created, consisting of every ally of the lead occupier, sorted in descending order by their [[Nations#Estimated_Military_Strength|estimated military strength]].&lt;br /&gt;
&lt;br /&gt;
The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* whose last capital region is R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* that is adjacent to R.&lt;br /&gt;
* whose executive control point is owned by some human faction.&lt;br /&gt;
* whose executive control point is owned by the same faction that owns the executive control point of the lead occupier. &lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* that is adjacent to R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* whose executive control point is owned by some human faction.&lt;br /&gt;
* whose executive control point is owned by the same faction that owns the executive control point of the lead occupier. &lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
Note that this time, the nation is guaranteed to exist, since every region in the game is claimed by at least one human nation.&lt;br /&gt;
&lt;br /&gt;
In addition to transferring the region R from the [[Aliens#Alien_Administration|Alien Nation]] to Y, the following effects occur:&lt;br /&gt;
* If Y has no regions other than R, then the lead occupier and all allies of the lead occupier that are also at war with the [[Aliens#Alien_Administration|Alien Nation]] make an alliance with Y.&lt;br /&gt;
* If Y has no regions other than R, then the control points of Y are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of Y are simply emptied out.&lt;br /&gt;
* If Y has no regions other than R, then the [[Aliens#Alien_Administration|Alien Nation]] declares war on Y.&lt;br /&gt;
&lt;br /&gt;
If R was the capital region of the [[Aliens#Alien_Administration|Alien Nation]] before it was transferred to Y, then the following additional effects occur:&lt;br /&gt;
* The faction that owns the army that occupied R:&lt;br /&gt;
** Has a 10% chance to complete the [[Access Alien Tech]] milestone.&lt;br /&gt;
** Has a 2% chance to complete the [[Access Hydra Corpus]] milestone.&lt;br /&gt;
** Has a 2% chance to complete the [[Access Live Salamander]] milestone.&lt;br /&gt;
*** If it fails that 2% chance, then it has a 5% chance to complete the [[Access Salamander Corpus]] milestone.&lt;br /&gt;
** Has a 10% chance to complete the [[Access War Dog Corpus]] milestone.&lt;br /&gt;
* {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]] is increased by 1.&lt;br /&gt;
* A special [[Foreign_Relations#Post-Unrest_Secession_Check|Post-Unrest Secession Check]] is performed for every remaining region in the [[Aliens#Alien_Administration|Alien Nation]] except for its new capital region. This check is special in the following ways:&lt;br /&gt;
** The responsible faction F is the faction that owns the army that occupied R.&lt;br /&gt;
** The first three steps of computing P are replaced by setting P to 10000 × the {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering the Last Region from the [[Aliens#Alien_Administration|Alien Nation]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of the last region R of the [[Aliens#Alien_Administration|Alien Nation]], the game first checks which of the war alliances against the [[Aliens#Alien_Administration|Alien Nation]] contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn&#039;t contribute anything.&lt;br /&gt;
&lt;br /&gt;
Every human army whose home region is R is disbanded, and then R is transferred from the [[Aliens#Alien_Administration|Alien Nation]] to the first nation in the ordering that has a claim on R, if any exist.&lt;br /&gt;
&lt;br /&gt;
Then the [[Aliens#Alien_Administration|Alien Nation]] is &#039;&#039;&#039;overthrown&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Causing Revolutions in the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each nation is [[Nations#Coups_and_revolutions|periodically]] checked for whether it should undergo a revolution.&lt;br /&gt;
&lt;br /&gt;
When a revolution occurs in the [[Aliens#Alien_Administration|Alien Nation]], the following steps occur:&lt;br /&gt;
# The Public Support factor is calculated as the fraction of the public that supports [[The Protectorate]] + 2 × the fraction of the public that supports {{icon|submit}}[[The Servants]] in the [[Aliens#Alien_Administration|Alien Nation]]. &lt;br /&gt;
#: Note: If [[The Protectorate]] does not exist due to custom campaign settings, the Public Support factor is calculated as 3 × the fraction of the public that supports {{icon|submit}}[[The Servants]] in the [[Aliens#Alien_Administration|Alien Nation]]. &lt;br /&gt;
# {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]] decreases by (the Public Support factor × (0.8 to 1.2) + 2), capped between 3 and 6.&lt;br /&gt;
# {{TV|cohesion}} in the [[Aliens#Alien_Administration|Alien Nation]] increases by (the Public Support factor × (0.8 to 1.2)), capped at 3.&lt;br /&gt;
# If {{TV|inequality}} in the [[Aliens#Alien_Administration|Alien Nation]] is more than 2.5, then {{TV|inequality}} in the [[Aliens#Alien_Administration|Alien Nation]] decreases by (the Public Support factor × (0.8 to 1.2) × ({{TV|inequality}} / 2.5 - 1)), capped at 3.&lt;br /&gt;
# The [[Aliens#Alien_Administration|Alien Nation]] is &#039;&#039;&#039;overthrown&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Overthrowing the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the [[Aliens#Alien_Administration|Alien Nation]] is overthrown, the following steps occur:&lt;br /&gt;
# For each remaining region R in the [[Aliens#Alien_Administration|Alien Nation]]:&lt;br /&gt;
## R takes a random amount of damage between 0% and 25%, multiplied by 2 if R is the capital region.&lt;br /&gt;
## If there is any human nation whose last capital region is R, then a random one is selected and marked to receive R. Otherwise:&lt;br /&gt;
### Let Y be a random human nation that has a claim on R, but each human nation whose executive control point is owned by [[The Academy]], [[The Protectorate]], or {{icon|submit}}[[The Servants]] is 1/100 times as likely to be picked as Y.&lt;br /&gt;
### If R is the capital region of the [[Aliens#Alien_Administration|Alien Nation]] or a 50% chance roll succeeds, then mark Y to receive R.&lt;br /&gt;
# For each human nation Y that is marked to receive regions from the [[Aliens#Alien_Administration|Alien Nation]]:&lt;br /&gt;
## If Y has no regions and the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a conquering alliance in war, then Y initiates an alliance with every member of the conquering alliance.&lt;br /&gt;
## Transfer all regions that Y is marked to receive from the [[Aliens#Alien_Administration|Alien Nation]] to Y.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a revolution, then assign the control points of Y to the factions that raised the most unrest in the [[Aliens#Alien_Administration|Alien Nation]], in exactly the same way as a revolution in a human nation would assign control points to unrest-raising factions.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a revolution, then {{TV|unrest}} in Y is decreased by 5.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a conquering alliance in war, then assign all control points of Y to the faction that owns the executive control point of the lead occupier.&lt;br /&gt;
# The [[Aliens]] gain 80 hate divided up among the human factions responsible for overthrowing it. Factions with greater responsibility receive a larger share of the 80 hate.&lt;br /&gt;
# If the [[Aliens#Alien_Administration|Alien Nation]] still has remaining regions, then {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]] is decreased by (the number of regions transferred away from the [[Aliens#Alien_Administration|Alien Nation]]), capped between 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Effects of Transferring Regions ===&lt;br /&gt;
&lt;br /&gt;
Whenever a region R is transferred from a nation X to a nation Y by any method, the following steps occur:&lt;br /&gt;
# The [[Nations#GDP_Per_Region|region GDP]] of R is removed from X.&lt;br /&gt;
# If R is the {{icon|capital region|bgcolor=DarkSlateGray}}capital region of X and X has other regions, then the {{icon|capital region|bgcolor=DarkSlateGray}}capital of X moves to one of its remaining regions (whichever has the most {{TV|pop}}).&lt;br /&gt;
# The region R is removed from X. (This removes the {{TV|pop}} of R from X.)&lt;br /&gt;
# The {{TV|miltech}} of nation Y is set to the weighted average of the {{icon|miltech}}[[Nations#Miltech|Miltechs]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the sum of:&lt;br /&gt;
#** 1 &lt;br /&gt;
#** +1 if there is a human {{icon|army}}[[Nations#Armies|army]] whose home region is R &lt;br /&gt;
#** +1 if that human {{icon|army}}[[Nations#Armies|army]] has a {{icon|navy}}[[Nations#Navies|navy]] attached.&lt;br /&gt;
#* Y is the sum of:&lt;br /&gt;
#** The number of [[Regions]] owned by Y (excluding R) × 2&lt;br /&gt;
#** The number of {{icon|army}}[[Nations#Armies|armies]] owned by Y&lt;br /&gt;
#** The number of {{icon|navy}}[[Nations#Navies|navies]] owned by Y.&lt;br /&gt;
# The region R is added to Y. (This adds the {{TV|pop}} of R to Y.)&lt;br /&gt;
# If R was a {{icon|colony|bgcolor=DarkSlateGray}}colony region or a {{icon|resource region}}mining region (note: not an {{icon|oil}}oil region), then the {{TV|inequality}} of X decreases by 0.25 while the {{TV|inequality}} of Y increases by 0.25. Both of these {{TV|inequality}} changes are affected by the [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] of their respective nations. &lt;br /&gt;
# If R is the desired {{icon|capital region|bgcolor=DarkSlateGray}}capital region of Y, then the {{icon|capital region|bgcolor=DarkSlateGray}}capital of Y moves to R.&lt;br /&gt;
# The GDP that was removed from X earlier is now added to Y.&lt;br /&gt;
# The [[Nations#Sustainability|Pollution Multiplier]] of Y is set to the weighted average of the [[Nations#Sustainability|Pollution Multipliers]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the GDP added to Y divided by the total GDP of Y including the addition.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|education}} of Y is set to the weighted average of the {{icon|education}}[[Nations#Education|Educations]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|unrest}} of Y is set to the weighted average of the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrests]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|cohesion}} of Y is set to the weighted average of the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesions]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|cohesion}} of Y is reduced by 0.25. Note: If cohesion is reduced below zero, {{icon|democracy|bgcolor=DarkSlateGray}}Government and {{icon|unrest|bgcolor=DarkSlateGray}}Unrest values are changed. See [[Nations#Underflowing_Cohesion|Underflowing Cohesion]] for details.&lt;br /&gt;
# The {{TV|inequality}} of Y is set to the weighted average of the {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequalities]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The [[Nations#Public_Opinion|Public Opinion]] of Y is set to the weighted average of the [[Nations#Public_Opinion|Public Opinions]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The human [[Nations#Armies|army]] whose home region is R (if any) is assigned to one of Y&#039;s control points.&lt;br /&gt;
# If the region R has {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]] but the nation Y cannot build {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]], then the {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]] of R are removed.&lt;br /&gt;
&lt;br /&gt;
Whenever a set of regions are transferred from X to Y, the game simply transfers each region sequentially. After which, the following effects are applied:&lt;br /&gt;
* If Y did not have any regions before the set of transfers, then all {{icon|colony|bgcolor=DarkSlateGray}}colony regions transferred to Y are decolonized.&lt;br /&gt;
* Otherwise, the game records the {{TV|gdppc}} of Y before the set of transfers.&lt;br /&gt;
** For each {{icon|colony|bgcolor=DarkSlateGray}}colony region R that is transferred from X to Y, if the {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#GDP_Per_Region|region GDPPC]] that R had before the transfer is higher than (0.667 × this recorded {{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC value), then R is decolonized.&lt;br /&gt;
** For each non-{{icon|colony|bgcolor=DarkSlateGray}}colony region R that is transferred from X to Y, if R was originally a {{icon|colony|bgcolor=DarkSlateGray}}colony region of Y at the start of the game, R did not get decolonized by the {{TV|welfare}}, and the {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#GDP_Per_Region|region GDPPC]] that R had before the transfer is lower than (0.667 × this recorded {{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC value × 1.25 if R is a resource region), then R is recolonized.&lt;br /&gt;
* Y gains a claim on every region transferred to Y.&lt;br /&gt;
** If Y did not previously have a claim on this region, then the new claim is [[Foreign_Relations#Hostile_Claims|hostile]].&lt;br /&gt;
* If Y had any regions before the set of transfers, and X had more than 1.5 more {{TV|democracy}} than Y, then Y&#039;s claim on every transferred region becomes [[Foreign_Relations#Hostile_Claims|hostile]].&lt;br /&gt;
* If X no longer has any regions after the set of transfers, then:&lt;br /&gt;
** All contributions by X to region occupations are removed.&lt;br /&gt;
** X is removed from all [[Foreign_Relations#Wars|wars]] it is involved in.&lt;br /&gt;
** All [[Foreign_Relations#Alliances|alliances]] and [[Foreign_Relations#Rivals|rivalries]] with X are ended.&lt;br /&gt;
** All [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations of X are peacefully granted independence.&lt;br /&gt;
** X is removed from its [[Foreign_Relations#Federations|federation]], if it was in one.&lt;br /&gt;
** All records of which [[Factions]] raised unrest in X are deleted.&lt;br /&gt;
** All diplomatic cooldowns with X are removed.&lt;br /&gt;
&lt;br /&gt;
== Diplomatic Relations ==&lt;br /&gt;
&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view&amp;lt;br&amp;gt;Nation flags in the list of allies and rivals can be mouseover-ed to bring up a tooltip with details on possible policy actions and their requirements.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Relations tab describes the relationships between this nation and other nations.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Allies are nations that will support this nation when attacked, and may hold a policy vote to join in a war started by this nation. Allies may host one another&#039;s armies, as well.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Rivals are nations with which this nation may go to war.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Relations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Relations between a pair of nations can be in one of four states, which are from best to worst:&lt;br /&gt;
# Ally&lt;br /&gt;
# Neutral&lt;br /&gt;
# Rival&lt;br /&gt;
# War&lt;br /&gt;
&lt;br /&gt;
A pair of nations can also be federated, which forces the ally relation between them.&lt;br /&gt;
&lt;br /&gt;
A pair of nations can also have one be a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of the other, which forces the rival relation between them.&lt;br /&gt;
&lt;br /&gt;
Changes in relations often trigger diplomatic cooldowns between nations that must be waited out before relations between them can be improved. &lt;br /&gt;
&lt;br /&gt;
The faction responsible for the change in relation can reduce the diplomatic cooldown duration by researching the [[Corridor Diplomacy]], [[Common Cause]], and [[United Effort|Crisis Diplomacy]] projects, which each multiply the duration by 0.8, compounding. If the faction responsible is the {{icon|alien}}[[Aliens]], the diplomatic cooldown duration is multiplied by 0.25.&lt;br /&gt;
&lt;br /&gt;
=== Alliances ===&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being allied is one of the requirements for [[Foreign_Relations#Federations|Federating]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|easier to perform]] in allied nations.&lt;br /&gt;
* War-capable allies can join, deter, or prevent [[Foreign_Relations#Declaring_Wars|wars]].&lt;br /&gt;
&lt;br /&gt;
==== Proposing Alliances ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose an alliance with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X and Y are not rivals.&lt;br /&gt;
* X and Y are not already allies.&lt;br /&gt;
* X and Y are not on diplomatic cooldown.&lt;br /&gt;
* X is not allied to any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
* Y is not allied to any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
* X is not allied to a nation that Y is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of.&lt;br /&gt;
* Y is not allied to a nation that X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** X has more than 2 control points.&lt;br /&gt;
** Y has more than 2 control points.&lt;br /&gt;
** X has a claim on some region of Y.&lt;br /&gt;
** Y has a claim on some region of X.&lt;br /&gt;
** X and Y are adjacent.&lt;br /&gt;
** X has a navy.&lt;br /&gt;
** Y has a navy.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to propose an alliance with Y, but does not need to use a [[Councilors|councilor]] to do so.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y are allied, and are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
==== Ending Alliances ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can end an alliance with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are allies.&lt;br /&gt;
* X and Y are not in the same [[Foreign_Relations#Federations|federation]].&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to end an alliance with Y, but does not need to use a [[Councilors|councilor]] to do so.&lt;br /&gt;
&lt;br /&gt;
This ending of an alliance cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X and Y are put on a diplomatic cooldown of 90 days after X ends its alliance with Y.&lt;br /&gt;
&lt;br /&gt;
=== Rivals ===&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being rivals is one of the requirements for [[Foreign_Relations#Declaring_Wars|Declaring War]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|harder to perform]] in rival nations.&lt;br /&gt;
* May increase {{TV|base cohesion}}.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Rivalries ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can initiate a rivalry with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X and Y are not already rivals.&lt;br /&gt;
* X and Y are not allies.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** X has more than 2 control points.&lt;br /&gt;
** Y has more than 2 control points.&lt;br /&gt;
** X has a claim on some region of Y.&lt;br /&gt;
** X and Y are adjacent.&lt;br /&gt;
** X has a navy.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to initiate a rivalry with Y, but does not need to use a councilor to do so.&lt;br /&gt;
&lt;br /&gt;
This initiation of a rivalry cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X and Y are put on a diplomatic cooldown of 90 days after X initiates a rivalry with Y.&lt;br /&gt;
&lt;br /&gt;
==== Ending Rivalries ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose ending a rivalry with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are rivals.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
* Y is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
* Y is not allied to a nation that X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of. (Not Mirrored??)&lt;br /&gt;
* Y is not allied to a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X. (Not Mirrored??)&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to propose ending a rivalry with Y, but does not need to use a councilor to do so.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y end their rivalry, and are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
■■■■■ is a de facto autonomous state whose nationhood is not recognized by the nation that claims its territory, ■■■■■. It is in a permanent rivalry with that nation. It will function as an independent nation with some limitations: it cannot declare or join wars, or join federations. It may declare independence, ending its breakaway status but allowing the parent nation to declare war. Allies will have the option to participate in the war. Any allies of this nation will also enter into a rivalry with the parent nation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Breakaway Nations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
When the game starts there are four &#039;&#039;&#039;breakaway nations&#039;&#039;&#039; - [[TWN|Taiwan]], [[PAL|Palestine]], [[YMS|South Yemen]], and [[SOL|Somaliland]]. Additional breakaway nations can be created via secession movements, liberations in wars, and peaceful unifications into non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
==== Granting Independence ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can grant independence to any nation Y that is a breakaway nation of X.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to grant independence to Y.&lt;br /&gt;
&lt;br /&gt;
This granting of independence cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X grants independence to Y, Y will no longer be a Breakaway Nation of X, and X and Y will end their [[Foreign_Relations#Rivals|rivalry]].&lt;br /&gt;
&lt;br /&gt;
==== Declaring Independence ====&lt;br /&gt;
&lt;br /&gt;
Any breakaway nation X can declare independence from its parent nation Y.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to declare independence from Y.&lt;br /&gt;
&lt;br /&gt;
This declaration of independence cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X declares independence from Y, X will no longer be a breakaway nation of Y, and Y will be automatically forced to [[Foreign_Relations#Declaring_Wars|declare war]] on X.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defense and share space program funding and boost. Members also receive a bonus to investments in the Economy priority. They are led by the member nation with the most significant international ambitions (claims).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;To join a federation, a nation must have claims on its territory by at least one of the federation&#039;s member nations, be allied with one of the members, and has secured normalized relations with all other members.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Nations may apply to join a federation using the Set Policy mission; the lead nation will approve or disapprove the request. The lead nation may also invite qualifying nations to join.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Federations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Some federations are present at the start of the game, while others can be created. Creating a federation requires certain techs and political control of the founding nation.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being part of the same federation is one of the requirements for a [[Foreign_Relations#Peaceful_Unification|peaceful unification]].&lt;br /&gt;
* Federation members are all forcefully [[Foreign_Relations#Alliances|allied]] to one another.&lt;br /&gt;
* Federation members share {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|funding}}[[Nations#Funding|Funding]]: each member&#039;s share is proportional to (the number of its control points) ^ 3.&lt;br /&gt;
* Federation members can build {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|mc}}[[Nations#Mission_Contro|Mission Control]] if any member has completed a [[Nations#List_of_Priorities|Spaceflight Program]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|easier to perform]] in other federation members.&lt;br /&gt;
* Federation members receive an {{TV|economy}} bonus of (total GDP of other federation members in billions ^ 0.25 / 2)%, rounded to the nearest 1%. This also affects the cost of  [[Nations#Direct_Investment|Direct Investments]] into the {{TV|economy}}.&lt;br /&gt;
&lt;br /&gt;
==== Joining Federations ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose joining in federation with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X has at least one region.&lt;br /&gt;
* X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation.&lt;br /&gt;
* X is not in a federation or X is the leader of its federation.&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* Y is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation.&lt;br /&gt;
* Y is not in a federation or Y is the leader of its federation.&lt;br /&gt;
*: &#039;&#039;Note: If Y is not the leader of its federation, X can still federate with Y, but it has to ask the leader of Y&#039;s federation, not Y.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If X is not in a federation but Y is the leader of a federation F, then:&lt;br /&gt;
** Some member of F is [[Foreign_Relations#Alliances|allied]] with X and not on diplomatic cooldown with X.&lt;br /&gt;
** No member of F has a rivalry with X.&lt;br /&gt;
** No member of F is at war with X.&lt;br /&gt;
** Some member of F has a claim on some region of X, or X has a claim on some region of some member of F.&lt;br /&gt;
** Every member of F that is not already [[Foreign_Relations#Alliances|alli]]ed with X is able to propose an [[Foreign_Relations#Alliances|alli]]ance with X.&lt;br /&gt;
&lt;br /&gt;
* If X is not in a federation and Y is not in a federation, then: &lt;br /&gt;
** X and Y are [[Foreign_Relations#Alliances|alli]]es.&lt;br /&gt;
** X has a claim on some region of Y or Y has a claim on some region of X.&lt;br /&gt;
** X and Y are not on diplomatic cooldown.&lt;br /&gt;
** Some faction has consolidated executive control of Y.&lt;br /&gt;
&lt;br /&gt;
* If X is the leader of a federation F, then: &lt;br /&gt;
** Y is not in a federation.&lt;br /&gt;
** Some faction has consolidated executive control of Y.&lt;br /&gt;
** Some member of F is [[Foreign_Relations#Alliances|alli]]ed with Y and not on diplomatic cooldown with Y.&lt;br /&gt;
** No member of F has a rivalry with Y.&lt;br /&gt;
** No member of F is at war with Y.&lt;br /&gt;
** Some member of F has a claim on some region of Y, or Y has a claim on some region of some member of F.&lt;br /&gt;
** Every member of F that is not already [[Foreign_Relations#Alliances|alli]]ed with Y is able to propose an [[Foreign_Relations#Alliances|alli]]ance with Y.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to propose joining in federation with Y.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y are federated, and are put on a diplomatic cooldown of 360 days. Furthermore:&lt;br /&gt;
** If X joined a federation that Y was the leader of, then X is [[Foreign_Relations#Alliances|alli]]ed to and put on a diplomatic cooldown of 360 days with all other federation members.&lt;br /&gt;
** If Y joined a federation that X was the leader of, then Y is [[Foreign_Relations#Alliances|alli]]ed to and put on a diplomatic cooldown of 360 days with all other federation members.&lt;br /&gt;
&lt;br /&gt;
==== Leaving Federations ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can leave a federation F if all of the following conditions are true:&lt;br /&gt;
* X has at least one region.&lt;br /&gt;
* X is in the federation F.&lt;br /&gt;
* X is not the leader of F.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to leave the federation F.&lt;br /&gt;
&lt;br /&gt;
This leaving of a federation can be rejected by the federation leader if that leader has less than 4 {{icon|democracy}}[[Nations#Government|Government]].&lt;br /&gt;
&lt;br /&gt;
X is put on a diplomatic cooldown of 720 days with all other members of F after X leaves F.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Federations ====&lt;br /&gt;
&lt;br /&gt;
2022  / 2026 scenario start:&lt;br /&gt;
* {{Icon|RUSU|size=50px}} &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; [[RUS|Russia]] (leader), [[ARM|Armenia]], [[BLR|Belarus]], [[KAZ|Kazakhstan]], [[KGZ|Kyrgyzstan]].&lt;br /&gt;
* {{Icon|EUAU|size=50px}} &#039;&#039;&#039;European Union:&#039;&#039;&#039; [[EUA|France]] (leader), [[ALP|Austria]], [[BGM|Belgium-Luxembourg]], [[BUL|Bulgaria]], [[CRS|Croatia]], [[CZE|Czechia]], [[DEN|Denmark]], [[EST|Estonia]]. [[FIN|Finland]], [[DEU|Germany]], [[GRE|Greece]], [[HUN|Hungary]], [[IRL|Ireland]], [[ITA|Italy]], [[LVA|Latvia]], [[LTU|Lithuania]], [[NET|Netherlands]], [[POL|Poland]], [[PRT|Portugal]], [[ROM|Romania]], [[SCA|Sweden]], [[SLO|Slovakia]], [[SLV|Slovenia]], [[ESP|Spain]].&lt;br /&gt;
&lt;br /&gt;
2070 scenario start:&lt;br /&gt;
* {{Icon|EUAU|size=50px}} &#039;&#039;&#039;European Union:&#039;&#039;&#039; [[2070 EUA|European Union]] (leader), [[2070 SCA|Nordic Federation]], [[2070 SLO|Slovakia]].&lt;br /&gt;
* {{Icon|PAL|size=50px}} &#039;&#039;&#039;Palestinian Federation&#039;&#039;&#039; [[2070 PAL|Palestine]] (leader), [[2070 JOR|Jordan]].&lt;br /&gt;
* {{Icon|AUSU|size=50px}} &#039;&#039;&#039;Republic of the Southern Cross&#039;&#039;&#039; [[2070 AUS|Australia]] (leader), [[2070 NZL|New Zealand]].&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created, it will have the name and flag of its initial nation. However, certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czechia.png|50px]] Czechoslovakia || [[File:Flag Czechia.png|50px]] Czechia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag England.png|50px]] England&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(work in progress, contributions are welcome)&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
&lt;br /&gt;
A nation is considered war-capable if it is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation and it has an army or a nuke.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Allows [[Terrestrial_Warfare]].&lt;br /&gt;
* Increases {{TV|base cohesion}}.&lt;br /&gt;
* Slowly decreases {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Declaring Wars ====&lt;br /&gt;
&lt;br /&gt;
Any war-capable nation X can declare war on any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are [[Foreign_Relations#Rivals|rivals]].&lt;br /&gt;
* There is no war-capable nation that is [[Foreign_Relations#Alliances|allied]] to both X and Y.&lt;br /&gt;
* Y would be an accessible war enemy.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to declare war on Y.&lt;br /&gt;
&lt;br /&gt;
This declaration of war cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X declares war on Y, the following steps occur:&lt;br /&gt;
# If it has been less than 90 days since X and Y became rivals, then the {{TV|cohesion}} of X decreases by 0.5 × (1 - days since X and Y became rivals / 90) × the {{TV|democracy}} of X.&lt;br /&gt;
# X gains {{TV|cohesion|1}} if all of the following conditions are true:&lt;br /&gt;
#* X did not lose any {{TV|cohesion}} in the previous step.&lt;br /&gt;
#* X was at peace.&lt;br /&gt;
#* The {{TV|unrest}} of X is less than 8.&lt;br /&gt;
#* The {{TV|cohesion}} of X is more than 2.&lt;br /&gt;
#* Either the {{TV|democracy}} of X is less than 7 or the {{TV|democracy}} of Y is less than 7.&lt;br /&gt;
# Y gains {{TV|cohesion|3}} if all of the following conditions are true:&lt;br /&gt;
#* The {{TV|unrest}} of Y is less than 8.&lt;br /&gt;
#* The {{TV|cohesion}} of Y is more than 2.&lt;br /&gt;
# Each war-capable nation that is [[Foreign_Relations#Alliances|allied]] to Y is forced to join the war on the side of Y and gains {{TV|cohesion|1}} if all of the following conditions are true:&lt;br /&gt;
#* The {{TV|unrest}} of the nation is less than 8.&lt;br /&gt;
#* The {{TV|cohesion}} of the nation is more than 2.&lt;br /&gt;
# Each war-capable nation that is [[Foreign_Relations#Alliances|allied]] to X and not [[Foreign_Relations#Alliances|allied]] to anyone on the side of Y is asked if it wants to join the war on the side of X.&lt;br /&gt;
#* The faction that owns the executive control point of the nation gets to decide whether to join. Saying yes is equivalent to performing the [[Foreign_Relations#Joining_Wars|Join War]] policy.&lt;br /&gt;
# The faction that owns the executive control point of Y gains (3 × the number of control points Y has) hate for the faction that owns the executive control point of X.&lt;br /&gt;
# Every nation that joined this war is put on a diplomatic cooldown of 90 days with all nations on the other side of the war.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}} &lt;br /&gt;
If either X or Y is the [[Aliens#Alien_Administration|Alien Administration]], then the first step is skipped.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Joining Wars ====&lt;br /&gt;
&lt;br /&gt;
Any war-capable nation X can join any side S of any ongoing war W if all of the following conditions are true:&lt;br /&gt;
* X is [[Foreign_Relations#Alliances|allied]] to at least one member on side S of the war W.&lt;br /&gt;
* X is not [[Foreign_Relations#Alliances|allied]] to any member on the side of the war W that is not S.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to join war W.&lt;br /&gt;
&lt;br /&gt;
This joining of war cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X is put on a diplomatic cooldown of 90 days with every nation on the other side of war W after X joins war W.&lt;br /&gt;
&lt;br /&gt;
If X was not previously at war, and X joined the attacking side of the war, then X gains {{TV|cohesion|0.5}}.&lt;br /&gt;
&lt;br /&gt;
==== Seeking Peace ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can seek peace from any war W it is part of.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to seek peace from war W.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of the lead nation Y of the other side of the war gets to decide whether to accept or reject:&lt;br /&gt;
* If rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If accepted, then:&lt;br /&gt;
** If X was the leader of its side of the war W, then the war W is ended:&lt;br /&gt;
*** Every nation involved in the war W is removed from the war.&lt;br /&gt;
*** Every nation involved in the war W returns to [[Foreign_Relations#Rivals|rival]] relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.&lt;br /&gt;
** Otherwise, X is removed from the war W and returns to [[Foreign_Relations#Rivals|rival]] relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.&lt;br /&gt;
&lt;br /&gt;
Note: Seeking Peace can result in {{TV|cohesion}} penalties for any nations that gained {{TV|cohesion}} from the war.&lt;br /&gt;
&lt;br /&gt;
==== Other Sources ====&lt;br /&gt;
&lt;br /&gt;
Wars can be started through various other means:&lt;br /&gt;
&lt;br /&gt;
; Declaring Independence&lt;br /&gt;
&lt;br /&gt;
See [[Foreign_Relations#Declaring_Independence]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
; Assaulting Alien Assets with Armies&lt;br /&gt;
&lt;br /&gt;
If the [[Aliens#Alien_Administration|Alien Nation]] has at least one region, then using an army to begin an assault on an [[Aliens#Alien_Facility|Alien Facility]] or [[Aliens#Alien_Assault_Carrier|Landed UFO]] will automatically force the [[Aliens#Alien_Administration|Alien Nation]] to [[Foreign_Relations#Declaring_Wars|declare war]] on the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=11746</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=11746"/>
		<updated>2026-07-28T17:27:37Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Starting Nation Group */&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.&lt;br /&gt;
Dark Skies DLC adds two additional scenarios; the 2003 scenario and 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 year 2026. Tutorial is available for this scenario.&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 year 2022. Tutorial is available for this scenario.&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. Tutorial is disabled for this scenario.&lt;br /&gt;
&lt;br /&gt;
The 2003 scenario&#039;s political, economic and demographic situation is modelled on available real-world data of year 2003. Factions start with various penalties which can be fixed by researching technologies or projects. Also, global techs of &#039;normal&#039; game is only accessible after researching expensive roadblock techs. But there&#039;s additional projects for alternative early progression.&lt;br /&gt;
&lt;br /&gt;
Broken Earth scenario starts on year 2112, with the premise of global nuclear war on year 1962. Humanity has suffered major setback - no nation has nuclear arsenal or space program, and global population is only about 53.8 billion. Various rule chance is applied to this scenario, and each faction has 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.&lt;br /&gt;
&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;
&lt;br /&gt;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of a set of nation(s). If activated, every faction starts with additional {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control point]](CP) cap.&lt;br /&gt;
List of options in 2022, 2026 and 2003 scenarios:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : India, Indonesia&lt;br /&gt;
&lt;br /&gt;
2070 and Broken Earth scenarios have different options.&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=11745</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=11745"/>
		<updated>2026-07-28T17:26:42Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Customize Campaign */&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.&lt;br /&gt;
Dark Skies DLC adds two additional scenarios; the 2003 scenario and 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 year 2026. Tutorial is available for this scenario.&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 year 2022. Tutorial is available for this scenario.&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. Tutorial is disabled for this scenario.&lt;br /&gt;
&lt;br /&gt;
The 2003 scenario&#039;s political, economic and demographic situation is modelled on available real-world data of year 2003. Factions start with various penalties which can be fixed by researching technologies or projects. Also, global techs of &#039;normal&#039; game is only accessible after researching expensive roadblock techs. But there&#039;s additional projects for alternative early progression.&lt;br /&gt;
&lt;br /&gt;
Broken Earth scenario starts on year 2112, with the premise of global nuclear war on year 1962. Humanity has suffered major setback - no nation has nuclear arsenal or space program, and global population is only about 53.8 billion. Various rule chance is applied to this scenario, and each faction has 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.&lt;br /&gt;
&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;
&lt;br /&gt;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of a set of nation(s). If activated, every faction starts with additional {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control point]](CP) cap.&lt;br /&gt;
List of options in 2022, 2026 and 2003 scenarios:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : India, Indonesia&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=11744</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=11744"/>
		<updated>2026-07-28T17:12:57Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Scenario */&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.&lt;br /&gt;
Dark Skies DLC adds two additional scenarios; the 2003 scenario and 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 year 2026. Tutorial is available for this scenario.&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 year 2022. Tutorial is available for this scenario.&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. Tutorial is disabled for this scenario.&lt;br /&gt;
&lt;br /&gt;
The 2003 scenario&#039;s political, economic and demographic situation is modelled on available real-world data of year 2003. Factions start with various penalties which can be fixed by researching technologies or projects. Also, global techs of &#039;normal&#039; game is only accessible after researching expensive roadblock techs. But there&#039;s additional projects for alternative early progression.&lt;br /&gt;
&lt;br /&gt;
Broken Earth scenario starts on year 2112, with the premise of global nuclear war on year 1962. Humanity has suffered major setback - no nation has nuclear arsenal or space program, and global population is only about 53.8 billion. Various rule chance is applied to this scenario, and each faction has 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.&lt;br /&gt;
&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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of a set of nation(s). If activated, every faction starts with additional {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control point]](CP) cap.&lt;br /&gt;
List of options:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : India, Indonesia&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=DLC&amp;diff=11737</id>
		<title>DLC</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=DLC&amp;diff=11737"/>
		<updated>2026-06-30T16:52:45Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: added redirect page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Downloadable content]]&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Downloadable_content&amp;diff=11736</id>
		<title>Downloadable content</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Downloadable_content&amp;diff=11736"/>
		<updated>2026-06-30T16:21:20Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Downloadable content (DLC) is additional content created for an already released video game, distributed through the Internet by the game&#039;s publisher.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/Downloadable_content&amp;lt;/ref&amp;gt;&lt;br /&gt;
You may purchase the DLC on the same platform you bought &#039;&#039;Terra Invicta&#039;&#039; and play the game with additional contents of the DLC. Currently, there is one DLC planned to release.&lt;br /&gt;
&lt;br /&gt;
== List of DLCs ==&lt;br /&gt;
=== Dark Skies&amp;lt;ref&amp;gt;https://store.steampowered.com/app/4713340&amp;lt;/ref&amp;gt; ===&lt;br /&gt;
* 2 new Scenarios - Real-world year 2003 scenario and alternate history &#039;Broken Earth&#039; scenario will be added.&lt;br /&gt;
* 2 New Ship Sets - New ship skins, NASA-inspired and industrial hard sci-fi will be added.&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=11609</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=11609"/>
		<updated>2026-03-06T13:02:35Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Starting Nation Group */&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, distinguished by starting year; the 2022 scenario, the 2026 scenario, and the 2070 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 year 2026. Tutorial is available for this scenario.&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 year 2022. Tutorial is available for this scenario.&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. Tutorial is disabled for this scenario.&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.&lt;br /&gt;
&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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of a set of nation(s). If activated, every faction starts with additional {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control point]](CP) cap.&lt;br /&gt;
List of options:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : India, Indonesia&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=11452</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=11452"/>
		<updated>2026-02-03T15:25:45Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Starting Nation Group */&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, distinguished by starting year; the 2022 scenario, the 2026 scenario, and the 2070 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 year 2026. Tutorial is available for this scenario.&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 year 2022. Tutorial is available for this scenario.&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. Tutorial is disabled for this scenario.&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.&lt;br /&gt;
&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 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of a set of nation(s). If activated, every faction starts with additional {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control point]](CP) cap.&lt;br /&gt;
List of options:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : , India, Indonesia&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11328</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11328"/>
		<updated>2026-01-23T04:44:42Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Kit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for [[Factions]] to build [[Fleets]] of ships to protect and advance their interests. Once the [[Factions]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{TV|space}}, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at [[Habs]] at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the [[Habs|hab]] that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with fuel. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the strategy layer. Higher cruise accelerations allow ships to overcome a space body&#039;s gravity and take more direct trajectories to its destination. Base cap is 2.0g, and the cap can be raised to 3.0g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the combat layer. Some drives are capable of short periods of higher acceleration in combat situations. This value is same as Cruise Acceleration * Combat thrust multiplier. If the Cinematic Combat Movement option is turned off, a ship spends more delta-V to accelerate faster than Cruise Acceleration. Base cap is 3.0g, and the cap can be raised to 5.0g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can change its orientation in combat. This value is dependent on the length and mass of the ship; shorter ships will turn faster all things being equal.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat.&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{icon|boost|bgcolor=transparent}}Boost and {{icon|money|bgcolor=transparent}}Money can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{TV|mc}} and {{TV|money}} upkeep of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion and malfunction events may occur.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; Determines where the ship can go and how fast it can get there. More propellant increases Delta-V. More mass on the ship decreases it.&lt;br /&gt;
** Ships with 4 kps Delta-V can intercept and return to a friendly station in the same orbit. &lt;br /&gt;
** Ships with less than 8 kps Delta-V may have trouble reaching the Moon from an Earth orbit. &lt;br /&gt;
** Ships with less than 30 kps Delta-V will not be able to reliably perform interplanetary transfers from Earth.&lt;br /&gt;
** Ships with roughly 60 kps will be able to perform more extreme transfers such as transferring from Mercury to Saturn.&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Each ship have Space Combat Value calculated from its weapons and other equipment. This value is irrelevant for most of the game but used for the victory condition of several factions.&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:&lt;br /&gt;
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.&lt;br /&gt;
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.&lt;br /&gt;
* The number of [[File:Select Utility.png|25px]] utility hard points.&lt;br /&gt;
* The length of the ship.&lt;br /&gt;
* The width of the ship.&lt;br /&gt;
* The structural integrity of the ship.&lt;br /&gt;
* The base construction time for the ship.&lt;br /&gt;
* The construction tier of the ship.&lt;br /&gt;
* The maximum number of officers on the ship.&lt;br /&gt;
* The {{TV|mc}} and {{TV|money}} upkeep of the ship.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Certain officer types can bypass the officer limit.&lt;br /&gt;
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].&lt;br /&gt;
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range !! Other&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Noncombatant || Must carry a Marine module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Noncombatant || Must carry a prospector module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a nuclear-powered hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Noncombatant ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penetrator&#039;&#039;&#039; || Long || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039; || Long || Short || Will emphasize point defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intruder&#039;&#039;&#039; || Long || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomber&#039;&#039;&#039; || Long || Long || Will emphasize bombardment-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Medium || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;&#039;&#039; || Short || Long ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OfficerLister|ListOfficers}}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A tunable drive is a drive with a combat thrust multiplier greater than 1.&lt;br /&gt;
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.&lt;br /&gt;
&lt;br /&gt;
== Ship Systems ==&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every space ship consists of the following ship systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:&lt;br /&gt;
|-&lt;br /&gt;
! Nose !! Left/Right !! Tail !! Core&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Setting Waypoints&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Systems Reactor&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Auxiliary Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Total Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Angular Acceleration&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Main&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Mid-Combat Repair Speed&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Propellant&lt;br /&gt;
| Fuel (tons) / 100&lt;br /&gt;
| Is the Fuel&lt;br /&gt;
| 0&lt;br /&gt;
| Fuel Tanks / 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapons&lt;br /&gt;
| Chosen Nose Weapons&#039; Health&lt;br /&gt;
| Chosen Nose Weapons&#039; Functions&lt;br /&gt;
| Non-Empty Nose Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapons&lt;br /&gt;
| Chosen Hull Weapons&#039; Health&lt;br /&gt;
| Chosen Hull Weapons&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Hull Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Utility Modules&lt;br /&gt;
| Chosen Utility Modules&#039; Health&lt;br /&gt;
| Chosen Utility Modules&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Radiators&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
| 3 × Thrusters&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| Thrusters&lt;br /&gt;
| Thrusters&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
| Chosen Battery&#039;s Health&lt;br /&gt;
| Health % Multiplies Energy Capacity&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ship Areas and Hit Weights ===&lt;br /&gt;
&lt;br /&gt;
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:cruise_thrust_chart@2.6x.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:combat_thrust_chart@2.6x.png|550px|Combat trust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When extended or extending, the ship&#039;s radiators vent the heat generated by various ship systems and modules.&lt;br /&gt;
&lt;br /&gt;
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship&#039;s internals (but this bleed through is capped at the radiator&#039;s health of just 3). &lt;br /&gt;
&lt;br /&gt;
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage that is applied to a spaceship can be divided into three categories:&lt;br /&gt;
* Direct Damage focuses on damaging the ship&#039;s internal components.&lt;br /&gt;
* Chip Damage focuses on damaging the armor volume.&lt;br /&gt;
* Shred Damage focuses on damaging the armor value.&lt;br /&gt;
&lt;br /&gt;
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:&lt;br /&gt;
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage. &lt;br /&gt;
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.&lt;br /&gt;
&lt;br /&gt;
When the ship armor is fully intact on the facing that receives the incoming attack:&lt;br /&gt;
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship&#039;s internal components.&lt;br /&gt;
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.&lt;br /&gt;
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.&lt;br /&gt;
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.&lt;br /&gt;
&lt;br /&gt;
Damaged armor does not function as well:&lt;br /&gt;
* Armor points removed by shred damage will no longer block any direct damage.&lt;br /&gt;
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.&lt;br /&gt;
&lt;br /&gt;
When the ship has no armor at all on the facing that receives the incoming attack:&lt;br /&gt;
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship&#039;s internal components.&lt;br /&gt;
&lt;br /&gt;
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:&lt;br /&gt;
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor&lt;br /&gt;
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor&lt;br /&gt;
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor&lt;br /&gt;
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)&lt;br /&gt;
&lt;br /&gt;
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Armor Volume Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! !! Cinematic !! Realistic&lt;br /&gt;
|-&lt;br /&gt;
| Nose/Tail || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Side || 0.75 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).&lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section is obsolete. For a list of all utility modules in Terra Invicta, as well as their stats, see [[Utility Module List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 20 || Significantly increases the ship&#039;s turning speed.&lt;br /&gt;
|-&lt;br /&gt;
| Flag Bridge || 90 || Reduces the fleet&#039;s {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}Rangers&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}Immortals&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Cyclotron || 50 || +20MJ particle beam power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using the kit only &#039;&#039;begins&#039;&#039; local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.&lt;br /&gt;
&lt;br /&gt;
Solar Kits are only usable if the installed Solar Collector(s) can produce enough power for other modules. So Solar Platform Kits cannot be used if the location is too far away from the sun. But Solar Outpost Kits can be used on locations far away from the sun, if the hab site gets enough solar power from Solar Mirror bonus.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets.  Weapons can have up to four different possible fire modes:&lt;br /&gt;
* Focus Fire: Will fire at primary target only.&lt;br /&gt;
* Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.&lt;br /&gt;
* Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.&lt;br /&gt;
* Defense: Will fire at incoming projectiles and missiles; will not target ships.&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos.  If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up.  For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds.  If a weapon has a salvo listed of X shots over Y seconds, that means it will fire one shot every Y / (X-1) seconds X number of times, and then will go on its cooldown, after which it will fire another salvo. For example, the Light Coilgun Battery Mk1 has a salvo of 3 shots over 20 seconds and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
&lt;br /&gt;
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Naval guns cannot be used to bombard.&lt;br /&gt;
&lt;br /&gt;
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
&lt;br /&gt;
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target. &lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?&amp;lt;ref&amp;gt;Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.&amp;lt;/ref&amp;gt; !! Other Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently roll for through-armor-criticals. (But still acts as one attack in all other aspects.)&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator || 60% || None&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || 25% &lt;br /&gt;
|-&lt;br /&gt;
| Shaped Nuclear || 100% || Cone AoE &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Missile projectiles can be hit by point defenses and will be destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.&lt;br /&gt;
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.&lt;br /&gt;
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.&lt;br /&gt;
&lt;br /&gt;
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons. &lt;br /&gt;
&lt;br /&gt;
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
===== Armor Penetration =====&lt;br /&gt;
&lt;br /&gt;
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor Effectiveness = Spot Area (m²) / 0.005 (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When combined:&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
&lt;br /&gt;
Lasers that can attack both enemy ships and enemy projectiles actually have ⅓ of their stated targeting range when they are targeting projectiles. But they also receive a bonus targeting range based on the length of their Ship Hull. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Point Defense Targeting Range (km) = Targeting Range (km) / 3 + Ship Hull Length (km) × 100&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.15)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.25)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.&lt;br /&gt;
&lt;br /&gt;
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range.&lt;br /&gt;
&lt;br /&gt;
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Directed Energy Officers&lt;br /&gt;
* Intelligence Officers&lt;br /&gt;
* Commanding Officers&lt;br /&gt;
* [[Precision Focusing Software]] Project&lt;br /&gt;
&lt;br /&gt;
===== Chipping =====&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the % of a laser&#039;s damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Chip % = Armor Effectiveness / 1000, capped at 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Particle weapons do not miss and are excellent at targeting enemy projectiles. They also have unique interactions with armor that always allows some damage to penetrate into the ship internals, though the resulting damage may be extremely small and only good for temporarily disabling certain internal components. However, particle weapons do no damage at all to armor, and have low overall damage. &lt;br /&gt;
&lt;br /&gt;
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the particle beam fires neutral particles, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.&lt;br /&gt;
&lt;br /&gt;
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. Heat damage is also the damage that is used when calculating the effects of shooting enemy kinetic projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
===== Armor Interactions =====&lt;br /&gt;
&lt;br /&gt;
Heat damage has the standard armor interactions of other weapons. In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:&lt;br /&gt;
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
&lt;br /&gt;
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers. &lt;br /&gt;
&lt;br /&gt;
Damaged ship parts work at reduced effectiveness (but will slowly be repaired over time). For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
&lt;br /&gt;
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:&lt;br /&gt;
* If the ship hull Construction Tier is greater than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is equal to the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is less than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This construction time is then divided by (100% + Ship Building Speed Bonus).&lt;br /&gt;
&lt;br /&gt;
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.&lt;br /&gt;
&lt;br /&gt;
=== Probes ===&lt;br /&gt;
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.&lt;br /&gt;
&lt;br /&gt;
== Resupply ==&lt;br /&gt;
&lt;br /&gt;
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.&lt;br /&gt;
&lt;br /&gt;
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.&lt;br /&gt;
&lt;br /&gt;
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)&lt;br /&gt;
&lt;br /&gt;
=== ISRU ===&lt;br /&gt;
&lt;br /&gt;
Ships with an ISRU module&amp;lt;ref name=refuel&amp;gt;Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.&amp;lt;/ref&amp;gt; can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:&lt;br /&gt;
* If the propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output&amp;lt;ref name=output&amp;gt;The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.&amp;lt;/ref&amp;gt; (units) / 10 (tons / unit) / 3.&lt;br /&gt;
* Otherwise, the refuel duration is the maximum out of:&lt;br /&gt;
** {{TV|water}} Fuel needed (tons) / Hab Site {{TV|water}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|volatiles}} Fuel needed (tons) / Hab Site {{TV|volatiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|metals}} Fuel needed (tons) / Hab Site {{TV|metals}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|nobles}} Fuel needed (tons) / Hab Site {{TV|nobles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|fissiles}} Fuel needed (tons) / Hab Site {{TV|fissiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using ISRU modules:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:&lt;br /&gt;
* Mass Driver&lt;br /&gt;
* E-Beam Drive&lt;br /&gt;
* Pulsed Plasmoid Drive&lt;br /&gt;
* Superconducting Mass Driver&lt;br /&gt;
&lt;br /&gt;
=== Remass Scoop ===&lt;br /&gt;
&lt;br /&gt;
Ships with a Remass Scoop&amp;lt;ref name=refuel /&amp;gt; can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;.&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Hydrogen&#039;&#039;&#039; and only consists of {{TV|water}} and/or {{TV|volatiles}}.&lt;br /&gt;
&lt;br /&gt;
Note: {{TV|fissiles}} costs can be converted into {{TV|water}} costs for drives that use Helium-3, if the faction has an active He3 mine. This conversion effectively allows the Remass Scoop to also refuel {{TV|fissiles}} in these cases.&lt;br /&gt;
&lt;br /&gt;
The Refuel Duration (days) = Fuel needed (tons) / 1000.&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using Remass Scoops:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
&lt;br /&gt;
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Time / 10&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Cost / 10&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier &lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Cost / 200&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
|-&lt;br /&gt;
! Life Support Main&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction {{TV|volatiles}} Cost / 20&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| rowspan=4 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=4 | {{TV|metals|0.1}}&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
|-&lt;br /&gt;
! System Reactor&lt;br /&gt;
| Missing Health % × 2 &lt;br /&gt;
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Missing Health % × Hull Construction Tier × 2&lt;br /&gt;
| Missing Health % × Hull Construction Cost / 100&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapon&lt;br /&gt;
| rowspan=7 | Missing Health % × 2 &lt;br /&gt;
| rowspan=7 | Missing Health % × Module Cost / 4&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapon&lt;br /&gt;
|- &lt;br /&gt;
! Utility Module&lt;br /&gt;
|- &lt;br /&gt;
! Radiator&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
|-&lt;br /&gt;
! Nose Armor&lt;br /&gt;
| rowspan=4 | Shred %  + Chip % &lt;br /&gt;
| rowspan=4 | (Shred %  + Chip %  / 4) × Armor Cost &lt;br /&gt;
|-&lt;br /&gt;
! Left Armor&lt;br /&gt;
|-&lt;br /&gt;
! Right Armor&lt;br /&gt;
|-&lt;br /&gt;
! Tail Armor&lt;br /&gt;
|-&lt;br /&gt;
! Propellant&lt;br /&gt;
| colspan=2 | Not actually repairable, &amp;quot;destroyed&amp;quot; fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.&lt;br /&gt;
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiator List|Radiator]] || Can be changed freely. || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* [[Naval Gun List|Naval Guns]]&lt;br /&gt;
* [[Laser Weapon List|Lasers]]&lt;br /&gt;
* [[Particle Weapon List|Particle Beams]]&lt;br /&gt;
* [[Magnetic Gun List|Magnetic Guns]]&lt;br /&gt;
* [[Plasma Weapon List|Plasma]]&lt;br /&gt;
* [[Missile List|Missiles]]&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Scuttle ==&lt;br /&gt;
&lt;br /&gt;
Since ships cost {{TV|mc}} and {{TV|money}} to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.&lt;br /&gt;
&lt;br /&gt;
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, 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;
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{TV|boost}} to evacuate the ship crew from the ship. If the ship&#039;s location is 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;, then the cost to evacuate the ship crew is free. Otherwise, the {{TV|boost}} cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship&#039;s location. &lt;br /&gt;
&lt;br /&gt;
If the scuttled ship is part of a larger fleet, then the {{TV|boost}} cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11327</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11327"/>
		<updated>2026-01-23T04:39:15Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Kit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for [[Factions]] to build [[Fleets]] of ships to protect and advance their interests. Once the [[Factions]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{TV|space}}, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at [[Habs]] at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the [[Habs|hab]] that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with fuel. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the strategy layer. Higher cruise accelerations allow ships to overcome a space body&#039;s gravity and take more direct trajectories to its destination. Base cap is 2.0g, and the cap can be raised to 3.0g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the combat layer. Some drives are capable of short periods of higher acceleration in combat situations. This value is same as Cruise Acceleration * Combat thrust multiplier. If the Cinematic Combat Movement option is turned off, a ship spends more delta-V to accelerate faster than Cruise Acceleration. Base cap is 3.0g, and the cap can be raised to 5.0g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can change its orientation in combat. This value is dependent on the length and mass of the ship; shorter ships will turn faster all things being equal.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat.&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{icon|boost|bgcolor=transparent}}Boost and {{icon|money|bgcolor=transparent}}Money can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{TV|mc}} and {{TV|money}} upkeep of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion and malfunction events may occur.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; Determines where the ship can go and how fast it can get there. More propellant increases Delta-V. More mass on the ship decreases it.&lt;br /&gt;
** Ships with 4 kps Delta-V can intercept and return to a friendly station in the same orbit. &lt;br /&gt;
** Ships with less than 8 kps Delta-V may have trouble reaching the Moon from an Earth orbit. &lt;br /&gt;
** Ships with less than 30 kps Delta-V will not be able to reliably perform interplanetary transfers from Earth.&lt;br /&gt;
** Ships with roughly 60 kps will be able to perform more extreme transfers such as transferring from Mercury to Saturn.&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Each ship have Space Combat Value calculated from its weapons and other equipment. This value is irrelevant for most of the game but used for the victory condition of several factions.&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:&lt;br /&gt;
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.&lt;br /&gt;
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.&lt;br /&gt;
* The number of [[File:Select Utility.png|25px]] utility hard points.&lt;br /&gt;
* The length of the ship.&lt;br /&gt;
* The width of the ship.&lt;br /&gt;
* The structural integrity of the ship.&lt;br /&gt;
* The base construction time for the ship.&lt;br /&gt;
* The construction tier of the ship.&lt;br /&gt;
* The maximum number of officers on the ship.&lt;br /&gt;
* The {{TV|mc}} and {{TV|money}} upkeep of the ship.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Certain officer types can bypass the officer limit.&lt;br /&gt;
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].&lt;br /&gt;
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range !! Other&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Noncombatant || Must carry a Marine module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Noncombatant || Must carry a prospector module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a nuclear-powered hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Noncombatant ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penetrator&#039;&#039;&#039; || Long || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039; || Long || Short || Will emphasize point defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intruder&#039;&#039;&#039; || Long || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomber&#039;&#039;&#039; || Long || Long || Will emphasize bombardment-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Medium || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;&#039;&#039; || Short || Long ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OfficerLister|ListOfficers}}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A tunable drive is a drive with a combat thrust multiplier greater than 1.&lt;br /&gt;
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.&lt;br /&gt;
&lt;br /&gt;
== Ship Systems ==&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every space ship consists of the following ship systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:&lt;br /&gt;
|-&lt;br /&gt;
! Nose !! Left/Right !! Tail !! Core&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Setting Waypoints&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Systems Reactor&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Auxiliary Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Total Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Angular Acceleration&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Main&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Mid-Combat Repair Speed&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Propellant&lt;br /&gt;
| Fuel (tons) / 100&lt;br /&gt;
| Is the Fuel&lt;br /&gt;
| 0&lt;br /&gt;
| Fuel Tanks / 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapons&lt;br /&gt;
| Chosen Nose Weapons&#039; Health&lt;br /&gt;
| Chosen Nose Weapons&#039; Functions&lt;br /&gt;
| Non-Empty Nose Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapons&lt;br /&gt;
| Chosen Hull Weapons&#039; Health&lt;br /&gt;
| Chosen Hull Weapons&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Hull Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Utility Modules&lt;br /&gt;
| Chosen Utility Modules&#039; Health&lt;br /&gt;
| Chosen Utility Modules&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Radiators&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
| 3 × Thrusters&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| Thrusters&lt;br /&gt;
| Thrusters&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
| Chosen Battery&#039;s Health&lt;br /&gt;
| Health % Multiplies Energy Capacity&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ship Areas and Hit Weights ===&lt;br /&gt;
&lt;br /&gt;
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:cruise_thrust_chart@2.6x.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:combat_thrust_chart@2.6x.png|550px|Combat trust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When extended or extending, the ship&#039;s radiators vent the heat generated by various ship systems and modules.&lt;br /&gt;
&lt;br /&gt;
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship&#039;s internals (but this bleed through is capped at the radiator&#039;s health of just 3). &lt;br /&gt;
&lt;br /&gt;
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage that is applied to a spaceship can be divided into three categories:&lt;br /&gt;
* Direct Damage focuses on damaging the ship&#039;s internal components.&lt;br /&gt;
* Chip Damage focuses on damaging the armor volume.&lt;br /&gt;
* Shred Damage focuses on damaging the armor value.&lt;br /&gt;
&lt;br /&gt;
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:&lt;br /&gt;
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage. &lt;br /&gt;
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.&lt;br /&gt;
&lt;br /&gt;
When the ship armor is fully intact on the facing that receives the incoming attack:&lt;br /&gt;
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship&#039;s internal components.&lt;br /&gt;
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.&lt;br /&gt;
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.&lt;br /&gt;
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.&lt;br /&gt;
&lt;br /&gt;
Damaged armor does not function as well:&lt;br /&gt;
* Armor points removed by shred damage will no longer block any direct damage.&lt;br /&gt;
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.&lt;br /&gt;
&lt;br /&gt;
When the ship has no armor at all on the facing that receives the incoming attack:&lt;br /&gt;
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship&#039;s internal components.&lt;br /&gt;
&lt;br /&gt;
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:&lt;br /&gt;
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor&lt;br /&gt;
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor&lt;br /&gt;
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor&lt;br /&gt;
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)&lt;br /&gt;
&lt;br /&gt;
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Armor Volume Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! !! Cinematic !! Realistic&lt;br /&gt;
|-&lt;br /&gt;
| Nose/Tail || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Side || 0.75 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).&lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section is obsolete. For a list of all utility modules in Terra Invicta, as well as their stats, see [[Utility Module List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 20 || Significantly increases the ship&#039;s turning speed.&lt;br /&gt;
|-&lt;br /&gt;
| Flag Bridge || 90 || Reduces the fleet&#039;s {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}Rangers&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}Immortals&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Cyclotron || 50 || +20MJ particle beam power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using the kit only &#039;&#039;begins&#039;&#039; local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.&lt;br /&gt;
Solar kits are only usable if the installed Solar Collector(s) can produce enough power for other modules.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets.  Weapons can have up to four different possible fire modes:&lt;br /&gt;
* Focus Fire: Will fire at primary target only.&lt;br /&gt;
* Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.&lt;br /&gt;
* Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.&lt;br /&gt;
* Defense: Will fire at incoming projectiles and missiles; will not target ships.&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos.  If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up.  For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds.  If a weapon has a salvo listed of X shots over Y seconds, that means it will fire one shot every Y / (X-1) seconds X number of times, and then will go on its cooldown, after which it will fire another salvo. For example, the Light Coilgun Battery Mk1 has a salvo of 3 shots over 20 seconds and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
&lt;br /&gt;
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Naval guns cannot be used to bombard.&lt;br /&gt;
&lt;br /&gt;
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
&lt;br /&gt;
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target. &lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?&amp;lt;ref&amp;gt;Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.&amp;lt;/ref&amp;gt; !! Other Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently roll for through-armor-criticals. (But still acts as one attack in all other aspects.)&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator || 60% || None&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || 25% &lt;br /&gt;
|-&lt;br /&gt;
| Shaped Nuclear || 100% || Cone AoE &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Missile projectiles can be hit by point defenses and will be destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.&lt;br /&gt;
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.&lt;br /&gt;
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.&lt;br /&gt;
&lt;br /&gt;
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons. &lt;br /&gt;
&lt;br /&gt;
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
===== Armor Penetration =====&lt;br /&gt;
&lt;br /&gt;
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor Effectiveness = Spot Area (m²) / 0.005 (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When combined:&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
&lt;br /&gt;
Lasers that can attack both enemy ships and enemy projectiles actually have ⅓ of their stated targeting range when they are targeting projectiles. But they also receive a bonus targeting range based on the length of their Ship Hull. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Point Defense Targeting Range (km) = Targeting Range (km) / 3 + Ship Hull Length (km) × 100&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.15)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.25)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.&lt;br /&gt;
&lt;br /&gt;
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range.&lt;br /&gt;
&lt;br /&gt;
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Directed Energy Officers&lt;br /&gt;
* Intelligence Officers&lt;br /&gt;
* Commanding Officers&lt;br /&gt;
* [[Precision Focusing Software]] Project&lt;br /&gt;
&lt;br /&gt;
===== Chipping =====&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the % of a laser&#039;s damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Chip % = Armor Effectiveness / 1000, capped at 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Particle weapons do not miss and are excellent at targeting enemy projectiles. They also have unique interactions with armor that always allows some damage to penetrate into the ship internals, though the resulting damage may be extremely small and only good for temporarily disabling certain internal components. However, particle weapons do no damage at all to armor, and have low overall damage. &lt;br /&gt;
&lt;br /&gt;
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the particle beam fires neutral particles, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.&lt;br /&gt;
&lt;br /&gt;
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. Heat damage is also the damage that is used when calculating the effects of shooting enemy kinetic projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
===== Armor Interactions =====&lt;br /&gt;
&lt;br /&gt;
Heat damage has the standard armor interactions of other weapons. In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:&lt;br /&gt;
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
&lt;br /&gt;
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers. &lt;br /&gt;
&lt;br /&gt;
Damaged ship parts work at reduced effectiveness (but will slowly be repaired over time). For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
&lt;br /&gt;
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:&lt;br /&gt;
* If the ship hull Construction Tier is greater than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is equal to the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is less than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This construction time is then divided by (100% + Ship Building Speed Bonus).&lt;br /&gt;
&lt;br /&gt;
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.&lt;br /&gt;
&lt;br /&gt;
=== Probes ===&lt;br /&gt;
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.&lt;br /&gt;
&lt;br /&gt;
== Resupply ==&lt;br /&gt;
&lt;br /&gt;
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.&lt;br /&gt;
&lt;br /&gt;
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.&lt;br /&gt;
&lt;br /&gt;
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)&lt;br /&gt;
&lt;br /&gt;
=== ISRU ===&lt;br /&gt;
&lt;br /&gt;
Ships with an ISRU module&amp;lt;ref name=refuel&amp;gt;Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.&amp;lt;/ref&amp;gt; can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:&lt;br /&gt;
* If the propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output&amp;lt;ref name=output&amp;gt;The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.&amp;lt;/ref&amp;gt; (units) / 10 (tons / unit) / 3.&lt;br /&gt;
* Otherwise, the refuel duration is the maximum out of:&lt;br /&gt;
** {{TV|water}} Fuel needed (tons) / Hab Site {{TV|water}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|volatiles}} Fuel needed (tons) / Hab Site {{TV|volatiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|metals}} Fuel needed (tons) / Hab Site {{TV|metals}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|nobles}} Fuel needed (tons) / Hab Site {{TV|nobles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|fissiles}} Fuel needed (tons) / Hab Site {{TV|fissiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using ISRU modules:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:&lt;br /&gt;
* Mass Driver&lt;br /&gt;
* E-Beam Drive&lt;br /&gt;
* Pulsed Plasmoid Drive&lt;br /&gt;
* Superconducting Mass Driver&lt;br /&gt;
&lt;br /&gt;
=== Remass Scoop ===&lt;br /&gt;
&lt;br /&gt;
Ships with a Remass Scoop&amp;lt;ref name=refuel /&amp;gt; can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;.&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Hydrogen&#039;&#039;&#039; and only consists of {{TV|water}} and/or {{TV|volatiles}}.&lt;br /&gt;
&lt;br /&gt;
Note: {{TV|fissiles}} costs can be converted into {{TV|water}} costs for drives that use Helium-3, if the faction has an active He3 mine. This conversion effectively allows the Remass Scoop to also refuel {{TV|fissiles}} in these cases.&lt;br /&gt;
&lt;br /&gt;
The Refuel Duration (days) = Fuel needed (tons) / 1000.&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using Remass Scoops:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
&lt;br /&gt;
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Time / 10&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Cost / 10&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier &lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Cost / 200&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
|-&lt;br /&gt;
! Life Support Main&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction {{TV|volatiles}} Cost / 20&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| rowspan=4 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=4 | {{TV|metals|0.1}}&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
|-&lt;br /&gt;
! System Reactor&lt;br /&gt;
| Missing Health % × 2 &lt;br /&gt;
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Missing Health % × Hull Construction Tier × 2&lt;br /&gt;
| Missing Health % × Hull Construction Cost / 100&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapon&lt;br /&gt;
| rowspan=7 | Missing Health % × 2 &lt;br /&gt;
| rowspan=7 | Missing Health % × Module Cost / 4&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapon&lt;br /&gt;
|- &lt;br /&gt;
! Utility Module&lt;br /&gt;
|- &lt;br /&gt;
! Radiator&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
|-&lt;br /&gt;
! Nose Armor&lt;br /&gt;
| rowspan=4 | Shred %  + Chip % &lt;br /&gt;
| rowspan=4 | (Shred %  + Chip %  / 4) × Armor Cost &lt;br /&gt;
|-&lt;br /&gt;
! Left Armor&lt;br /&gt;
|-&lt;br /&gt;
! Right Armor&lt;br /&gt;
|-&lt;br /&gt;
! Tail Armor&lt;br /&gt;
|-&lt;br /&gt;
! Propellant&lt;br /&gt;
| colspan=2 | Not actually repairable, &amp;quot;destroyed&amp;quot; fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.&lt;br /&gt;
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiator List|Radiator]] || Can be changed freely. || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* [[Naval Gun List|Naval Guns]]&lt;br /&gt;
* [[Laser Weapon List|Lasers]]&lt;br /&gt;
* [[Particle Weapon List|Particle Beams]]&lt;br /&gt;
* [[Magnetic Gun List|Magnetic Guns]]&lt;br /&gt;
* [[Plasma Weapon List|Plasma]]&lt;br /&gt;
* [[Missile List|Missiles]]&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Scuttle ==&lt;br /&gt;
&lt;br /&gt;
Since ships cost {{TV|mc}} and {{TV|money}} to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.&lt;br /&gt;
&lt;br /&gt;
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, 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;
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{TV|boost}} to evacuate the ship crew from the ship. If the ship&#039;s location is 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;, then the cost to evacuate the ship crew is free. Otherwise, the {{TV|boost}} cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship&#039;s location. &lt;br /&gt;
&lt;br /&gt;
If the scuttled ship is part of a larger fleet, then the {{TV|boost}} cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=10952</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=10952"/>
		<updated>2026-01-09T11:34:42Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: &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, distinguished by starting year; the 2022 scenario, the 2026 scenario, and the 2070 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 year 2026. Tutorial is available for this scenario.&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 year 2022. Tutorial is available for this scenario.&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. Tutorial is disabled for this scenario.&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.&lt;br /&gt;
&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 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of a set of nation(s). List of options:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : , India, Indonesia&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=10951</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=10951"/>
		<updated>2026-01-09T11:33:56Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Scenario */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|This page needs updating to reflect the latest release, including the 2070 scenario.}}&lt;br /&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, distinguished by starting year; the 2022 scenario, the 2026 scenario, and the 2070 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 year 2026. Tutorial is available for this scenario.&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 year 2022. Tutorial is available for this scenario.&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. Tutorial is disabled for this scenario.&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.&lt;br /&gt;
&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 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of a set of nation(s). List of options:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : , India, Indonesia&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=10950</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=10950"/>
		<updated>2026-01-09T11:30:55Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Scenario */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|This page needs updating to reflect the latest release, including the 2070 scenario.}}&lt;br /&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, distinguished by starting year; the 2022 scenario, the 2026 scenario, and the 2070 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 for that year. The tutorial for the game is only available in this scenario.&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.&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;
== 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.&lt;br /&gt;
&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 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of a set of nation(s). List of options:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : , India, Indonesia&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=10104</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=10104"/>
		<updated>2025-12-19T02:30:56Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Solar system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|This page needs updating to reflect the latest release, including the 2070 scenario.}}&lt;br /&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 two scenarios, distinguished by starting year; the 2022 scenario, and the 2070 scenario. A 2026 scenario is planned for when Terra Invicta leaves early access.&lt;br /&gt;
&lt;br /&gt;
The 2022 scenario starts the game without [[Game_Options#Factions|factions]] having made any significant [[Technology|technological]] advancements. The political, economic and demographic situation is modelled on available real-world data for that year. The tutorial for the game is only available in this scenario.&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;
== 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.&lt;br /&gt;
&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 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of a set of nation(s). List of options:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : , India, Indonesia&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=10102</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=10102"/>
		<updated>2025-12-18T03:10:44Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Customize Campaign */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|This page needs updating to reflect the latest release, including the 2070 scenario.}}&lt;br /&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 two scenarios, distinguished by starting year; the 2022 scenario, and the 2070 scenario. A 2026 scenario is planned for when Terra Invicta leaves early access.&lt;br /&gt;
&lt;br /&gt;
The 2022 scenario starts the game without [[Game_Options#Factions|factions]] having made any significant [[Technology|technological]] advancements. The political, economic and demographic situation is modelled on available real-world data for that year. The tutorial for the game is only available in this scenario.&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;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies will appear in the game. This option changes [[Game Options#Global Mine Productivity Rate|Global Mine Productivity Rate]] too, which affects the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
* Full Solar system - 360 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Medium Solar system - 250 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Light Solar system - 110 Space objects, 130% Global Mine Productivity Rate&lt;br /&gt;
* Minimum Solar system - 70 Space objects, 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 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of a set of nation(s). List of options:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : , India, Indonesia&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== 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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=10101</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=10101"/>
		<updated>2025-12-18T02:56:56Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Ship Performance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for [[Factions]] to build [[Fleets]] of ships to protect and advance their interests. Once the [[Factions]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{icon|space}}Space Science Research, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{icon|boost}}boost and {{icon|money}}money.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at [[Habs]] at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the [[Habs|hab]] that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with fuel. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the strategy layer. Higher cruise accelerations allow ships to overcome a space body&#039;s gravity and take more direct trajectories to its destination. Base cap is 2.0g, and the cap can be raised to 3.0g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the combat layer. Some drives are capable of short periods of higher acceleration in combat situations. This value is same as Cruise Acceleration * Combat thrust multiplier. If the Cinematic Combat Movement option is turned off, a ship spends more delta-V to accelerate faster than Cruise Acceleration. Base cap is 3.0g, and the cap can be raised to 5.0g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can change its orientation in combat. This value is dependent on the length and mass of the ship; shorter ships will turn faster all things being equal.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat.&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{icon|boost|bgcolor=transparent}}Boost and {{icon|money|bgcolor=transparent}}Money can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{icon|mission control|bgcolor=DarkSlateGray}}[[resources#Faction_Resources|Mission Control]](MC) and monthly {{icon|money|bgcolor=transparent}}money cost of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion events may occur.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; Determines where the ship can go and how fast it can get there. More propellant increases Delta-V. More mass on the ship decreases it.&lt;br /&gt;
** Ships with 4 kps Delta-V can intercept and return to a friendly station in the same orbit. &lt;br /&gt;
** Ships with less than 8 kps Delta-V may have trouble reaching the Moon from an Earth orbit. &lt;br /&gt;
** Ships with less than 30 kps Delta-V will not be able to reliably perform interplanetary transfers from Earth.&lt;br /&gt;
** Ships with roughly 60 kps will be able to perform more extreme transfers such as transferring from Mercury to Saturn.&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Each ship have Space Combat Value calculated from its weapons and other equipment. This value is irrelevant for most of the game but used for the victory condition of several factions.&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:&lt;br /&gt;
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.&lt;br /&gt;
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.&lt;br /&gt;
* The number of [[File:Select Utility.png|25px]] utility hard points.&lt;br /&gt;
* The length of the ship.&lt;br /&gt;
* The width of the ship.&lt;br /&gt;
* The structural integrity of the ship.&lt;br /&gt;
* The base construction time for the ship.&lt;br /&gt;
* The construction tier of the ship.&lt;br /&gt;
* The maximum number of officers on the ship.&lt;br /&gt;
* The {{icon|mc|bgcolor=DarkSlateGray}} Mission Control upkeep of the ship.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Certain officer types can bypass the officer limit.&lt;br /&gt;
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].&lt;br /&gt;
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range !! Other&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Noncombatant || Must carry a Marine module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Noncombatant || Must carry a prospector module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a nuclear-powered hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Noncombatant ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penetrator&#039;&#039;&#039; || Long || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039; || Long || Short || Will emphasize point defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intruder&#039;&#039;&#039; || Long || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomber&#039;&#039;&#039; || Long || Long || Will emphasize bombardment-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Medium || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;&#039;&#039; || Short || Long ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OfficerLister|ListOfficers}}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A tunable drive is a drive with a combat thrust multiplier greater than 1.&lt;br /&gt;
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.&lt;br /&gt;
&lt;br /&gt;
== Ship Systems ==&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every space ship consists of the following ship systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:&lt;br /&gt;
|-&lt;br /&gt;
! Nose !! Left/Right !! Tail !! Core&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Setting Waypoints&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Systems Reactor&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Auxiliary Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Total Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Angular Acceleration&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Main&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Mid-Combat Repair Speed&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Propellant&lt;br /&gt;
| Fuel (tons) / 100&lt;br /&gt;
| Is the Fuel&lt;br /&gt;
| 0&lt;br /&gt;
| Fuel Tanks / 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapons&lt;br /&gt;
| Chosen Nose Weapons&#039; Health&lt;br /&gt;
| Chosen Nose Weapons&#039; Functions&lt;br /&gt;
| Non-Empty Nose Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapons&lt;br /&gt;
| Chosen Hull Weapons&#039; Health&lt;br /&gt;
| Chosen Hull Weapons&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Hull Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Utility Modules&lt;br /&gt;
| Chosen Utility Modules&#039; Health&lt;br /&gt;
| Chosen Utility Modules&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Radiators&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
| 3 × Thrusters&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| Thrusters&lt;br /&gt;
| Thrusters&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
| Chosen Battery&#039;s Health&lt;br /&gt;
| Health % Multiplies Energy Capacity&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ship Areas and Hit Weights ===&lt;br /&gt;
&lt;br /&gt;
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:Drive chart.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:Combat thrust chart.png|550px|Cruise trust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When extended or extending, the ship&#039;s radiators vent the heat generated by various ship systems and modules.&lt;br /&gt;
&lt;br /&gt;
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship&#039;s internals (but this bleed through is capped at the radiator&#039;s health of just 3). &lt;br /&gt;
&lt;br /&gt;
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage that is applied to a spaceship can be divided into three categories:&lt;br /&gt;
* Direct Damage focuses on damaging the ship&#039;s internal components.&lt;br /&gt;
* Chip Damage focuses on damaging the armor volume.&lt;br /&gt;
* Shred Damage focuses on damaging the armor value.&lt;br /&gt;
&lt;br /&gt;
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:&lt;br /&gt;
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage. &lt;br /&gt;
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.&lt;br /&gt;
&lt;br /&gt;
When the ship armor is fully intact on the facing that receives the incoming attack:&lt;br /&gt;
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship&#039;s internal components.&lt;br /&gt;
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.&lt;br /&gt;
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.&lt;br /&gt;
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.&lt;br /&gt;
&lt;br /&gt;
Damaged armor does not function as well:&lt;br /&gt;
* Armor points removed by shred damage will no longer block any direct damage.&lt;br /&gt;
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.&lt;br /&gt;
&lt;br /&gt;
When the ship has no armor at all on the facing that receives the incoming attack:&lt;br /&gt;
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship&#039;s internal components.&lt;br /&gt;
&lt;br /&gt;
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:&lt;br /&gt;
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor&lt;br /&gt;
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor&lt;br /&gt;
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor&lt;br /&gt;
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)&lt;br /&gt;
&lt;br /&gt;
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Armor Volume Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! !! Cinematic !! Realistic&lt;br /&gt;
|-&lt;br /&gt;
| Nose/Tail || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Side || 0.75 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).&lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
Utility Modules perform a variety of functions to widen a spacecraft&#039;s capabilities. Extra batteries may also be put in utility module slots.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 20 || Significantly increases the ship&#039;s turning speed.&lt;br /&gt;
|-&lt;br /&gt;
| Flag Bridge || 90 || Reduces the fleet&#039;s {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}Rangers&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}Immortals&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Cyclotron || 50 || +20MJ particle beam power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using the kit only &#039;&#039;begins&#039;&#039; local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets.  Weapons can have up to four different possible fire modes:&lt;br /&gt;
* Focus Fire: Will fire at primary target only.&lt;br /&gt;
* Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.&lt;br /&gt;
* Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.&lt;br /&gt;
* Defense: Will fire at incoming projectiles and missiles; will not target ships.&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos.  If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up.  For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds.  If a weapon has a salvo listed of X shots / Y s, it will fire one shot every Y seconds X number of times, and then will go on cooldown, after which it will fire another salvo.  For example, the Light Coilgun Battery Mk1 has a salvo of 3 shots / 10 s and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
&lt;br /&gt;
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Naval guns cannot be used to bombard.&lt;br /&gt;
&lt;br /&gt;
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
&lt;br /&gt;
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target. &lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?&amp;lt;ref&amp;gt;Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.&amp;lt;/ref&amp;gt; !! Other Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently roll for through-armor-criticals.&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator || 60% || None&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || 25% &lt;br /&gt;
|-&lt;br /&gt;
| Shaped Nuclear || 100% || Cone AoE &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Missile projectiles can be hit by point defenses and will be destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.&lt;br /&gt;
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.&lt;br /&gt;
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.&lt;br /&gt;
&lt;br /&gt;
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons. &lt;br /&gt;
&lt;br /&gt;
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
===== Armor Penetration =====&lt;br /&gt;
&lt;br /&gt;
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor Effectiveness = Spot Area (m²) / 0.005 (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When combined:&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
&lt;br /&gt;
Lasers that can attack both enemy ships and enemy projectiles actually have ⅓ of their stated targeting range when they are targeting projectiles. But they also receive a bonus targeting range based on the length of their Ship Hull. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Point Defense Targeting Range (km) = Targeting Range (km) / 3 + Ship Hull Length (km) × 100&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.15)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.25)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.&lt;br /&gt;
&lt;br /&gt;
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range.&lt;br /&gt;
&lt;br /&gt;
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Directed Energy Officers&lt;br /&gt;
* Intelligence Officers&lt;br /&gt;
* Commanding Officers&lt;br /&gt;
* [[Precision Focusing Software]] Project&lt;br /&gt;
&lt;br /&gt;
===== Chipping =====&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the % of a laser&#039;s damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Chip % = Armor Effectiveness / 1000, capped at 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Particle weapons are short-range weapons that are very good at penetrating armor, potentially disabling or destroying a ship&#039;s internal components, but doing very little to armor or ship structure itself. They are designed to be used as part of a fleet, and are very unlikely to kill a ship if used alone. The point-defense particle beam is also an effective point-defense weapon against missiles, but not against kinetic slugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the particle beam fires neutral particles, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
===== Armor Interactions =====&lt;br /&gt;
&lt;br /&gt;
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. &lt;br /&gt;
&lt;br /&gt;
In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:&lt;br /&gt;
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
&lt;br /&gt;
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers. &lt;br /&gt;
&lt;br /&gt;
Damaged ship parts work at reduced effectiveness (but will slowly be repaired over time). For example, damaged weapons will have longer cooldowns between shots. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
&lt;br /&gt;
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:&lt;br /&gt;
* If the ship hull Construction Tier is greater than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is equal to the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is less than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This construction time is then divided by (100% + Ship Building Speed Bonus).&lt;br /&gt;
&lt;br /&gt;
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.&lt;br /&gt;
&lt;br /&gt;
=== Probes ===&lt;br /&gt;
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.&lt;br /&gt;
&lt;br /&gt;
== Resupply ==&lt;br /&gt;
&lt;br /&gt;
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.&lt;br /&gt;
&lt;br /&gt;
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.&lt;br /&gt;
&lt;br /&gt;
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)&lt;br /&gt;
&lt;br /&gt;
=== ISRU ===&lt;br /&gt;
&lt;br /&gt;
Ships with an ISRU module&amp;lt;ref name=refuel&amp;gt;Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.&amp;lt;/ref&amp;gt; can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:&lt;br /&gt;
* If the propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output&amp;lt;ref name=output&amp;gt;The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.&amp;lt;/ref&amp;gt; (units) / 10 (tons / unit) / 3.&lt;br /&gt;
* Otherwise, the refuel duration is the maximum out of:&lt;br /&gt;
** {{icon|water}}Water Fuel needed (tons) / Hab Site {{icon|water}}Water Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{icon|volatiles}}Volatiles Fuel needed (tons) / Hab Site {{icon|volatiles}}Volatiles Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{icon|metals}}Metals Fuel needed (tons) / Hab Site {{icon|metals}}Metals Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{icon|noble metals}}Nobles Fuel needed (tons) / Hab Site {{icon|noble metals}}Nobles Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{icon|fissiles}}Fissiles Fuel needed (tons) / Hab Site {{icon|fissiles}}Fissiles Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using ISRU modules:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:&lt;br /&gt;
* Mass Driver&lt;br /&gt;
* E-Beam Drive&lt;br /&gt;
* Pulsed Plasmoid Drive&lt;br /&gt;
* Superconducting Mass Driver&lt;br /&gt;
&lt;br /&gt;
=== Remass Scoop ===&lt;br /&gt;
&lt;br /&gt;
Ships with a Remass Scoop&amp;lt;ref name=refuel /&amp;gt; can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;.&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Hydrogen&#039;&#039;&#039; and only consists of {{icon|water}}Water and/or {{icon|volatiles}}Volatiles.&lt;br /&gt;
&lt;br /&gt;
The Refuel Duration (days) = Fuel needed (tons) / 1000.&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using Remass Scoops:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
&lt;br /&gt;
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Time / 10&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Cost / 10&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier &lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Cost / 200&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
|-&lt;br /&gt;
! Life Support Main&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction {{icon|volatiles}}Volatile Cost / 20&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| rowspan=4 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=4 | 0.1 {{icon|metals}}Metals&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
|-&lt;br /&gt;
! System Reactor&lt;br /&gt;
| Missing Health % × 2 &lt;br /&gt;
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Missing Health % × Hull Construction Tier × 2&lt;br /&gt;
| Missing Health % × Hull Construction Cost / 100&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapon&lt;br /&gt;
| rowspan=7 | Missing Health % × 2 &lt;br /&gt;
| rowspan=7 | Missing Health % × Module Cost / 4&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapon&lt;br /&gt;
|- &lt;br /&gt;
! Utility Module&lt;br /&gt;
|- &lt;br /&gt;
! Radiator&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
|-&lt;br /&gt;
! Nose Armor&lt;br /&gt;
| rowspan=4 | Shred %  + Chip % &lt;br /&gt;
| rowspan=4 | (Shred %  + Chip %  / 4) × Armor Cost &lt;br /&gt;
|-&lt;br /&gt;
! Left Armor&lt;br /&gt;
|-&lt;br /&gt;
! Right Armor&lt;br /&gt;
|-&lt;br /&gt;
! Tail Armor&lt;br /&gt;
|-&lt;br /&gt;
! Propellant&lt;br /&gt;
| colspan=2 | Not actually repairable, &amp;quot;destroyed&amp;quot; fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.&lt;br /&gt;
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiator List|Radiator]] || Can be changed freely. || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* [[Naval Gun List|Naval Guns]]&lt;br /&gt;
* [[Laser Weapon List|Lasers]]&lt;br /&gt;
* [[Particle Weapon List|Particle Beams]]&lt;br /&gt;
* [[Magnetic Gun List|Magnetic Guns]]&lt;br /&gt;
* [[Plasma Weapon List|Plasma]]&lt;br /&gt;
* [[Missile List|Missiles]]&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Scuttle ==&lt;br /&gt;
&lt;br /&gt;
Since ships cost {{icon|mc}}MC and {{icon|money}}Money to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.&lt;br /&gt;
&lt;br /&gt;
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, 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 {{icon|boost}}Boost and {{icon|money}}Money.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{icon|boost}}Boost to evacuate the ship crew from the ship. If the ship&#039;s location is 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;, then the cost to evacuate the ship crew is free. Otherwise, the {{icon|boost}}Boost cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship&#039;s location. &lt;br /&gt;
&lt;br /&gt;
If the scuttled ship is part of a larger fleet, then the {{icon|boost}}Boost cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=10100</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=10100"/>
		<updated>2025-12-18T02:45:15Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Start Accelerated Campaign */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|This page needs updating to reflect the latest release, including the 2070 scenario.}}&lt;br /&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 two scenarios, distinguished by starting year; the 2022 scenario, and the 2070 scenario. A 2026 scenario is planned for when Terra Invicta leaves early access.&lt;br /&gt;
&lt;br /&gt;
The 2022 scenario starts the game without [[Game_Options#Factions|factions]] having made any significant [[Technology|technological]] advancements. The political, economic and demographic situation is modelled on available real-world data for that year. The tutorial for the game is only available in this scenario.&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;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies will appear in the game. This option changes [[Game Options#Global Mine Productivity Rate|Global Mine Productivity Rate]] too, which affects the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
* Full Solar system - 360 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Medium Solar system - 250 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Light Solar system - 110 Space objects, 130% Global Mine Productivity Rate&lt;br /&gt;
* Minimum Solar system - 70 Space objects, 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 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#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.&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.&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;
=== Cinematic Combat Movement ===&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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of selected nation(s). List of options:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : , India, Indonesia&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&lt;br /&gt;
Unchecked by default and can only be checked 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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Global Mine Productivity Rate ===&lt;br /&gt;
Decides the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
=== Player Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Human AI Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Player Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Player Ship Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Ship Building Speed ===&lt;br /&gt;
&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.&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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=10082</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=10082"/>
		<updated>2025-12-17T05:51:19Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Select Active Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|This page needs updating to reflect the latest release, including the 2070 scenario.}}&lt;br /&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 two scenarios, distinguished by starting year; the 2022 scenario, and the 2070 scenario. A 2026 scenario is planned for when Terra Invicta leaves early access.&lt;br /&gt;
&lt;br /&gt;
The 2022 scenario starts the game without [[Game_Options#Factions|factions]] having made any significant [[Technology|technological]] advancements. The political, economic and demographic situation is modelled on available real-world data for that year. The tutorial for the game is only available in this scenario.&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;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies will appear in the game. This option changes [[Game Options#Global Mine Productivity Rate|Global Mine Productivity Rate]] too, which affects the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
* Full Solar system - 360 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Medium Solar system - 250 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Light Solar system - 110 Space objects, 130% Global Mine Productivity Rate&lt;br /&gt;
* Minimum Solar system - 70 Space objects, 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 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#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.&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.&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;
=== Cinematic Combat Movement ===&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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of selected nation(s). List of options:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : , India, Indonesia&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&lt;br /&gt;
Unchecked by default and can only be checked 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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Global Mine Productivity Rate ===&lt;br /&gt;
Decides the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
=== Player Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Human AI Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Player Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Player Ship Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Ship Building Speed ===&lt;br /&gt;
&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.&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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=10081</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=10081"/>
		<updated>2025-12-17T05:42:51Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|This page needs updating to reflect the latest release, including the 2070 scenario.}}&lt;br /&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 two scenarios, distinguished by starting year; the 2022 scenario, and the 2070 scenario. A 2026 scenario is planned for when Terra Invicta leaves early access.&lt;br /&gt;
&lt;br /&gt;
The 2022 scenario starts the game without [[Game_Options#Factions|factions]] having made any significant [[Technology|technological]] advancements. The political, economic and demographic situation is modelled on available real-world data for that year. The tutorial for the game is only available in this scenario.&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;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies will appear in the game. This option changes [[Game Options#Global Mine Productivity Rate|Global Mine Productivity Rate]] too, which affects the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
* Full Solar system - 360 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Medium Solar system - 250 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Light Solar system - 110 Space objects, 130% Global Mine Productivity Rate&lt;br /&gt;
* Minimum Solar system - 70 Space objects, 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 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#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.&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.&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;
=== Cinematic Combat Movement ===&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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of selected nation(s). List of options:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : , India, Indonesia&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&lt;br /&gt;
Unchecked by default and can only be checked 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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Global Mine Productivity Rate ===&lt;br /&gt;
Decides the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
=== Player Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Human AI Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Player Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Player Ship Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Ship Building Speed ===&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
=== Select Active Factions ===&lt;br /&gt;
You can manually choose factions in the game.&lt;br /&gt;
The resistance, The servants, and The Aliens are cannot be deactivated.&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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=10080</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=10080"/>
		<updated>2025-12-17T01:38:40Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Starting Nation Group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|This page needs updating to reflect the latest release, including the 2070 scenario.}}&lt;br /&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 two scenarios, distinguished by starting year; the 2022 scenario, and the 2070 scenario. A 2026 scenario is planned for when Terra Invicta leaves early access.&lt;br /&gt;
&lt;br /&gt;
The 2022 scenario starts the game without [[Game_Options#Factions|factions]] having made any significant [[Technology|technological]] advancements. The political, economic and demographic situation is modelled on available real-world data for that year. The tutorial for the game is only available in this scenario.&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;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies will appear in the game. This option changes [[Game Options#Global Mine Productivity Rate|Global Mine Productivity Rate]] too, which affects the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
* Full Solar system - 360 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Medium Solar system - 250 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Light Solar system - 110 Space objects, 130% Global Mine Productivity Rate&lt;br /&gt;
* Minimum Solar system - 70 Space objects, 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}}The [[Aliens]], {{icon|resist|bgcolor=transparent}}[[The Resistance]] and {{icon|submit|bgcolor=transparent}}[[The Servants]]. {{icon|exploit|bgcolor=transparent}}[[The Initiative]], {{icon|escape|bgcolor=transparent}}[[Project Exodus]], {{icon|cooperate|bgcolor=transparent}}[[The Academy]], {{icon|destroy|bgcolor=transparent}}[[Humanity First]], and {{icon|appease|bgcolor=transparent}}[[The Protectorate]] is added by increasing the number of factions, in that order.&lt;br /&gt;
&lt;br /&gt;
== Game Difficulty ==&lt;br /&gt;
Chooses the difficulty of the game, which changes various things like AI bonus and alien behaviors.&lt;br /&gt;
&lt;br /&gt;
* 1 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#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.&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.&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;
=== Cinematic Combat Movement ===&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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of selected nation(s). List of options:&lt;br /&gt;
&lt;br /&gt;
* United States of America&lt;br /&gt;
* China&lt;br /&gt;
* France, Germany&lt;br /&gt;
* Russia+ : Belarus, Kazakhstan, Russia&lt;br /&gt;
* Taiwan, Japan+ : Japan, Singapore, South Korea, Taiwan&lt;br /&gt;
* United Kingdom+ : Australia, Canada, New Zealand, United Kingdom&lt;br /&gt;
* Egypt, Türkiye+ : Egypt, Saudi Arabia, Türkiye&lt;br /&gt;
* Brazil+ : Argentina, Brazil, Mexico&lt;br /&gt;
* Ethiopia, Nigeria+ : Ethiopia, Nigeria, South Africa&lt;br /&gt;
* India+ : , India, Indonesia&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&lt;br /&gt;
Unchecked by default and can only be checked 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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Global Mine Productivity Rate ===&lt;br /&gt;
Decides the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
=== Player Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Human AI Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Player Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Player Ship Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Ship Building Speed ===&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
=== Select Active Factions ===&lt;br /&gt;
You can manually choose factions in the game.&lt;br /&gt;
The resistance, The servants, and The Aliens are cannot be deactivated.&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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=10079</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=10079"/>
		<updated>2025-12-17T01:20:50Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Your Faction Names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|This page needs updating to reflect the latest release, including the 2070 scenario.}}&lt;br /&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 two scenarios, distinguished by starting year; the 2022 scenario, and the 2070 scenario. A 2026 scenario is planned for when Terra Invicta leaves early access.&lt;br /&gt;
&lt;br /&gt;
The 2022 scenario starts the game without [[Game_Options#Factions|factions]] having made any significant [[Technology|technological]] advancements. The political, economic and demographic situation is modelled on available real-world data for that year. The tutorial for the game is only available in this scenario.&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;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies will appear in the game. This option changes [[Game Options#Global Mine Productivity Rate|Global Mine Productivity Rate]] too, which affects the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
* Full Solar system - 360 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Medium Solar system - 250 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Light Solar system - 110 Space objects, 130% Global Mine Productivity Rate&lt;br /&gt;
* Minimum Solar system - 70 Space objects, 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}}The [[Aliens]], {{icon|resist|bgcolor=transparent}}[[The Resistance]] and {{icon|submit|bgcolor=transparent}}[[The Servants]]. {{icon|exploit|bgcolor=transparent}}[[The Initiative]], {{icon|escape|bgcolor=transparent}}[[Project Exodus]], {{icon|cooperate|bgcolor=transparent}}[[The Academy]], {{icon|destroy|bgcolor=transparent}}[[Humanity First]], and {{icon|appease|bgcolor=transparent}}[[The Protectorate]] is added by increasing the number of factions, in that order.&lt;br /&gt;
&lt;br /&gt;
== Game Difficulty ==&lt;br /&gt;
Chooses the difficulty of the game, which changes various things like AI bonus and alien behaviors.&lt;br /&gt;
&lt;br /&gt;
* 1 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#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.&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.&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;
=== Cinematic Combat Movement ===&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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of selected nation(s).&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&lt;br /&gt;
Unchecked by default and can only be checked 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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Global Mine Productivity Rate ===&lt;br /&gt;
Decides the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
=== Player Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Human AI Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Player Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Player Ship Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Ship Building Speed ===&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
=== Select Active Factions ===&lt;br /&gt;
You can manually choose factions in the game.&lt;br /&gt;
The resistance, The servants, and The Aliens are cannot be deactivated.&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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=10078</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=10078"/>
		<updated>2025-12-17T01:19:30Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Variable Project Unlocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|This page needs updating to reflect the latest release, including the 2070 scenario.}}&lt;br /&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 two scenarios, distinguished by starting year; the 2022 scenario, and the 2070 scenario. A 2026 scenario is planned for when Terra Invicta leaves early access.&lt;br /&gt;
&lt;br /&gt;
The 2022 scenario starts the game without [[Game_Options#Factions|factions]] having made any significant [[Technology|technological]] advancements. The political, economic and demographic situation is modelled on available real-world data for that year. The tutorial for the game is only available in this scenario.&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;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies will appear in the game. This option changes [[Game Options#Global Mine Productivity Rate|Global Mine Productivity Rate]] too, which affects the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
* Full Solar system - 360 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Medium Solar system - 250 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Light Solar system - 110 Space objects, 130% Global Mine Productivity Rate&lt;br /&gt;
* Minimum Solar system - 70 Space objects, 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}}The [[Aliens]], {{icon|resist|bgcolor=transparent}}[[The Resistance]] and {{icon|submit|bgcolor=transparent}}[[The Servants]]. {{icon|exploit|bgcolor=transparent}}[[The Initiative]], {{icon|escape|bgcolor=transparent}}[[Project Exodus]], {{icon|cooperate|bgcolor=transparent}}[[The Academy]], {{icon|destroy|bgcolor=transparent}}[[Humanity First]], and {{icon|appease|bgcolor=transparent}}[[The Protectorate]] is added by increasing the number of factions, in that order.&lt;br /&gt;
&lt;br /&gt;
== Game Difficulty ==&lt;br /&gt;
Chooses the difficulty of the game, which changes various things like AI bonus and alien behaviors.&lt;br /&gt;
&lt;br /&gt;
* 1 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#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.&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.&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;
=== Cinematic Combat Movement ===&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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of selected nation(s).&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&lt;br /&gt;
Unchecked by default and can only be checked 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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Global Mine Productivity Rate ===&lt;br /&gt;
Decides the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
=== Player Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Human AI Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Player Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Player Ship Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Ship Building Speed ===&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
=== Select Active Factions ===&lt;br /&gt;
You can manually choose factions in the game.&lt;br /&gt;
The resistance, The servants, and The Aliens are cannot be deactivated.&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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=10077</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=10077"/>
		<updated>2025-12-17T01:13:30Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Solar system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|This page needs updating to reflect the latest release, including the 2070 scenario.}}&lt;br /&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 two scenarios, distinguished by starting year; the 2022 scenario, and the 2070 scenario. A 2026 scenario is planned for when Terra Invicta leaves early access.&lt;br /&gt;
&lt;br /&gt;
The 2022 scenario starts the game without [[Game_Options#Factions|factions]] having made any significant [[Technology|technological]] advancements. The political, economic and demographic situation is modelled on available real-world data for that year. The tutorial for the game is only available in this scenario.&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;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies will appear in the game. This option changes [[Game Options#Global Mine Productivity Rate|Global Mine Productivity Rate]] too, which affects the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
* Full Solar system - 360 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Medium Solar system - 250 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Light Solar system - 110 Space objects, 130% Global Mine Productivity Rate&lt;br /&gt;
* Minimum Solar system - 70 Space objects, 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}}The [[Aliens]], {{icon|resist|bgcolor=transparent}}[[The Resistance]] and {{icon|submit|bgcolor=transparent}}[[The Servants]]. {{icon|exploit|bgcolor=transparent}}[[The Initiative]], {{icon|escape|bgcolor=transparent}}[[Project Exodus]], {{icon|cooperate|bgcolor=transparent}}[[The Academy]], {{icon|destroy|bgcolor=transparent}}[[Humanity First]], and {{icon|appease|bgcolor=transparent}}[[The Protectorate]] is added by increasing the number of factions, in that order.&lt;br /&gt;
&lt;br /&gt;
== Game Difficulty ==&lt;br /&gt;
Chooses the difficulty of the game, which changes various things like AI bonus and alien behaviors.&lt;br /&gt;
&lt;br /&gt;
* 1 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#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;
Turning on this setting will cause all [[Technology|Projects]] to have 100% [[Technology#Unlocking_Projects|unlock]] chance.&lt;br /&gt;
&lt;br /&gt;
=== Show Triggered Projects ===&lt;br /&gt;
&lt;br /&gt;
Turning on this setting will cause any project that fails its [[Technology#Unlocking_Projects|unlock]] chance roll for the player faction to show up in a different color in the tech tree, allowing the player to know which projects they have failed to unlock.&lt;br /&gt;
&lt;br /&gt;
=== 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;
=== Cinematic Combat Movement ===&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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of selected nation(s).&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&lt;br /&gt;
Unchecked by default and can only be checked 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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Global Mine Productivity Rate ===&lt;br /&gt;
Decides the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
=== Player Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Human AI Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Player Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Player Ship Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Ship Building Speed ===&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
=== Select Active Factions ===&lt;br /&gt;
You can manually choose factions in the game.&lt;br /&gt;
The resistance, The servants, and The Aliens are cannot be deactivated.&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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=10076</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=10076"/>
		<updated>2025-12-17T01:11:35Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|This page needs updating to reflect the latest release, including the 2070 scenario.}}&lt;br /&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 two scenarios, distinguished by starting year; the 2022 scenario, and the 2070 scenario. A 2026 scenario is planned for when Terra Invicta leaves early access.&lt;br /&gt;
&lt;br /&gt;
The 2022 scenario starts the game without [[Game_Options#Factions|factions]] having made any significant [[Technology|technological]] advancements. The political, economic and demographic situation is modelled on available real-world data for that year. The tutorial for the game is only available in this scenario.&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;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies will appear in the game. This option changes [[Game Options#Mining Productivity Rate|Global Mine Productivity Rate]] too, which affects the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
* Full Solar system - 360 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Medium Solar system - 250 Space objects, 100% Global Mine Productivity Rate&lt;br /&gt;
* Light Solar system - 110 Space objects, 130% Global Mine Productivity Rate&lt;br /&gt;
* Minimum Solar system - 70 Space objects, 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}}The [[Aliens]], {{icon|resist|bgcolor=transparent}}[[The Resistance]] and {{icon|submit|bgcolor=transparent}}[[The Servants]]. {{icon|exploit|bgcolor=transparent}}[[The Initiative]], {{icon|escape|bgcolor=transparent}}[[Project Exodus]], {{icon|cooperate|bgcolor=transparent}}[[The Academy]], {{icon|destroy|bgcolor=transparent}}[[Humanity First]], and {{icon|appease|bgcolor=transparent}}[[The Protectorate]] is added by increasing the number of factions, in that order.&lt;br /&gt;
&lt;br /&gt;
== Game Difficulty ==&lt;br /&gt;
Chooses the difficulty of the game, which changes various things like AI bonus and alien behaviors.&lt;br /&gt;
&lt;br /&gt;
* 1 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#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;
Turning on this setting will cause all [[Technology|Projects]] to have 100% [[Technology#Unlocking_Projects|unlock]] chance.&lt;br /&gt;
&lt;br /&gt;
=== Show Triggered Projects ===&lt;br /&gt;
&lt;br /&gt;
Turning on this setting will cause any project that fails its [[Technology#Unlocking_Projects|unlock]] chance roll for the player faction to show up in a different color in the tech tree, allowing the player to know which projects they have failed to unlock.&lt;br /&gt;
&lt;br /&gt;
=== 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;
=== Cinematic Combat Movement ===&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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of selected nation(s).&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&lt;br /&gt;
Unchecked by default and can only be checked 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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Global Mine Productivity Rate ===&lt;br /&gt;
Decides the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
=== Player Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Human AI Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Mining Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Player Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Player Ship Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Ship Building Speed ===&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
=== Select Active Factions ===&lt;br /&gt;
You can manually choose factions in the game.&lt;br /&gt;
The resistance, The servants, and The Aliens are cannot be deactivated.&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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Game_Options&amp;diff=10075</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=10075"/>
		<updated>2025-12-17T01:05:06Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Customize Campaign */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|This page needs updating to reflect the latest release, including the 2070 scenario.}}&lt;br /&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 two scenarios, distinguished by starting year; the 2022 scenario, and the 2070 scenario. A 2026 scenario is planned for when Terra Invicta leaves early access.&lt;br /&gt;
&lt;br /&gt;
The 2022 scenario starts the game without [[Game_Options#Factions|factions]] having made any significant [[Technology|technological]] advancements. The political, economic and demographic situation is modelled on available real-world data for that year. The tutorial for the game is only available in this scenario.&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;
== Solar system ==&lt;br /&gt;
Decides how many stellar bodies will appear in the game. This option changes [[Game Options#Mining Productivity Rate|Mining Productivity Rate]] too, which affects the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
* Full Solar system - 360 Space objects, 100% mining productivity rate&lt;br /&gt;
* Medium Solar system - 250 Space objects, 100% mining productivity rate&lt;br /&gt;
* Light Solar system - 110 Space objects, 130% mining productivity rate&lt;br /&gt;
* Minimum Solar system - 70 Space objects, 210% mining productivity rate&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
Decides the number of [[Factions|factions]] in the game. The default option includes all 8 factions (7 Human factions and The Aliens). Removing a faction increases base cap of the {{icon|cp|bgcolor=transparent|size=20px}}[[CP|control points]] by 50.&lt;br /&gt;
&lt;br /&gt;
The minimal number of factions is 3: which will spawn {{icon|alien|bgcolor=transparent}}The [[Aliens]], {{icon|resist|bgcolor=transparent}}[[The Resistance]] and {{icon|submit|bgcolor=transparent}}[[The Servants]]. {{icon|exploit|bgcolor=transparent}}[[The Initiative]], {{icon|escape|bgcolor=transparent}}[[Project Exodus]], {{icon|cooperate|bgcolor=transparent}}[[The Academy]], {{icon|destroy|bgcolor=transparent}}[[Humanity First]], and {{icon|appease|bgcolor=transparent}}[[The Protectorate]] is added by increasing the number of factions, in that order.&lt;br /&gt;
&lt;br /&gt;
== Game Difficulty ==&lt;br /&gt;
Chooses the difficulty of the game, which changes various things like AI bonus and alien behaviors.&lt;br /&gt;
&lt;br /&gt;
* 1 = Cinematic&lt;br /&gt;
* 2 = Normal&lt;br /&gt;
* 3 = Veteran&lt;br /&gt;
* 4 = Brutal&lt;br /&gt;
&lt;br /&gt;
Higher Difficulties increase the Control Point and Mission Control bonuses the Human AI receives, makes it easier for the AI to carry out missions while making it harder for the Player. &lt;br /&gt;
Human AIs will also contribute much less to global techs except when they expect to be the primary contributor (and hence control the next selection) in which case they will aggressively seek to control the slot. &lt;br /&gt;
&lt;br /&gt;
It also makes the Aliens missions easier to achieve, increases the number of mines the Aliens can have, increases the Alien exotics income (while reducing how much you can salvage), and reduces shipbuilding costs for all AI factions. &lt;br /&gt;
It also increases the rate at which both Human and Alien AIs come to hate the player. (more details on the [[Diplomacy|diplomacy page]])&lt;br /&gt;
&lt;br /&gt;
== Start Game Buttons ==&lt;br /&gt;
You may start the game without changing advanced options.&lt;br /&gt;
&lt;br /&gt;
=== Start Long Campaign ===&lt;br /&gt;
Start the game with basic game settings.&lt;br /&gt;
&lt;br /&gt;
=== Start Accelerated Campaign ===&lt;br /&gt;
Start the game with some changes for more fast-paced game.&lt;br /&gt;
&lt;br /&gt;
* [[Game Options#Research Rate|Research Rate]]: 200%&lt;br /&gt;
* [[Game Options#Alien Progression Rate|Alien Progression Rate]]: 200%&lt;br /&gt;
* [[Game Options#Mining Productivity Rate|Mining Productivity Rate]]: Double of the base amount set by Solar system setting&lt;br /&gt;
* [[Game Options#National investment Rate|National investment Rate]]: 200%&lt;br /&gt;
&lt;br /&gt;
== Customize Campaign ==&lt;br /&gt;
You may change various options to your liking.&lt;br /&gt;
&lt;br /&gt;
=== Starting Councilor Profession ===&lt;br /&gt;
You may choose the profession of your starting [[Councilors|Councilor(s)]]. Or you may remove a starting councilor or both and get 30 [[Resources#Faction_Resources|influence]] for each missing councilor instead.&lt;br /&gt;
&lt;br /&gt;
=== Variable Project Unlocks ===&lt;br /&gt;
&lt;br /&gt;
Turning on this setting will cause all [[Technology|Projects]] to have 100% [[Technology#Unlocking_Projects|unlock]] chance.&lt;br /&gt;
&lt;br /&gt;
=== Show Triggered Projects ===&lt;br /&gt;
&lt;br /&gt;
Turning on this setting will cause any project that fails its [[Technology#Unlocking_Projects|unlock]] chance roll for the player faction to show up in a different color in the tech tree, allowing the player to know which projects they have failed to unlock.&lt;br /&gt;
&lt;br /&gt;
=== 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;
=== Cinematic Combat Movement ===&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;
=== Starting Nation Group ===&lt;br /&gt;
Player&#039;s faction starts with full control of selected nation(s).&lt;br /&gt;
&lt;br /&gt;
=== Other factions Receive Group ===&lt;br /&gt;
Each Human AI faction starts with full control of random nation group.&lt;br /&gt;
Unchecked by default and can only be checked 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 projects.&lt;br /&gt;
&lt;br /&gt;
=== Alien Progression Rate ===&lt;br /&gt;
Decides how fast the Aliens get access to more advanced technologies.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Progression_Rate]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Global Mine Productivity Rate ===&lt;br /&gt;
Decides the amount of space resources deposit in mining sites.&lt;br /&gt;
&lt;br /&gt;
=== Player Mining Productivity Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Human AI Mining Productivity Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Mining Productivity Rate ===&lt;br /&gt;
&lt;br /&gt;
=== Player Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Alien Hab Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Player Ship Building Speed ===&lt;br /&gt;
&lt;br /&gt;
=== Human Ship Building Speed ===&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
=== Select Active Factions ===&lt;br /&gt;
You can manually choose factions in the game.&lt;br /&gt;
The resistance, The servants, and The Aliens are cannot be deactivated.&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>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:ICO_sabotagehabmodule_on.png&amp;diff=6598</id>
		<title>File:ICO sabotagehabmodule on.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:ICO_sabotagehabmodule_on.png&amp;diff=6598"/>
		<updated>2025-09-13T16:43:04Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Console_Commands&amp;diff=6574</id>
		<title>Console Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Console_Commands&amp;diff=6574"/>
		<updated>2025-09-06T04:52:08Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game&#039;s console can be enabled by editing the following file in the game&#039;s folder with a text editor: &amp;lt;code&amp;gt;TerraInvicta_Data\StreamingAssets\Templates\TIGlobalConfig.json&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the second half there is the following line: &amp;quot;debug_ConsoleActive&amp;quot;: false,. Set it to true and save the file. Note that certain game updates might overwrite the file, requiring another edit.&lt;br /&gt;
&lt;br /&gt;
The console can be opened with the ~ key.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== List of commands ==&lt;br /&gt;
Commands are not case-sensitive but the parameters are.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Effect&lt;br /&gt;
! Parameters&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| help&lt;br /&gt;
| Lists all commands&lt;br /&gt;
| &lt;br /&gt;
| help&lt;br /&gt;
|-&lt;br /&gt;
| absorb&lt;br /&gt;
| The first nation annexes the second nation&lt;br /&gt;
| nation internal name,[[#Nation_internal_names|nation internal name]]&lt;br /&gt;
| absorb USA,CAN&lt;br /&gt;
|-&lt;br /&gt;
| addcouncilresources&lt;br /&gt;
| Adds all faction resources to the player faction&lt;br /&gt;
| amount&lt;br /&gt;
| addcouncilresources 100&lt;br /&gt;
|-&lt;br /&gt;
| addOfficier&lt;br /&gt;
| Add an officer to the indicated ship&lt;br /&gt;
| amount&lt;br /&gt;
| AddOfficer shipName,officerDataName&lt;br /&gt;
|-&lt;br /&gt;
| addspaceresources&lt;br /&gt;
| Adds all space resources to the player faction&lt;br /&gt;
| amount&lt;br /&gt;
| addspaceresources 100&lt;br /&gt;
|-&lt;br /&gt;
| addresource&lt;br /&gt;
| Adds a certain resource to a [[faction]]&lt;br /&gt;
| resource,amount,[[#Faction_internal_names|faction internal name]]&lt;br /&gt;
| addresource Money,100,SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| giveresource&lt;br /&gt;
| Adds a certain resource to a [[faction]]&lt;br /&gt;
| resource,amount,[[#Faction_internal_names|faction internal name]]&lt;br /&gt;
| giveresource Money,100,SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| addtrait&lt;br /&gt;
| Adds a [[trait]] to the selected councilor&lt;br /&gt;
| trait internal name&lt;br /&gt;
| addtrait ConspiracyTheorist&lt;br /&gt;
|-&lt;br /&gt;
| aerosols&lt;br /&gt;
| Adds excess stratospheric aerosols to Earth&lt;br /&gt;
| amount&lt;br /&gt;
| aerosols 0.1&lt;br /&gt;
|-&lt;br /&gt;
| armygohome&lt;br /&gt;
| Teleports the selected army to its home region&lt;br /&gt;
| &lt;br /&gt;
| armygohome&lt;br /&gt;
|-&lt;br /&gt;
| changeunrest&lt;br /&gt;
| Adds unrest to the selected nation, negative values lower it&lt;br /&gt;
| amount&lt;br /&gt;
| changeunrest 3&lt;br /&gt;
|-&lt;br /&gt;
| completemodule&lt;br /&gt;
| Completes the construction of the selected hab module&lt;br /&gt;
| &lt;br /&gt;
| completemodule&lt;br /&gt;
|-&lt;br /&gt;
| completeobjective&lt;br /&gt;
| Completes the written objective for the player faction&lt;br /&gt;
| objective internal name&lt;br /&gt;
| completeobjective ResearchExotics&lt;br /&gt;
|-&lt;br /&gt;
| completeproject&lt;br /&gt;
| Completes the current council engineering project for a [[faction]]&lt;br /&gt;
| [[#Faction_internal_names|faction internal name]]&lt;br /&gt;
| completeproject EscapeCouncil&lt;br /&gt;
|-&lt;br /&gt;
| damageship&lt;br /&gt;
| Damages one ship in the selected fleet, will not fully destroy ships&lt;br /&gt;
| amount&lt;br /&gt;
| damageship 100&lt;br /&gt;
|-&lt;br /&gt;
| destroymodule&lt;br /&gt;
| Destroys the selected hab module&lt;br /&gt;
| &lt;br /&gt;
| destroymodule&lt;br /&gt;
|-&lt;br /&gt;
| dumpfleetgoal&lt;br /&gt;
| Writes the mission of the selected fleet&lt;br /&gt;
| &lt;br /&gt;
| dumpfleetgoal&lt;br /&gt;
|-&lt;br /&gt;
| givealltechs&lt;br /&gt;
| Completes all global research and gives the faction all council engineering projects&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; campaign will require using the &#039;&#039;completeobjective&#039;&#039; command to proceed unless already at final objective&lt;br /&gt;
| faction internal name&lt;br /&gt;
| givealltechs ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| giveallcps&lt;br /&gt;
| Gives all unonwned control points in the chosen nation to a [[faction]]&lt;br /&gt;
| nation name,[[#Faction_internal_names|faction internal name]]&lt;br /&gt;
| giveallcps Afghanistan,ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| givecp&lt;br /&gt;
| Gives an unonwned control point in the chosen nation to a [[faction]]&lt;br /&gt;
| nation name,[[#Faction_internal_names|faction internal name]]&lt;br /&gt;
| givecp Afghanistan,ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| giveorg&lt;br /&gt;
| Gives a [[faction]] a certain org&lt;br /&gt;
| [[#Faction_internal_names|faction internal name]],org internal name&lt;br /&gt;
| giveorg ResistCouncil,CentralIntelligenceAgency&lt;br /&gt;
|-&lt;br /&gt;
| giveproject&lt;br /&gt;
| Give finished project to council.&lt;br /&gt;
| giveproject dataName, factionName (optional)&lt;br /&gt;
| giveproject Project_CommercialResearch, ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| givexp&lt;br /&gt;
| Gives XP to the selected councilor&lt;br /&gt;
| amount&lt;br /&gt;
| givexp 200&lt;br /&gt;
|-&lt;br /&gt;
| killasset&lt;br /&gt;
| Kill the selected army, councilor or fleet&lt;br /&gt;
| &lt;br /&gt;
| killasset&lt;br /&gt;
|-&lt;br /&gt;
| killstate&lt;br /&gt;
| Kills the selected army, councilor, fleet or habitat&lt;br /&gt;
| &lt;br /&gt;
| killstate&lt;br /&gt;
|-&lt;br /&gt;
| modifygdp&lt;br /&gt;
| Adds or removes GDP billions to a certain nation&lt;br /&gt;
| nation name,amount&lt;br /&gt;
| modifygdp Afghanistan,300&lt;br /&gt;
|-&lt;br /&gt;
| nosecrets&lt;br /&gt;
| Reveals all [[Factions|factions]]&#039; councilors, objectives and council engineering projects&lt;br /&gt;
| &lt;br /&gt;
| nosecrets&lt;br /&gt;
|-&lt;br /&gt;
| nuke&lt;br /&gt;
| Launches a strategic nuclear barrage in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| nuke&lt;br /&gt;
|-&lt;br /&gt;
| peaceout&lt;br /&gt;
| Enda all wars the selected nation is involved in&lt;br /&gt;
| &lt;br /&gt;
| peaceout&lt;br /&gt;
|-&lt;br /&gt;
| propaganda&lt;br /&gt;
| Completes a Public Opinion mission on every nation for a [[faction]]&lt;br /&gt;
| [[#Faction_internal_names|faction internal name]],strength (optional)&lt;br /&gt;
| propaganda ResistCouncil,10&lt;br /&gt;
|-&lt;br /&gt;
| prospect&lt;br /&gt;
| Prospects a celestial body&lt;br /&gt;
| celestial body&lt;br /&gt;
| prospect Ganymede&lt;br /&gt;
|-&lt;br /&gt;
| revealsites&lt;br /&gt;
| Prospects all celestial bodies&lt;br /&gt;
| &lt;br /&gt;
| revealsites&lt;br /&gt;
|-&lt;br /&gt;
| revolution&lt;br /&gt;
| Triggers a revolution in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| revolution&lt;br /&gt;
|-&lt;br /&gt;
| regimechange&lt;br /&gt;
| Triggers a regime change for the player faction in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| regimechange&lt;br /&gt;
|-&lt;br /&gt;
| setarmyhealth&lt;br /&gt;
| Changes the selected army&#039;s strength, 1 means 100%&lt;br /&gt;
| amount&lt;br /&gt;
| setarmyhealth 0.5&lt;br /&gt;
|-&lt;br /&gt;
| setfation&lt;br /&gt;
| Changes [[factions]], requires a save and reload for full effect and will not work if done during mission assignment phase&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; can switch to the alien faction but certain actions will crash the game&lt;br /&gt;
| faction internal name&lt;br /&gt;
| setfation ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| setmiltech&lt;br /&gt;
| Sets the miltech of the selected nation&lt;br /&gt;
| amount&lt;br /&gt;
| setmiltech 4&lt;br /&gt;
|-&lt;br /&gt;
| sight&lt;br /&gt;
| Reveals all current alien phenomena sites&lt;br /&gt;
| &lt;br /&gt;
| sight&lt;br /&gt;
|-&lt;br /&gt;
| spawnlanding&lt;br /&gt;
| Spawns an UFO landing in the selected region&lt;br /&gt;
| &lt;br /&gt;
| spawnlanding&lt;br /&gt;
|-&lt;br /&gt;
| spawnxenofauna&lt;br /&gt;
| Spawns an alien megafauna army in the selected region&lt;br /&gt;
| &lt;br /&gt;
| spawnxenofauna&lt;br /&gt;
|-&lt;br /&gt;
| startcoup&lt;br /&gt;
| Triggers a coup in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| startcoup&lt;br /&gt;
|-&lt;br /&gt;
| triggerevent&lt;br /&gt;
| Triggers an event&lt;br /&gt;
| event internal name&lt;br /&gt;
| triggerevent event_OneHumanity&lt;br /&gt;
|-&lt;br /&gt;
| unify     	&lt;br /&gt;
| Unifies two nations&lt;br /&gt;
| [[#Nation_internal_names|nation internal name]],[[#Nation_internal_names|nation internal name]]&lt;br /&gt;
| unify USA,CAN&lt;br /&gt;
|-&lt;br /&gt;
| unlockallshipparts&lt;br /&gt;
| Unlocks all human and alien ship components for ship design&lt;br /&gt;
| &lt;br /&gt;
| unlockallshipparts&lt;br /&gt;
|-&lt;br /&gt;
| watchfactions&lt;br /&gt;
| Reveals all [[factions]]&#039; objectives and council engineering projects&lt;br /&gt;
| &lt;br /&gt;
| watchfactions&lt;br /&gt;
|-&lt;br /&gt;
| alieninfo&lt;br /&gt;
| Writes all resources and the next purchase of the aliens&lt;br /&gt;
| &lt;br /&gt;
| alieninfo&lt;br /&gt;
|-&lt;br /&gt;
| autopilot&lt;br /&gt;
| Plays game automatically&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; requires restarting the game to disable&lt;br /&gt;
| &lt;br /&gt;
| autopilot&lt;br /&gt;
|-&lt;br /&gt;
| musicinfo&lt;br /&gt;
| Writes music info&lt;br /&gt;
| &lt;br /&gt;
| musicinfo&lt;br /&gt;
|-&lt;br /&gt;
| setmusicvolume&lt;br /&gt;
| Sets the music volume&lt;br /&gt;
| amount&lt;br /&gt;
| setmusicvolume 2&lt;br /&gt;
|-&lt;br /&gt;
| setmusicintensity&lt;br /&gt;
| Sets the music intensity&lt;br /&gt;
| amount&lt;br /&gt;
| setmusicintensity 2&lt;br /&gt;
|-&lt;br /&gt;
| SetDV&lt;br /&gt;
| Set all ships in the currently selected fleet Delta V to the specified fraction of their max&lt;br /&gt;
| 1-100 (Percentage based)&lt;br /&gt;
| SetDv 50- Sets the ship&#039;s DV to 50% of its max.&lt;br /&gt;
|-&lt;br /&gt;
| TransferRegion		&lt;br /&gt;
| Transfer selected region to nationTemplateName&lt;br /&gt;
| TransferRegion (While region is selected)&lt;br /&gt;
|-&lt;br /&gt;
| killasset&lt;br /&gt;
| Destroys the selected player ship&lt;br /&gt;
| &lt;br /&gt;
| killasset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are a couple of other console commands but they currently either do not work or crash the game (version 0.3.98):&lt;br /&gt;
* forcemissions&lt;br /&gt;
* detainme&lt;br /&gt;
&lt;br /&gt;
== Faction internal names ==&lt;br /&gt;
&lt;br /&gt;
Factions have the following internal names:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Faction&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}[[Humanity First]]&lt;br /&gt;
| DestroyCouncil&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}}[[Project Exodus]]&lt;br /&gt;
| EscapeCouncil&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}}[[The Academy]]&lt;br /&gt;
| CooperateCouncil&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}}[[The Initiative]]&lt;br /&gt;
| ExploitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|appease}}[[The Protectorate]]&lt;br /&gt;
| AppeaseCouncil&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}[[The Resistance]]&lt;br /&gt;
| ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}[[The Servants]]&lt;br /&gt;
| SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|alien}}[[Aliens]]&lt;br /&gt;
| AlienCouncil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nation internal names ==&lt;br /&gt;
A complete list of all faction internal names may be found in \TerraInvicta_Data\StreamingAssets\Localization\en\TINationTemplate.en. You&#039;re smart enough to figure the rest out from there.&lt;br /&gt;
Unifying a non-existant nation with an existing one (ie, typing &amp;quot;unify RUS,EUA&amp;quot; instead of &amp;quot;unify EUA,RUS&amp;quot; when you&#039;ve already incorporated the eurasian union into the EU) will create a new unified state with no occupied control points. That is, you will lose the nation. Additonally, per the regular union mechanic, any nations with cohesion less than 5 have a chance to split up on unification if they have absorbed any nations outside the primary unifying nation&#039;s claims: ie, if you tell the EU to absorb china, and china has absorbed laos, you may lose laos if china has cohesion less than 5. Using the regimechange command after doing this will give command of the nation to a random faction instead of you. (bug?)&lt;br /&gt;
&lt;br /&gt;
Nations have the following internal names:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Afghanistan || AFG&lt;br /&gt;
|-&lt;br /&gt;
| Algeria || DZA&lt;br /&gt;
|-&lt;br /&gt;
| Alpine States || ALP&lt;br /&gt;
|-&lt;br /&gt;
| Angola || AGO&lt;br /&gt;
|-&lt;br /&gt;
| Argentina || ARG&lt;br /&gt;
|-&lt;br /&gt;
| Armenia || ARM&lt;br /&gt;
|-&lt;br /&gt;
| Australia || AUS&lt;br /&gt;
|-&lt;br /&gt;
| Austria || ALP&lt;br /&gt;
|-&lt;br /&gt;
| Azerbaijan || AZE&lt;br /&gt;
|-&lt;br /&gt;
| Baltic States || BAS&lt;br /&gt;
|-&lt;br /&gt;
| Bangladesh || BGD&lt;br /&gt;
|-&lt;br /&gt;
| Belarus || BLR&lt;br /&gt;
|-&lt;br /&gt;
| Belgium || BGM&lt;br /&gt;
|-&lt;br /&gt;
| Belize || BEL&lt;br /&gt;
|-&lt;br /&gt;
| Benelux || NET&lt;br /&gt;
|-&lt;br /&gt;
| Bolivia || BOL&lt;br /&gt;
|-&lt;br /&gt;
| Botswana || BWA&lt;br /&gt;
|-&lt;br /&gt;
| Brazil || BRA&lt;br /&gt;
|-&lt;br /&gt;
| Bulgaria || BUL&lt;br /&gt;
|-&lt;br /&gt;
| Burkina Faso || BKF&lt;br /&gt;
|-&lt;br /&gt;
| Cambodia || KHM&lt;br /&gt;
|-&lt;br /&gt;
| Cameroon || CMR&lt;br /&gt;
|-&lt;br /&gt;
| Canada || CAN&lt;br /&gt;
|-&lt;br /&gt;
| Caribbean States || CAB&lt;br /&gt;
|-&lt;br /&gt;
| Central African Republic || CAF&lt;br /&gt;
|-&lt;br /&gt;
| Chad || TCD&lt;br /&gt;
|-&lt;br /&gt;
| Chile || CHL&lt;br /&gt;
|-&lt;br /&gt;
| China || CHN&lt;br /&gt;
|-&lt;br /&gt;
| Colombia || COL&lt;br /&gt;
|-&lt;br /&gt;
| Congo || COD&lt;br /&gt;
|-&lt;br /&gt;
| Costa Rica || COS&lt;br /&gt;
|-&lt;br /&gt;
| Cuba || CUB&lt;br /&gt;
|-&lt;br /&gt;
| Czech Republic || CZE&lt;br /&gt;
|-&lt;br /&gt;
| Denmark || DEN&lt;br /&gt;
|-&lt;br /&gt;
| Ecuador || ECU&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || EGY&lt;br /&gt;
|-&lt;br /&gt;
| El Salvador || ELS&lt;br /&gt;
|-&lt;br /&gt;
| Eritrea || ERI&lt;br /&gt;
|-&lt;br /&gt;
| Ethiopia || ETH&lt;br /&gt;
|-&lt;br /&gt;
| Finland || FIN&lt;br /&gt;
|-&lt;br /&gt;
| France || EUA&lt;br /&gt;
|-&lt;br /&gt;
| Georgia || GEO&lt;br /&gt;
|-&lt;br /&gt;
| Germany || DEU&lt;br /&gt;
|-&lt;br /&gt;
| Great Lakes States || UGA&lt;br /&gt;
|-&lt;br /&gt;
| Greece || GRE&lt;br /&gt;
|-&lt;br /&gt;
| Guatemala || GTM&lt;br /&gt;
|-&lt;br /&gt;
| Gulf States || GUS&lt;br /&gt;
|-&lt;br /&gt;
| Guyana || GUY&lt;br /&gt;
|-&lt;br /&gt;
| Himalayan States || HYS&lt;br /&gt;
|-&lt;br /&gt;
| Honduras || HON&lt;br /&gt;
|-&lt;br /&gt;
| Hungary || HUN&lt;br /&gt;
|-&lt;br /&gt;
| Iceland || ISL&lt;br /&gt;
|-&lt;br /&gt;
| India || IND&lt;br /&gt;
|-&lt;br /&gt;
| Indonesia || IDN&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Iran || IRN&lt;br /&gt;
|-&lt;br /&gt;
| Iraq || IRQ&lt;br /&gt;
|-&lt;br /&gt;
| Ireland || IRL&lt;br /&gt;
|-&lt;br /&gt;
| Israel || ISR&lt;br /&gt;
|-&lt;br /&gt;
| Italy || ITA&lt;br /&gt;
|-&lt;br /&gt;
| Ivory Coast || IVO&lt;br /&gt;
|-&lt;br /&gt;
| Japan || JPN&lt;br /&gt;
|-&lt;br /&gt;
| Jordan || JOR&lt;br /&gt;
|-&lt;br /&gt;
| Kazakhstan || KAZ&lt;br /&gt;
|-&lt;br /&gt;
| Kenya || KEN&lt;br /&gt;
|-&lt;br /&gt;
| Kyrgyzstan || KGZ&lt;br /&gt;
|-&lt;br /&gt;
| Laos || LAO&lt;br /&gt;
|-&lt;br /&gt;
| Libya || LBY&lt;br /&gt;
|-&lt;br /&gt;
| Lower Guinea || LWG&lt;br /&gt;
|-&lt;br /&gt;
| Madagascar || MDG&lt;br /&gt;
|-&lt;br /&gt;
| Malaysia || MYS&lt;br /&gt;
|-&lt;br /&gt;
| Mali || MLI&lt;br /&gt;
|-&lt;br /&gt;
| Mauritania || MRT&lt;br /&gt;
|-&lt;br /&gt;
| Mexico || MEX&lt;br /&gt;
|-&lt;br /&gt;
| Middle Guinea || MLG&lt;br /&gt;
|-&lt;br /&gt;
| Mongolia || MNG&lt;br /&gt;
|-&lt;br /&gt;
| Morocco || MAR&lt;br /&gt;
|-&lt;br /&gt;
| Mozambique || MOZ&lt;br /&gt;
|-&lt;br /&gt;
| Myanmar || MMR&lt;br /&gt;
|-&lt;br /&gt;
| Namibia || SWA&lt;br /&gt;
|-&lt;br /&gt;
| New Zealand || NZL&lt;br /&gt;
|-&lt;br /&gt;
| Netherlands || NET&lt;br /&gt;
|-&lt;br /&gt;
| Nicaragua || NIC&lt;br /&gt;
|-&lt;br /&gt;
| Niger || NER&lt;br /&gt;
|-&lt;br /&gt;
| Nigeria || NGA&lt;br /&gt;
|-&lt;br /&gt;
| North Korea || PRK&lt;br /&gt;
|-&lt;br /&gt;
| Northern Balkan States || NBK&lt;br /&gt;
|-&lt;br /&gt;
| Norway || NOR&lt;br /&gt;
|-&lt;br /&gt;
| Oman || OMN&lt;br /&gt;
|-&lt;br /&gt;
| Pacific States || PCS&lt;br /&gt;
|-&lt;br /&gt;
| Pakistan || PAK&lt;br /&gt;
|-&lt;br /&gt;
| Panama || PAN&lt;br /&gt;
|-&lt;br /&gt;
| Paraguay || PRY&lt;br /&gt;
|-&lt;br /&gt;
| Peru || PER&lt;br /&gt;
|-&lt;br /&gt;
| Philippines || PHL&lt;br /&gt;
|-&lt;br /&gt;
| Poland || POL&lt;br /&gt;
|-&lt;br /&gt;
| Portugal || PRT&lt;br /&gt;
|-&lt;br /&gt;
| Ratnakaran States || RTK&lt;br /&gt;
|-&lt;br /&gt;
| Romania || ROM&lt;br /&gt;
|-&lt;br /&gt;
| Russia || RUS&lt;br /&gt;
|-&lt;br /&gt;
| Saudi Arabia || SEN&lt;br /&gt;
|-&lt;br /&gt;
| Senegamnia || SEG&lt;br /&gt;
|-&lt;br /&gt;
| Singapore || SGP&lt;br /&gt;
|-&lt;br /&gt;
| Slovakia || SLO&lt;br /&gt;
|-&lt;br /&gt;
| Somalia || SOM&lt;br /&gt;
|-&lt;br /&gt;
| South Africa || ZAF&lt;br /&gt;
|-&lt;br /&gt;
| South Korea || KOR&lt;br /&gt;
|-&lt;br /&gt;
| South Sudan || SSD&lt;br /&gt;
|-&lt;br /&gt;
| Southern Balkan States || SBK&lt;br /&gt;
|-&lt;br /&gt;
| Spain || ESP&lt;br /&gt;
|-&lt;br /&gt;
| Sri Lanka || LKA&lt;br /&gt;
|-&lt;br /&gt;
| Sudan || SDN&lt;br /&gt;
|-&lt;br /&gt;
| Suriname || SUR&lt;br /&gt;
|-&lt;br /&gt;
| Sweden || SCA&lt;br /&gt;
|-&lt;br /&gt;
| Syria || SYR&lt;br /&gt;
|-&lt;br /&gt;
| Taiwan || TWN&lt;br /&gt;
|-&lt;br /&gt;
| Tajikistan || TJK&lt;br /&gt;
|-&lt;br /&gt;
| Tanzania || TZA&lt;br /&gt;
|-&lt;br /&gt;
| Thailand || THA&lt;br /&gt;
|-&lt;br /&gt;
| Tunisia || TUN&lt;br /&gt;
|-&lt;br /&gt;
| Turkey || TUR&lt;br /&gt;
|-&lt;br /&gt;
| Turkmenistan || TKM&lt;br /&gt;
|-&lt;br /&gt;
| Ukraine || UKR&lt;br /&gt;
|-&lt;br /&gt;
| United Kingdom|| GBR&lt;br /&gt;
|-&lt;br /&gt;
| United States of America || USA&lt;br /&gt;
|-&lt;br /&gt;
| Upper Guinea || UPG&lt;br /&gt;
|-&lt;br /&gt;
| Uruguay || URY&lt;br /&gt;
|-&lt;br /&gt;
| Uzbekistan || UZB&lt;br /&gt;
|-&lt;br /&gt;
| Venezuela || VEN&lt;br /&gt;
|-&lt;br /&gt;
| Vietnam || VNM&lt;br /&gt;
|-&lt;br /&gt;
| Yemen || YEM&lt;br /&gt;
|-&lt;br /&gt;
| Zambia-Malawi || ZMB&lt;br /&gt;
|-&lt;br /&gt;
| Zimbabwe || ZWE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Foreign_Relations&amp;diff=6506</id>
		<title>Foreign Relations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Foreign_Relations&amp;diff=6506"/>
		<updated>2025-08-21T20:34:10Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Effects of Transferring Regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page covers diplomatic actions available to Nations. For interactions between the global [[Factions]], see [[Diplomacy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Foreign relations encompass all actions a [[Nations|Nation]] may take to advance its political interests or of the [[Factions|Faction]] controlling it, ranging from peaceful diplomacy to open warfare.&lt;br /&gt;
== Policies ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councilor can use the Set Policy mission to enact policies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Policies, Terra Invicta Codex, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In order for a [[Factions|faction]] to enact a policy in a nation, they must own the executive [[Nations#Control_Points|control point]], it must not be disabled, and they must use a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in the nation. Many policies require consolidated executive control. Many policies require another nation to agree.&lt;br /&gt;
&lt;br /&gt;
This section loosely summarizes the list of policies, and gives links to sections that discuss the more complex policies in more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Policy !! Needs Consolidated Exec? !! Can be Rejected? !! Ignores Diplomatic Cooldown? !! Main Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Wars|Declare War]] || No || No || Yes || Allows [[Terrestrial_Warfare]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Joining_Wars|Join War]] || No || No || Yes || Allows [[Terrestrial_Warfare]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Seeking_Peace|Seek Peace]] || No || Yes || Yes || Ends the [[Foreign_Relations#Wars|war]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Grant_Independence|Grant Independence]] to a New Nation || Yes || No || Yes || Release [[Regions]] to form their own nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Granting_Independence|Grant Independence]] to a [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] || Yes || No || Yes || The [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] is no longer a [[Foreign_Relations#Breakaway_Nations|Breakaway]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Independence|Declare Independence]] || No || No || Yes || Nation is no longer a [[Foreign_Relations#Breakaway_Nations|Breakaway]] and former parent nation [[Foreign_Relations#Declaring_Wars|declares war]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Cede_Territory|Cede Territory]] || Yes || No || If not [[Foreign_Relations#Rivals|Rivals]] || [[Regions]] are transferred to target nation.&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Leaving_Federations|Leave Federation]] || Yes || No || Yes || Leaves the [[Foreign_Relations#Federations|Federation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Joining_Federations|Federation]] || Yes || Yes || No || [[Foreign_Relations#Federations|Federates]] with Target.&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Peaceful_Unification|Unification]] || Yes || Yes || No || Merge nations.&lt;br /&gt;
|-&lt;br /&gt;
| Disband Army || Yes || No || Yes || Disbands a human [[Nations#Armies|army]] that is:&lt;br /&gt;
* Owned by the Nation.&lt;br /&gt;
* Owned by the Faction that owns the executive control point of the Nation.&lt;br /&gt;
* Not in an enemy region.&lt;br /&gt;
|-&lt;br /&gt;
| Disband Warheads || Yes || No || Yes &lt;br /&gt;
| Remove up to 5 {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Strategic Nuclear Barrages]] from the nation. If the last one is removed also cancel all progress on the {{icon|nuclear weapons}}nuclear weapons priority.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Policies tab of the Nation intel window shows the available national policies. Here one can also find the diplomatic cooldown periods for countries, with whom certain diplomatic actions may become available after the timer expires. &lt;br /&gt;
&lt;br /&gt;
This is also where a player can choose to abandon their control points in the nation, which does not require a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission or any influence cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gaining Regions ==&lt;br /&gt;
&lt;br /&gt;
One of the fastest ways to improve a nation is to simply gain control over more [[Regions]], taking them from whatever nations previously controlled these [[Regions]]. However, Terra Invicta takes place in an era where it is no longer acceptable for nations to arbitrarily expand their territories through mere military might.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
&lt;br /&gt;
Instead, a nation can only take a region if it has a &#039;&#039;&#039;claim&#039;&#039;&#039; on it. This claim represents a sufficient set of justifications (typically via a combination of historical, ethnic, geographical, and other factors) that the nation can use to argue that its control over a region is acceptable.&lt;br /&gt;
&lt;br /&gt;
Notably, the set of claims that a nation has can grow throughout the course of a campaign. There are several social science projects that add new claims and even new nations. Additional claims can also be acquired via [[Foreign_Relations#Peaceful_Unification|peaceful unifications]].&lt;br /&gt;
&lt;br /&gt;
For a list of all claims, see [[Claim List]].&lt;br /&gt;
&lt;br /&gt;
=== Methods for Transferring Regions ===&lt;br /&gt;
&lt;br /&gt;
The following subsections discuss each of the possible methods by which a nation can gain control over more regions.&lt;br /&gt;
&lt;br /&gt;
==== Grant Independence ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X to grant independence to a human nation Y with no regions if the following are true:&lt;br /&gt;
* Y has a claim on its desired {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
* The desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y is not currently the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X.&lt;br /&gt;
* X currently controls the desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed, every non-{{icon|capital|bgcolor=DarkSlateGray}}capital region of X that Y has a claim on will be transferred to Y. In addition, the following effects also occur after the regions are transferred:&lt;br /&gt;
# If X has {{icon|found military}}founded a military, then Y also {{icon|found military}}founds a military, if it hadn&#039;t already.&lt;br /&gt;
# If X has a complete {{icon|found space program}}spaceflight program, then Y also completes a {{icon|found space program}}spaceflight program, if it hadn&#039;t already.&lt;br /&gt;
# The {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] and {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y is set to those of X.&lt;br /&gt;
# The public opinion of Y is randomized via repeated applications of [[Nations#Changing_Public_Opinion|Propaganda]] towards random ideological coordinates. The strength and number applied decreases with the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y, with 10 {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] having no randomization at all.&lt;br /&gt;
# If X has less than 5 {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]], then reduce {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in X by (0 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
# If X has less than 5 {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]], then reduce {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in Y by 0 to 3.&lt;br /&gt;
# Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in X by (0 to 2) × Fraction of Population that X gave to Y.&lt;br /&gt;
# Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in Y by 1 to 3.&lt;br /&gt;
# Every rival of X also becomes a rival of Y.&lt;br /&gt;
# Every ally of X also becomes an ally of Y.&lt;br /&gt;
# X and Y become allies.&lt;br /&gt;
# X and Y are put on a diplomatic cooldown of 180 days with each other.&lt;br /&gt;
&lt;br /&gt;
Note: It is also possible to grant independence to [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations, but no regions are transferred when this happens, so that is not discussed in this subsection. That is instead discussed in [[Foreign_Relations#Granting_Independence]].&lt;br /&gt;
&lt;br /&gt;
==== Cede Territory ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the capital region of X to cede territory to a human nation Y if the following are true:&lt;br /&gt;
* Either Y is not a rival of X, or X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
* Y has a claim on a region controlled by X that is not currently the capital region of X.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed, every non-capital region of X that Y has a claim on will be transferred to Y. In addition, X and Y will be put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
==== Peaceful Unification ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the capital region of X to peacefully unify with a human nation Y if one of the following sets of conditions are true:&lt;br /&gt;
#&lt;br /&gt;
#* X and Y are in the same [[Foreign_Relations#Federations|Federation]]. &amp;lt;br&amp;gt; &#039;&#039;&#039;Note&#039;&#039;&#039;: X does not need to be the federation leader or have the federation named after it.&lt;br /&gt;
#* X has a claim on the desired capital region of Y.&lt;br /&gt;
#* X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
#* The faction has consolidated executive control over Y.&lt;br /&gt;
#* The faction owns all control points of Y.&lt;br /&gt;
#&lt;br /&gt;
#* Y is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
#* X is not at war with Y.&lt;br /&gt;
#* The faction owns all control points of Y.&lt;br /&gt;
#&lt;br /&gt;
#* X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
#* X is not at war with Y.&lt;br /&gt;
#* The faction owns all control points of X.&lt;br /&gt;
#* The faction owns the executive control point of Y.&lt;br /&gt;
&lt;br /&gt;
The third case functions pretty much identically to the second case, except that the faction is setting the policy in the other nation. &lt;br /&gt;
&lt;br /&gt;
In the first two cases, when this national policy is passed, every region of Y will be transferred to X and &#039;&#039;X will gain a claim on each such region&#039;&#039;. In addition, the following effects also occur after the regions are transferred:&lt;br /&gt;
# If X has completed a nuclear weapons program, then all of Y&#039;s {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|nukes]] are given to X. Otherwise the {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|nukes]] of Y simply disappear.&lt;br /&gt;
# If neither X nor Y have completed a nuclear weapons program, then 50% of Y&#039;s nuclear weapons program priority progress is added to X&#039;s nuclear weapons program priority progress, but the total sum is capped at 1 IP less than the cost of the nuclear weapons program priority. &lt;br /&gt;
# If Y has completed a spaceflight program but X has not, then X completes a spaceflight program.&lt;br /&gt;
# If neither X nor Y have completed a spaceflight program, then 50% of Y&#039;s spaceflight program priority progress is added to X&#039;s spaceflight program priority progress, but the total sum is capped at 1 IP less than the cost of the spaceflight program priority. &lt;br /&gt;
# If Y has founded a military but X has not, then X founds a military.&lt;br /&gt;
# If neither X nor Y have founded a military, then 50% of Y&#039;s found military priority progress is added to X&#039;s found military priority progress, but the total sum is capped at 1 IP less than the cost of the found military priority. &lt;br /&gt;
# For each other national priority, 50% of Y&#039;s priority progress is added to X&#039;s priority progress.&lt;br /&gt;
# All of Y&#039;s [[Nations#Funding|Funding]] is transferred to X.&lt;br /&gt;
# If the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than (the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of Y - 1), then the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X is increased by (the difference in their {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] / 2), but capped at 9.8 total {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]].&lt;br /&gt;
# Each [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y is peacefully granted independence from Y.&lt;br /&gt;
# For every region R of Y that X did not have a claim on, there is a (110% - 10% × the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y) chance that the region R will secede to form another human nation Z such that:&lt;br /&gt;
#* Z currently has no regions.&lt;br /&gt;
#* Z has a claim on R.&lt;br /&gt;
#* The desired capital region of Z is R.&lt;br /&gt;
: If no such Z exists, then the region R cannot secede to form a new nation, but it will join any other seceding nation that has a claim on R.&lt;br /&gt;
: The {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]], {{icon|education}}[[Nations#Education|Education]], {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]], {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]], {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]], {{icon|miltech}}[[Nations#Miltech|Miltech]] and [[Nations#Sustainability|Pollution Multiplier]] of every seceding nation Z is set to those of Y. &lt;br /&gt;
: If the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 6, then every seceding nation Z becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X and all their human armies are disbanded.&lt;br /&gt;
&lt;br /&gt;
Note: X gains a claim on every region of Y before any of the regions secede. So these seceding regions are now much easier for X to regain control over since X now has a direct claim on them.&lt;br /&gt;
&lt;br /&gt;
See [[Full Unification]] for a more detailed analysis of how each nation can increase its claims through peaceful unifications.&lt;br /&gt;
&lt;br /&gt;
==== Daily Check for Secession to Non-Extant Nations ====&lt;br /&gt;
&lt;br /&gt;
Every day at 10:30am, every human nation Y that currently does not have any regions will attempt to create itself by breaking away from the nation X that controls the desired capital region of Y. But this attempt only succeeds if all of the following conditions are true:&lt;br /&gt;
* The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X is at most 3.&lt;br /&gt;
* The {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X is at least 6.&lt;br /&gt;
* The desired capital region of Y is not the current capital region of X.&lt;br /&gt;
* A P% chance roll is passed, where P is calculated as follows:&lt;br /&gt;
*# Set P to (the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X / 2 - the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X / 4 - the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X).&lt;br /&gt;
*# If there are armies in the desired capital region of Y and the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 8, then divide P by 20 × the number of armies in the desired capital region of Y.&lt;br /&gt;
*# Divide P by 75.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the desired capital region of Y is transferred from X to Y. Furthermore, for each non-capital region of X that is claimed by Y and has no armies, there is a Q% chance that the region will also be transferred to Y, where Q is (the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X × 6 - the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X × 3 - the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X × 3).&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects also occur after the regions are transferred:&lt;br /&gt;
# The {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] and {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y is set to those of X.&lt;br /&gt;
# The armies of Y are disbanded.&lt;br /&gt;
# Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
# All of Y&#039;s control points are given to whichever faction raised the most unrest in X.&lt;br /&gt;
# Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in Y by 0 to 3.&lt;br /&gt;
# Set {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
# Increase {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] in Y by (-2 to 0 + the Education of Y / 2.25).&lt;br /&gt;
# Reduce {{icon|miltech}}[[Nations#Miltech|Miltech]] in Y by 0 to 0.5.&lt;br /&gt;
# Increase {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] in Y by -1 to 1.&lt;br /&gt;
# Reduce {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
# Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
# X and Y become rivals if either the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 7 or some faction raised unrest in X.&lt;br /&gt;
&lt;br /&gt;
==== Periodic Check for Secession to Neighboring Nations ====&lt;br /&gt;
&lt;br /&gt;
Every 4 days at 10:30am, every human nation X will check if it should undergo a revolution or an organic coup. If not, then each non-capital region R of X will make an attempt to secede for each adjacent nation Y that has a claim on R. But R&#039;s attempt to secede to Y only succeeds if all of the following conditions are true:&lt;br /&gt;
* The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X is at most 3.&lt;br /&gt;
* The {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X is at least 6.&lt;br /&gt;
* If Y is the [[Aliens#Alien_Administration|Alien Nation]], then {{icon|submit}}[[The Servants]] have at least 50% public support in X.&lt;br /&gt;
* A P% chance roll is passed, where P is calculated as follows:&lt;br /&gt;
*# Set P to (the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X - the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X / 2 - the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X).&lt;br /&gt;
*# If there are armies in R and the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 8, then divide P by 20 × the number of armies in R.&lt;br /&gt;
*# Divide P by 75.&lt;br /&gt;
*# If Y is the [[Aliens#Alien_Administration|Alien Nation]] and R has at least 50 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]], then add (the [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in R / 100) to P.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the region R is transferred from X to Y. In addition, the following effects also occur:&lt;br /&gt;
* Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in Y by 0 to 2.&lt;br /&gt;
* Reduce {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
* Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]] if either the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 7 or some faction raised unrest in X via {{MissionIcon|Unrest}}[[Increase Unrest]] missions.&lt;br /&gt;
&lt;br /&gt;
==== Post-Unrest Secession Check ====&lt;br /&gt;
&lt;br /&gt;
Every time a councilor from a faction F successfully performs an {{MissionIcon|Unrest}}[[Increase Unrest]] mission on a non-capital region R of a nation X, each human nation Y that currently does not have any regions and whose desired capital region is R will attempt to create itself by breaking away from X. This attempt has a P% chance to succeed, where P is calculated as follows:&lt;br /&gt;
# Set P to 1000.&lt;br /&gt;
# If the mission was a critical success, then multiply P by 10.&lt;br /&gt;
# Divide P by the number of mission phases per month.&lt;br /&gt;
# If F has researched [[Freedom Fighters]], then multiply P by 1.5.&lt;br /&gt;
# If F researched a project that gave Y its claim on R, then multiply P by 3.&lt;br /&gt;
# Multiply P by (the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X - the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X / 2).&lt;br /&gt;
# Subtract the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X from P.&lt;br /&gt;
# If there are armies in R and the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 8, then divide P by 20 × the number of armies in R.&lt;br /&gt;
# Divide P by 300.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the region R is transferred from X to Y. Furthermore, for each non-capital region of X that is claimed by Y and has no armies, there is a Q% chance that the region will also be transferred to Y, where Q is calculated as follows:&lt;br /&gt;
# Set Q to 1000.&lt;br /&gt;
# If the mission was a critical success, then multiply Q by 10.&lt;br /&gt;
# If F has researched [[Freedom Fighters]], then multiply Q by 1.5.&lt;br /&gt;
# Divide Q by the number of mission phases per month.&lt;br /&gt;
# If F researched a project that gave Y its claim on R, then multiply Q by 3.&lt;br /&gt;
# Multiply Q by (the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X × 2 - the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X - the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X).&lt;br /&gt;
# If X only managed to get a claim on this region because of a peaceful unification and Y did not, then set Q to 100.&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects also occur:&lt;br /&gt;
* Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
* All of Y&#039;s control points are given to faction F.&lt;br /&gt;
* Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in Y by 0 to 3.&lt;br /&gt;
* Set {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
* Increase {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] in Y by (-2 to 0 + the {{icon|education}}[[Nations#Education|Education]] of Y / 2.25).&lt;br /&gt;
* Reduce {{icon|miltech}}[[Nations#Miltech|Miltech]] in Y by 0 to 0.5.&lt;br /&gt;
* Increase {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] in Y by -1 to 1.&lt;br /&gt;
* Reduce {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
* Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]].&lt;br /&gt;
&lt;br /&gt;
==== War Annexation ====&lt;br /&gt;
&lt;br /&gt;
A human Army can perform an [[Annex Region]] operation on a region R owned by a nation X if:&lt;br /&gt;
* The army is not in battle.&lt;br /&gt;
* The army has at least 80% health remaining.&lt;br /&gt;
* Region R is not already being annexed by a different army.&lt;br /&gt;
* The army&#039;s home nation is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
* R is not the capital {{icon|capital|bgcolor=DarkSlateGray}} region of X.&lt;br /&gt;
* R is fully occupied by a war alliance that includes the home nation of the army.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The home nation of the army has a claim on R.&lt;br /&gt;
** There is a human nation Y that currently does not have any regions and whose desired capital {{icon|capital|bgcolor=DarkSlateGray}} region is R.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Starting the [[Annex Region]] operation will usually result in the nation X (or a war ally) launching a nuke at the army, if they have any.&lt;br /&gt;
&lt;br /&gt;
The duration of the [[Annex Region]] operation is D days, where D is calculated as follows:&lt;br /&gt;
# Set D to (the population of R / the average population per region at the start of the game) ^ 0.75.&lt;br /&gt;
# Add (the area of R in km^2 / the median area of a region in km^2) ^ 0.5 to D.&lt;br /&gt;
# Multiply D by 45.&lt;br /&gt;
# If R is rugged, then multiply D by 1.25.&lt;br /&gt;
# Cap D between 45 and 270.&lt;br /&gt;
# Multiply D by the {{icon|miltech}}[[Nations#Miltech|Miltech]] of X.&lt;br /&gt;
# Divide D by the {{icon|miltech}}[[Nations#Miltech|Miltech]] of the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
If the home nation of the army has a claim on R, then the only thing that happens when the [[Annex Region]] operation completes is:&lt;br /&gt;
# Every human army whose home region is R is disbanded.&lt;br /&gt;
# R is transferred from X to the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
Otherwise, when the [[Annex Region]] operation completes, R is transferred to the human nation Y that currently does not have any regions and whose desired capital {{icon|capital|bgcolor=DarkSlateGray}} region is R. In addition, the following effects also occur:&lt;br /&gt;
* Y and the home nation of the annexing army become [[Foreign_Relations#Alliances|allies]].&lt;br /&gt;
* Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
* All of Y&#039;s control points are given to the faction that owns the army that did the [[Annex Region]] operation. &lt;br /&gt;
* Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in Y by 0 to 3.&lt;br /&gt;
* Set {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
* Increase {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] in Y by (-2 to 0 + the Education of Y / 2.25).&lt;br /&gt;
* Reduce {{icon|miltech}}[[Nations#Miltech|Miltech]] in Y by 0 to 0.5.&lt;br /&gt;
* Increase {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] in Y by -1 to 1.&lt;br /&gt;
* Reduce {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
* Increase {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]] if either the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 7 or some faction raised unrest in X.&lt;br /&gt;
* X [[Foreign_Relations#Declaring_Wars|declares war]] on Y, if able.&lt;br /&gt;
&lt;br /&gt;
==== War Conquest ====&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of the capital {{icon|capital|bgcolor=DarkSlateGray}} region of a human nation X, the game first checks which of the war alliances against X contributed the most to the occupation of the capital region of X. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of the capital {{icon|capital|bgcolor=DarkSlateGray}} region of X, except the lead occupier is set to go first even if it didn&#039;t contribute anything.&lt;br /&gt;
&lt;br /&gt;
Then, one by one, each nation Y in the ordering will grab every remaining region R of X that Y has a claim on: every human army whose home region is R is disbanded, and then R is transferred from X to Y.&lt;br /&gt;
&lt;br /&gt;
In the end, if X has any remaining regions, then the control points of X are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of X are given to a faction F that is determined as follows:&lt;br /&gt;
# Each human faction starts with a score of 0.&lt;br /&gt;
# Look at the set of all human-faction-owned armies whose home nations were at war with X and are still within the remaining regions of X. For each such army:&lt;br /&gt;
## Look at its home nation&#039;s {{icon|miltech}}[[Nations#Miltech|Miltech]], add in the Miltech bonuses from Councilors doing [[Advise]] missions on the home nation and from military habs in earth interface orbit. &lt;br /&gt;
## Multiply the total Miltech by the remaining health % of the army.&lt;br /&gt;
## Add this value to the score of the human faction that owns this army.&lt;br /&gt;
# If no such army exists, then the faction F is the undecided faction, and the control points of X are simply emptied out.&lt;br /&gt;
# Otherwise, the human faction with the highest score is chosen to be the faction F that takes over the control points of X.&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects are applied:&lt;br /&gt;
# X is removed from all wars that it is involved in.&lt;br /&gt;
# X ends all alliances with nations that are at war with the lead occupier.&lt;br /&gt;
# X ends all rivalries with all members of the occupying alliance and all allies of the lead occupier.&lt;br /&gt;
# X initiates an alliance with all members of the occupying alliance.&lt;br /&gt;
# If any member of the occupying alliance is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X, it is peacefully granted independence from X.&lt;br /&gt;
# The {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X is increased by some amount U, calculated as follows:&lt;br /&gt;
## Set U to be the fraction of the remaining regions of X that were fully occupied when the capital region of X was conquered.&lt;br /&gt;
## Multiply U by -6.&lt;br /&gt;
## Add (4 + the number of remaining armies of X) to U.&lt;br /&gt;
## If the faction F that takes over the control points of X has researched [[Psyops]], then subtract 3 from U.&lt;br /&gt;
## If the faction F that takes over the control points of X has researched [[Networked Psyops]], then subtract 3 from U.&lt;br /&gt;
## If the faction that owned the executive control point of X before F took over has researched [[Guerrilla Warfare]], then add 3 to U.&lt;br /&gt;
## If U is positive, then:&lt;br /&gt;
##* If F is a human faction that owns the executive control point of the lead occupier, then multiply U by (1 - public support fraction for F in X).&lt;br /&gt;
##* Otherwise, multiply U by (1 - public support fraction for (the most popular human faction in the lead occupier) in X).&lt;br /&gt;
## If F is a human faction, then subtract (0.25 × number of times F raised unrest in X) from U.&lt;br /&gt;
## Add a random value between -1 and 1 inclusive to U.&lt;br /&gt;
# The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X is decreased by 0 to 3.&lt;br /&gt;
# The {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is decreased by 0 to 0.5.&lt;br /&gt;
# If the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is still at least 5 and the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of the lead occupier is less than the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X, then the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is decreased by 25% to 75% of the difference between their {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] scores.&lt;br /&gt;
# All records of which factions raised unrest in X are deleted.&lt;br /&gt;
&lt;br /&gt;
==== Alien Related ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering Non-Capital Regions for the [[Aliens#Alien_Administration|Alien Nation]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army whose home nation is the [[Aliens#Alien_Administration|Alien Nation]] completes the occupation of a non-capital region R of a human nation X, the region R is simply transferred from X to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
If this results in the creation of the [[Aliens#Alien_Administration|Alien Nation]], then it can trigger a [[Diplomacy#Alien_Specific|massive shift in inter-faction relationships]], as humanity recognizes the growing threat that is now in their midst.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering Regions from the [[Aliens#Alien_Administration|Alien Nation]] when it has more than one Region&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of a region R of the [[Aliens#Alien_Administration|Alien Nation]] such that R is not the only region of the [[Aliens#Alien_Administration|Alien Nation]], the region R will be transferred from the [[Aliens#Alien_Administration|Alien Nation]] to a human nation Y that has a claim on R.&lt;br /&gt;
&lt;br /&gt;
To determine which human nation Y should receive R, the game first checks which of the war alliances against the [[Aliens#Alien_Administration|Alien Nation]] contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn&#039;t contribute anything.&lt;br /&gt;
&lt;br /&gt;
The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then a second ordering is created, consisting of every ally of the lead occupier, sorted in descending order by their [[Nations#Estimated_Military_Strength|estimated military strength]].&lt;br /&gt;
&lt;br /&gt;
The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* whose last capital region is R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* that is adjacent to R.&lt;br /&gt;
* whose executive control point is owned by some human faction.&lt;br /&gt;
* whose executive control point is owned by the same faction that owns the executive control point of the lead occupier. &lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* that is adjacent to R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* whose executive control point is owned by some human faction.&lt;br /&gt;
* whose executive control point is owned by the same faction that owns the executive control point of the lead occupier. &lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
Note that this time, the nation is guaranteed to exist, since every region in the game is claimed by at least one human nation.&lt;br /&gt;
&lt;br /&gt;
In addition to transferring the region R from the [[Aliens#Alien_Administration|Alien Nation]] to Y, the following effects occur:&lt;br /&gt;
* If Y has no regions other than R, then the lead occupier and all allies of the lead occupier that are also at war with the [[Aliens#Alien_Administration|Alien Nation]] make an alliance with Y.&lt;br /&gt;
* If Y has no regions other than R, then the control points of Y are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of Y are simply emptied out.&lt;br /&gt;
* If Y has no regions other than R, then the [[Aliens#Alien_Administration|Alien Nation]] declares war on Y.&lt;br /&gt;
&lt;br /&gt;
If R was the capital region of the [[Aliens#Alien_Administration|Alien Nation]] before it was transferred to Y, then the following additional effects occur:&lt;br /&gt;
* The faction that owns the army that occupied R:&lt;br /&gt;
** Has a 10% chance to complete the [[Access Alien Tech]] milestone.&lt;br /&gt;
** Has a 2% chance to complete the [[Access Hydra Corpus]] milestone.&lt;br /&gt;
** Has a 2% chance to complete the [[Access Live Salamander]] milestone.&lt;br /&gt;
*** If it fails that 2% chance, then it has a 5% chance to complete the [[Access Salamander Corpus]] milestone.&lt;br /&gt;
** Has a 10% chance to complete the [[Access War Dog Corpus]] milestone.&lt;br /&gt;
* {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in the [[Aliens#Alien_Administration|Alien Nation]] is increased by 1.&lt;br /&gt;
* A special [[Foreign_Relations#Post-Unrest_Secession_Check|Post-Unrest Secession Check]] is performed for every remaining region in the [[Aliens#Alien_Administration|Alien Nation]] except for its new capital region. This check is special in the following ways:&lt;br /&gt;
** The responsible faction F is the faction that owns the army that occupied R.&lt;br /&gt;
** The first three steps of computing P are replaced by setting P to 10000 × the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering the Last Region from the [[Aliens#Alien_Administration|Alien Nation]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of the last region R of the [[Aliens#Alien_Administration|Alien Nation]], the game first checks which of the war alliances against the [[Aliens#Alien_Administration|Alien Nation]] contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn&#039;t contribute anything.&lt;br /&gt;
&lt;br /&gt;
Every human army whose home region is R is disbanded, and then R is transferred from the [[Aliens#Alien_Administration|Alien Nation]] to the first nation in the ordering that has a claim on R, if any exist.&lt;br /&gt;
&lt;br /&gt;
Then the [[Aliens#Alien_Administration|Alien Nation]] is &#039;&#039;&#039;overthrown&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Causing Revolutions in the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each nation is checked once every 4 days for whether it should undergo a revolution.&lt;br /&gt;
&lt;br /&gt;
When a revolution occurs in the [[Aliens#Alien_Administration|Alien Nation]], the following steps occur:&lt;br /&gt;
# The Public Support factor is calculated as the fraction of the public that supports [[The Protectorate]] + 2 × the fraction of the public that supports {{icon|submit}}[[The Servants]] in the [[Aliens#Alien_Administration|Alien Nation]]. &lt;br /&gt;
#: Note: If [[The Protectorate]] does not exist due to custom campaign settings, the Public Support factor is calculated as 3 × the fraction of the public that supports {{icon|submit}}[[The Servants]] in the [[Aliens#Alien_Administration|Alien Nation]]. &lt;br /&gt;
# {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in the [[Aliens#Alien_Administration|Alien Nation]] decreases by (the Public Support factor × (0.8 to 1.2) + 2), capped between 3 and 6.&lt;br /&gt;
# {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in the [[Aliens#Alien_Administration|Alien Nation]] increases by (the Public Support factor × (0.8 to 1.2)), capped at 3.&lt;br /&gt;
# If {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] in the [[Aliens#Alien_Administration|Alien Nation]] is more than 2.5, then {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] in the [[Aliens#Alien_Administration|Alien Nation]] decreases by (the Public Support factor × (0.8 to 1.2) × ({{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] / 2.5 - 1)), capped at 3.&lt;br /&gt;
# The [[Aliens#Alien_Administration|Alien Nation]] is &#039;&#039;&#039;overthrown&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Overthrowing the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the [[Aliens#Alien_Administration|Alien Nation]] is overthrown, the following steps occur:&lt;br /&gt;
# For each remaining region R in the [[Aliens#Alien_Administration|Alien Nation]]:&lt;br /&gt;
## R takes a random amount of damage between 0% and 25%, multiplied by 2 if R is the capital region.&lt;br /&gt;
## If there is any human nation whose last capital region is R, then a random one is selected and marked to receive R. Otherwise:&lt;br /&gt;
### Let Y be a random human nation that has a claim on R, but each human nation whose executive control point is owned by [[The Academy]], [[The Protectorate]], or {{icon|submit}}[[The Servants]] is 1/100 times as likely to be picked as Y.&lt;br /&gt;
### If R is the capital region of the [[Aliens#Alien_Administration|Alien Nation]] or a 50% chance roll succeeds, then mark Y to receive R.&lt;br /&gt;
# For each human nation Y that is marked to receive regions from the [[Aliens#Alien_Administration|Alien Nation]]:&lt;br /&gt;
## If Y has no regions and the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a conquering alliance in war, then Y initiates an alliance with every member of the conquering alliance.&lt;br /&gt;
## Transfer all regions that Y is marked to receive from the [[Aliens#Alien_Administration|Alien Nation]] to Y.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a revolution, then assign the control points of Y to the factions that raised the most unrest in the [[Aliens#Alien_Administration|Alien Nation]], in exactly the same way as a revolution in a human nation would assign control points to unrest-raising factions.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a revolution, then {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in Y is decreased by 5.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a conquering alliance in war, then assign all control points of Y to the faction that owns the executive control point of the lead occupier.&lt;br /&gt;
# The [[Aliens]] gain 80 hate divided up among the human factions responsible for overthrowing it. Factions with greater responsibility receive a larger share of the 80 hate.&lt;br /&gt;
# If the [[Aliens#Alien_Administration|Alien Nation]] still has remaining regions, then {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in the [[Aliens#Alien_Administration|Alien Nation]] is decreased by (the number of regions transferred away from the [[Aliens#Alien_Administration|Alien Nation]]), capped between 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Effects of Transferring Regions ===&lt;br /&gt;
&lt;br /&gt;
Whenever a region R is transferred from a nation X to a nation Y by any method, the following steps occur:&lt;br /&gt;
# The [[Nations#GDP_Per_Region|region GDP]] of R is removed from X.&lt;br /&gt;
# If R is the {{icon|capital region|bgcolor=DarkSlateGray}}capital region of X and X has other regions, then the {{icon|capital region|bgcolor=DarkSlateGray}}capital of X moves to one of its remaining regions (whichever has the most {{icon|pop}}[[Nations#Population|population]]).&lt;br /&gt;
# The region R is removed from X. (This removes the {{icon|pop}}[[Nations#Population|population]] of R from X.)&lt;br /&gt;
# The {{icon|miltech}}[[Nations#Miltech|Miltech]] of nation Y is set to the weighted average of the {{icon|miltech}}[[Nations#Miltech|Miltechs]] of X and Y, where the weight of:&lt;br /&gt;
#* X is 1 + 1 if there is a human [[Nations#Armies|army]] whose home region is R + 1 if that human [[Nations#Armies|army]] has a [[Nations#Navies|navy]] attached.&lt;br /&gt;
#* Y is 2 × the number of regions owned by Y (excluding R) + the number of armies owned by Y + the number of navies owned by Y.&lt;br /&gt;
# The region R is added to Y. (This adds the {{icon|pop}}[[Nations#Population|population]] of R to Y.)&lt;br /&gt;
# If R was a {{icon|colony|bgcolor=DarkSlateGray}}colony region or a {{icon|resource region}}mining region (note: not an {{icon|oil}}oil region), then the {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] of X decreases by 0.25 while the {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] of Y increases by 0.25. Both of these {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] changes are affected by the [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] of their respective nations. &lt;br /&gt;
# If R is the desired {{icon|capital region|bgcolor=DarkSlateGray}}capital region of Y, then the {{icon|capital region|bgcolor=DarkSlateGray}}capital of Y moves to R.&lt;br /&gt;
# The GDP that was removed from X earlier is now added to Y.&lt;br /&gt;
# The [[Nations#Sustainability|Pollution Multiplier]] of Y is set to the weighted average of the [[Nations#Sustainability|Pollution Multipliers]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the GDP added to Y divided by the total GDP of Y including the addition.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{icon|education}}[[Nations#Education|Education]] of Y is set to the weighted average of the {{icon|education}}[[Nations#Education|Educations]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{icon|pop}}[[Nations#Population|population]] of R divided by the total {{icon|pop}}[[Nations#Population|population]] of Y including R&#039;s added {{icon|pop}}[[Nations#Population|population]].&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of Y is set to the weighted average of the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrests]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{icon|pop}}[[Nations#Population|population]] of R divided by the total {{icon|pop}}[[Nations#Population|population]] of Y including R&#039;s added {{icon|pop}}[[Nations#Population|population]].&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y is set to the weighted average of the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesions]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{icon|pop}}[[Nations#Population|population]] of R divided by the total {{icon|pop}}[[Nations#Population|population]] of Y including R&#039;s added {{icon|pop}}[[Nations#Population|population]].&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y is reduced by 0.25. Note: If cohesion is reduced below zero, {{icon|democracy|bgcolor=DarkSlateGray}}Government and {{icon|unrest|bgcolor=DarkSlateGray}}Unrest values are changed. See [[Nations#Underflowing_Cohesion|Underflowing Cohesion]] for details.&lt;br /&gt;
# The {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequality]] of Y is set to the weighted average of the {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequalities]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{icon|pop}}[[Nations#Population|population]] of R divided by the total {{icon|pop}}[[Nations#Population|population]] of Y including R&#039;s added {{icon|pop}}[[Nations#Population|population]].&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The [[Nations#Public_Opinion|Public Opinion]] of Y is set to the weighted average of the [[Nations#Public_Opinion|Public Opinions]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{icon|pop}}[[Nations#Population|population]] of R divided by the total {{icon|pop}}[[Nations#Population|population]] of Y including R&#039;s added {{icon|pop}}[[Nations#Population|population]].&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The human [[Nations#Armies|army]] whose home region is R (if any) is assigned to one of Y&#039;s control points.&lt;br /&gt;
# If the region R has {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]] but the nation Y cannot build {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]], then the {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]] of R are removed.&lt;br /&gt;
&lt;br /&gt;
Whenever a set of regions are transferred from X to Y, the game simply transfers each region sequentially. In addition, the following effects are applied:&lt;br /&gt;
* If Y did not have any regions before the set of transfers, then all {{icon|colony|bgcolor=DarkSlateGray}}colony regions transferred to Y are decolonized.&lt;br /&gt;
* Otherwise, the game records the {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDPPC]] of Y before the set of transfers.&lt;br /&gt;
** For each {{icon|colony|bgcolor=DarkSlateGray}}colony region R that is transferred from X to Y, if the {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#GDP_Per_Region|region GDPPC]] that R had before the transfer is higher than (0.667 × this recorded {{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC value), then R is decolonized.&lt;br /&gt;
** For each non-{{icon|colony|bgcolor=DarkSlateGray}}colony region R that is transferred from X to Y, if R was originally a {{icon|colony|bgcolor=DarkSlateGray}}colony region of Y at the start of the game, R did not get decolonized by the {{icon|welfare}}Welfare priority, and the {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#GDP_Per_Region|region GDPPC]] that R had before the transfer is lower than (0.667 × this recorded {{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC value × 1.25 if R is a resource region), then R is recolonized.&lt;br /&gt;
* If X no longer has any regions after the set of transfers, then:&lt;br /&gt;
** All contributions by X to region occupations are removed.&lt;br /&gt;
** X is removed from all [[Foreign_Relations#Wars|wars]] it is involved in.&lt;br /&gt;
** All [[Foreign_Relations#Alliances|alliances]] and [[Foreign_Relations#Rivals|rivalries]] with X are ended.&lt;br /&gt;
** All [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations of X are peacefully granted independence.&lt;br /&gt;
** X is removed from its [[Foreign_Relations#Federations|federation]], if it was in one.&lt;br /&gt;
** All records of which [[Factions]] raised unrest in X are deleted.&lt;br /&gt;
** All diplomatic cooldowns with X are removed.&lt;br /&gt;
&lt;br /&gt;
== Diplomatic Relations ==&lt;br /&gt;
&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view&amp;lt;br&amp;gt;Nation flags in the list of allies and rivals can be mouseover-ed to bring up a tooltip with details on possible policy actions and their requirements.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Relations tab describes the relationships between this nation and other nations.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Allies are nations that will support this nation when attacked, and may hold a policy vote to join in a war started by this nation. Allies may host one another&#039;s armies, as well.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Rivals are nations with which this nation may go to war.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Relations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Relations between a pair of nations can be in one of four states, which are from best to worst:&lt;br /&gt;
# Ally&lt;br /&gt;
# Neutral&lt;br /&gt;
# Rival&lt;br /&gt;
# War&lt;br /&gt;
&lt;br /&gt;
A pair of nations can also be federated, which forces the ally relation between them.&lt;br /&gt;
&lt;br /&gt;
A pair of nations can also have one be a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of the other, which forces the rival relation between them.&lt;br /&gt;
&lt;br /&gt;
Changes in relations often trigger diplomatic cooldowns between nations that must be waited out before relations between them can be improved. &lt;br /&gt;
&lt;br /&gt;
The faction responsible for the change in relation can reduce the diplomatic cooldown duration by researching the [[Corridor Diplomacy]], [[Common Cause]], and [[United Effort|Crisis Diplomacy]] projects, which each multiply the duration by 0.8, compounding. If the faction responsible is the {{icon|alien}}[[Aliens]], the diplomatic cooldown duration is multiplied by 0.25.&lt;br /&gt;
&lt;br /&gt;
=== Alliances ===&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being allied is one of the requirements for [[Foreign_Relations#Federations|Federating]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|easier to perform]] in allied nations.&lt;br /&gt;
* War-capable allies can join, deter, or prevent [[Foreign_Relations#Declaring_Wars|wars]].&lt;br /&gt;
&lt;br /&gt;
==== Proposing Alliances ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose an alliance with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X and Y are not rivals.&lt;br /&gt;
* X and Y are not already allies.&lt;br /&gt;
* X and Y are not on diplomatic cooldown.&lt;br /&gt;
* X is not allied to any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
* Y is not allied to any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
* X is not allied to a nation that Y is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of.&lt;br /&gt;
* Y is not allied to a nation that X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** X has more than 2 control points.&lt;br /&gt;
** Y has more than 2 control points.&lt;br /&gt;
** X has a claim on some region of Y.&lt;br /&gt;
** Y has a claim on some region of X.&lt;br /&gt;
** X and Y are adjacent.&lt;br /&gt;
** X has a navy.&lt;br /&gt;
** Y has a navy.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay 10 {{icon|influence|bgcolor=DarkSlateGray}}influence to propose an alliance with Y, but does not need to use a [[Councilors|councilor]] to do so.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y are allied, and are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
==== Ending Alliances ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can end an alliance with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are allies.&lt;br /&gt;
* X and Y are not in the same [[Foreign_Relations#Federations|federation]].&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay 10 {{icon|influence|bgcolor=DarkSlateGray}}influence to end an alliance with Y, but does not need to use a [[Councilors|councilor]] to do so.&lt;br /&gt;
&lt;br /&gt;
This ending of an alliance cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X and Y are put on a diplomatic cooldown of 90 days after X ends its alliance with Y.&lt;br /&gt;
&lt;br /&gt;
=== Rivals ===&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being rivals is one of the requirements for [[Foreign_Relations#Declaring_Wars|Declaring War]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|harder to perform]] in rival nations.&lt;br /&gt;
* May increase [[Nations#Resting_Cohesion|Resting Cohesion]].&lt;br /&gt;
&lt;br /&gt;
==== Initiating Rivalries ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can initiate a rivalry with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X and Y are not already rivals.&lt;br /&gt;
* X and Y are not allies.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** X has more than 2 control points.&lt;br /&gt;
** Y has more than 2 control points.&lt;br /&gt;
** X has a claim on some region of Y.&lt;br /&gt;
** X and Y are adjacent.&lt;br /&gt;
** X has a navy.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay 10 {{icon|influence|bgcolor=DarkSlateGray}}influence to initiate a rivalry with Y, but does not need to use a councilor to do so.&lt;br /&gt;
&lt;br /&gt;
This initiation of a rivalry cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X and Y are put on a diplomatic cooldown of 90 days after X initiates a rivalry with Y.&lt;br /&gt;
&lt;br /&gt;
==== Ending Rivalries ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose ending a rivalry with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are rivals.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
* Y is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
* Y is not allied to a nation that X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of. (Not Mirrored??)&lt;br /&gt;
* Y is not allied to a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X. (Not Mirrored??)&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay 10 {{icon|influence|bgcolor=DarkSlateGray}}influence to propose ending a rivalry with Y, but does not need to use a councilor to do so.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y end their rivalry, and are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
■■■■■ is a de facto autonomous state whose nationhood is not recognized by the nation that claims its territory, ■■■■■. It is in a permanent rivalry with that nation. It will function as an independent nation with some limitations: it cannot declare or join wars, or join federations. It may declare independence, ending its breakaway status but allowing the parent nation to declare war. Allies will have the option to participate in the war. Any allies of this nation will also enter into a rivalry with the parent nation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Breakaway Nations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
When the game starts there are four breakaway nations - [[TWN|Taiwan]], [[PAL|Palestine]], [[YMS|South Yemen]], and [[SOL|Somaliland]]. Additional breakaway nations can be created via secession movements, liberations in wars, and peaceful unifications into non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
==== Granting Independence ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can grant independence to any nation Y that is a breakaway nation of X.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to grant independence to Y.&lt;br /&gt;
&lt;br /&gt;
This granting of independence cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X grants independence to Y, Y will no longer be a Breakaway Nation of X, and X and Y will end their [[Foreign_Relations#Rivals|rivalry]].&lt;br /&gt;
&lt;br /&gt;
==== Declaring Independence ====&lt;br /&gt;
&lt;br /&gt;
Any [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] X can declare independence from its parent nation Y.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to declare independence from Y.&lt;br /&gt;
&lt;br /&gt;
This declaration of independence cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X declares independence from Y, X will no longer be a [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] of Y, and Y will be automatically forced to [[Foreign_Relations#Declaring_Wars|declare war]] on X.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defense and share space program funding and boost. Members also receive a bonus to investments in the Economy priority. They are led by the member nation with the most significant international ambitions (claims).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;To join a federation, a nation must have claims on its territory by at least one of the federation&#039;s member nations, be allied with one of the members, and has secured normalized relations with all other members.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Nations may apply to join a federation using the Set Policy mission; the lead nation will approve or disapprove the request. The lead nation may also invite qualifying nations to join.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Federations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being part of the same federation is one of the requirements for a [[Foreign_Relations#Peaceful_Unification|peaceful unification]].&lt;br /&gt;
* Federation members are all forcefully [[Foreign_Relations#Alliances|allied]] to one another.&lt;br /&gt;
* Federation members share {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|funding}}[[Nations#Funding|Funding]]: each member&#039;s share is proportional to (the number of its control points) ^ 3.&lt;br /&gt;
* Federation members can build {{icon|mc}}[[Nations#Mission_Contro|Mission Control]] if any member has completed a [[Nations#List_of_Priorities|Spaceflight Program]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|easier to perform]] in other federation members.&lt;br /&gt;
* Federation members receive an Economy priority bonus of (total GDP of other federation members in billions ^ 0.25 / 2)%, rounded to the nearest 1%. This also affects the cost of  [[Nations#Direct_Investment|Direct Investments]] into the {{icon|economy}}Economy priority.&lt;br /&gt;
&lt;br /&gt;
==== Joining Federations ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose joining in federation with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X has at least one region.&lt;br /&gt;
* X is not in a federation or X is the leader of its federation.&lt;br /&gt;
* X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation.&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* Y is not in a federation or Y is the leader of its federation.&lt;br /&gt;
*: Note: If Y is not the leader of its federation, X can still federate with Y, but it has to ask the leader of Y&#039;s federation, not Y.&lt;br /&gt;
* Y is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation.&lt;br /&gt;
* If X is not in a federation but Y is the leader of a federation F, then:&lt;br /&gt;
** Some member of F is [[Foreign_Relations#Alliances|allied]] with X and not on diplomatic cooldown with X.&lt;br /&gt;
** No member of F has a rivalry with X.&lt;br /&gt;
** No member of F is at war with X.&lt;br /&gt;
** Some member of F has a claim on some region of X, or X has a claim on some region of some member of F.&lt;br /&gt;
** Every member of F that is not already [[Foreign_Relations#Alliances|alli]]ed with X is able to propose an [[Foreign_Relations#Alliances|alli]]ance with X.&lt;br /&gt;
* If X is not in a federation and Y is not in a federation, then: &lt;br /&gt;
** X and Y are [[Foreign_Relations#Alliances|alli]]es.&lt;br /&gt;
** X has a claim on some region of Y or Y has a claim on some region of X.&lt;br /&gt;
** X and Y are not on diplomatic cooldown.&lt;br /&gt;
** Some faction has consolidated executive control of Y. &lt;br /&gt;
* If X is the leader of a federation F, then: &lt;br /&gt;
** Y is not in a federation.&lt;br /&gt;
** Some faction has consolidated executive control of Y.&lt;br /&gt;
** Some member of F is [[Foreign_Relations#Alliances|alli]]ed with Y and not on diplomatic cooldown with Y.&lt;br /&gt;
** No member of F has a rivalry with Y.&lt;br /&gt;
** No member of F is at war with Y.&lt;br /&gt;
** Some member of F has a claim on some region of Y, or Y has a claim on some region of some member of F.&lt;br /&gt;
** Every member of F that is not already [[Foreign_Relations#Alliances|alli]]ed with Y is able to propose an [[Foreign_Relations#Alliances|alli]]ance with Y.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to propose joining in federation with Y.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y are federated, and are put on a diplomatic cooldown of 360 days. Furthermore:&lt;br /&gt;
** If X joined a federation that Y was the leader of, then X is [[Foreign_Relations#Alliances|alli]]ed to and put on a diplomatic cooldown of 360 days with all other federation members.&lt;br /&gt;
** If Y joined a federation that X was the leader of, then Y is [[Foreign_Relations#Alliances|alli]]ed to and put on a diplomatic cooldown of 360 days with all other federation members.&lt;br /&gt;
&lt;br /&gt;
==== Leaving Federations ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can leave a federation F if all of the following conditions are true:&lt;br /&gt;
* X has at least one region.&lt;br /&gt;
* X is in the federation F.&lt;br /&gt;
* X is not the leader of F.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to leave the federation F.&lt;br /&gt;
&lt;br /&gt;
This leaving of a federation cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X is put on a diplomatic cooldown of 720 days with all other members of F after X leaves F.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Federations ====&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France (leader), Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece, Denmark&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia (leader), Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(work in progress, contributions are welcome)&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
&lt;br /&gt;
A nation is considered war-capable if it is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation and it has an army or a nuke.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Allows [[Terrestrial_Warfare]].&lt;br /&gt;
* Increases {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Resting_Cohesion|Resting Cohesion]].&lt;br /&gt;
* Slowly decreases {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]].&lt;br /&gt;
&lt;br /&gt;
==== Declaring Wars ====&lt;br /&gt;
&lt;br /&gt;
Any war-capable nation X can declare war on any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are [[Foreign_Relations#Rivals|rivals]].&lt;br /&gt;
* There is no war-capable nation that is [[Foreign_Relations#Alliances|allied]] to both X and Y.&lt;br /&gt;
* Y would be an accessible war enemy.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to declare war on Y.&lt;br /&gt;
&lt;br /&gt;
This declaration of war cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X declares war on Y, the following steps occur:&lt;br /&gt;
# If it has been less than 90 days since X and Y became rivals, then the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X decreases by 0.5 × (1 - days since X and Y became rivals / 90) × the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X.&lt;br /&gt;
# The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X increases by 1 if all of the following conditions are true:&lt;br /&gt;
#* X did not lose any {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in the previous step.&lt;br /&gt;
#* X was at peace.&lt;br /&gt;
#* The {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of X is less than 8.&lt;br /&gt;
#* The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of X is more than 2.&lt;br /&gt;
#* Either the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of X is less than 7 or the {{icon|democracy|bgcolor=DarkSlateGray}}[[Nations#Government|Government]] of Y is less than 7.&lt;br /&gt;
# The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y increases by 3 if all of the following conditions are true:&lt;br /&gt;
#* The {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of Y is less than 8.&lt;br /&gt;
#* The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of Y is more than 2.&lt;br /&gt;
# Each war-capable nation that is [[Foreign_Relations#Alliances|allied]] to Y is forced to join the war on the side of Y and gains 1 {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] if all of the following conditions are true:&lt;br /&gt;
#* The {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] of the nation is less than 8.&lt;br /&gt;
#* The {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] of the nation is more than 2.&lt;br /&gt;
# Each war-capable nation that is [[Foreign_Relations#Alliances|allied]] to X is asked if it wants to join the war on the side of X.&lt;br /&gt;
#* The faction that owns the executive control point of the nation gets to decide whether to join.&lt;br /&gt;
# The faction that owns the executive control point of Y gains (3 × the number of control points Y has) hate for the faction that owns the executive control point of X.&lt;br /&gt;
# Every nation that joined this war is put on a diplomatic cooldown of 90 days with all nations on the other side of the war.&lt;br /&gt;
&lt;br /&gt;
==== Joining Wars ====&lt;br /&gt;
&lt;br /&gt;
Any war-capable nation X can join any side S of any ongoing war W if all of the following conditions are true:&lt;br /&gt;
* X is [[Foreign_Relations#Alliances|allied]] to at least one member on side S of the war W.&lt;br /&gt;
* X is not [[Foreign_Relations#Alliances|allied]] to any member on the side of the war W that is not S.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to join war W.&lt;br /&gt;
&lt;br /&gt;
This joining of war cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X is put on a diplomatic cooldown of 90 days with every nation on the other side of war W after X joins war W.&lt;br /&gt;
&lt;br /&gt;
==== Seeking Peace ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can seek peace from any war W it is part of.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to seek peace from war W.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of the lead nation Y of the other side of the war gets to decide whether to accept or reject:&lt;br /&gt;
* If rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If accepted, then:&lt;br /&gt;
** If X was the leader of its side of the war W, then the war W is ended:&lt;br /&gt;
*** Every nation involved in the war W is removed from the war.&lt;br /&gt;
*** Every nation involved in the war W returns to [[Foreign_Relations#Rivals|rival]] relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.&lt;br /&gt;
** Otherwise, X is removed from the war W and returns to [[Foreign_Relations#Rivals|rival]] relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.&lt;br /&gt;
&lt;br /&gt;
==== Other Sources ====&lt;br /&gt;
&lt;br /&gt;
Wars can be started through various other means:&lt;br /&gt;
&lt;br /&gt;
; Declaring Independence&lt;br /&gt;
&lt;br /&gt;
See [[Foreign_Relations#Declaring_Independence]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
; Assaulting Alien Assets with Armies&lt;br /&gt;
&lt;br /&gt;
If the [[Aliens#Alien_Administration|Alien Nation]] has at least one region, then using an army to begin an assault on an [[Aliens#Alien_Facility|Alien Facility]] or [[Aliens#Alien_Assault_Carrier|Landed UFO]] will automatically force the [[Aliens#Alien_Administration|Alien Nation]] to [[Foreign_Relations#Declaring_Wars|declare war]] on the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:ICO_AnnexRegionOperation_on.png&amp;diff=6497</id>
		<title>File:ICO AnnexRegionOperation on.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:ICO_AnnexRegionOperation_on.png&amp;diff=6497"/>
		<updated>2025-08-19T00:31:18Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Orgs&amp;diff=4819</id>
		<title>Orgs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Orgs&amp;diff=4819"/>
		<updated>2025-06-27T11:36:53Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Space Orgs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Orgs, or organizations, are government agencies, private companies, and criminal syndicates, that a [[Councilors|councilor]] may control. Orgs may provide incomes, stat bonuses, new missions, and bonuses to the faction&#039;s investment priorities in nations. Orgs are rated from tier 1 to tier 3 (represented by the number of {{icon|star}}stars attached to the org icon), and councilors may manage one tier of org per point in the administration stat.&lt;br /&gt;
&lt;br /&gt;
Most orgs become available on a faction&#039;s exclusive market, and will rotate to be available to another faction after a period of time. Orgs are purchased using {{icon|money|bgcolor=DarkSlateGray}}money, {{icon|influence|bgcolor=DarkSlateGray}}influence and rarely {{icon|ops|bgcolor=DarkSlateGray}}ops or {{icon|boost|bgcolor=DarkSlateGray}}boost. They may also be acquired via the Hostile Takeover missions or during trades with other factions. Factions may also gain special orgs for completing objectives or during events.&lt;br /&gt;
&lt;br /&gt;
Orgs can be transferred between councilors and sometimes stolen by other factions via the Hostile Takeover mission. &lt;br /&gt;
&lt;br /&gt;
Newly acquired orgs for a councilor do not provide bonuses until during the next mission phase, with the exception of administration for the purposes of calculating a councilor&#039;s org capacity. If a councilor is detained, all orgs are made inactive.&lt;br /&gt;
&lt;br /&gt;
There are several common archetypes of orgs: &lt;br /&gt;
* National Orgs are organizations that operate in a certain region. Purchasing them requires either a control point in the nation controlling its region or the councilor to have their home in the said nation.&lt;br /&gt;
* Government Orgs can be purchased by councilors with the Government trait. Most government orgs are also national orgs.&lt;br /&gt;
* Criminal Orgs are only available to advisers with &#039;&#039;Criminal&#039;&#039; trait.&lt;br /&gt;
&lt;br /&gt;
== Markets ==&lt;br /&gt;
&lt;br /&gt;
On the 15th of each month, each faction draws from a central inactive pool of orgs, to refresh their own active/available org marketplace. During refresh, each org currently in the marketplace has a random chance to become unavailable (75%/mo for 1-star, 25%/mo for 3-star). The marketplace is then refilled up to a minimum number plus a small random number of extras. &lt;br /&gt;
&lt;br /&gt;
Orgs may be sold from your control back to the marketplace for a share of their original monetary cost, but influence, ops or boost prices are not refunded.&lt;br /&gt;
&lt;br /&gt;
== Unassigned orgs ==&lt;br /&gt;
&lt;br /&gt;
Each faction may own up to 10 orgs that are not assigned to any specific councilor, which can be used to hold orgs for transfer between councilors, or to save good orgs with benefits you don&#039;t need currently but expect to want later. You need to pay some {{icon|money|bgcolor=DarkSlateGray}}money or {{icon|influence|bgcolor=DarkSlateGray}}influence to assign those orgs to a councilor.&lt;br /&gt;
&lt;br /&gt;
These orgs do not confer any benefits to the faction, but those with negative incomes continue to cost resources to maintain. &lt;br /&gt;
&lt;br /&gt;
Unassigned orgs are much easier targets for the Hostile Takeover mission.&lt;br /&gt;
&lt;br /&gt;
== Org list ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Orgs&lt;br /&gt;
|-&lt;br /&gt;
! Organization&lt;br /&gt;
! tier&lt;br /&gt;
! Monthly income&lt;br /&gt;
! Councilor attributes&lt;br /&gt;
! Missions gained&lt;br /&gt;
! Cost&lt;br /&gt;
! Required region&lt;br /&gt;
! Government?&lt;br /&gt;
! Criminal?&lt;br /&gt;
! Sociopath?&lt;br /&gt;
! Banned&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CIA.png|50px]] Central Intelligence Agency&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -400 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 4 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 3 ESP&lt;br /&gt;
* 5 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* Coup&lt;br /&gt;
* Purge&lt;br /&gt;
|&lt;br /&gt;
* 300 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FBI.png|50px]] Federal Bureau of Investigation&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -250 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 4 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 280 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org USSS.png|50px]] Secret Service&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -62 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 4 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* Protect&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DGSE.png|50px]] Directorate General for External Security&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -22 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| France&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MI5.png|50px]] Security Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -50 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 3 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MI6.png|50px]] Secret Intelligence Service&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -50 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org UKSAS.png|50px]] Special Air Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GCHQ.png|50px]] Government Communications Headquarters&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -20 money&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Bundesnachrichtendienst.png|50px]] Bundesnachrichtendienst&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -36 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Germany&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GSG9.png|50px]] GSG 9 der Bundespolizei&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* Protect&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Germany&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org NSA.png|50px]] National Security Agency&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -250 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 5.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 3 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* SabotageProject&lt;br /&gt;
|&lt;br /&gt;
* 300 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FSS.png|50px]] Federal Security Service&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -250 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.02 unity&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 6 ADM&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| Moskva&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FIS.png|50px]] Foreign Intelligence Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -30 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 4 ADM&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| Moskva&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MID.png|50px]] Main Intelligence Directorate&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -50 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 4 ops&lt;br /&gt;
* 0.01 military&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 3 ESP&lt;br /&gt;
* 4 ADM&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* Coup&lt;br /&gt;
* Purge&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| Moskva&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FPS.png|50px]] Federal Protective Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* Protect&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| Moskva&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org NRO.png|50px]] National Reconnaissance Office&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -200 money&lt;br /&gt;
* 0.3 boost&lt;br /&gt;
* 2 mc&lt;br /&gt;
* 2.0% SpaceScience&lt;br /&gt;
|&lt;br /&gt;
* 3 INV&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org NGIA.png|50px]] National Geospatial Intelligence Agency&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -140 money&lt;br /&gt;
* 3 mc&lt;br /&gt;
* 10 research&lt;br /&gt;
* 0.03 welfare&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 3 INV&lt;br /&gt;
* 3 CMD&lt;br /&gt;
* 2 SCI&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MinistryofStateSecurity.png|50px]] Ministry of State Security&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -220 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 4 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 3 ESP&lt;br /&gt;
* 6 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* Detain&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 300 influence&lt;br /&gt;
| Beijing&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org lanl.png|50px]] Los Alamos National Laboratory&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -81 money&lt;br /&gt;
* 35 research&lt;br /&gt;
* 0.02 military&lt;br /&gt;
* 10.0% Energy&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| RockyMountains&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org LLNL.png|50px]] Lawrence Livermore National Laboratory&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -41 money&lt;br /&gt;
* 35 research&lt;br /&gt;
* 0.02 military&lt;br /&gt;
* 10.0% Energy&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| California&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SandiaNationalLaboratories.png|50px]] Sandia National Laboratories&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -100 money&lt;br /&gt;
* 35 research&lt;br /&gt;
* 0.02 military&lt;br /&gt;
* 10.0% Energy&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| RockyMountains&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org BrookhavenNationalLaboratory.png|50px]] Brookhaven National Laboratory&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -14 money&lt;br /&gt;
* 20 research&lt;br /&gt;
* 5.0% Energy&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| NewYork&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CERN.png|50px]] CERN&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -28 money&lt;br /&gt;
* 40 research&lt;br /&gt;
* 10.0% Energy&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AirForceResearchLaboratory.png|50px]] Air Force Research Laboratory&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -65 money&lt;br /&gt;
* 25 research&lt;br /&gt;
* 0.2 military&lt;br /&gt;
* 0.02 mc_priority&lt;br /&gt;
* 0.02 space_program&lt;br /&gt;
* 8.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| RockyMountains&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AFSOC.png|50px]] Air Force Special Operations Command&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Dixie&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org VOA.png|50px]] Voice of America&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -6 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 0.01 knowledge&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org USIA.png|50px]] United States Information Agency&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -14 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 60 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 1SFG.png|50px]] 1st U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Cascadia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 3SFG.png|50px]] 3rd U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 5SFG.png|50px]] 5th U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| RustBelt&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 7SFG.png|50px]] 7th U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Dixie&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 10SFG.png|50px]] 10th U.S. Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
* 0.03 military&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| RockyMountains&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DeltaForce.png|50px]] Delta Force&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -3 money&lt;br /&gt;
* 4 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SealTeam6.png|50px]] SEAL Team Six&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -3 money&lt;br /&gt;
* 4 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Mossad.png|50px]] Mossad&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -75 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 3 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* Coup&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 300 influence&lt;br /&gt;
| Israel&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org IndianResearchAnalysisWing.png|50px]] Research and Analysis Wing&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -25 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| NewDelhi&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Koanchosacho.png|50px]] Koanchosacho&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -25 money&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Honshu&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org PakistanInter-ServicesIntelligence.png|50px]] Inter-Services Intelligence&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -20 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Punjab&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org ASIS.png|50px]] Australian Secret Intelligence Service&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Sydney&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AustralianSAS.png|50px]] Australian Special Air Service&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 75 influence&lt;br /&gt;
| Westralia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SaudiIntelligence.png|50px]] Al Mukhabarat Al Aamah&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Najd&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org EgyptianIntelligence.png|50px]] Gihaz El Mukhabarat El Amma&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Egypt&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org TurkishIntelligence.png|50px]] Milli Istihbarat Teskilati&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Unrest&lt;br /&gt;
|&lt;br /&gt;
* 60 influence&lt;br /&gt;
| Anatolia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CSIS.png|50px]] Canadian Security Intelligence Service&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -18 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 70 influence&lt;br /&gt;
| Ontario&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org NationalIntelligenceService.png|50px]] National Intelligence Service&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -12 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 70 influence&lt;br /&gt;
| SouthKorea&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org ROCNSB.png|50px]] National Security Bureau&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -12 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* DefendInterests&lt;br /&gt;
|&lt;br /&gt;
* 50 influence&lt;br /&gt;
| Taiwan&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Interpol.png|50px]] Interpol&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -4 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Carabinieri.png|50px]] Arma dei Carabinieri &lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateCouncilor&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 75 influence&lt;br /&gt;
| Italy&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org alQaida.png|50px]] Al-Qaida&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
|&lt;br /&gt;
* 25 money&lt;br /&gt;
* 100 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Peshawar&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
|&lt;br /&gt;
* Resistance&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org JemaahIslamiyah.png|50px]] Jemaah Islamiyah&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Unrest&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| MoluccasandSulawesi&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
|&lt;br /&gt;
* Resistance&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org isil.png|50px]] Islamic State of Iraq and the Levant&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
|&lt;br /&gt;
* 125 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Baghdad&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
|&lt;br /&gt;
* Resistance&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Hezbollah.png|50px]] Hezbollah&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| Syria&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org QudsForce.png|50px]] Quds Force&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 2 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Tehran&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CosaNostra.png|50px]] La Cosa Nostra&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 45 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.04 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 80 money&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Naples&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Nedrangheta.png|50px]] Nedrangheta&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 60 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.05 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 100 money&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Naples&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Camorra.png|50px]] Camorra&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 40 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
|&lt;br /&gt;
* 120 money&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Naples&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AmericanMafia.png|50px]] American Mafia&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 120 money&lt;br /&gt;
* 120 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| NewYork&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GulfCartel.png|50px]] Gulf Cartel&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 40 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.04 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 50 influence&lt;br /&gt;
* 20 ops&lt;br /&gt;
| Monterrey&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SinaloaCartel.png|50px]] Sinaloa Cartel&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 80 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.05 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 80 money&lt;br /&gt;
* 100 influence&lt;br /&gt;
* 20 ops&lt;br /&gt;
| Monterrey&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org LosZetas.png|50px]] Los Zetas&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Unrest&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 40 influence&lt;br /&gt;
* 20 ops&lt;br /&gt;
| Monterrey&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org ComandoVermhelho.png|50px]] Comando Vermelho&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 35 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 30 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| SaoPaolo&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SumiyoshiKai.png|50px]] Sumiyoshi-kai&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 50 money&lt;br /&gt;
* 50 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Honshu&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Yamagachi-gumi.png|50px]] Yamagachi-gumi&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 90 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0-0.02 economy&lt;br /&gt;
* 0-0.02 welfare&lt;br /&gt;
* 0.04 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 150 money&lt;br /&gt;
* 80 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| KyushuandShikoku&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org InagawaKai.png|50px]] Inagawa-kai&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 40 money&lt;br /&gt;
* 50 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Honshu&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Aizukotetsu-kai.png|50px]] Aizukotetsu-kai&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 10 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 20 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Honshu&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org HongKongTriad.png|50px]] Hong Kong Triad&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 45 money&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.04 spoils&lt;br /&gt;
|&lt;br /&gt;
* 2 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 100 money&lt;br /&gt;
* 120 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Guangzhou&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GoldenTriangleCartel.png|50px]] Golden Triangle Cartel&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 60 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 0.06 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 100 money&lt;br /&gt;
* 100 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Myanmar&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GoldenCrescentCartel.png|50px]] Golden Crescent Cartel&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 45 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 0.05 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 90 money&lt;br /&gt;
* 120 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Afghanistan&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SolntsevskayaBratva.png|50px]] Solntsevskaya Bratva&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 90 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 0.08 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
|&lt;br /&gt;
* 200 money&lt;br /&gt;
* 200 influence&lt;br /&gt;
* 20 ops&lt;br /&gt;
| Moskva&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org BratskiKrug.png|50px]] Bratski Krug&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.05 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
|&lt;br /&gt;
* 150 money&lt;br /&gt;
* 50 influence&lt;br /&gt;
* 10 ops&lt;br /&gt;
| Moskva&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AzeriMafia.png|50px]] Azeri Mafia&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 20 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 20 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| Moskva&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SerbianMafia.png|50px]] Serbian Mafia&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 20 money&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 30 money&lt;br /&gt;
* 20 influence&lt;br /&gt;
* 5 ops&lt;br /&gt;
| WesternBalkans&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Office39.png|50px]] Office 39&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25 money&lt;br /&gt;
* 1 influence&lt;br /&gt;
* 1 ops&lt;br /&gt;
* 0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 100 money&lt;br /&gt;
* 100 influence&lt;br /&gt;
| NorthKorea&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org JPL.png|50px]] Jet Propulsion Laboratory&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -45 money&lt;br /&gt;
* 1 mc&lt;br /&gt;
* 40 research&lt;br /&gt;
* 0.01 knowledge&lt;br /&gt;
* 0.02 mc_priority&lt;br /&gt;
* 0.03 space_program&lt;br /&gt;
* 15.0% SpaceScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| California&lt;br /&gt;
| &lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DARPA.png|50px]] Defense Advanced Research Projects Agency&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -95 money&lt;br /&gt;
* 40 research&lt;br /&gt;
* 0.08 military&lt;br /&gt;
* 15.0% MilitaryScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 200 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SiberianTigers.png|50px]] Siberian Tigers&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 70 influence&lt;br /&gt;
| Chongqing&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SouthernSword.png|50px]] Southern Sword&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Guangzhou&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SeaDragon.png|50px]] Sea Dragon&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Protect&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Beijing&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SnowLeopardCommandoGroup.png|50px]] Snow Leopard Commando Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Stabilize&lt;br /&gt;
* Protect&lt;br /&gt;
* Detain&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Beijing&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org FuerzadeGuerraNavalEspecial.png|50px]] Fuerza de Guerra Naval Especial&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Spain&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SayeretMatkal.png|50px]] Sayeret Matkal&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Israel&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Shayetet13.png|50px]] Shayetet 13&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Protect&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Israel&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GIGN.png|50px]] National Gendarmerie Intervention Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| France&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org PakistanSSG.png|50px]] Special Services Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Stabilize&lt;br /&gt;
* Unrest&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Punjab&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org GROM.png|50px]] GROM&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* Stabilize&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Poland&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org UKSpecialBoatService.png|50px]] Special Boat Service&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Extract&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| England&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org WHO.png|50px]] World Health Organization&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -235 money&lt;br /&gt;
* 20 research&lt;br /&gt;
* 0.1 welfare&lt;br /&gt;
* 15.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org IMF.png|50px]] International Monetary Fund&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 0.06 economy&lt;br /&gt;
* 0.04 welfare&lt;br /&gt;
* 0.02 knowledge&lt;br /&gt;
* 0.03 spoils&lt;br /&gt;
|&lt;br /&gt;
* 8 ADM&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 250 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org UNESCO.png|50px]] UNESCO&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* -15 money&lt;br /&gt;
* 3 influence&lt;br /&gt;
* 0.03 knowledge&lt;br /&gt;
* 5.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
|&lt;br /&gt;
* Inspire&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DEA.png|50px]] Drug Enforcement Agency&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -85 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
|&lt;br /&gt;
* Detain&lt;br /&gt;
* Crackdown&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| true&lt;br /&gt;
| false&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org UNOOSA.png|50px]] U.N. Office for Outer Space Affairs&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 8 research&lt;br /&gt;
* 0.03 mc_priority&lt;br /&gt;
* 0.02 space_program&lt;br /&gt;
* 5.0% SpaceScience&lt;br /&gt;
* 2.0% mining&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 120 influence&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CSEC.png|50px]] Communications Security Establishment&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -5 money&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Ontario&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CanadaJTF2.png|50px]] Joint Task Force 2&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Ontario&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DGSI.png|50px]] Directorate General for Internal Security&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -10 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 3 INV&lt;br /&gt;
|&lt;br /&gt;
* InvestigateAlienActivity&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| France&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org ASIO.png|50px]] Australian Security Intelligence Organization&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -4 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* InvestigateAlienActivity&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Sydney&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AusSD.png|50px]] Australian Signals Directorate&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -4 money&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Sydney&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AgaziCommandos.png|50px]] Agazi Commandos&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Ethiopia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 601CommandoCompany.png|50px]] Compañía de Comandos 601&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 80 influence&lt;br /&gt;
| Pampas&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Jagdkommando.png|50px]] Jagdkommando &lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Vienna&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org BrazilianPathfinders.png|50px]] Pathfinders&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| SaoPaolo&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org JaegerCorps.png|50px]] Jaeger Corps&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Denmark&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Sa&#039;ka_Forces.png|50px]] Sa&#039;ka Forces&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Egypt&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org 9PARA.png|50px]] 9 Para&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| Hyderabad&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org KopassusIndonesia.png|50px]] Kopassus&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Java&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DenjakaIndonesia.png|50px]] Denjaka&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Java&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org JapanSpecialForcesGroup.png|50px]] Japan Special Forces Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| Honshu&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SerbianCobras.png|50px]] Serbian Cobras&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Extract&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| WesternBalkans&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SpecialOperationsTaskGroup.png|50px]] Särskilda Operationsgruppen&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Sweden&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org LifeRegimentHussars.png|50px]] Life Regiment Hussars&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* -2 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 150 influence&lt;br /&gt;
| Sweden&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AirborneSpecialServiceCompany.png|50px]] Airborne Special Service Company&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Taiwan&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org KingsGuard.png|50px]] King&#039;s Guard&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Thailand&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SpecialForcesCommand_MaroonBerets.png|50px]] Special Forces Command&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* -1 money&lt;br /&gt;
* 1 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Extract&lt;br /&gt;
|&lt;br /&gt;
* 100 influence&lt;br /&gt;
| Anatolia&lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Lightstar_Orbital.png|50px]] Lightstar Orbital&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0.6-0.8 boost&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 0-0.02 mc_priority&lt;br /&gt;
* 0-0.02 space_program&lt;br /&gt;
* 2.0% SpaceScience&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Madisonian_Society.png|50px]] The Madisonian Society&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 0-0.02 unity&lt;br /&gt;
* 0-0.02 spoils&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 0-1 SEC&lt;br /&gt;
|&lt;br /&gt;
* DefendInterests&lt;br /&gt;
* GainInfluence&lt;br /&gt;
* SetNationalPolicy&lt;br /&gt;
|&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Kaiser_Securities.png|50px]] Kaiser Securities&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 0-0.02 spoils&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 1-2 ESP&lt;br /&gt;
* 0-3 ADM&lt;br /&gt;
* 1-2 SCI&lt;br /&gt;
* 0-1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Fondation_Hyde_Et_Hildr.png|50px]] Fondation Hyde et Hildr&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 3-6 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 1 INV&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* Stabilize&lt;br /&gt;
* GainInfluence&lt;br /&gt;
|&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Initiative&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Anarchy_Inc.png|50px]] Anarchy Inc.&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 0-2 ops&lt;br /&gt;
* 3.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 2 ESP&lt;br /&gt;
|&lt;br /&gt;
* SabotageProject&lt;br /&gt;
* SabotageHabModule&lt;br /&gt;
* SabotageFacilities&lt;br /&gt;
* StealProject&lt;br /&gt;
|&lt;br /&gt;
* 250-750 money&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Crossing_Rivers_For_Humanity.png|50px]] Crossing Rivers For Humanity&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Oliver_Project.png|50px]] The OLIVER Project&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
* 2 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 0-3 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
* DetectCouncilActivity&lt;br /&gt;
* StealProject&lt;br /&gt;
* InvestigateAlienActivity&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Resistance&lt;br /&gt;
* HF&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Templin_Institute.png|50px]] The Templin Institute&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 5.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 3-4 INV&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SGI.png|50px]] SGI&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 3-4 ops&lt;br /&gt;
* 0-1 mc&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 3.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 2 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org MMS.png|50px]] Mechanised Motor Supplies&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 15-35 money&lt;br /&gt;
* 1-2 influence&lt;br /&gt;
* 0-2 ops&lt;br /&gt;
* 3.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 CMD&lt;br /&gt;
* 4-5 ADM&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 1000-1500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Wolfhound_Forge_Corp.png|50px]] Wolfhound Forge Corp&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 5-15 money&lt;br /&gt;
* 0-2 ops&lt;br /&gt;
* 1.0% MilitaryScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 50-100 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Schinhofen_Books.png|50px]] Schinhofen Books&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 25-50 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org CE_Heavy_Industries.png|50px]] CE Heavy Industries Inc.&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-15 money&lt;br /&gt;
* 3.0% Energy&lt;br /&gt;
* 2 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 0-2 SEC&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Intrepid_Consulting.png|50px]] Intrepid Consulting&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 1.0% Materials&lt;br /&gt;
|&lt;br /&gt;
* 5 ADM&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
|&lt;br /&gt;
* 750-1250 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Truculent_Logistics.png|50px]] Truculent Logistics&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-10 money&lt;br /&gt;
* 2 ops&lt;br /&gt;
* 2.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Free_Federation_Of_Industrial_Workers.png|50px]] Free Federation of Industrial Workers&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Filfla_Aeronautics.png|50px]] Filfla Aeronautics&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-1.5 boost&lt;br /&gt;
* 1 mc&lt;br /&gt;
* 0-10 research&lt;br /&gt;
* 2.0% SpaceScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
* ControlSpaceAsset&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 350-700 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Pelican_Nanomedecine.png|50px]] Pelican Nanomedicine&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-15 money&lt;br /&gt;
* 0-2 influence&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 10.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org HPP.png|50px]] Hexahedron Processing &amp;amp; Production&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25-50 money&lt;br /&gt;
|&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
|&lt;br /&gt;
* Inspire&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org East_Garden_Genetics.png|50px]] East Garden Genetics&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 5-25 money&lt;br /&gt;
* 0-10 research&lt;br /&gt;
* 1.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 50-100 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Steak4all.png|50px]] steak4all&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 25-50 money&lt;br /&gt;
* 0-3 influence&lt;br /&gt;
* 0-10 research&lt;br /&gt;
* 2.0% InformationScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
* 0-1 SCI&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org HM.png|50px]] Hyjink&#039;s Minions&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-5 money&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 INV&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 0-3 ADM&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Protect&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Espero.png|50px]] Espero&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-15 money&lt;br /&gt;
* 0.75-1.5 boost&lt;br /&gt;
|&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| Texas&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Pax_Robotica.png|50px]] Pax Robotica&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
|&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 1 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Coup&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| Shenandoah&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Sex_Change_Company.png|50px]] The Sex Change Company&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 0-5 money&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 5.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 50-100 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org EPU.png|50px]] Environmental Preservation Union&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 0-15 money&lt;br /&gt;
* 2-5 influence&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 3.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 200-300 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Formosa_Industries.png|50px]] Formosa Industries&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 3.0% Materials&lt;br /&gt;
* 2 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 4-5 ADM&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* SabotageProject&lt;br /&gt;
|&lt;br /&gt;
* 1000-1500 money&lt;br /&gt;
| Taiwan&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Fifth_Column.png|50px]] Fifth Column&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-5 money&lt;br /&gt;
* 3-6 influence&lt;br /&gt;
* 1-2 ops&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Ughxalt.png|50px]] Ughxalt&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-5 money&lt;br /&gt;
* 0-3 influence&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
* 0-5 research&lt;br /&gt;
* 2.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 1 ESP&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 0-1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Coup&lt;br /&gt;
* Unrest&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
* 100-150 influence&lt;br /&gt;
* 5-10 ops&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Solaris_Automated_Industries.png|50px]] Solaris Automated Industries&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 0-10 money&lt;br /&gt;
* 1.25-1.75 boost&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 1000-2000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org SpaceTech.png|50px]] SpaceTech&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 1.25-1.75 boost&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 3.0% Energy&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 1500-2500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org DeSeer_Foundation.png|50px]] The DeSeer Foundation&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 0-5 money&lt;br /&gt;
* 2-4 influence&lt;br /&gt;
* 1.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 25-50 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Exodus&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Aegis_Defense_Division.png|50px]] Aegis Defense Division&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-2 influence&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
|&lt;br /&gt;
* 1-2 CMD&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 1000-1500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Whitefang_Industries.png|50px]] Whitefang Industries&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 1.25-1.75 boost&lt;br /&gt;
* 3.0% SpaceScience&lt;br /&gt;
|&lt;br /&gt;
* 4-5 ADM&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 2000-3000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Apiary_Development_Science.png|50px]] Apiary Development Science&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 2.0% LifeScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
* 0-1 SEC&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Babylon_Tower.png|50px]] Babylon&#039;s Tower&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
* 5-10 research&lt;br /&gt;
|&lt;br /&gt;
* 3 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
* 100-200 influence&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org HAAL.png|50px]] Harper Analytics and Logistics&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
* Stabilize&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Second_Chance.png|50px]] Second Chance&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
* 2.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
* 0-1 INV&lt;br /&gt;
* 3 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
* Coup&lt;br /&gt;
* Detain&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Wynford_Media_Group.png|50px]] Wynford Media Group&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 5-10 money&lt;br /&gt;
* 6-12 influence&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 500-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Libertatem_Terrae.png|50px]] Libertatem Terrae&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0.5-1.25 boost&lt;br /&gt;
* 2 mc&lt;br /&gt;
* 2.0% Energy&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| Sweden&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Reddington_Agency.png|50px]] Reddington Agency&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-4 influence&lt;br /&gt;
* 2-3 ops&lt;br /&gt;
* 0-5 research&lt;br /&gt;
|&lt;br /&gt;
* 0-1 PER&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 0-1 ESP&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Academy&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
* Alien&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Iron_Rose_Media.png|50px]] Iron Rose Media&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 3-7 influence&lt;br /&gt;
|&lt;br /&gt;
* 2 PER&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Laguna_Foundation.png|50px]] Laguna Foundation&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0-10 money&lt;br /&gt;
* 3-6 influence&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 2.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 3-4 ADM&lt;br /&gt;
|&lt;br /&gt;
* GainInfluence&lt;br /&gt;
* Stabilize&lt;br /&gt;
* Propaganda&lt;br /&gt;
* Turn&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Kinetic_Pressure_Control_Limited.png|50px]] Kinetic Pressure Control Limited&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2.0% Materials&lt;br /&gt;
* 2 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Ryan_Co.png|50px]] Ryan &amp;amp; Company&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 1-3 influence&lt;br /&gt;
* 2.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 6 ADM&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 1250-1750 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* HF&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Perun.png|50px]] Perun&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2 influence&lt;br /&gt;
* 1 mc&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 0.01-0.02 military&lt;br /&gt;
* 5.0% SocialScience&lt;br /&gt;
|&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* Propaganda&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org OrbitalResourceExtractionInc.png|50px]] Orbital Resource Extraction Inc.&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 10-15 money&lt;br /&gt;
* 1.25-1.5 boost&lt;br /&gt;
* 2.0% Energy&lt;br /&gt;
* 7.0% mining&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
* 2 SEC&lt;br /&gt;
|&lt;br /&gt;
* SeizeSpaceAsset&lt;br /&gt;
|&lt;br /&gt;
* 750-1000 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org KazKo_Industries.png|50px]] KazKo Industries&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 7-14 money&lt;br /&gt;
* 2 mc&lt;br /&gt;
|&lt;br /&gt;
* 1 SEC&lt;br /&gt;
|&lt;br /&gt;
* Assassinate&lt;br /&gt;
* Coup&lt;br /&gt;
|&lt;br /&gt;
* 500-750 money&lt;br /&gt;
| Almaty&lt;br /&gt;
| &lt;br /&gt;
| true&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
* Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Croslea_Biotech.png|50px]] Croslea Biotech&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 20-30 research&lt;br /&gt;
* 0-0.04 welfare&lt;br /&gt;
* 0-0.02 knowledge&lt;br /&gt;
* 5.0% LifeScience&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 3 ADM&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 350-600 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Jolt_Games.png|50px]] Bolt Games&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 1 CMD&lt;br /&gt;
|&lt;br /&gt;
* AssaultAlienAsset&lt;br /&gt;
|&lt;br /&gt;
* 50-100 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Alien&lt;br /&gt;
* Protectorate&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Door_Inc.png|50px]] Door Inc.&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 10-20 research&lt;br /&gt;
* 0-0.02 knowledge&lt;br /&gt;
* 4.0% SocialScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 3 ADM&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* HostileTakeover&lt;br /&gt;
* Stabilize&lt;br /&gt;
|&lt;br /&gt;
* 350-700 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
* Initiative&lt;br /&gt;
* Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Mogul_Intelligence_Broker.png|50px]] Mogul Intelligence Broker&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 1-2 ops&lt;br /&gt;
|&lt;br /&gt;
* 2 INV&lt;br /&gt;
* 2 ESP&lt;br /&gt;
|&lt;br /&gt;
* StealProject&lt;br /&gt;
|&lt;br /&gt;
* 350-700 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Arcturus_Heavy_Industries.png|50px]] Arcturus Heavy Industries&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 0.05-0.1 boost&lt;br /&gt;
* 0-5 research&lt;br /&gt;
* 0.02-0.03 space_program&lt;br /&gt;
* 1.0% SpaceScience&lt;br /&gt;
* 5.0% mining&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 SCI&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 750-1250 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org Energy Independence Initiative .png|50px]] Energy Independence Initiative&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
* 2-5 money&lt;br /&gt;
* 10-15 research&lt;br /&gt;
* 0.02-0.04 welfare&lt;br /&gt;
* 0-0.01 knowledge&lt;br /&gt;
* 2.0% SocialScience&lt;br /&gt;
* 1 &amp;lt;span style=&#039;background: black;&#039;&amp;gt;[[File:ICO projects.png|20px]]&amp;lt;/span&amp;gt; project(s)&lt;br /&gt;
|&lt;br /&gt;
* 1 PER&lt;br /&gt;
* 2 SCI&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 250-500 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org AdAstraGames.png|50px]] Ad Astra Games&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* 1-3 money&lt;br /&gt;
* 1-2 research&lt;br /&gt;
* 1.0% MilitaryScience&lt;br /&gt;
|&lt;br /&gt;
* 2 CMD&lt;br /&gt;
|&lt;br /&gt;
* Advise&lt;br /&gt;
|&lt;br /&gt;
* 50-60 money&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Randomized Orgs ==&lt;br /&gt;
&lt;br /&gt;
As of 0.4.90, Terra Invicta contains the following randomized orgs:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! rowspan=2 | Full Name !! rowspan=2 | {{icon|star}} !! rowspan=2 | {{icon|mining|bgcolor=DarkSlateGray}} !! rowspan=2 | [[Technology#Research_Production_and_Bonuses|Research Category Bonus]] !! rowspan=2 | {{icon|projects|bgcolor=DarkSlateGray}} !! rowspan=2 | [[Missions]] Granted !! rowspan=2 | [[Technology]] Requirements !! rowspan=2 | [[Councilors#Traits|Trait]] and Region Requirements !! rowspan=2 | [[Factions]] !! colspan=7 | Stat Bonuses   !! colspan=12 | Nation Priority Bonuses !! colspan=6 | Resource Incomes &lt;br /&gt;
|-&lt;br /&gt;
! {{icon|persuasion}} !! {{icon|investigation}} !! {{icon|espionage}} !! {{icon|command}} !! {{icon|administration}} !! {{icon|science}} !! {{icon|security}} !! {{icon|economy}} !! {{icon|welfare}} !! {{icon|environment}} !! {{icon|knowledge}} !! {{icon|government}} !! {{icon|unity}} !! {{icon|oppression}} !! {{icon|funding}} !! {{icon|spoils}} !! {{icon|boost priority}} !! {{icon|mission control priority}} !! {{icon|military priority}} !! {{icon|money}} !! {{icon|influence}} !! {{icon|ops}} !! {{icon|boost}} !! {{icon|mc}} !! {{icon|research}}&lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_protect_on.png|20px]] [[Protect Target]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.375 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_protect_on.png|20px]] [[Protect Target]] || [[Arrival Security]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.75 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_protect_on.png|20px]] [[Protect Target]] || [[Quantum Encryption]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  || Avg: -1.125 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity21 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.375 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Terrestrial Military Science]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.75 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity23 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Security]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  || Avg: -1.125 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity31 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_sabotagefacilities_on.png|20px]] [[Sabotage Facilities]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2.25| Avg: 2.25% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 7% ||  ||  ||  ||  ||  || Avg: -0.375 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity32 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_sabotagefacilities_on.png|20px]] [[Sabotage Facilities]] || [[Terrestrial Military Science]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  || data-sort-value=3.75| Avg: 3.75% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 10% ||  ||  ||  ||  ||  || Avg: -0.75 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity33 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_sabotagefacilities_on.png|20px]] [[Sabotage Facilities]] || [[Arrival Security]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  || data-sort-value=6.25| Avg: 6.25% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 15.% ||  ||  ||  ||  ||  || Avg: -1.125 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 4 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 5 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity14 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_advise_on.png|20px]] [[Advise]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2.25| Avg: 2.25% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 7% || Avg: -0.375 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity24 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|military}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Terrestrial Military Science]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3.75| Avg: 3.75% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 10% || Avg: -0.75 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity34 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 4%{{icon|military}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Security]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=6.25| Avg: 6.25% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 15.% || Avg: -1.125 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity41 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.375 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity42 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] || [[Terrestrial Military Science]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.75 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity43 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] || [[Networked Global Defense]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1.125 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 4 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 5 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  || Avg: 0.625 &amp;lt;br&amp;gt;Min: 0.25 &amp;lt;br&amp;gt;Max: 1 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace21 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  ||  || [[Advanced Chemical Rocketry]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1.75| Avg: 1.75% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% || data-sort-value=1.75| Avg: 1.75% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  || Avg: 1.125 &amp;lt;br&amp;gt;Min: 0.75 &amp;lt;br&amp;gt;Max: 1.5 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || &lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace31 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  ||  || [[Next-Generation Aerospace]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1.5 &amp;lt;br&amp;gt;Max: 2.5 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || &lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace12 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 2%{{icon|energy}} ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1.5| Avg: 1.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=1.75| Avg: 1.75% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 4%{{icon|energy}} ||  ||  || [[Next-Generation Aerospace]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2.5| Avg: 2.5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  || data-sort-value=5.625| Avg: 5.625% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 10% ||  ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace32 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 6%{{icon|energy}} ||  ||  || [[Networked Global Defense]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  || data-sort-value=7| Avg: 7% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  || data-sort-value=12.5| Avg: 12.5% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 15.% ||  ||  ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace13 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 2%{{icon|military}} ||  ||  || [[Next-Generation Aerospace]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=1.5| Avg: 1.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% || data-sort-value=1.5| Avg: 1.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 5% || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  || Avg: 0.3125 &amp;lt;br&amp;gt;Min: 0.25 &amp;lt;br&amp;gt;Max: 1 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace23 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 4%{{icon|military}} ||  ||  || [[Terrestrial Military Science]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=2.5| Avg: 2.5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% || data-sort-value=2.5| Avg: 2.5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% || data-sort-value=7.5| Avg: 7.5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 10% || Avg: 9 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 15 ||  ||  || Avg: 0.5625 &amp;lt;br&amp;gt;Min: 0.75 &amp;lt;br&amp;gt;Max: 1.5 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || &lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace33 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 6%{{icon|military}} ||  ||  || [[Networked Global Defense]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 0.8 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% || data-sort-value=12.5| Avg: 12.5% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 15.% || Avg: 22.5 &amp;lt;br&amp;gt;Min: 15 &amp;lt;br&amp;gt;Max: 30 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1.5 &amp;lt;br&amp;gt;Max: 2.5 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.7 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 6&lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace14 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=4| Avg: 4% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1.05 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 6&lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace24 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  ||  || [[Augmented Reality]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5.5| Avg: 5.5% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 9&lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace34 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  ||  || [[Administration Algorithms]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 0.9 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 5 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=7| Avg: 7% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 11% ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 1.8 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 11&lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] || [[Quantum Computing]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations21 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_sabotageproject_on.png|20px]] [[Sabotage Project]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_sabotageproject_on.png|20px]] [[Sabotage Project]]&amp;lt;br&amp;gt;[[File:ICO_stealproject_on.png|20px]] [[Steal Project]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 1.125 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations23 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_sabotageproject_on.png|20px]] [[Sabotage Project]]&amp;lt;br&amp;gt;[[File:ICO_stealproject_on.png|20px]] [[Steal Project]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]] || [[Arrival Security]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  || data-sort-value=0.4| Avg: 0.4% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations31 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations32 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 9 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 15 ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations33 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || [[Quantum Computing]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 22.5 &amp;lt;br&amp;gt;Min: 15 &amp;lt;br&amp;gt;Max: 30 || Avg: 0.4 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomBusinessManagement11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.3| Avg: 0.3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || Avg: -15 &amp;lt;br&amp;gt;Min: -10 &amp;lt;br&amp;gt;Max: -20 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomBusinessManagement21 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] || [[Arrival Economics]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 ||  ||  || data-sort-value=2.25| Avg: 2.25% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  || Avg: -30 &amp;lt;br&amp;gt;Min: -20 &amp;lt;br&amp;gt;Max: -40 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomBusinessManagement31 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] || [[White Collar Automation]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 7 &amp;lt;br&amp;gt;Min: 7 &amp;lt;br&amp;gt;Max: 7 ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.9| Avg: 0.9% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  || Avg: -60 &amp;lt;br&amp;gt;Min: -40 &amp;lt;br&amp;gt;Max: -80 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 5%{{icon|space}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 10%{{icon|space}} ||  ||  || [[Space Research]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || data-sort-value=1.5| Avg: 1.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  || data-sort-value=1.5| Avg: 1.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|space}} ||  ||  || [[Directed Space Research]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch21 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 5%{{icon|social}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% || data-sort-value=0.2| Avg: 0.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || data-sort-value=0.2| Avg: 0.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 10%{{icon|social}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  || data-sort-value=0.4| Avg: 0.4% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch23 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|social}} ||  ||  || [[Advanced Neural Networks]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% || data-sort-value=1.2| Avg: 1.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=1.2| Avg: 1.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch31 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 5%{{icon|energy}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.4| Avg: 0.4% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch32 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 10%{{icon|energy}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  || data-sort-value=1.2| Avg: 1.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch33 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|energy}} ||  ||  || [[Augmented Reality]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  || data-sort-value=2.4| Avg: 2.4% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch41 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 5%{{icon|life}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || data-sort-value=0.2| Avg: 0.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch42 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 10%{{icon|life}} ||  ||  || [[Biotechnology]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch43 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|life}} ||  ||  || [[Space Medicine]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  || data-sort-value=1.2| Avg: 1.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch51 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 5%{{icon|materials}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.2| Avg: 0.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch52 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 10%{{icon|materials}} ||  ||  || [[Advanced Carbon Manipulation]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch53 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|materials}} ||  ||  || [[Advanced Atomic Manipulation]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  || data-sort-value=1.2| Avg: 1.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=0.375| Avg: 0.375% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: 2 || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Mass Communications]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.3 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=7| Avg: 7% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: 4 || Avg: 6 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 8 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence21 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]] || [[Arrival Domestic Politics]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1.25| Avg: 1.25% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: 2 || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence23 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]]&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || [[Arrival Law]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.3| Avg: 0.3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  || data-sort-value=1.75| Avg: 1.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: 4 || Avg: 6 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 8 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence31 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 2%{{icon|social}} ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3&lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence32 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 5%{{icon|social}} ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]] || [[Arrival Mass Communications]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  || data-sort-value=0.3| Avg: 0.3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || Avg: 4.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 6 || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  || Avg: 4.125 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 10&lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence33 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 10%{{icon|social}} ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]] || [[Networked Propaganda]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.3| Avg: 0.3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  || Avg: 8 &amp;lt;br&amp;gt;Min: 6 &amp;lt;br&amp;gt;Max: 10 || Avg: 6 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 8 ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomEngineering11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  || 1 ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  || Avg: 0.1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 0.6 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 5 ||  ||  ||  ||  || Avg: 0.6 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 11&lt;br /&gt;
|-&lt;br /&gt;
| RandomEngineering12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  || 2 ||  || [[Augmented Reality]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2.625 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 10 ||  ||  ||  ||  || Avg: 2.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 21&lt;br /&gt;
|-&lt;br /&gt;
| RandomEngineering13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  || 3 ||  || [[Cybernetics]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 7.5 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20 ||  ||  ||  ||  || Avg: 4.8 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 31&lt;br /&gt;
|-&lt;br /&gt;
| RandomCommercial11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1| Avg: 1% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 25 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCommercial12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 0.6 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || data-sort-value=1.875| Avg: 1.875% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.3| Avg: 0.3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || Avg: 37.5 &amp;lt;br&amp;gt;Min: 25 &amp;lt;br&amp;gt;Max: 50 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCommercial13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  || Avg: 75 &amp;lt;br&amp;gt;Min: 50 &amp;lt;br&amp;gt;Max: 100 || Avg: 0.3 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInformationTechnology11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 5%{{icon|information}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomInformationTechnology12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 10%{{icon|information}} ||  ||  || [[Photonic Computing]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || data-sort-value=0.4| Avg: 0.4% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% || data-sort-value=0.2| Avg: 0.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% || Avg: 1.75 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 5 ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| RandomInformationTechnology13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|information}} ||  ||  || [[Quantum Computing]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1| Avg: 1% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% || data-sort-value=0.25| Avg: 0.25% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% || Avg: 3.75 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 10 ||  ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| RandomInformationTechnology21 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 1%{{icon|information}} ||  || [[File:ICO_stealproject_on.png|20px]] [[Steal Project]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.3| Avg: 0.3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || Avg: 0.875 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 6 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInformationTechnology22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|information}} ||  || [[File:ICO_stealproject_on.png|20px]] [[Steal Project]]&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.4 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  || Avg: 3.75 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 10 || Avg: 0.525 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInformationTechnology23 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|information}} ||  || [[File:ICO_stealproject_on.png|20px]] [[Steal Project]]&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]]&amp;lt;br&amp;gt;[[File:ICO_sabotageproject_on.png|20px]] [[Sabotage Project]] || [[Quantum Computing]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.33 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.825 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.9| Avg: 0.9% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  || Avg: 11.25 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20 || Avg: 0.675 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCriminal11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] ||  || Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  || Avg: 5.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 10 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCriminal12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]] ||  || Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 0.6 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=7.5| Avg: 7.5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 10% ||  ||  ||  || Avg: 17.5 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 25 || Avg: 0.525 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCriminal13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] || [[Arrival Law]] || Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.33 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 1.05 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  || Avg: 7 &amp;lt;br&amp;gt;Min: 6 &amp;lt;br&amp;gt;Max: 8 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=15.| Avg: 15.% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 20% ||  ||  ||  || Avg: 50 &amp;lt;br&amp;gt;Min: 25 &amp;lt;br&amp;gt;Max: 75 || Avg: 0.9 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCriminal21 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]] ||  || Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|escape}} ||  ||  || Avg: 0.3 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.25 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCriminal22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]] ||  || Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|escape}} ||  ||  || Avg: 0.4 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1.5 &amp;lt;br&amp;gt;Min: -3 &amp;lt;br&amp;gt;Max: -3 ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCriminal23 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_coup_on.png|20px]] [[Coup d&#039;Etat]] ||  || Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|escape}} ||  ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -5 &amp;lt;br&amp;gt;Min: -5 &amp;lt;br&amp;gt;Max: -5 ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.25 &amp;lt;br&amp;gt;Min: 0 &amp;lt;br&amp;gt;Max: -2 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Economics]] || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -3 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -5 || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} || Avg: 0.1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  || data-sort-value=7| Avg: 7% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -7.5 &amp;lt;br&amp;gt;Min: -5 &amp;lt;br&amp;gt;Max: -10 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO21 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_advise_on.png|20px]] [[Advise]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -4 &amp;lt;br&amp;gt;Min: -3 &amp;lt;br&amp;gt;Max: -5 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_advise_on.png|20px]] [[Advise]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -8 &amp;lt;br&amp;gt;Min: -6 &amp;lt;br&amp;gt;Max: -10 || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO23 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_advise_on.png|20px]] [[Advise]] || [[Arrival International Development]] || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} || Avg: 0.1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 0.1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  || data-sort-value=7| Avg: 7% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -15 &amp;lt;br&amp;gt;Min: -10 &amp;lt;br&amp;gt;Max: -20 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO31 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 1%{{icon|life}} ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|exploit}} ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -4 &amp;lt;br&amp;gt;Min: -3 &amp;lt;br&amp;gt;Max: -5 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 0.6 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 11&lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO32 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|life}} ||  ||  || [[Biotechnology]] || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|exploit}} ||  ||  ||  ||  ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -8 &amp;lt;br&amp;gt;Min: -6 &amp;lt;br&amp;gt;Max: -10 || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 2.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 21&lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO33 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|life}} ||  ||  || [[Clean Energy]] || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|exploit}} || Avg: 0.1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || data-sort-value=7| Avg: 7% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -15 &amp;lt;br&amp;gt;Min: -10 &amp;lt;br&amp;gt;Max: -20 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || Avg: 4.8 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 31&lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO41 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 1%{{icon|social}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Domestic Politics]] || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  || Avg: -4 &amp;lt;br&amp;gt;Min: -3 &amp;lt;br&amp;gt;Max: -5 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO42 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|social}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Law]] || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  ||  ||  ||  || Avg: -8 &amp;lt;br&amp;gt;Min: -6 &amp;lt;br&amp;gt;Max: -10 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO43 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|social}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Governance]] || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} || Avg: 0.1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 0.1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || data-sort-value=7| Avg: 7% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  ||  ||  ||  ||  || Avg: -15 &amp;lt;br&amp;gt;Min: -10 &amp;lt;br&amp;gt;Max: -20 || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSpaceMining11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; || Avg: 3.0% &amp;lt;br&amp;gt;Min: 2.0% &amp;lt;br&amp;gt;Max: 4.0% ||  ||  ||  || [[Space Mining and Refining]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSpaceMining12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; || Avg: 5.5% &amp;lt;br&amp;gt;Min: 4.0% &amp;lt;br&amp;gt;Max: 7.0% ||  ||  ||  || [[Industrialization of Space]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSpaceMining13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; || Avg: 9.5% &amp;lt;br&amp;gt;Min: 7.0% &amp;lt;br&amp;gt;Max: 12.0% ||  ||  ||  || [[Space Commerce]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomResource11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; || Avg: 1.5% &amp;lt;br&amp;gt;Min: 1.0% &amp;lt;br&amp;gt;Max: 2.0% ||  ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1.5| Avg: 1.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || Avg: 10 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 15 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomResource12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; || Avg: 3.0% &amp;lt;br&amp;gt;Min: 2.0% &amp;lt;br&amp;gt;Max: 4.0% ||  ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 15 &amp;lt;br&amp;gt;Max: 35 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomResource13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; || Avg: 6.0% &amp;lt;br&amp;gt;Min: 4.0% &amp;lt;br&amp;gt;Max: 8.0% ||  ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 7% ||  ||  ||  || Avg: 47.5 &amp;lt;br&amp;gt;Min: 35 &amp;lt;br&amp;gt;Max: 60 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCult11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 1%{{icon|social}} ||  || [[File:ICO_turn_on.png|20px]] [[Turn Councilor]]&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|submit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}} || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  || data-sort-value=0.375| Avg: 0.375% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomVigilante11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|submit}}{{icon|cooperate}}{{icon|escape}}{{icon|alien}} ||  ||  ||  ||  ||  ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  || data-sort-value=4.5| Avg: 4.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 7% ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Some orgs bonuses don&#039;t have 100% chance to appear. In these cases, the Avg value takes into account the chance of the bonus appearing, while the Min value shows the smallest bonus value when the bonus does appear. So Avg can be smaller than Min.&lt;br /&gt;
* There is a strange rounding bug with the Boost Income values that can cause the Boost Income given to exceed the Max. This bug has been reported, but is not yet fixed as of 0.4.90.&lt;br /&gt;
* RandomCult11 and RandomVigilante11 cannot appear on the org market. Instead, they are generated by random events and directly added to a faction&#039;s unequipped orgs.&lt;br /&gt;
&lt;br /&gt;
== Faction Orgs ==&lt;br /&gt;
Faction Orgs are only available to certain factions.&lt;br /&gt;
&lt;br /&gt;
=== Space Orgs ===&lt;br /&gt;
Space Orgs are {{icon|star}}{{icon|star}}tier 2 organizations that are unlocked via an event for each faction that meets the following conditions:&lt;br /&gt;
* Finished the Alien Operations council engineering project&lt;br /&gt;
* Faction does not have Control Points in any nation with 5 or more Control Points&lt;br /&gt;
* Daily {{icon|boost|bgcolor=DarkSlateGray}}Boost income is 0.01 or lower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; These orgs exist to help factions that have fallen way behind - they are not a path to success for you.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Organization !! Monthly Income !! Missions Gained !! Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org appease space org.png|70px]] Asterion Stellar Systems&lt;br /&gt;
| {{icon|boost|bgcolor=DarkSlateGray}}+1.5 Boost&amp;lt;br&amp;gt;{{icon|mc|bgcolor=DarkSlateGray}}+8 Mission Control&amp;lt;br&amp;gt;{{icon|found space program}}+5% Spaceflight Program&amp;lt;br&amp;gt;{{icon|boost priority}}+5% Boost&amp;lt;br&amp;gt;{{icon|build exofighter}}+5% Build Exofighter&amp;lt;br&amp;gt;{{icon|mission control priority}}+5% Mission control&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org cooperate space org.png|70px]] Gannet Exploration&lt;br /&gt;
| {{icon|boost|bgcolor=DarkSlateGray}}+1.5 Boost&amp;lt;br&amp;gt;{{icon|mc|bgcolor=DarkSlateGray}}+8 Mission Control&amp;lt;br&amp;gt;{{icon|found space program}}+5% Spaceflight Program&amp;lt;br&amp;gt;{{icon|boost priority}}+5% Boost&amp;lt;br&amp;gt;{{icon|build exofighter}}+5% Build Exofighter&amp;lt;br&amp;gt;{{icon|mission control priority}}+5% Mission control&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] The Academy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org submit space org.png|70px]] New Epoch&lt;br /&gt;
| {{icon|boost|bgcolor=DarkSlateGray}}+1.5 Boost&amp;lt;br&amp;gt;{{icon|mc|bgcolor=DarkSlateGray}}+8 Mission Control&amp;lt;br&amp;gt;{{icon|found space program}}+5% Spaceflight Program&amp;lt;br&amp;gt;{{icon|boost priority}}+5% Boost&amp;lt;br&amp;gt;{{icon|build exofighter}}+5% Build Exofighter&amp;lt;br&amp;gt;{{icon|mission control priority}}+5% Mission control&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] The Servants&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org exploit space org.png|70px]] Orbital Ventures&lt;br /&gt;
| {{icon|boost|bgcolor=DarkSlateGray}}+1.5 Boost&amp;lt;br&amp;gt;{{icon|mc|bgcolor=DarkSlateGray}}+8 Mission Control&amp;lt;br&amp;gt;{{icon|found space program}}+5% Spaceflight Program&amp;lt;br&amp;gt;{{icon|boost priority}}+5% Boost&amp;lt;br&amp;gt;{{icon|build exofighter}}+5% Build Exofighter&amp;lt;br&amp;gt;{{icon|mission control priority}}+5% Mission control&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] The Initiative&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org destroy space org.png|70px]] Shiva Rocketry&lt;br /&gt;
| {{icon|boost|bgcolor=DarkSlateGray}}+1.5 Boost&amp;lt;br&amp;gt;{{icon|mc|bgcolor=DarkSlateGray}}+8 Mission Control&amp;lt;br&amp;gt;{{icon|found space program}}+5% Spaceflight Program&amp;lt;br&amp;gt;{{icon|boost priority}}+5% Boost&amp;lt;br&amp;gt;{{icon|build exofighter}}+5% Build Exofighter&amp;lt;br&amp;gt;{{icon|mission control priority}}+5% Mission control&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Humanity First&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org escape space org.png|70px]] Sahar Launch Systems&lt;br /&gt;
| {{icon|boost|bgcolor=DarkSlateGray}}+1.5 Boost&amp;lt;br&amp;gt;{{icon|mc|bgcolor=DarkSlateGray}}+8 Mission Control&amp;lt;br&amp;gt;{{icon|found space program}}+5% Spaceflight Program&amp;lt;br&amp;gt;{{icon|boost priority}}+5% Boost&amp;lt;br&amp;gt;{{icon|build exofighter}}+5% Build Exofighter&amp;lt;br&amp;gt;{{icon|mission control priority}}+5% Mission control&lt;br /&gt;
| [[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org resist space org.png|70px]] Spaceguard Section&lt;br /&gt;
| {{icon|boost|bgcolor=DarkSlateGray}}+1.5 Boost&amp;lt;br&amp;gt;{{icon|mc|bgcolor=DarkSlateGray}}+8 Mission Control&amp;lt;br&amp;gt;{{icon|found space program}}+5% Spaceflight Program&amp;lt;br&amp;gt;{{icon|boost priority}}+5% Boost&amp;lt;br&amp;gt;{{icon|build exofighter}}+5% Build Exofighter&amp;lt;br&amp;gt;{{icon|mission control priority}}+5% Mission control&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] The Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Council Engineering Orgs ===&lt;br /&gt;
Council Engineering Orgs are {{icon|star}}{{icon|star}}{{icon|star}}tier 3 organizations that are unlocked for a faction after researching the required council engineering project.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Organization !! Monthly Income !! Councilor Attribures !! Missions Gained !! Council Engineering Project&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org cooperate mid.png|70px]] Academy Envoys&lt;br /&gt;
| {{icon|influence|bgcolor=DarkSlateGray}}+2 Influence&amp;lt;br&amp;gt;{{icon|research}}+10 Research&amp;lt;br&amp;gt;{{icon|xenology}}+10% Xenology Research&lt;br /&gt;
| {{icon|persuasion}}+3 Persuasion&amp;lt;br&amp;gt;{{icon|administration}}+6 Administration&amp;lt;br&amp;gt;{{icon|science}}+2 Science&lt;br /&gt;
| [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] A Cooperative Resolution&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org exploit mid.png|70px]] Pherocyte Deployment Team&lt;br /&gt;
| {{icon|influence|bgcolor=DarkSlateGray}}+4 Influence&amp;lt;br&amp;gt;{{icon|ops|bgcolor=DarkSlateGray}}+2 Ops&amp;lt;br&amp;gt;{{icon|unity}}+20% Unity&amp;lt;br&amp;gt;{{icon|spoils}}+10% Spoils&amp;lt;br&amp;gt;{{icon|social}}+10% Social Science Research&lt;br /&gt;
| {{icon|persuasion}}+15 Persuasion&amp;lt;br&amp;gt;{{icon|investigation}}+5 Investigation&amp;lt;br&amp;gt;{{icon|espionage}}+5 Espionage&amp;lt;br&amp;gt;{{icon|administration}}+5 Administration&lt;br /&gt;
| [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Means to an End&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org escape mid.png|70px]] Project Exodus Engineers&lt;br /&gt;
| {{icon|boost|bgcolor=DarkSlateGray}}+9 Boost&amp;lt;br&amp;gt;{{icon|mc}}+4 Mission Control&amp;lt;br&amp;gt;{{icon|research}}+40 Research&amp;lt;br&amp;gt;{{icon|project|bgcolor=DarkSlateGray}}+1 Engineering projects&amp;lt;br&amp;gt;{{icon|knowledge}}+5% Knowledge&amp;lt;br&amp;gt;{{icon|funding}}+10% funding&amp;lt;br&amp;gt;{{icon|found space program}}+10% Spaceflight Program&amp;lt;br&amp;gt;{{icon|boost priority}}+10% Boost&amp;lt;br&amp;gt;{{icon|exofighter}}+10% Build Exofighter&amp;lt;br&amp;gt;{{icon|mission control priority}}+10% Mission control&amp;lt;br&amp;gt;{{icon|space}}+20% Space Science Research&amp;lt;br&amp;gt;{{icon|mining|bgcolor=DarkSlateGray}}+10% Space Mining output bonus&lt;br /&gt;
| {{icon|administration}}+3 Administration&amp;lt;br&amp;gt;{{icon|science}}+5 Science&lt;br /&gt;
| [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Leave the Cradle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org appease mid.png|70px]] Reeducation Team&lt;br /&gt;
| {{icon|influence|bgcolor=DarkSlateGray}}+3 Influence&amp;lt;br&amp;gt;{{icon|ops|bgcolor=DarkSlateGray}}+2 Ops&amp;lt;br&amp;gt;{{icon|unity}}+5% Unity&amp;lt;br&amp;gt;{{icon|social}}+10% Social Science Research&lt;br /&gt;
| {{icon|persuasion}}+5 Persuasion&amp;lt;br&amp;gt;{{icon|investigation}}+3 Investigation&amp;lt;br&amp;gt;{{icon|administration}}+6 Administration&lt;br /&gt;
| [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Appease the Invaders&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org resist mid.png|70px]] Special Activities Section&lt;br /&gt;
| {{icon|influence|bgcolor=DarkSlateGray}}+2 Influence&amp;lt;br&amp;gt;{{icon|ops|bgcolor=DarkSlateGray}}+4 Ops&amp;lt;br&amp;gt;{{icon|research}}+20 Research&amp;lt;br&amp;gt;{{icon|military priority}}+5% Military&amp;lt;br&amp;gt;{{icon|found military}}+5% Found Military&amp;lt;br&amp;gt;{{icon|build army}}+5% Build Army&amp;lt;br&amp;gt;{{icon|build navy}}+5% Build Navy&amp;lt;br&amp;gt;{{icon|space defenses}}+5% Space Defenses&amp;lt;br&amp;gt;{{icon|xenology}}+10% Xenology Research&lt;br /&gt;
| {{icon|investigation}}+5 Investigation&amp;lt;br&amp;gt;{{icon|espionage}}+5 Espionage&amp;lt;br&amp;gt;{{icon|command}}+10 Command&amp;lt;br&amp;gt;{{icon|administration}}+3 Administration&amp;lt;br&amp;gt;{{icon|science}}+3 Science&amp;lt;br&amp;gt;{{icon|security}}+3 Security&lt;br /&gt;
| [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assaultalienasset on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] Defend the Earth&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org destroy mid.png|70px]] The Executioners&lt;br /&gt;
| {{icon|ops|bgcolor=DarkSlateGray}}+5 Ops&amp;lt;br&amp;gt;{{icon|military priority}}+10% Military&amp;lt;br&amp;gt;{{icon|found military}}+10% Found Military&amp;lt;br&amp;gt;{{icon|build army}}+10% Build Army&amp;lt;br&amp;gt;{{icon|build navy}}+10% Build Navy&amp;lt;br&amp;gt;{{icon|space defenses}}+10% Space Defenses&amp;lt;br&amp;gt;{{icon|military}}+10% Military Science Research&lt;br /&gt;
| {{icon|espionage}}+5 Espionage&amp;lt;br&amp;gt;{{icon|command}}+10 Command&amp;lt;br&amp;gt;{{icon|administration}}+3 Administration&amp;lt;br&amp;gt;{{icon|security}}+10 Security&lt;br /&gt;
| [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultalienasset on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Purify the Earth&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org submit mid.png|70px]] The Shield of the Devoted&lt;br /&gt;
| {{icon|influence|bgcolor=DarkSlateGray}}+3 Influence&amp;lt;br&amp;gt;{{icon|ops|bgcolor=DarkSlateGray}}+4 Ops&amp;lt;br&amp;gt;{{icon|unity}}+10% Unity&amp;lt;br&amp;gt;{{icon|spoils}}+5% Spoils&amp;lt;br&amp;gt;{{icon|xenology}}+10% Xenology Research&lt;br /&gt;
| {{icon|persuasion}}+3 Persuasion&amp;lt;br&amp;gt;{{icon|command}}+5 Command&amp;lt;br&amp;gt;{{icon|administration}}+6 Administration&amp;lt;br&amp;gt;{{icon|security}}+10 Security&lt;br /&gt;
| [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] Path to Paradise&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org submit mid.png|70px]] Alien Administration Transition Team&lt;br /&gt;
| &lt;br /&gt;
| {{icon|administration}}+3 Administration&lt;br /&gt;
| [[File:ICO buildfacility on.png|24px]]Build Facility&amp;lt;br&amp;gt;[[File:ICO assumecontrol on.png|24px]]Grant Alien Control&amp;lt;br&amp;gt;[[File:ICO Xenoform on.png|24px]]Xenoform&amp;lt;br&amp;gt;[[File:ICO abductions on.png|24px]]Adbuctions&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] The Alien Nation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Victory Orgs ====&lt;br /&gt;
Victory Orgs enable the final mission for their respective faction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Organization !! Monthly Income !! Councilor Attribures !! Missions Gained !! Engineering Project&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org escape win.png|70px]] Bifrost Command Staff&lt;br /&gt;
| {{icon|mission control priority}}+5% Mission control&lt;br /&gt;
| {{icon|administration}}+3 Administration&lt;br /&gt;
| [[File:ICO mission escape on.png|24px]] Launch the Bifrost&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] The Great Journey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org resist win.png|70px]] Janus Section&lt;br /&gt;
| &lt;br /&gt;
| {{icon|administration}}+3 Administration&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO mission resist on.png|24px]] Close the Gate&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] The Final Assault&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org cooperate win.png|70px]] Mission to the Hydra&lt;br /&gt;
| &lt;br /&gt;
| {{icon|administration}}+3 Administration&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO mission cooperate on.png|24px]] Forge an Alliance&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] A Permanent Peace&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org destroy win.png|70px]] The Omega Solution&lt;br /&gt;
| &lt;br /&gt;
| {{icon|administration}}+3 Administration&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO mission destroy on.png|24px]] Trigger the Weapon&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Kill the Hive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org exploit win.png|70px]] The Pherocyte Masters&lt;br /&gt;
| {{icon|influence|bgcolor=DarkSlateGray}}+10 Influence&amp;lt;br&amp;gt;{{icon|unity}}+20% Unity&lt;br /&gt;
| {{icon|persuasion}}+15 Persuasion&amp;lt;br&amp;gt;{{icon|investigation}}+5 Investigation&amp;lt;br&amp;gt;{{icon|espionage}}+10 Espionage&amp;lt;br&amp;gt;{{icon|command}}+5 Command&amp;lt;br&amp;gt;{{icon|administration}}+3 Administration&lt;br /&gt;
| [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO mission exploit on.png|24px]] Tame the Enemy&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Enslave the Masters&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org appease win.png|70px]] The Protectorate Authority&lt;br /&gt;
| &lt;br /&gt;
| {{icon|administration}}+3 Administration&lt;br /&gt;
| [[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO dominatenation on.png|24px]] Dominate Nation&amp;lt;br&amp;gt;[[File:ICO mission appease on.png|24px]] Claim Hegemony&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Coexistence Pact&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org submit win.png|70px]] The Sword of the Devoted&lt;br /&gt;
| &lt;br /&gt;
| {{icon|administration}}+3 Administration&lt;br /&gt;
| [[File:ICO abductions on.png|24px]] Adbuctions&amp;lt;br&amp;gt;[[File:ICO mission submit on.png|24px]] Herald Our Masters&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] The One True Path&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Full Org List ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! rowspan=2 | Full Name !! rowspan=2 | {{icon|star}} !! rowspan=2 | {{icon|mining|bgcolor=DarkSlateGray}} !! rowspan=2 | [[Technology#Research_Production_and_Bonuses|Research Category Bonus]] !! rowspan=2 | {{icon|projects|bgcolor=DarkSlateGray}} !! rowspan=2 | [[Missions]] Granted !! rowspan=2 | [[Technology]] Requirements !! rowspan=2 | [[Councilors#Traits|Trait]] and Region Requirements !! rowspan=2 | [[Factions]] !! colspan=7 | Stat Bonuses   !! colspan=12 | Nation Priority Bonuses !! colspan=6 | Resource Incomes &lt;br /&gt;
|-&lt;br /&gt;
! {{icon|persuasion}} !! {{icon|investigation}} !! {{icon|espionage}} !! {{icon|command}} !! {{icon|administration}} !! {{icon|science}} !! {{icon|security}} !! {{icon|economy}} !! {{icon|welfare}} !! {{icon|environment}} !! {{icon|knowledge}} !! {{icon|government}} !! {{icon|unity}} !! {{icon|oppression}} !! {{icon|funding}} !! {{icon|spoils}} !! {{icon|boost priority}} !! {{icon|mission control priority}} !! {{icon|military priority}} !! {{icon|money}} !! {{icon|influence}} !! {{icon|ops}} !! {{icon|boost}} !! {{icon|mc}} !! {{icon|research}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_CIA.png|20px]]Central Intelligence Agency || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_coup_on.png|20px]] [[Coup d&#039;Etat]]&amp;lt;br&amp;gt;[[File:ICO_purge_on.png|20px]] [[Purge]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Washington || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -400 &amp;lt;br&amp;gt;Min: -400 &amp;lt;br&amp;gt;Max: -400 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 4 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_FBI.png|20px]]Federal Bureau of Investigation || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_crackdown_on.png|20px]] [[Crackdown]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Washington&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Criminal || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 4 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -250 &amp;lt;br&amp;gt;Min: -250 &amp;lt;br&amp;gt;Max: -250 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_USSS.png|20px]]Secret Service || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Washington&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Criminal || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || Avg: 4 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -62 &amp;lt;br&amp;gt;Min: -62 &amp;lt;br&amp;gt;Max: -62 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_DGSE.png|20px]]Directorate General for External Security || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_crackdown_on.png|20px]] [[Crackdown]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Paris || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -22 &amp;lt;br&amp;gt;Min: -22 &amp;lt;br&amp;gt;Max: -22 ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_MI5.png|20px]]Security Service MI5 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_crackdown_on.png|20px]] [[Crackdown]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: London || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -50 &amp;lt;br&amp;gt;Min: -50 &amp;lt;br&amp;gt;Max: -50 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_MI6.png|20px]]Secret Intelligence Service MI6 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: London || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -50 &amp;lt;br&amp;gt;Min: -50 &amp;lt;br&amp;gt;Max: -50 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_UKSAS.png|20px]]Special Air Service || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: London || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_GCHQ.png|20px]]Government Communications Headquarters || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: London || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -20 &amp;lt;br&amp;gt;Min: -20 &amp;lt;br&amp;gt;Max: -20 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Bundesnachrichtendienst.png|20px]]Bundesnachrichtendienst || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Berlin || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -36 &amp;lt;br&amp;gt;Min: -36 &amp;lt;br&amp;gt;Max: -36 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_GSG9.png|20px]]GSG 9 der Bundespolizei || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Hamburg&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Criminal || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_NSA.png|20px]]National Security Agency || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 5%{{icon|information}} ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_sabotageproject_on.png|20px]] [[Sabotage Project]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Washington || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  || Avg: -250 &amp;lt;br&amp;gt;Min: -250 &amp;lt;br&amp;gt;Max: -250 ||  || Avg: 0 &amp;lt;br&amp;gt;Min:  &amp;lt;br&amp;gt;Max: 0 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_FSS.png|20px]]Federal Security Service || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_crackdown_on.png|20px]] [[Crackdown]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Moscow || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || Avg: 6 &amp;lt;br&amp;gt;Min: 6 &amp;lt;br&amp;gt;Max: 6 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  || Avg: -250 &amp;lt;br&amp;gt;Min: -250 &amp;lt;br&amp;gt;Max: -250 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_FIS.png|20px]]Foreign Intelligence Service || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Moscow || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 4 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -30 &amp;lt;br&amp;gt;Min: -30 &amp;lt;br&amp;gt;Max: -30 ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_MID.png|20px]]Main Intelligence Directorate || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_coup_on.png|20px]] [[Coup d&#039;Etat]]&amp;lt;br&amp;gt;[[File:ICO_purge_on.png|20px]] [[Purge]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Moscow || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  || Avg: 4 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  ||  || data-sort-value=1| Avg: 1% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 1% || Avg: -50 &amp;lt;br&amp;gt;Min: -50 &amp;lt;br&amp;gt;Max: -50 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 4 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_FPS.png|20px]]Federal Protective Service || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Moscow || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -10 &amp;lt;br&amp;gt;Min: -10 &amp;lt;br&amp;gt;Max: -10 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_NRO.png|20px]]National Reconnaissance Office || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 2%{{icon|space}} ||  || [[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Washington || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  || Avg: -200 &amp;lt;br&amp;gt;Min: -200 &amp;lt;br&amp;gt;Max: -200 ||  || Avg: 0 &amp;lt;br&amp;gt;Min:  &amp;lt;br&amp;gt;Max: 0 || Avg: 0.3 &amp;lt;br&amp;gt;Min: 0.3 &amp;lt;br&amp;gt;Max: 0.3 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_NGIA.png|20px]]National Geospatial Intelligence Agency || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 2%{{icon|information}} ||  || [[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Washington || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  || Avg: -140 &amp;lt;br&amp;gt;Min: -140 &amp;lt;br&amp;gt;Max: -140 ||  || Avg: 0 &amp;lt;br&amp;gt;Min:  &amp;lt;br&amp;gt;Max: 0 ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 10 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_MinistryofStateSecurity.png|20px]]Ministry of State Security || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_crackdown_on.png|20px]] [[Crackdown]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Beijing || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  || Avg: 6 &amp;lt;br&amp;gt;Min: 6 &amp;lt;br&amp;gt;Max: 6 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  || Avg: -220 &amp;lt;br&amp;gt;Min: -220 &amp;lt;br&amp;gt;Max: -220 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 4 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_lanl.png|20px]]Los Alamos National Laboratory || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 10%{{icon|energy}} || 1 ||  ||  || &amp;lt;br&amp;gt;Region: Denver&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Criminal || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% || Avg: -81 &amp;lt;br&amp;gt;Min: -81 &amp;lt;br&amp;gt;Max: -81 ||  || Avg: 0 &amp;lt;br&amp;gt;Min:  &amp;lt;br&amp;gt;Max: 0 ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 35 &amp;lt;br&amp;gt;Max: 35&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_LLNL.png|20px]]Lawrence Livermore National Laboratory || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 10%{{icon|energy}} || 1 ||  ||  || &amp;lt;br&amp;gt;Region: Los Angeles&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Criminal || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% || Avg: -41 &amp;lt;br&amp;gt;Min: -41 &amp;lt;br&amp;gt;Max: -41 ||  || Avg: 0 &amp;lt;br&amp;gt;Min:  &amp;lt;br&amp;gt;Max: 0 ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 35 &amp;lt;br&amp;gt;Max: 35&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SandiaNationalLaboratories.png|20px]]Sandia National Laboratories || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 10%{{icon|energy}} || 1 ||  ||  || &amp;lt;br&amp;gt;Region: Denver&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Criminal || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% || Avg: -100 &amp;lt;br&amp;gt;Min: -100 &amp;lt;br&amp;gt;Max: -100 ||  || Avg: 0 &amp;lt;br&amp;gt;Min:  &amp;lt;br&amp;gt;Max: 0 ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 35 &amp;lt;br&amp;gt;Max: 35&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_BrookhavenNationalLaboratory.png|20px]]Brookhaven National Laboratory || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 5%{{icon|energy}} ||  ||  ||  || &amp;lt;br&amp;gt;Region: New York City&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -14 &amp;lt;br&amp;gt;Min: -14 &amp;lt;br&amp;gt;Max: -14 ||  ||  ||  ||  || Avg: 20 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_CERN.png|20px]]CERN || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 10%{{icon|energy}} ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -28 &amp;lt;br&amp;gt;Min: -28 &amp;lt;br&amp;gt;Max: -28 ||  || Avg: 0 &amp;lt;br&amp;gt;Min:  &amp;lt;br&amp;gt;Max: 0 ||  ||  || Avg: 40 &amp;lt;br&amp;gt;Min: 40 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_AirForceResearchLaboratory.png|20px]]Air Force Research Laboratory || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 8%{{icon|military}} ||  ||  ||  || Trait: Government&amp;lt;br&amp;gt;Region: Denver || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  || data-sort-value=1| Avg: 1% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 1% || data-sort-value=1| Avg: 1% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 1% || data-sort-value=20| Avg: 20% &amp;lt;br&amp;gt;Min: 20% &amp;lt;br&amp;gt;Max: 20% || Avg: -65 &amp;lt;br&amp;gt;Min: -65 &amp;lt;br&amp;gt;Max: -65 ||  || Avg: 0 &amp;lt;br&amp;gt;Min:  &amp;lt;br&amp;gt;Max: 0 ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 25 &amp;lt;br&amp;gt;Max: 25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_AFSOC.png|20px]]Air Force Special Operations Command || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Atlanta || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_VOA.png|20px]]Voice of America || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Washington || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1| Avg: 1% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 1% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -6 &amp;lt;br&amp;gt;Min: -6 &amp;lt;br&amp;gt;Max: -6 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_USIA.png|20px]]United States Information Agency || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Washington || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -14 &amp;lt;br&amp;gt;Min: -14 &amp;lt;br&amp;gt;Max: -14 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_1SFG.png|20px]]1st U.S. Special Forces Group || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Seattle || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_3SFG.png|20px]]3rd U.S. Special Forces Group || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Washington || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_5SFG.png|20px]]5th U.S. Special Forces Group || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Chicago || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_7SFG.png|20px]]7th U.S. Special Forces Group || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Atlanta || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_10SFG.png|20px]]10th U.S. Special Forces Group || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Denver || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_DeltaForce.png|20px]]Delta Force || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Washington || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -3 &amp;lt;br&amp;gt;Min: -3 &amp;lt;br&amp;gt;Max: -3 ||  || Avg: 4 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SealTeam6.png|20px]]SEAL Team Six || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Washington || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -3 &amp;lt;br&amp;gt;Min: -3 &amp;lt;br&amp;gt;Max: -3 ||  || Avg: 4 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Mossad.png|20px]]Mossad || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_coup_on.png|20px]] [[Coup d&#039;Etat]]&amp;lt;br&amp;gt;[[File:ICO_crackdown_on.png|20px]] [[Crackdown]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Tel Aviv || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|submit}} || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -75 &amp;lt;br&amp;gt;Min: -75 &amp;lt;br&amp;gt;Max: -75 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_IndianResearchAnalysisWing.png|20px]]Research and Analysis Wing || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]]&amp;lt;br&amp;gt;[[File:ICO_assassinate_on.png|20px]] [[Assassinate]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: New Delhi || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -25 &amp;lt;br&amp;gt;Min: -25 &amp;lt;br&amp;gt;Max: -25 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Koanchosacho.png|20px]]Koanchosacho || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Tokyo || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -25 &amp;lt;br&amp;gt;Min: -25 &amp;lt;br&amp;gt;Max: -25 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_PakistanInter-ServicesIntelligence.png|20px]]Inter-Services Intelligence || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Islamabad || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -20 &amp;lt;br&amp;gt;Min: -20 &amp;lt;br&amp;gt;Max: -20 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_ASIS.png|20px]]Australian Secret Intelligence Service || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Sydney || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -10 &amp;lt;br&amp;gt;Min: -10 &amp;lt;br&amp;gt;Max: -10 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_AustralianSAS.png|20px]]Australian Special Air Service || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Perth || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SaudiIntelligence.png|20px]]Al Mukhabarat Al Aamah || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Riyadh || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -10 &amp;lt;br&amp;gt;Min: -10 &amp;lt;br&amp;gt;Max: -10 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_EgyptianIntelligence.png|20px]]Gihaz El Mukhabarat El Amma || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Cairo || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -10 &amp;lt;br&amp;gt;Min: -10 &amp;lt;br&amp;gt;Max: -10 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_TurkishIntelligence.png|20px]]Milli Istihbarat Teskilati || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Ankara || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -10 &amp;lt;br&amp;gt;Min: -10 &amp;lt;br&amp;gt;Max: -10 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_CSIS.png|20px]]Canadian Security Intelligence Service || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Toronto || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -18 &amp;lt;br&amp;gt;Min: -18 &amp;lt;br&amp;gt;Max: -18 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_NationalIntelligenceService.png|20px]]National Intelligence Service || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Seoul || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -12 &amp;lt;br&amp;gt;Min: -12 &amp;lt;br&amp;gt;Max: -12 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_ROCNSB.png|20px]]National Security Bureau || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Taipei || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -12 &amp;lt;br&amp;gt;Min: -12 &amp;lt;br&amp;gt;Max: -12 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Interpol.png|20px]]Interpol || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_crackdown_on.png|20px]] [[Crackdown]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Criminal || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -4 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: -4 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Carabinieri.png|20px]]Arma dei Carabinieri || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Rome&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Criminal || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_alQaida.png|20px]]Al-Qaida || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_sabotagefacilities_on.png|20px]] [[Sabotage Facilities]] ||  || Trait: Sociopath&amp;lt;br&amp;gt;Region: Peshawar || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|resist}}{{icon|cooperate}}{{icon|escape}}{{icon|appease}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_JemaahIslamiyah.png|20px]]Jemaah Islamiyah || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_sabotagefacilities_on.png|20px]] [[Sabotage Facilities]] ||  || Trait: Sociopath&amp;lt;br&amp;gt;Region: Makassar || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|resist}}{{icon|cooperate}}{{icon|escape}}{{icon|appease}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_isil.png|20px]]ISIS || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_sabotagefacilities_on.png|20px]] [[Sabotage Facilities]] ||  || Trait: Sociopath&amp;lt;br&amp;gt;Region: Baghdad || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|resist}}{{icon|cooperate}}{{icon|escape}}{{icon|appease}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Hezbollah.png|20px]]Hezbollah || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_sabotagefacilities_on.png|20px]] [[Sabotage Facilities]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Beruit || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|escape}}{{icon|appease}} ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_QudsForce.png|20px]]Quds Force || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Tehran || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|escape}}{{icon|appease}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_CosaNostra.png|20px]]La Cosa Nostra || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]] ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Naples || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=4| Avg: 4% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  || Avg: 45 &amp;lt;br&amp;gt;Min: 45 &amp;lt;br&amp;gt;Max: 45 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Nedrangheta.png|20px]]Ndrangheta || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Naples || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  || Avg: 60 &amp;lt;br&amp;gt;Min: 60 &amp;lt;br&amp;gt;Max: 60 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Camorra.png|20px]]Camorra || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]] ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Naples || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || Avg: 40 &amp;lt;br&amp;gt;Min: 40 &amp;lt;br&amp;gt;Max: 40 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_AmericanMafia.png|20px]]American Mafia || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: New York City || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || Avg: 50 &amp;lt;br&amp;gt;Min: 50 &amp;lt;br&amp;gt;Max: 50 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_GulfCartel.png|20px]]Gulf Cartel || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]] ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Monterrey || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|escape}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=4| Avg: 4% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  || Avg: 40 &amp;lt;br&amp;gt;Min: 40 &amp;lt;br&amp;gt;Max: 40 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SinaloaCartel.png|20px]]Sinaloa Cartel || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]] ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Monterrey || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|escape}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  || Avg: 80 &amp;lt;br&amp;gt;Min: 80 &amp;lt;br&amp;gt;Max: 80 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_LosZetas.png|20px]]Los Zetas || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]] ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Monterrey || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|escape}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || Avg: 50 &amp;lt;br&amp;gt;Min: 50 &amp;lt;br&amp;gt;Max: 50 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_ComandoVermhelho.png|20px]]Comando Vermelho || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Sao Paulo || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|escape}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 35 &amp;lt;br&amp;gt;Max: 35 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SumiyoshiKai.png|20px]]Sumiyoshi-kai || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Tokyo || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || Avg: 30 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 30 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Yamagachi-gumi.png|20px]]Yamaguchi-gumi || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Osaka || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || data-sort-value=1| Avg: 1% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% || data-sort-value=1| Avg: 1% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  ||  || data-sort-value=4| Avg: 4% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  || Avg: 90 &amp;lt;br&amp;gt;Min: 90 &amp;lt;br&amp;gt;Max: 90 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_InagawaKai.png|20px]]Inagawa-kai || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Tokyo || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 25 &amp;lt;br&amp;gt;Max: 25 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Aizukotetsu-kai.png|20px]]Aizukotetsu-kai || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Osaka || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || Avg: 10 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 10 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_HongKongTriad.png|20px]]Hong Kong Triad || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Hong Kong || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=4| Avg: 4% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  || Avg: 45 &amp;lt;br&amp;gt;Min: 45 &amp;lt;br&amp;gt;Max: 45 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_GoldenTriangleCartel.png|20px]]Golden Triangle Cartel || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Yangon || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=6| Avg: 6% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  || Avg: 60 &amp;lt;br&amp;gt;Min: 60 &amp;lt;br&amp;gt;Max: 60 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_GoldenCrescentCartel.png|20px]]Golden Crescent Cartel || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Kabul || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  || Avg: 45 &amp;lt;br&amp;gt;Min: 45 &amp;lt;br&amp;gt;Max: 45 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SolntsevskayaBratva.png|20px]]Solntsevskaya Bratva || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]] ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Moscow || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=8| Avg: 8% &amp;lt;br&amp;gt;Min: 8% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  || Avg: 90 &amp;lt;br&amp;gt;Min: 90 &amp;lt;br&amp;gt;Max: 90 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_BratskiKrug.png|20px]]Bratski Krug || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]] ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Moscow || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 25 &amp;lt;br&amp;gt;Max: 25 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_AzeriMafia.png|20px]]Azeri Mafia || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Moscow || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || Avg: 20 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 20 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SerbianMafia.png|20px]]Serbian Mafia || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  || Trait: Criminal&amp;lt;br&amp;gt;Region: Belgrade || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || Avg: 20 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 20 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Office39.png|20px]]Office 39 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  || Trait: Government&amp;lt;br&amp;gt;Region: Pyongyang || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}} {{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 25 &amp;lt;br&amp;gt;Max: 25 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_JPL.png|20px]]Jet Propulsion Laboratory || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|space}} || 1 ||  ||  || &amp;lt;br&amp;gt;Region: Los Angeles&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || data-sort-value=1| Avg: 1% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 1% ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  ||  || Avg: -45 &amp;lt;br&amp;gt;Min: -45 &amp;lt;br&amp;gt;Max: -45 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 40 &amp;lt;br&amp;gt;Min: 40 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_DARPA.png|20px]]Defense Advanced Research Projects Agency || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|military}} || 1 ||  ||  || Trait: Government&amp;lt;br&amp;gt;Region: Washington || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=8| Avg: 8% &amp;lt;br&amp;gt;Min: 8% &amp;lt;br&amp;gt;Max: 8% || Avg: -95 &amp;lt;br&amp;gt;Min: -95 &amp;lt;br&amp;gt;Max: -95 ||  ||  ||  ||  || Avg: 40 &amp;lt;br&amp;gt;Min: 40 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SiberianTigers.png|20px]]Siberian Tigers || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Chongqing || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SouthernSword.png|20px]]Southern Sword || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Guangzhou || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SeaDragon.png|20px]]Sea Dragon || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_protect_on.png|20px]] [[Protect Target]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Beijing || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SnowLeopardCommandoGroup.png|20px]]Snow Leopard Commando Group || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Beijing || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_FuerzadeGuerraNavalEspecial.png|20px]]Fuerza de Guerra Naval Especial || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Madrid || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SayeretMatkal.png|20px]]Sayeret Matkal || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Tel Aviv || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Shayetet13.png|20px]]Shayetet 13 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Tel Aviv || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_GIGN.png|20px]]National Gendarmerie Intervention Group || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Paris || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_PakistanSSG.png|20px]]Special Services Group || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Islamabad || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_GROM.png|20px]]GROM || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Warsaw || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_UKSpecialBoatService.png|20px]]Special Boat Service || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: London || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_WHO.png|20px]]World Health Organization || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|life}} ||  ||  ||  || Trait: Government || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || data-sort-value=10| Avg: 10% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 10% ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -235 &amp;lt;br&amp;gt;Min: -235 &amp;lt;br&amp;gt;Max: -235 ||  ||  ||  ||  || Avg: 20 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_IMF.png|20px]]International Monetary Fund || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_advise_on.png|20px]] [[Advise]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 8 &amp;lt;br&amp;gt;Min: 8 &amp;lt;br&amp;gt;Max: 8 ||  ||  || data-sort-value=6| Avg: 6% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 6% || data-sort-value=4| Avg: 4% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_UNESCO.png|20px]]UNESCO || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 5%{{icon|social}} ||  || [[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  || Trait: Government || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -15 &amp;lt;br&amp;gt;Min: -15 &amp;lt;br&amp;gt;Max: -15 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_DEA.png|20px]]Drug Enforcement Administration || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_crackdown_on.png|20px]] [[Crackdown]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Washington&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Criminal || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -85 &amp;lt;br&amp;gt;Min: -85 &amp;lt;br&amp;gt;Max: -85 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_UNOOSA.png|20px]]U.N. Office for Outer Space Affairs || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; || Avg: 2.0% &amp;lt;br&amp;gt;Min: 2.0% &amp;lt;br&amp;gt;Max: 2.0% || 5%{{icon|space}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]] ||  || Trait: Government || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  ||  ||  ||  || Avg: 8 &amp;lt;br&amp;gt;Min: 8 &amp;lt;br&amp;gt;Max: 8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_CSEC.png|20px]]Communications Security Establishment || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Toronto || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -5 &amp;lt;br&amp;gt;Min: -5 &amp;lt;br&amp;gt;Max: -5 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_CanadaJTF2.png|20px]]Joint Task Force 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Toronto || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_DGSI.png|20px]]Directorate General for Internal Security || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Paris || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -10 &amp;lt;br&amp;gt;Min: -10 &amp;lt;br&amp;gt;Max: -10 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_ASIO.png|20px]]Australian Security Intelligence Organization || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Sydney || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -4 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: -4 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_AusSD.png|20px]]Australian Signals Directorate || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Sydney || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -4 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: -4 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_AgaziCommandos.png|20px]]Agazi Commandos || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Addis Ababa || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_601CommandoCompany.png|20px]]Compañía de Comandos 601 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Buenos Aires || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Jagdkommando.png|20px]]Jagdkommando || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Vienna || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_BrazilianPathfinders.png|20px]]Pathfinders || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Rio de Janeiro || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_JaegerCorps.png|20px]]Jaeger Corps || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Copenhagen || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Sa&#039;ka_Forces.png|20px]]Sa&#039;ka Forces || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Cairo || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_9PARA.png|20px]]9 Para SF || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Hyderabad || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_KopassusIndonesia.png|20px]]Kopassus || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Jakarta || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|escape}} ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_DenjakaIndonesia.png|20px]]Denjaka || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Jakarta || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_JapanSpecialForcesGroup.png|20px]]Japan Special Forces Group || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Tokyo || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SerbianCobras.png|20px]]Serbian Cobras || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Belgrade || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SpecialOperationsTaskGroup.png|20px]]Särskilda Operationsgruppen || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Stockholm || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_LifeRegimentHussars.png|20px]]Life Regiment Hussars || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Stockholm || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -2 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_AirborneSpecialServiceCompany.png|20px]]Airborne Special Service Company || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Taipei || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_KingsGuard.png|20px]]King&#039;s Guard || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Bangkok || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SpecialForcesCommand_MaroonBerets.png|20px]]Special Forces Command || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  || Trait: Government&amp;lt;br&amp;gt;Region: Ankara || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_hydra_mid.png|20px]]Salamander Shock Troops || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_terrorizeregion_on.png|20px]] [[Terrorize Region]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|alien}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}}{{icon|exploit}}{{icon|submit}}{{icon|appease}} ||  ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  || data-sort-value=10| Avg: 10% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 10% ||  ||  ||  ||  ||  ||  ||  || Avg: 8 &amp;lt;br&amp;gt;Min: 8 &amp;lt;br&amp;gt;Max: 8 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_resist_mid.png|20px]]Special Activities Section || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 10%{{icon|xenology}} ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|exploit}}{{icon|destroy}}{{icon|cooperate}}{{icon|submit}} ||  || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 || Avg: 10 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 10 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 4 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 ||  ||  || Avg: 20 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_destroy_mid.png|20px]]The Executioners || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 10%{{icon|military}} ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_purge_on.png|20px]] [[Purge]]&amp;lt;br&amp;gt;[[File:ICO_assassinate_on.png|20px]] [[Assassinate]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|exploit}}{{icon|cooperate}}{{icon|submit}} ||  ||  || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 || Avg: 10 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 10 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  || Avg: 10 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 10 ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  || data-sort-value=10| Avg: 10% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 10% ||  ||  || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_exploit_mid.png|20px]]Pherocyte Deployment Team || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 10%{{icon|social}} ||  || [[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]]&amp;lt;br&amp;gt;[[File:ICO_purge_on.png|20px]] [[Purge]]&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]]&amp;lt;br&amp;gt;[[File:ICO_controlspaceasset_on.png|20px]] [[Control Space Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}}{{icon|submit}} || Avg: 15 &amp;lt;br&amp;gt;Min: 15 &amp;lt;br&amp;gt;Max: 15 || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 ||  || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 ||  ||  ||  ||  ||  ||  ||  || data-sort-value=20| Avg: 20% &amp;lt;br&amp;gt;Min: 20% &amp;lt;br&amp;gt;Max: 20% ||  ||  || data-sort-value=10| Avg: 10% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 10% ||  ||  ||  ||  || Avg: 4 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_cooperate_mid.png|20px]]Academy Envoys || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 10%{{icon|xenology}} ||  || [[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]]&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_controlspaceasset_on.png|20px]] [[Control Space Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|exploit}}{{icon|submit}} || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || Avg: 6 &amp;lt;br&amp;gt;Min: 6 &amp;lt;br&amp;gt;Max: 6 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 10 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_submit_mid.png|20px]]The Shield of the Devoted || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 10%{{icon|xenology}} ||  || [[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]]&amp;lt;br&amp;gt;[[File:ICO_purge_on.png|20px]] [[Purge]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|submit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}}{{icon|exploit}} || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 || Avg: 6 &amp;lt;br&amp;gt;Min: 6 &amp;lt;br&amp;gt;Max: 6 ||  || Avg: 10 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 10 ||  ||  ||  ||  ||  || data-sort-value=10| Avg: 10% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 10% || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 4 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_appease_mid.png|20px]]Reeducation Team || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 10%{{icon|social}} ||  || [[File:ICO_crackdown_on.png|20px]] [[Crackdown]]&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|appease}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}}{{icon|exploit}}{{icon|submit}} || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || Avg: 6 &amp;lt;br&amp;gt;Min: 6 &amp;lt;br&amp;gt;Max: 6 ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_escape_mid.png|20px]]Project Exodus Engineers || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; || Avg: 10.0% &amp;lt;br&amp;gt;Min: 10.0% &amp;lt;br&amp;gt;Max: 10.0% || 20%{{icon|space}} || 1 || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_controlspaceasset_on.png|20px]] [[Control Space Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}}{{icon|exploit}}{{icon|submit}}{{icon|appease}} ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  || data-sort-value=10| Avg: 10% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 10% ||  || data-sort-value=10| Avg: 10% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 10% || data-sort-value=10| Avg: 10% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 10% ||  ||  ||  ||  || Avg: 9 &amp;lt;br&amp;gt;Min: 9 &amp;lt;br&amp;gt;Max: 9 || Avg: 4 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 || Avg: 40 &amp;lt;br&amp;gt;Min: 40 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_submit_mid.png|20px]]Alien Administration Transition Team || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_buildfacility_on.png|20px]] [[Build Facility]]&amp;lt;br&amp;gt;[[File:ICO_assumecontrol_on.png|20px]] [[Grant Alien Control]]&amp;lt;br&amp;gt;[[File:ICO_Xenoform_on.png|20px]] [[Xenoform]]&amp;lt;br&amp;gt;[[File:ICO_abductions_on.png|20px]] [[Abductions]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|submit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}}{{icon|exploit}} ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_resist_win.png|20px]]Janus Section || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_mission_resist_on.png|20px]] [[Close the Gate]]&amp;lt;br&amp;gt;[[File:ICO_seizespaceasset_on.png|20px]] [[Assault Enemy Space Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|exploit}}{{icon|destroy}}{{icon|cooperate}}{{icon|submit}} ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_destroy_win.png|20px]]The Omega Solution || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_mission_destroy_on.png|20px]] [[Trigger the Weapon]]&amp;lt;br&amp;gt;[[File:ICO_seizespaceasset_on.png|20px]] [[Assault Enemy Space Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|exploit}}{{icon|cooperate}}{{icon|submit}} ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_exploit_win.png|20px]]The Pherocyte Masters || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_mission_exploit_on.png|20px]] [[Tame the Enemy]]&amp;lt;br&amp;gt;[[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]]&amp;lt;br&amp;gt;[[File:ICO_purge_on.png|20px]] [[Purge]]&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}}{{icon|submit}} || Avg: 15 &amp;lt;br&amp;gt;Min: 15 &amp;lt;br&amp;gt;Max: 15 || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 || Avg: 10 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 10 || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  || data-sort-value=20| Avg: 20% &amp;lt;br&amp;gt;Min: 20% &amp;lt;br&amp;gt;Max: 20% ||  ||  ||  ||  ||  ||  ||  || Avg: 10 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 10 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_cooperate_win.png|20px]]Mission to the Hydra || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_mission_cooperate_on.png|20px]] [[Forge an Alliance]]&amp;lt;br&amp;gt;[[File:ICO_seizespaceasset_on.png|20px]] [[Assault Enemy Space Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|exploit}}{{icon|submit}} ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_submit_win.png|20px]]The Sword of the Devoted || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_mission_submit_on.png|20px]] [[Herald Our Masters]]&amp;lt;br&amp;gt;[[File:ICO_abductions_on.png|20px]] [[Abductions]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|submit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}}{{icon|exploit}} ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_appease_win.png|20px]]The Protectorate Authority || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_mission_appease_on.png|20px]] [[Claim Hegemony]]&amp;lt;br&amp;gt;[[File:ICO_seizespaceasset_on.png|20px]] [[Assault Enemy Space Asset]]&amp;lt;br&amp;gt;[[File:ICO_dominatenation_on.png|20px]] [[Dominate Nation]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|appease}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}}{{icon|exploit}}{{icon|submit}} ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_escape_win.png|20px]]Bifrost Command Staff || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_mission_escape_on.png|20px]] [[Launch the Bifrost]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}}{{icon|exploit}}{{icon|submit}}{{icon|appease}} ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_resist_space_org.png|20px]]Spaceguard Section || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_seizespaceasset_on.png|20px]] [[Assault Enemy Space Asset]]&amp;lt;br&amp;gt;[[File:ICO_controlspaceasset_on.png|20px]] [[Control Space Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|exploit}}{{icon|destroy}}{{icon|cooperate}}{{icon|submit}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1.5 &amp;lt;br&amp;gt;Max: 1.5 || Avg: 8 &amp;lt;br&amp;gt;Min: 8 &amp;lt;br&amp;gt;Max: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_destroy_space_org.png|20px]]Shiva Rocketry || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_seizespaceasset_on.png|20px]] [[Assault Enemy Space Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|exploit}}{{icon|cooperate}}{{icon|submit}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1.5 &amp;lt;br&amp;gt;Max: 1.5 || Avg: 8 &amp;lt;br&amp;gt;Min: 8 &amp;lt;br&amp;gt;Max: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_exploit_space_org.png|20px]]Orbital Ventures || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_controlspaceasset_on.png|20px]] [[Control Space Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}}{{icon|submit}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1.5 &amp;lt;br&amp;gt;Max: 1.5 || Avg: 8 &amp;lt;br&amp;gt;Min: 8 &amp;lt;br&amp;gt;Max: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_cooperate_space_org.png|20px]]Gannet Exploration || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_controlspaceasset_on.png|20px]] [[Control Space Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|exploit}}{{icon|submit}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1.5 &amp;lt;br&amp;gt;Max: 1.5 || Avg: 8 &amp;lt;br&amp;gt;Min: 8 &amp;lt;br&amp;gt;Max: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_submit_space_org.png|20px]]New Epoch || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_seizespaceasset_on.png|20px]] [[Assault Enemy Space Asset]]&amp;lt;br&amp;gt;[[File:ICO_controlspaceasset_on.png|20px]] [[Control Space Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|submit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}}{{icon|exploit}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1.5 &amp;lt;br&amp;gt;Max: 1.5 || Avg: 8 &amp;lt;br&amp;gt;Min: 8 &amp;lt;br&amp;gt;Max: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_appease_space_org.png|20px]]Asterion Stellar Systems || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_controlspaceasset_on.png|20px]] [[Control Space Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|appease}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}}{{icon|exploit}}{{icon|submit}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1.5 &amp;lt;br&amp;gt;Max: 1.5 || Avg: 8 &amp;lt;br&amp;gt;Min: 8 &amp;lt;br&amp;gt;Max: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_escape_space_org.png|20px]]Sahar Launch Systems || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_controlspaceasset_on.png|20px]] [[Control Space Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}}{{icon|exploit}}{{icon|submit}}{{icon|appease}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1.5 &amp;lt;br&amp;gt;Max: 1.5 || Avg: 8 &amp;lt;br&amp;gt;Min: 8 &amp;lt;br&amp;gt;Max: 8 || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_protect_on.png|20px]] [[Protect Target]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.375 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_protect_on.png|20px]] [[Protect Target]] || [[Arrival Security]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.75 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_protect_on.png|20px]] [[Protect Target]] || [[Quantum Encryption]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  || Avg: -1.125 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity21 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.375 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Terrestrial Military Science]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.75 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity23 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_extract_on.png|20px]] [[Extract Councilor]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Security]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  || Avg: -1.125 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity31 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_sabotagefacilities_on.png|20px]] [[Sabotage Facilities]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2.25| Avg: 2.25% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 7% ||  ||  ||  ||  ||  || Avg: -0.375 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity32 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_sabotagefacilities_on.png|20px]] [[Sabotage Facilities]] || [[Terrestrial Military Science]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  || data-sort-value=3.75| Avg: 3.75% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 10% ||  ||  ||  ||  ||  || Avg: -0.75 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity33 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_sabotagefacilities_on.png|20px]] [[Sabotage Facilities]] || [[Arrival Security]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}} ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  || data-sort-value=6.25| Avg: 6.25% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 15.% ||  ||  ||  ||  ||  || Avg: -1.125 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 4 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 5 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity14 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_advise_on.png|20px]] [[Advise]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2.25| Avg: 2.25% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 7% || Avg: -0.375 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity24 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|military}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Terrestrial Military Science]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3.75| Avg: 3.75% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 10% || Avg: -0.75 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity34 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 4%{{icon|military}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Security]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=6.25| Avg: 6.25% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 15.% || Avg: -1.125 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity41 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.375 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity42 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] || [[Terrestrial Military Science]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.75 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSecurity43 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_extract_on.png|20px]] [[Extract Councilor]] || [[Networked Global Defense]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|resist}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1.125 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -2 ||  || Avg: 4 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 5 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  || Avg: 0.625 &amp;lt;br&amp;gt;Min: 0.25 &amp;lt;br&amp;gt;Max: 1 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace21 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  ||  || [[Advanced Chemical Rocketry]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1.75| Avg: 1.75% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% || data-sort-value=1.75| Avg: 1.75% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  || Avg: 1.125 &amp;lt;br&amp;gt;Min: 0.75 &amp;lt;br&amp;gt;Max: 1.5 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || &lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace31 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  ||  || [[Next-Generation Aerospace]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1.5 &amp;lt;br&amp;gt;Max: 2.5 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || &lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace12 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 2%{{icon|energy}} ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1.5| Avg: 1.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=1.75| Avg: 1.75% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 4%{{icon|energy}} ||  ||  || [[Next-Generation Aerospace]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2.5| Avg: 2.5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  || data-sort-value=5.625| Avg: 5.625% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 10% ||  ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace32 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 6%{{icon|energy}} ||  ||  || [[Networked Global Defense]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  || data-sort-value=7| Avg: 7% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  || data-sort-value=12.5| Avg: 12.5% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 15.% ||  ||  ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace13 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 2%{{icon|military}} ||  ||  || [[Next-Generation Aerospace]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=1.5| Avg: 1.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% || data-sort-value=1.5| Avg: 1.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 5% || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  || Avg: 0.3125 &amp;lt;br&amp;gt;Min: 0.25 &amp;lt;br&amp;gt;Max: 1 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace23 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 4%{{icon|military}} ||  ||  || [[Terrestrial Military Science]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=2.5| Avg: 2.5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% || data-sort-value=2.5| Avg: 2.5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% || data-sort-value=7.5| Avg: 7.5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 10% || Avg: 9 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 15 ||  ||  || Avg: 0.5625 &amp;lt;br&amp;gt;Min: 0.75 &amp;lt;br&amp;gt;Max: 1.5 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || &lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace33 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 6%{{icon|military}} ||  ||  || [[Networked Global Defense]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 0.8 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% || data-sort-value=12.5| Avg: 12.5% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 15.% || Avg: 22.5 &amp;lt;br&amp;gt;Min: 15 &amp;lt;br&amp;gt;Max: 30 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1.5 &amp;lt;br&amp;gt;Max: 2.5 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.7 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 6&lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace14 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=4| Avg: 4% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1.05 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 6&lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace24 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  ||  || [[Augmented Reality]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5.5| Avg: 5.5% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 9&lt;br /&gt;
|-&lt;br /&gt;
| RandomAerospace34 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  ||  || [[Administration Algorithms]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 0.9 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 5 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=7| Avg: 7% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 11% ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 1.8 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 11&lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] || [[Quantum Computing]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations21 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_sabotageproject_on.png|20px]] [[Sabotage Project]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_sabotageproject_on.png|20px]] [[Sabotage Project]]&amp;lt;br&amp;gt;[[File:ICO_stealproject_on.png|20px]] [[Steal Project]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 1.125 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations23 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_sabotageproject_on.png|20px]] [[Sabotage Project]]&amp;lt;br&amp;gt;[[File:ICO_stealproject_on.png|20px]] [[Steal Project]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]] || [[Arrival Security]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  || data-sort-value=0.4| Avg: 0.4% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations31 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations32 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 9 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 15 ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInvestigations33 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || [[Quantum Computing]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 22.5 &amp;lt;br&amp;gt;Min: 15 &amp;lt;br&amp;gt;Max: 30 || Avg: 0.4 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomBusinessManagement11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.3| Avg: 0.3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || Avg: -15 &amp;lt;br&amp;gt;Min: -10 &amp;lt;br&amp;gt;Max: -20 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomBusinessManagement21 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] || [[Arrival Economics]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 ||  ||  || data-sort-value=2.25| Avg: 2.25% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  || Avg: -30 &amp;lt;br&amp;gt;Min: -20 &amp;lt;br&amp;gt;Max: -40 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomBusinessManagement31 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] || [[White Collar Automation]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 7 &amp;lt;br&amp;gt;Min: 7 &amp;lt;br&amp;gt;Max: 7 ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.9| Avg: 0.9% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  || Avg: -60 &amp;lt;br&amp;gt;Min: -40 &amp;lt;br&amp;gt;Max: -80 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 5%{{icon|space}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 10%{{icon|space}} ||  ||  || [[Space Research]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || data-sort-value=1.5| Avg: 1.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  || data-sort-value=1.5| Avg: 1.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|space}} ||  ||  || [[Directed Space Research]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch21 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 5%{{icon|social}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% || data-sort-value=0.2| Avg: 0.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || data-sort-value=0.2| Avg: 0.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 10%{{icon|social}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  || data-sort-value=0.4| Avg: 0.4% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch23 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|social}} ||  ||  || [[Advanced Neural Networks]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% || data-sort-value=1.2| Avg: 1.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=1.2| Avg: 1.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch31 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 5%{{icon|energy}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.4| Avg: 0.4% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch32 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 10%{{icon|energy}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  || data-sort-value=1.2| Avg: 1.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch33 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|energy}} ||  ||  || [[Augmented Reality]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  || data-sort-value=2.4| Avg: 2.4% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch41 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 5%{{icon|life}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || data-sort-value=0.2| Avg: 0.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch42 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 10%{{icon|life}} ||  ||  || [[Biotechnology]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch43 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|life}} ||  ||  || [[Space Medicine]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  || data-sort-value=1.2| Avg: 1.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch51 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 5%{{icon|materials}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.2| Avg: 0.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch52 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 10%{{icon|materials}} ||  ||  || [[Advanced Carbon Manipulation]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| RandomResearch53 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|materials}} ||  ||  || [[Advanced Atomic Manipulation]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  || data-sort-value=1.2| Avg: 1.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=0.375| Avg: 0.375% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: 2 || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Mass Communications]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.3 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=7| Avg: 7% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: 4 || Avg: 6 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 8 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence21 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]] || [[Arrival Domestic Politics]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1.25| Avg: 1.25% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -2 &amp;lt;br&amp;gt;Max: 2 || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence23 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]]&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || [[Arrival Law]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.3| Avg: 0.3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  || data-sort-value=1.75| Avg: 1.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  || Avg: 0 &amp;lt;br&amp;gt;Min: -4 &amp;lt;br&amp;gt;Max: 4 || Avg: 6 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 8 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence31 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 2%{{icon|social}} ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3&lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence32 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 5%{{icon|social}} ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]] || [[Arrival Mass Communications]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  || data-sort-value=0.3| Avg: 0.3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || Avg: 4.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 6 || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  || Avg: 4.125 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 10&lt;br /&gt;
|-&lt;br /&gt;
| RandomInfluence33 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 10%{{icon|social}} ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]] || [[Networked Propaganda]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.3| Avg: 0.3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  || Avg: 8 &amp;lt;br&amp;gt;Min: 6 &amp;lt;br&amp;gt;Max: 10 || Avg: 6 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 8 ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomEngineering11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  || 1 ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  || Avg: 0.1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 0.6 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 5 ||  ||  ||  ||  || Avg: 0.6 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 11&lt;br /&gt;
|-&lt;br /&gt;
| RandomEngineering12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  || 2 ||  || [[Augmented Reality]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2.625 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 10 ||  ||  ||  ||  || Avg: 2.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 21&lt;br /&gt;
|-&lt;br /&gt;
| RandomEngineering13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  || 3 ||  || [[Cybernetics]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 7.5 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20 ||  ||  ||  ||  || Avg: 4.8 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 31&lt;br /&gt;
|-&lt;br /&gt;
| RandomCommercial11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1| Avg: 1% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 25 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCommercial12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 0.6 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || data-sort-value=1.875| Avg: 1.875% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.3| Avg: 0.3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || Avg: 37.5 &amp;lt;br&amp;gt;Min: 25 &amp;lt;br&amp;gt;Max: 50 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCommercial13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  || Avg: 75 &amp;lt;br&amp;gt;Min: 50 &amp;lt;br&amp;gt;Max: 100 || Avg: 0.3 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInformationTechnology11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 5%{{icon|information}} ||  ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% || data-sort-value=0.15| Avg: 0.15% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| RandomInformationTechnology12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 10%{{icon|information}} ||  ||  || [[Photonic Computing]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || data-sort-value=0.4| Avg: 0.4% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% || data-sort-value=0.2| Avg: 0.2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% || Avg: 1.75 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 5 ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| RandomInformationTechnology13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|information}} ||  ||  || [[Quantum Computing]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1| Avg: 1% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 7% || data-sort-value=0.25| Avg: 0.25% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% || Avg: 3.75 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 10 ||  ||  ||  ||  || Avg: 35 &amp;lt;br&amp;gt;Min: 30 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| RandomInformationTechnology21 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 1%{{icon|information}} ||  || [[File:ICO_stealproject_on.png|20px]] [[Steal Project]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.3| Avg: 0.3% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || Avg: 0.875 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 6 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInformationTechnology22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|information}} ||  || [[File:ICO_stealproject_on.png|20px]] [[Steal Project]]&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.4 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.6| Avg: 0.6% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  || Avg: 3.75 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 10 || Avg: 0.525 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomInformationTechnology23 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|information}} ||  || [[File:ICO_stealproject_on.png|20px]] [[Steal Project]]&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]]&amp;lt;br&amp;gt;[[File:ICO_sabotageproject_on.png|20px]] [[Sabotage Project]] || [[Quantum Computing]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.33 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.825 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.9| Avg: 0.9% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  || Avg: 11.25 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20 || Avg: 0.675 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCriminal11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] ||  || Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  || Avg: 5.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 10 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCriminal12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]] ||  || Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  || Avg: 0.6 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 4 ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=7.5| Avg: 7.5% &amp;lt;br&amp;gt;Min: 5% &amp;lt;br&amp;gt;Max: 10% ||  ||  ||  || Avg: 17.5 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 25 || Avg: 0.525 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCriminal13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] || [[Arrival Law]] || Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.33 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 1.05 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  || Avg: 7 &amp;lt;br&amp;gt;Min: 6 &amp;lt;br&amp;gt;Max: 8 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=15.| Avg: 15.% &amp;lt;br&amp;gt;Min: 10% &amp;lt;br&amp;gt;Max: 20% ||  ||  ||  || Avg: 50 &amp;lt;br&amp;gt;Min: 25 &amp;lt;br&amp;gt;Max: 75 || Avg: 0.9 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCriminal21 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]] ||  || Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|escape}} ||  ||  || Avg: 0.3 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.25 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -1 ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCriminal22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]] ||  || Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|escape}} ||  ||  || Avg: 0.4 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -1.5 &amp;lt;br&amp;gt;Min: -3 &amp;lt;br&amp;gt;Max: -3 ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCriminal23 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]&amp;lt;br&amp;gt;[[File:ICO_coup_on.png|20px]] [[Coup d&#039;Etat]] ||  || Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|escape}} ||  ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -5 &amp;lt;br&amp;gt;Min: -5 &amp;lt;br&amp;gt;Max: -5 ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -0.25 &amp;lt;br&amp;gt;Min: 0 &amp;lt;br&amp;gt;Max: -2 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Economics]] || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -3 &amp;lt;br&amp;gt;Min: -1 &amp;lt;br&amp;gt;Max: -5 || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} || Avg: 0.1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  || data-sort-value=7| Avg: 7% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -7.5 &amp;lt;br&amp;gt;Min: -5 &amp;lt;br&amp;gt;Max: -10 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO21 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_advise_on.png|20px]] [[Advise]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -4 &amp;lt;br&amp;gt;Min: -3 &amp;lt;br&amp;gt;Max: -5 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO22 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_advise_on.png|20px]] [[Advise]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -8 &amp;lt;br&amp;gt;Min: -6 &amp;lt;br&amp;gt;Max: -10 || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO23 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_advise_on.png|20px]] [[Advise]] || [[Arrival International Development]] || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} || Avg: 0.1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 0.1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  || data-sort-value=7| Avg: 7% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -15 &amp;lt;br&amp;gt;Min: -10 &amp;lt;br&amp;gt;Max: -20 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO31 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 1%{{icon|life}} ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|exploit}} ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -4 &amp;lt;br&amp;gt;Min: -3 &amp;lt;br&amp;gt;Max: -5 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 0.6 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 11&lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO32 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|life}} ||  ||  || [[Biotechnology]] || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|exploit}} ||  ||  ||  ||  ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -8 &amp;lt;br&amp;gt;Min: -6 &amp;lt;br&amp;gt;Max: -10 || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 2.2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 21&lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO33 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|life}} ||  ||  || [[Clean Energy]] || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|exploit}} || Avg: 0.1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || data-sort-value=7| Avg: 7% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: -15 &amp;lt;br&amp;gt;Min: -10 &amp;lt;br&amp;gt;Max: -20 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || Avg: 4.8 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 31&lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO41 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 1%{{icon|social}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Domestic Politics]] || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  || Avg: -4 &amp;lt;br&amp;gt;Min: -3 &amp;lt;br&amp;gt;Max: -5 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO42 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|social}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Law]] || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  ||  ||  ||  || Avg: -8 &amp;lt;br&amp;gt;Min: -6 &amp;lt;br&amp;gt;Max: -10 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomNGO43 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|social}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Governance]] || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Sociopath || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} || Avg: 0.1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 0.1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || data-sort-value=7| Avg: 7% &amp;lt;br&amp;gt;Min: 6% &amp;lt;br&amp;gt;Max: 8% ||  ||  ||  ||  ||  ||  ||  || Avg: -15 &amp;lt;br&amp;gt;Min: -10 &amp;lt;br&amp;gt;Max: -20 || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSpaceMining11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; || Avg: 3.0% &amp;lt;br&amp;gt;Min: 2.0% &amp;lt;br&amp;gt;Max: 4.0% ||  ||  ||  || [[Space Mining and Refining]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSpaceMining12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; || Avg: 5.5% &amp;lt;br&amp;gt;Min: 4.0% &amp;lt;br&amp;gt;Max: 7.0% ||  ||  ||  || [[Industrialization of Space]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomSpaceMining13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; || Avg: 9.5% &amp;lt;br&amp;gt;Min: 7.0% &amp;lt;br&amp;gt;Max: 12.0% ||  ||  ||  || [[Space Commerce]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}} ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomResource11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; || Avg: 1.5% &amp;lt;br&amp;gt;Min: 1.0% &amp;lt;br&amp;gt;Max: 2.0% ||  ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1.5| Avg: 1.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || Avg: 10 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 15 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomResource12 || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; || Avg: 3.0% &amp;lt;br&amp;gt;Min: 2.0% &amp;lt;br&amp;gt;Max: 4.0% ||  ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=3.5| Avg: 3.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 5% ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 15 &amp;lt;br&amp;gt;Max: 35 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomResource13 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; || Avg: 6.0% &amp;lt;br&amp;gt;Min: 4.0% &amp;lt;br&amp;gt;Max: 8.0% ||  ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 4% &amp;lt;br&amp;gt;Max: 6% ||  ||  ||  ||  ||  ||  ||  || data-sort-value=5| Avg: 5% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 7% ||  ||  ||  || Avg: 47.5 &amp;lt;br&amp;gt;Min: 35 &amp;lt;br&amp;gt;Max: 60 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomCult11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 1%{{icon|social}} ||  || [[File:ICO_turn_on.png|20px]] [[Turn Councilor]]&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|submit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|escape}}{{icon|resist}}{{icon|destroy}}{{icon|cooperate}} || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  || data-sort-value=0.375| Avg: 0.375% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| RandomVigilante11 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|submit}}{{icon|cooperate}}{{icon|escape}}{{icon|alien}} ||  ||  ||  ||  ||  ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  || data-sort-value=4.5| Avg: 4.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 7% ||  || data-sort-value=0.5| Avg: 0.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Lightstar_Orbital.png|20px]]Lightstar Orbital || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|space}} ||  ||  || [[Advanced Chemical Rocketry]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}} {{icon|escape}} {{icon|appease}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|submit}} ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.375| Avg: 0.375% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  || data-sort-value=0.375| Avg: 0.375% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  || Avg: 0.7 &amp;lt;br&amp;gt;Min: 0.6 &amp;lt;br&amp;gt;Max: 0.8 ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Madisonian_Society.png|20px]]Madisonian Society || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]]&amp;lt;br&amp;gt;[[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]]&amp;lt;br&amp;gt;[[File:ICO_setnationalpolicy_on.png|20px]] [[Set National Policy]] ||  || &amp;lt;br&amp;gt;Region: Washington || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|submit}} || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  || data-sort-value=0.375| Avg: 0.375% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Kaiser_Securities.png|20px]]Kaiser Securities || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|information}} ||  ||  || [[Photonic Computing]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|escape}}{{icon|appease}}{{icon|exploit}} ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 5 || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Fondation_Hyde_Et_Hildr.png|20px]]Fondation Hyde et Hildr || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}} {{icon|appease}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|destroy}}{{icon|exploit}} || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 4.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 6 || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Anarchy_Inc.png|20px]]Anarchy Inc. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|information}} ||  || [[File:ICO_sabotageproject_on.png|20px]] [[Sabotage Project]]&amp;lt;br&amp;gt;[[File:ICO_sabotagehabmodule_on.png|20px]] [[Sabotage Hab Module]]&amp;lt;br&amp;gt;[[File:ICO_sabotagefacilities_on.png|20px]] [[Sabotage Facilities]]&amp;lt;br&amp;gt;[[File:ICO_stealproject_on.png|20px]] [[Steal Project]] || [[Quantum Computing]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|appease}}{{icon|submit}}{{icon|alien}} || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 5 || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 || Avg: 0.495 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Crossing_Rivers_For_Humanity.png|20px]]Crossing Rivers For Humanity || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|information}} ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|appease}}{{icon|exploit}}{{icon|submit}} || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 5 || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Oliver_Project.png|20px]]OLIVER Project || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|information}} || 2 || [[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]]&amp;lt;br&amp;gt;[[File:ICO_stealproject_on.png|20px]] [[Steal Project]]&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}} {{icon|escape}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|resist}}{{icon|destroy}}{{icon|appease}}{{icon|submit}} ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Templin_Institute.png|20px]]Templin Institute || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 5%{{icon|social}} ||  ||  || [[We Are Not Alone]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|submit}} ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SGI.png|20px]]SGI || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|military}} ||  ||  || [[Terrestrial Military Science]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|escape}}{{icon|appease}}{{icon|submit}} ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_MMS.png|20px]]Mechanised Motor Supplies || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|military}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Augmented Reality]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 4.5 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 5 ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 15 &amp;lt;br&amp;gt;Max: 35 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Wolfhound_Forge_Corp.png|20px]]Wolfhound Forge Corp. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 1%{{icon|military}} || 1 ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|submit}} ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 10 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 15 ||  || Avg: 0.375 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Schinhofen_Books.png|20px]]Schinhofen Books || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|destroy}}{{icon|appease}}{{icon|exploit}}{{icon|submit}} || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_CE_Heavy_Industries.png|20px]]CE Heavy Industries Inc. || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 3%{{icon|energy}} || 2 || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|escape}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|submit}} ||  ||  ||  ||  ||  ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 4 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 15 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Intrepid_Consulting.png|20px]]Intrepid Consulting || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 1%{{icon|materials}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}} {{icon|appease}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|escape}}{{icon|submit}} ||  ||  ||  ||  || Avg: 5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 5 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 5 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Truculent_Logistics.png|20px]]Truculent Logistics || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|military}} ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|submit}} ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 10 ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Free_Federation_Of_Industrial_Workers.png|20px]]Free Federation of Industrial Workers || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  || 1 || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|destroy}}{{icon|exploit}}{{icon|submit}} || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Filfla_Aeronautics.png|20px]]Filfla Aeronautics || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|space}} || 1 || [[File:ICO_controlspaceasset_on.png|20px]] [[Control Space Asset]]&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]] || [[Advanced Chemical Rocketry]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|destroy}}{{icon|appease}}{{icon|submit}} ||  ||  ||  ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 1.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1.5 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Pelican_Nanomedecine.png|20px]]Pelican Nanomedicine || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 10%{{icon|life}} ||  ||  || [[Cybernetics]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 4 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 15 || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_HPP.png|20px]]Hexahedron Processing and Production || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 37.5 &amp;lt;br&amp;gt;Min: 25 &amp;lt;br&amp;gt;Max: 50 ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_East_Garden_Genetics.png|20px]]East Garden Genetics || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 1%{{icon|life}} ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}} {{icon|escape}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 25 ||  ||  ||  ||  || Avg: 2.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Steak4all.png|20px]]steak4all || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|information}} || 1 || [[File:ICO_advise_on.png|20px]] [[Advise]] || [[Photonic Computing]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}} {{icon|appease}} {{icon|submit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 37.5 &amp;lt;br&amp;gt;Min: 25 &amp;lt;br&amp;gt;Max: 50 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || Avg: 2.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_HM.png|20px]]Hyjinks&#039; Minions || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_protect_on.png|20px]] [[Protect Target]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Arrival Security]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|destroy}}{{icon|exploit}}{{icon|submit}} ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.75 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 5 ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Espero.png|20px]]Espero || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  ||  || [[Space Mining and Refining]] || &amp;lt;br&amp;gt;Region: Dallas || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|submit}}{{icon|alien}} ||  ||  ||  ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 4 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 15 ||  ||  || Avg: 1.125 &amp;lt;br&amp;gt;Min: 0.75 &amp;lt;br&amp;gt;Max: 1.5 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Pax_Robotica.png|20px]]Pax Robotica || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_coup_on.png|20px]] [[Coup d&#039;Etat]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || [[Augmented Reality]] || &amp;lt;br&amp;gt;Region: Washington || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|appease}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|submit}} ||  ||  || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Sex_Change_Company.png|20px]]Sex Change Company || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 5%{{icon|life}} ||  ||  || [[Biotechnology]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 5 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_EPU.png|20px]]Environmental Preservation Union || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|life}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]] || [[Arrival International Development]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|escape}}{{icon|submit}} || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 15 || Avg: 3.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 5 ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Formosa_Industries.png|20px]]Formosa Industries || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|materials}} || 2 || [[File:ICO_sabotageproject_on.png|20px]] [[Sabotage Project]] || [[Arrival Economics]] || &amp;lt;br&amp;gt;Region: Taipei || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|exploit}}{{icon|submit}} ||  ||  ||  ||  || Avg: 4.5 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 5 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Fifth_Column.png|20px]]Fifth Column || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  ||  || [[Arrival International Relations]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 5 || Avg: 4.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 6 || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Ughxalt.png|20px]]Ughxalt || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|military}} ||  || [[File:ICO_coup_on.png|20px]] [[Coup d&#039;Etat]]&amp;lt;br&amp;gt;[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]] || [[We Are Not Alone]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 0.33 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.33 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 0.33 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 5 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Solaris_Automated_Industries.png|20px]]Solaris Automated Industries || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  || 1 ||  || [[Applied Artificial Intelligence]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|appease}}{{icon|submit}} ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 10 ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1.25 &amp;lt;br&amp;gt;Max: 1.75 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_SpaceTech.png|20px]]SpaceTech || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|energy}} ||  ||  || [[Ad Astra]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|appease}}{{icon|submit}}{{icon|alien}} ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1.25 &amp;lt;br&amp;gt;Max: 1.75 ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_DeSeer_Foundation.png|20px]]DeSeer Foundation || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 1%{{icon|life}} ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|escape}}{{icon|appease}}{{icon|submit}} || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 5 || Avg: 3 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Aegis_Defense_Division.png|20px]]Aegis Defense Division || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|exploit}}{{icon|submit}}{{icon|alien}} ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Whitefang_Industries.png|20px]]Whitefang Industries || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|space}} ||  ||  || [[Advanced Chemical Rocketry]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|escape}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  || Avg: 4.5 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 5 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1.25 &amp;lt;br&amp;gt;Max: 1.75 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Apiary_Development_Science.png|20px]]Apiary Development Science || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|life}} || 1 ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|cooperate}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|submit}} ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Babylon_Tower.png|20px]]Babylon&#039;s Tower || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  ||  ||  ||  || [[Arrival Culture]] ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || Avg: 7.5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_HAAL.png|20px]]Harper Analytics and Logistics || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|social}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|exploit}}{{icon|submit}} || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Second_Chance.png|20px]]Second Chance || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|military}} ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]&amp;lt;br&amp;gt;[[File:ICO_coup_on.png|20px]] [[Coup d&#039;Etat]]&amp;lt;br&amp;gt;[[File:ICO_detain_on.png|20px]] [[Detain Councilor]] || [[Terrestrial Military Science]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|exploit}}{{icon|submit}}{{icon|alien}} || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 0.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Wynford_Media_Group.png|20px]]Wynford Media Group || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 7.5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 10 || Avg: 6 &amp;lt;br&amp;gt;Min: 4 &amp;lt;br&amp;gt;Max: 8 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Libertatem_Terrae.png|20px]]Libertatem Terrae || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|energy}} || 1 ||  || [[Advanced Chemical Rocketry]] || &amp;lt;br&amp;gt;Region: Stockholm || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|cooperate}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|exploit}}{{icon|submit}} ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 0.875 &amp;lt;br&amp;gt;Min: 0.5 &amp;lt;br&amp;gt;Max: 1.25 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Reddington_Agency.png|20px]]Reddington Agency || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|cooperate}}{{icon|appease}}{{icon|submit}}{{icon|alien}} || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 0.25 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 4 || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Iron_Rose_Media.png|20px]]Iron Rose Media || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|destroy}}{{icon|appease}}{{icon|exploit}}{{icon|submit}} || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 4.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 6 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Laguna_Foundation.png|20px]]Laguna Foundation || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|social}} ||  || [[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]]&amp;lt;br&amp;gt;[[File:ICO_turn_on.png|20px]] [[Turn Councilor]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}} {{icon|escape}} {{icon|appease}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|destroy}}{{icon|submit}} || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 4 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 10 || Avg: 4.5 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 6 ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Kinetic_Pressure_Control_Limited.png|20px]]Kinetic Pressure Control Limited || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|materials}} || 2 || [[File:ICO_advise_on.png|20px]] [[Advise]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Ryan_Co.png|20px]]Ryan &amp;amp; Company || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|social}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|destroy}}{{icon|submit}} || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 6 &amp;lt;br&amp;gt;Min: 6 &amp;lt;br&amp;gt;Max: 6 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 5 || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Perun.png|20px]]Perun || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 5%{{icon|social}} ||  || [[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|submit}} ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1.5| Avg: 1.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_OrbitalResourceExtractionInc.png|20px]]Orbital Resource Extraction Inc. || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; || Avg: 8.5% &amp;lt;br&amp;gt;Min: 7.0% &amp;lt;br&amp;gt;Max: 10.0% || 2%{{icon|energy}} || 1 || [[File:ICO_seizespaceasset_on.png|20px]] [[Assault Enemy Space Asset]] || [[Space Mining and Refining]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|escape}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|submit}}{{icon|appease}} ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 12.5 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 15 ||  ||  || Avg: 1.375 &amp;lt;br&amp;gt;Min: 1.25 &amp;lt;br&amp;gt;Max: 1.5 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_KazKo_Industries.png|20px]]KazKo Industries || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assassinate_on.png|20px]] [[Assassinate]]&amp;lt;br&amp;gt;[[File:ICO_coup_on.png|20px]] [[Coup d&#039;Etat]] || [[Advanced Chemical Rocketry]] || Trait: Criminal&amp;lt;br&amp;gt;Region: Almaty || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|submit}}{{icon|appease}} ||  ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 10.5 &amp;lt;br&amp;gt;Min: 7 &amp;lt;br&amp;gt;Max: 14 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Croslea_Biotech.png|20px]]Croslea Biotech || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 5%{{icon|life}} ||  ||  ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|submit}} || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || data-sort-value=1.25| Avg: 1.25% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 5.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 10 ||  ||  ||  ||  || Avg: 25 &amp;lt;br&amp;gt;Min: 20 &amp;lt;br&amp;gt;Max: 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Jolt_Games.png|20px]]Jolt Games || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|alien}}{{icon|appease}}{{icon|submit}} ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 5 || Avg: 0 &amp;lt;br&amp;gt;Min:  &amp;lt;br&amp;gt;Max: 0 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Door_Inc.png|20px]]Door Inc. || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 4%{{icon|social}} || 1 || [[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]]&amp;lt;br&amp;gt;[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|destroy}} {{icon|cooperate}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|exploit}}{{icon|submit}} ||  ||  ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || data-sort-value=0.75| Avg: 0.75% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 5.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 10 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Mogul_Intelligence_Broker.png|20px]]Mogul Intelligence Broker || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  ||  ||  || [[File:ICO_stealproject_on.png|20px]] [[Steal Project]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Arcturus_Heavy_Industries.png|20px]]Arcturus Heavy Industries || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; || Avg: 6.0% &amp;lt;br&amp;gt;Min: 5.0% &amp;lt;br&amp;gt;Max: 7.0% || 1%{{icon|space}} || 1 ||  || [[Mission to Mars]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|escape}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2.5| Avg: 2.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 3% ||  ||  || Avg: 10 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 15 ||  ||  || Avg: 0.075 &amp;lt;br&amp;gt;Min: 0.05 &amp;lt;br&amp;gt;Max: 0.1 ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Energy Independence Initiative.png|20px]]Energy Independence Initiative || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|social}} || 1 || [[File:ICO_advise_on.png|20px]] [[Advise]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 4% ||  || data-sort-value=0.25| Avg: 0.25% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 1% ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 5 ||  ||  ||  ||  || Avg: 12.5 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_AdAstraGames.png|20px]]Ad Astra Games || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 1%{{icon|military}} ||  || [[File:ICO_advise_on.png|20px]] [[Advise]] || [[Orbital Shipbuilding]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_DragonTechITServices.png|20px]]DragonTech IT Services || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|information}} ||  || [[File:ICO_stealproject_on.png|20px]] [[Steal Project]]&amp;lt;br&amp;gt;[[File:ICO_sabotageproject_on.png|20px]] [[Sabotage Project]] || [[Advanced Neural Networks]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|cooperate}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|submit}} ||  ||  || Avg: 3 &amp;lt;br&amp;gt;Min: 3 &amp;lt;br&amp;gt;Max: 3 ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 7.5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 10 ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_ShimuraSuzumiyaConglomerate.png|20px]]Shimura-Suzumiya Conglomerate || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 3%{{icon|military}} || 2 ||  ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 || data-sort-value=2.5| Avg: 2.5% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 3% ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 4.125 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 10 ||  ||  || Avg: 0.75 &amp;lt;br&amp;gt;Min: 0.5 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_ShieldInitative.png|20px]]Shield Initative || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; ||  || 2%{{icon|military}} || 1 || [[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]&amp;lt;br&amp;gt;[[File:ICO_advise_on.png|20px]] [[Advise]]&amp;lt;br&amp;gt;[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|escape}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|submit}}{{icon|alien}} ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Avg: 1.5 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 5 || Avg: 1.75 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 5 ||  ||  ||  || Avg: 7.5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_children_of_the_cog.png|20px]]Children of the Cog || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 1%{{icon|energy}} || 1 || [[File:ICO_investigatecouncilor_on.png|20px]] [[Investigate Councilor]]&amp;lt;br&amp;gt;[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]]&amp;lt;br&amp;gt;[[File:ICO_detectcouncilactivity_on.png|20px]] [[Surveil Location]] || [[Cybernetics]] ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|destroy}} {{icon|exploit}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|appease}}{{icon|submit}}{{icon|cooperate}}{{icon|alien}} || Avg: 0.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 2 || Avg: 2.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 3 ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  || data-sort-value=1| Avg: 1% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 1% ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=1.5| Avg: 1.5% &amp;lt;br&amp;gt;Min: 1% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || Avg: 3.5 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 5 ||  || Avg: 0.375 &amp;lt;br&amp;gt;Min: 0.25 &amp;lt;br&amp;gt;Max: 0.5 ||  || Avg: 7.5 &amp;lt;br&amp;gt;Min: 5 &amp;lt;br&amp;gt;Max: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_GSFC.png|20px]]Goddard Space Flight Center || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; ||  || 15%{{icon|space}} || 1 ||  ||  || &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039; Trait: Criminal || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ||  ||  ||  ||  ||  || Avg: 2 &amp;lt;br&amp;gt;Min: 2 &amp;lt;br&amp;gt;Max: 2 ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  ||  ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% || data-sort-value=3| Avg: 3% &amp;lt;br&amp;gt;Min: 3% &amp;lt;br&amp;gt;Max: 3% ||  || Avg: -50 &amp;lt;br&amp;gt;Min: -50 &amp;lt;br&amp;gt;Max: -50 ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 || Avg: 40 &amp;lt;br&amp;gt;Min: 40 &amp;lt;br&amp;gt;Max: 40&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Org_Far_Horizons_OU.png|20px]]Far Horizons OÜ || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; ||  || 1%{{icon|information}} || 1 || [[File:ICO_advise_on.png|20px]] [[Advise]] ||  ||  || Affinity: &amp;lt;br&amp;gt;{{icon|resist}} {{icon|cooperate}} {{icon|escape}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Blocked to: &amp;lt;br&amp;gt;{{icon|destroy}}{{icon|exploit}}{{icon|submit}} ||  ||  ||  ||  ||  || Avg: 1 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 1 ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || data-sort-value=2| Avg: 2% &amp;lt;br&amp;gt;Min: 2% &amp;lt;br&amp;gt;Max: 2% ||  || Avg: 2.75 &amp;lt;br&amp;gt;Min: 1 &amp;lt;br&amp;gt;Max: 10 ||  ||  ||  ||  || Avg: 15 &amp;lt;br&amp;gt;Min: 10 &amp;lt;br&amp;gt;Max: 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=4451</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=4451"/>
		<updated>2025-06-10T06:38:07Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Mining Complexes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](MC), your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews in the hab.&lt;br /&gt;
&lt;br /&gt;
== Radiation Shielding ==&lt;br /&gt;
Some locations have {{icon|radiation|bgcolor=DarkSlateGray}}dangerous levels of natural radiation, and modules built in the location needs extra {{icon|metal}}base metals to protect crew and equipment from radiation. For example, every location on Mercury has {{icon|radiation|bgcolor=DarkSlateGray}}2x radiation modifier, which means the total mass of a module becomes double the amount of normal value and the difference is paid with base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
{{icon|station}}Stations are built in an orbit. You can build various modules on them to get benefits, and some modules have additional benefits if the station is in one of the Earth&#039;s interface orbits.&lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. Those two factions start with innate {{icon|boost}}boost income to support the upkeep of those staion.&lt;br /&gt;
&lt;br /&gt;
A hostile fleet may board or destroy the station. But if the station has defense module(s), the hostile fleet should fight a battle first and destroy the defense module(s). When destroying undefended station, it takes 15 minutes per each tier of the module to destroy a module.&lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Tier&lt;br /&gt;
! Crew&lt;br /&gt;
! width=1% | Module Sites&lt;br /&gt;
! Mass (tons)&lt;br /&gt;
! Build Time (days)&lt;br /&gt;
! Support Costs&lt;br /&gt;
! Build Cost (from Earth)&lt;br /&gt;
! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&amp;lt;br&amp;gt;2 Money&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 0.75 Volatiles&amp;lt;br&amp;gt;0.75 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 75&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 3.8 Volatiles&amp;lt;br&amp;gt;3.8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 600&lt;br /&gt;
| 90&lt;br /&gt;
| 4 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 30 Volatiles&amp;lt;br&amp;gt;30 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 0.5 Volatiles&amp;lt;br&amp;gt;1.4 Base Metals&amp;lt;br&amp;gt; 0.1 Noble Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce {{icon|antimatter|bgcolor=DarkSlateGray}}antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
&lt;br /&gt;
Colliders can only be built in orbit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Particle Collider&amp;lt;br&amp;gt;[[File:Station T1 Particle Collider.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 2 Research&amp;lt;br&amp;gt;0.001 Antimatter&amp;lt;br&amp;gt;1% Energy Research&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;2 Water&amp;lt;br&amp;gt;2 Volatiles&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&amp;lt;br&amp;gt;1 Fissiles&lt;br /&gt;
| 200 Money&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;4 Volatiles&amp;lt;br&amp;gt;7 Base Metals&amp;lt;br&amp;gt;7 Noble Metals&amp;lt;br&amp;gt;1 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;2.5% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 5 Water&amp;lt;br&amp;gt;20 Volatiles&amp;lt;br&amp;gt;35 Base Metals&amp;lt;br&amp;gt;35 Noble Metals&amp;lt;br&amp;gt;5 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 10 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 40 Water&amp;lt;br&amp;gt;120 Volatiles&amp;lt;br&amp;gt;280 Base Metals&amp;lt;br&amp;gt;280 Noble Metals&amp;lt;br&amp;gt;80 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have {{icon|antimatter|bgcolor=DarkSlateGray}}antimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.&lt;br /&gt;
&lt;br /&gt;
The amount of natural antimatter production is so small that it is in practice useless. For example, medium earth orbit has 33a monthly output, which is 0.000000000000000033 units of antimatter per month with the 100% efficient Antimatter Farm doing the harvesting. The largest antimatter value in the solar system is &lt;br /&gt;
medium Saturn orbit at 2p, which is 0.000000000002.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Monthly Output !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 25% of antimatter in the orbit&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+5% Energy Research&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.3 Water&amp;lt;br&amp;gt;0.3 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 0.1 Water&amp;lt;br&amp;gt;0.5 Volatiles&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.4 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 50% of antimatter in the orbit&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+20% Energy Research&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;0.6 Water&amp;lt;br&amp;gt;0.6 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 0.5 Water&amp;lt;br&amp;gt;2.5 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 800&lt;br /&gt;
| 240&lt;br /&gt;
| 100% of antimatter in the orbit&amp;lt;br&amp;gt;+15 Research&amp;lt;br&amp;gt;+50% Energy Research&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 4 Water&amp;lt;br&amp;gt;20 Volatiles&amp;lt;br&amp;gt;40 Base Metals&amp;lt;br&amp;gt;16 Noble Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
{{icon|base}}Bases are built at a hab site. A hab site should be surveyed first to build a base. Surveying can be done with a prospector probe or a ship with science module.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&amp;lt;br&amp;gt;3 Money&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 5 Volatiles&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 800&lt;br /&gt;
| 90&lt;br /&gt;
| 4 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 40 Volatiles&amp;lt;br&amp;gt;40 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 0.8 Volatiles&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.2 Noble Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption are modified by [[Habs#Mining_modifier|mining modifier]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}}Mission to the Moon tech and {{icon|space}}Mission to the Mercury tech. {{icon|space}}Mission to Mars/the Asteroids/Jupiter/Saturn/the Outer Planets tech increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}}Future Tech: Space Science. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 393.&lt;br /&gt;
&lt;br /&gt;
Mining modifier is increased by several factors, which are: escape velocity of the celestial body, atmosphere of the celestial body, escape velocity from the planet it&#039;s orbiting at the body&#039;s orbit (if the celestial body is a moon), escape velocity from the sun at its orbit (does not count if luna), and the distance from the Sun to the celestial body.&lt;br /&gt;
&lt;br /&gt;
The table below shows mining modifiers on notable celestial bodies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Celestial Body !! Mining Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Luna&lt;br /&gt;
| 0.5077&lt;br /&gt;
|-&lt;br /&gt;
| Mars&lt;br /&gt;
| 0.9342&lt;br /&gt;
|-&lt;br /&gt;
| Ceres&lt;br /&gt;
| 0.7699&lt;br /&gt;
|-&lt;br /&gt;
| Mercury&lt;br /&gt;
| 1.9641&lt;br /&gt;
|-&lt;br /&gt;
| Callisto&lt;br /&gt;
| 0.9123&lt;br /&gt;
|-&lt;br /&gt;
| Io&lt;br /&gt;
| 1.4960&lt;br /&gt;
|-&lt;br /&gt;
| Titan&lt;br /&gt;
| 0.8865&lt;br /&gt;
|-&lt;br /&gt;
| Pluto&lt;br /&gt;
| 1.5029&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-0 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+40 Crew&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x1.5 speed)&amp;lt;br&amp;gt;+120 Crew&amp;lt;br&amp;gt;-80 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x2 speed)&amp;lt;br&amp;gt;+400 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|100px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&amp;lt;br&amp;gt;-1 Water&amp;lt;br&amp;gt;-1 Volatiles&amp;lt;br&amp;gt;-3 Basic Metals&amp;lt;br&amp;gt;-0.25 Noble Metals&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|100px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+90 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-10 Money otherwise &amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-3 Water&amp;lt;br&amp;gt;-3 Volatiles&amp;lt;br&amp;gt;-10 Basic Metals&amp;lt;br&amp;gt;-1 Noble Metals&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|100px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-20 Money otherwise&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-10 Water&amp;lt;br&amp;gt;-10 Volatiles&amp;lt;br&amp;gt;-30 Basic Metals&amp;lt;br&amp;gt;-3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&amp;lt;br&amp;gt;[[File:Station T1 Quarters.png|100px]]&lt;br /&gt;
| +3 Control Space Asset Defense&amp;lt;br&amp;gt;+3 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;+50 Crew&amp;lt;br&amp;gt;-2 Power&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Residential Module&amp;lt;br&amp;gt;[[File:Station T2 ResidentialModule.png|100px]]&lt;br /&gt;
| +6 Control Space Asset Defense&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+6 Influence&amp;lt;br&amp;gt;+500 Crew&amp;lt;br&amp;gt;-15 Power&amp;lt;br&amp;gt;-1 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Civilian Complex&amp;lt;br&amp;gt;[[File:Station T3 CivilianComplex.png|100px]]&lt;br /&gt;
| +12 Control Space Asset Defense&amp;lt;br&amp;gt;+40 Money&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;+2500 Crew&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 60 Crew&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 600 Crew&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 3000 Crew&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|100px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|100px]]&lt;br /&gt;
| +200 Crew&amp;lt;br&amp;gt;+60 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|100px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-2 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|100px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|100px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce {{icon|power|bgcolor=DarkSlateGray}}Power to the hab. Solar power modules have different output defending on the solar power module multiplier of the location. Low Earth orbit 1 has a multiplier of 0.762, so a Solar Farm on LEO 1 station would produce 240*0.762 = 182.88 -&amp;gt; {{icon|power|bgcolor=DarkSlateGray}}183 power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+20 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+80 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+240 power per 1 Solar power module multiplier&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+30 Power&lt;br /&gt;
| Heavy Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+128 Power&lt;br /&gt;
| Heavy Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 HeavyFissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+375 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+40 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+170 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+500 Power&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fusion Pile&lt;br /&gt;
| +10 Crew&amp;lt;br&amp;gt;+70 Power&lt;br /&gt;
| Heavy Fusion Reactor Array&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+300 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +150 Crew&amp;lt;br&amp;gt;+900 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Experimental update (v 0.4.53) ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;All solar modules have roughly 2x baseline production as current.&lt;br /&gt;
&lt;br /&gt;
Modules orbiting space bodies receive a penalty based on how much of their orbit they are in the planet&#039;s shadow. For Earth LEO, it&#039;s about a 25% penalty. So an LEO T1 solar is going to be 15 power sted the old 10.&lt;br /&gt;
&lt;br /&gt;
Power plants on planetary surfaces receive 50% power because of night. Asteroids receive 60%, which is a simple way of portraying that you can build solar panels high enough on small, low-gravity bodies that they&#039;ll catch rays that would be beyond the horizon for larger bodies. Power plants very close to Mercury&#039;s poles also get extra solar. We might do the more complex version of the bonuses in the future. This puts lunar and Mars surface solar back where they started, at 10 for a T1 solar at Luna.&lt;br /&gt;
&lt;br /&gt;
Power plants still receive reduced production in atmosphere (which really only matters on Mars.)&lt;br /&gt;
&lt;br /&gt;
L-1, L-3, L-4 and L-5 points get full solar. L-2 varies whether the orbit around the point is in the planetary shadow, but Mercury, Venus and Earth L-2s all receive full solar.&lt;br /&gt;
&lt;br /&gt;
Modules on or above moons receive an additional penalty for how often the moon is inside the planet&#039;s shadow. Until I can figure out more complex versions of this, it only affects planets + moon combos with very low inclination relative to the Sun. Ultimately I think this only hits gas giant moons where solar isn&#039;t particularly tenable anyways, so I don&#039;t think this is terribly relevant, but it&#039;s there for completeness.&lt;br /&gt;
&lt;br /&gt;
- Farm modules will only eliminate water and volatiles consumption of actual crew, not all hab support.&lt;br /&gt;
&lt;br /&gt;
- Doubled power output and increased mass of fission/fusion plants.&lt;br /&gt;
&lt;br /&gt;
- Increased power consumption of antimatter-manufacturing modules, information and energy labs, and ship-construction facilities.&amp;lt;/blockquote &amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
Defense modules house weapons to defend habs and prevent enemy Assault Hab fleet operations.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 surface-to-orbit laser cannons and will fire at fleets that begin bombardment. They upgrade automatically when one of those global techs are researched: {{icon|energy}}Arc lasers, {{icon|energy}}Phased-Array Lasers, {{icon|military}}Visible Combat Lasers, {{icon|military}}Ultraviolet Combat Lasers.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| Small&lt;br /&gt;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| Medium&lt;br /&gt;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| Large&lt;br /&gt;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Administration Modules ===&lt;br /&gt;
Administration modules help with faction management. Each hab may only have one administration module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| Administration Tower&amp;lt;br&amp;gt;[[File:Station T2 AdministrationTower.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Administration Complex&amp;lt;br&amp;gt;[[File:Station T3 AdministrationComplex.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth or Luna orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|100px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Medical Center&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|100px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| +600 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
== Capturing Habs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&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 Marine Assault. || Yes &lt;br /&gt;
|-&lt;br /&gt;
| 0 || Critical Success on a Marine Assault. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Normal Success on a Councilor Assault Enemy Space Asset mission. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 2 || Normal Success on a Councilor Control Space Asset mission. || No&lt;br /&gt;
|-&lt;br /&gt;
| Hab defects to faction in a random event. || No&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Critical Success on a Councilor Assault Enemy Space Asset mission. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Critical Success on a Councilor 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&amp;quot;&lt;br /&gt;
|+ Rewards and Penalties for Capturing a Human Hab&lt;br /&gt;
|-&lt;br /&gt;
! Reward or Penalty Category !! Reward Amount !! Valid Success Levels &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Reveal all Target Councilors to Capturing Faction || All &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Release every detained Councilor of every Faction on Hab || All &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Gain Intel on Target Faction || 2 × Hab Tier || -1 &lt;br /&gt;
|-&lt;br /&gt;
| 5 × Hab Tier || 0 &lt;br /&gt;
|-&lt;br /&gt;
| 10 × Hab Tier || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 15 × Hab Tier || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 20 × Hab Tier || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 30 × Hab Tier || 4 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Destroy All Story Modules || All &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Destroy All Marine Modules || -1, 0, 1, 3 &lt;br /&gt;
|-&lt;br /&gt;
| Destroy Other Non-Core Modules || 10% Chance × (4 - Success Level) Each || -1, 0, 1, 3 &lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Project Research of Target Faction || Success Level × 3 Months of Hab Research {{icon|research|bgcolor=transparent|size=20px}} Output || 1, 2, 3, 4 &lt;br /&gt;
|-&lt;br /&gt;
| Capturing Faction Gains Bonus Research {{icon|research|bgcolor=transparent|size=20px}} || Amount Sabotaged from Target Faction || 1, 2, 3, 4 &lt;br /&gt;
|- &lt;br /&gt;
| Apply Defend Interest on Hab || Duration: Success Level × 1.5 Months || 2, 4 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | If Hab produces Research {{icon|research|bgcolor=transparent|size=20px}}, then instantly complete a random Project that Capturing Faction can Steal from Target Faction || 2, 3, 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Habs]] for the rewards given when capturing an alien hab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=4434</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=4434"/>
		<updated>2025-06-08T01:38:23Z</updated>

		<summary type="html">&lt;p&gt;76561198031146329: /* Utility Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for factions to build fleets of ships to protect and advance their interests. Once the factions unlock the early-game orbital shipbuilding tech, and the follow-on space dock project for their habs, they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect and found habitats, but the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, boost and money.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at habs at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the hab that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with fuel. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the strategy layer. Higher cruise accelerations allow ships to overcome a space body&#039;s gravity and take more direct trajectories to its destination. Capped at 2.0g.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the combat layer. Some drives are capable of short periods of higher acceleration in combat situations. Capped at 4.0g.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can change its orientation in combat. This value is dependent on the length and mass of the ship; shorter ships will turn faster all things being equal.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while a its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat.&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{icon|boost|bgcolor=transparent}}Boost and {{icon|money|bgcolor=transparent}}Money can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{icon|mission control|bgcolor=DarkSlateGray}}[[resources#Faction_Resources|Mission Control]](MC) and monthly {{icon|money|bgcolor=transparent}}money cost of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion events may occur.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; Determines where the ship can go and how fast it can get there. More propellant increases Delta-V. More mass on the ship decreases it.&lt;br /&gt;
** Ships with 4 kps Delta-V can intercept and return to a friendly station in the same orbit. &lt;br /&gt;
** Ships with less than 8 kps Delta-V may have trouble reaching the Moon from an Earth orbit. &lt;br /&gt;
** Ships with less than 30 kps Delta-V will not be able to reliably perform interplanetary transfers from Earth.&lt;br /&gt;
** Ships with roughly 60 kps will be able to perform more extreme transfers such as transferring from Mercury to Saturn.&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Each ship have Space Combat Value calculated from its weapons and other equipment. This value is irrelevant for most of the game but used for the victory condition of several factions.&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
Designing a ship begins with selecting a hull. The type of hull determines the number of nose and hull weapon hard points, the number of utility modules, and the length of the hull.&lt;br /&gt;
&lt;br /&gt;
Shorter ships will have a lower moment of inertia, meaning they will rotate faster than their longer counterparts. The weight required to armor a ship also increases with ship size. Steel armor has been used as a benchmark here, but see the Armor section below for information on lighter armors. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Hull !! rowspan=2 | Construction&amp;lt;br&amp;gt;Tier !! rowspan=2 | Base Mass&amp;lt;ref name=&amp;quot;crew mass&amp;quot;&amp;gt;This table includes the mass from crews and associated resource costs. (0.2{{icon|water}} and 0.2{{icon|volatiles}} per crew)&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(tons) !! rowspan=2 | Base Crew !! rowspan=2 | Max Officers !! rowspan=2 | Base Turn Rate&amp;lt;br&amp;gt;(deg/sec^2) !! colspan=3 | Construction Time (days) !! colspan=3 | Hard Points !! colspan=2 | Support Cost !! colspan=4 | Base Construction Cost&amp;lt;ref name=&amp;quot;crew mass&amp;quot; /&amp;gt; !! rowspan=2 | Required Project !! colspan=2 | Maximum armor thickness(cm) !!colspan=2 | Steel Armor Tons/point &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Station T1 ConstructionModule.png|25px]] T1 !! [[File:Station T2 Shipyard.png|25px]] T2 !! [[File:Station T3 Spaceworks.png|25px]] T3 !! [[File:Select Nose Hard Point.png|25px]] Nose !! [[File:Select Hull Hard Point.png|25px]] Hull !! [[File:Select Utility.png|25px]] Utility !! [[File:ICO mission control.png|25px]] !! [[File:ICO currency.png|25px]] !! [[File:ICO water.png|25px]] !! [[File:ICO volatiles.png|25px]] !! [[File:ICO metal.png|25px]] !! [[File:ICO metal noble.png|25px]]!! Nose/Tail !! Side !! Nose/Tail !! Side&amp;lt;ref&amp;gt;The mass of a layer of side armor increases with each layer. The number on the table is mass of the first layer of side armor.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunship&#039;&#039;&#039; || 1 || 190 || 3 || 1 || 17.9 || 60 || 51 || 29.4 || 1 || 0 || 1 || 1 || 1 || 0.6 || 2.38 || 12.46 || 3.56 || rowspan=3 | Interplanetary Warships || 180 || 120 || 46.20 || 930.92&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Escort&#039;&#039;&#039; || 1 || 366 || 4 || 1 || 17.9 || 90 || 76.5 || 44.1 || 0 || 2 || 2 || 1 || 2 || 0.8 || 4.3 || 24.5 || 7 || 180 || 120 || 46.20 || 930.92&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corvette&#039;&#039;&#039; || 1 || 432 || 8 || 2 || 15.7 || 90 || 76.5 || 44.1 || 1 || 1 || 2 || 1 || 3 || 1.6 || 5.6 || 28 || 8 || 234 || 180 || 103.95 || 1180.80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frigate&#039;&#039;&#039; || 1 || 680 || 20 || 3 || 12.7 || 120 || 102 || 58.8 || 1 || 2 || 4 || 2 || 4 || 4 || 10 || 42 || 12 || rowspan=3 | Patrol Vessels || 360 || 240 || 184.80 || 3709.84&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monitor&#039;&#039;&#039; || 2 || 940 || 35 || 3 || 11.3 || 180 || 120 || 84 || 0 || 4 || 3 || 2 || 4 || 7 || 15 || 56 || 16 || 450 || 240 || 184.80 || 4637.30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Destroyer&#039;&#039;&#039; || 2 || 985 || 40 || 3 || 11.3 || 202.5 || 135 || 94.5 || 2 || 2 || 3 || 2 || 5 || 8 || 16.25 || 57.75 || 16.5 || 450 || 240 || 184.80 || 4637.30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cruiser&#039;&#039;&#039; || 2 || 1240 || 60 || 4 || 7.9 || 270 || 180 || 126 || 2 || 3 || 6 || 3 || 10 || 12 || 22 || 70 || 20 || rowspan=3 | Fleet Combatants || 630 || 240 || 184.80 || 6492.22&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battlecruiser&#039;&#039;&#039; || 2 || 1480 || 70 || 4 || 6.6 || 270 || 180 || 126 || 3 || 2 || 3 || 3 || 12 || 14 || 26 || 84 || 24 || 630 || 240 || 184.80 || 6492.22&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battleship&#039;&#039;&#039; || 3 || 1920 || 80 || 5 || 4.5 || 450 || 300 || 200 || 2 || 6 || 4 || 3 || 15 || 16 || 32 || 112 || 32 || 720 || 300 || 288.75 || 9267.67&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lancer&#039;&#039;&#039; || 3 || 2400 || 100 || 5 || 2.9 || 540 || 360 || 240 || 4 || 3 || 6 || 4 || 20 || 20 || 40 || 140 || 40 || rowspan=2 | Ships of the Line || 900 || 384 || 473.09 || 14818.59&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dreadnought&#039;&#039;&#039; || 3 || 2880 || 120 || 5 || 2.2 || 540 || 360 || 240 || 3 || 8 || 6 || 4 || 25 || 24 || 48 || 168 || 48 || 990 || 420 || 565.95 || 17825.04&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Titan&#039;&#039;&#039; || 3 || 3680 || 120 || 6 || 1.6 || 607.5 || 405 || 270 || 4 || 6 || 8 || 5 || 30 || 24 || 56 || 224 || 64 || rowspan=1 | Titans || 1080 || 420 || 565.95 || 19445.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack Bomber&#039;&#039;&#039; || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fighter&#039;&#039;&#039; || Medium || Short&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Bomber&#039;&#039;&#039; || Short || Long&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Name !! Module !! Trigger !! Minimum crew !! Spawn chance!! Effect (Level 1, Level 2, Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Admiral&#039;&#039;&#039; || Flag Bridge || Combat victory ||  || 2% || Fleet MC Reduction (-5%, -10%, -20%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Captain&#039;&#039;&#039; ||  || Combat victory ||  || 1% || Ship MC (-1, -2, -3) Minimum of 1, Global Damage (+2%, +4%, +6%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;First Officer&#039;&#039;&#039; ||  || Combat victory || 20 || 1% || Officer promotion (+100%, +200%, +300%), Global targeting (+3%, +6%, +10%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Control Officer&#039;&#039;&#039; || Missiles || Combat kill with missiles ||  || 6% || Missile targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunnery Officer&#039;&#039;&#039; || Guns (Naval, Rail, Coil, Plasma) || Combat kill with guns ||  || 6% || Guns targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Direct Energy Officer&#039;&#039;&#039; || Energy weapons (Laser, Particle Beam) || Combat kill with energy weapons ||  || 6% || Energy targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Officer&#039;&#039;&#039; ||  || Combat survival || 10 || 1% || Improve damage control speed (+10%, +20%, +30%), Internal damage (-5%, -10%, -15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineering Officer&#039;&#039;&#039; ||  || Combat survival ||  || 1% || Internal damage (-5%, -10%, -15%), Dock repair speed (+20%, +30%, +50%), Salvage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Propulsion Officer&#039;&#039;&#039; || Tunable Drive || Combat survival ||  || 1% || Combat thrust multiplier (1, 2, 3), ECM +(2%, 4%, 6%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medical Officer&#039;&#039;&#039; ||  || Combat survival || 40 || 1% || Maximum combat acceleration (+0.5G, +1G, +1.5G), Officer survival (+30%, +50%, +70%), Radiation damage (-10%, -25%, -50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CIC Officer&#039;&#039;&#039; ||  || Combat kill || 20 || 2% || ECM (+5%, +12%, +20%), Point defense cooldown (-5%, -10%, -15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intel Officer&#039;&#039;&#039; ||  || Combat kill || 40 || 2% || Global target and damage (+5%, +10%, +15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marine Officer&#039;&#039;&#039; || Marine || Successful marine assault ||  || 10% || Assault combat value (+1, +3, +5)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supply Officer&#039;&#039;&#039; ||  || Transfer completion || 40 || 3% || Max trajectory duration in months (+3, +6, +12), Dock resupply speed (+20%, +30%, +50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Officer&#039;&#039;&#039; ||  || Combat victory || 20 || 1% || Damage control speed (+2%, +4%, +6%) MC Reduction (0, 0, -1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Rank).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:Drive chart.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:Combat_thrust_chart.png|550px|Cruise trust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
As of 0.4.90, Terra Invicta contains the following Drives:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Name !! Required Project Name !! thrust (N) !! Combat Thrust &amp;lt;br&amp;gt; Multiplier !! EV (kps) !! efficiency !! requiredPowerPlant !! propellant &amp;lt;br&amp;gt; (per tank) !! He3 Fuel?&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Alien Fusion Torch x1 || Project_AlienAdvancedMasterProject || 4390000 || 70 || 1600 || 0.98 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Alien Fusion Torch x2 || Project_AlienAdvancedMasterProject || 8780000 || 70 || 1600 || 0.98 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Alien Fusion Torch x3 || Project_AlienAdvancedMasterProject || 13170000 || 70 || 1600 || 0.98 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Alien Fusion Torch x4 || Project_AlienAdvancedMasterProject || 17560000 || 70 || 1600 || 0.98 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Alien Fusion Torch x5 || Project_AlienAdvancedMasterProject || 21950000 || 70 || 1600 || 0.98 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Alien Fusion Torch x6 || Project_AlienAdvancedMasterProject || 26340000 || 70 || 1600 || 0.98 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Antimatter Plasma Core Torch x1 || [[Advanced Antimatter Plasma Core Torch]] || 4900000 || 60 || 2800 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.999 {{icon|water}}&amp;lt;br&amp;gt;0.001 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Antimatter Plasma Core Torch x2 || [[Advanced Antimatter Plasma Core Torch]] || 9800000 || 60 || 2800 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.999 {{icon|water}}&amp;lt;br&amp;gt;0.001 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Antimatter Plasma Core Torch x3 || [[Advanced Antimatter Plasma Core Torch]] || 14700000 || 60 || 2800 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.999 {{icon|water}}&amp;lt;br&amp;gt;0.001 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Antimatter Plasma Core Torch x4 || [[Advanced Antimatter Plasma Core Torch]] || 19600000 || 60 || 2800 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.999 {{icon|water}}&amp;lt;br&amp;gt;0.001 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Antimatter Plasma Core Torch x5 || [[Advanced Antimatter Plasma Core Torch]] || 24500000 || 60 || 2800 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.999 {{icon|water}}&amp;lt;br&amp;gt;0.001 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Antimatter Plasma Core Torch x6 || [[Advanced Antimatter Plasma Core Torch]] || 29400000 || 60 || 2800 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.999 {{icon|water}}&amp;lt;br&amp;gt;0.001 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cavity Drive x1 || [[Advanced Cavity Drive]] || 330000 || 16 || 24.48 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cavity Drive x2 || [[Advanced Cavity Drive]] || 660000 || 16 || 24.48 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cavity Drive x3 || [[Advanced Cavity Drive]] || 990000 || 16 || 24.48 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cavity Drive x4 || [[Advanced Cavity Drive]] || 1320000 || 16 || 24.48 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cavity Drive x5 || [[Advanced Cavity Drive]] || 1650000 || 16 || 24.48 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cavity Drive x6 || [[Advanced Cavity Drive]] || 1980000 || 16 || 24.48 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cermet Nerva x1 || [[Advanced Cermet Nerva]] || 445267 || 12 || 9.12 || 0.75 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cermet Nerva x2 || [[Advanced Cermet Nerva]] || 890534 || 12 || 9.12 || 0.75 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cermet Nerva x3 || [[Advanced Cermet Nerva]] || 1335801 || 12 || 9.12 || 0.75 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cermet Nerva x4 || [[Advanced Cermet Nerva]] || 1781068 || 12 || 9.12 || 0.75 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cermet Nerva x5 || [[Advanced Cermet Nerva]] || 2226335 || 12 || 9.12 || 0.75 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cermet Nerva x6 || [[Advanced Cermet Nerva]] || 2671602 || 12 || 9.12 || 0.75 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Minimag Orion || [[Advanced Minimag Orion Drive]] || 1870000 || 40 || 157 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6.25 {{icon|metals}}&amp;lt;br&amp;gt;3.5 {{icon|nobles}}&amp;lt;br&amp;gt;0.25 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Nerva Drive x1 || [[Advanced Nerva Drive]] || 334061 || 9 || 8.09 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Nerva Drive x2 || [[Advanced Nerva Drive]] || 668122 || 9 || 8.09 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Nerva Drive x3 || [[Advanced Nerva Drive]] || 1002183 || 9 || 8.09 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Nerva Drive x4 || [[Advanced Nerva Drive]] || 1336244 || 9 || 8.09 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Nerva Drive x5 || [[Advanced Nerva Drive]] || 1670305 || 9 || 8.09 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Nerva Drive x6 || [[Advanced Nerva Drive]] || 2004366 || 9 || 8.09 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| H-Orion Drive || [[H-Orion Drive]] || 24000000 || 5 || 120 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6.5 {{icon|metals}}&amp;lt;br&amp;gt;3 {{icon|nobles}}&amp;lt;br&amp;gt;0.5 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Particle Drive x1 || [[Particle Drive]] || 333617 || 16 || 9.53 || 0.85 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Particle Drive x2 || [[Particle Drive]] || 667234 || 16 || 9.53 || 0.85 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Particle Drive x3 || [[Particle Drive]] || 1000851 || 16 || 9.53 || 0.85 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Particle Drive x4 || [[Particle Drive]] || 1334468 || 16 || 9.53 || 0.85 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Particle Drive x5 || [[Particle Drive]] || 1668085 || 16 || 9.53 || 0.85 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Particle Drive x6 || [[Particle Drive]] || 2001702 || 16 || 9.53 || 0.85 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Pulsar Drive x1 || [[Advanced Pulsar Drive]] || 180000 || 5 || 32 || 0.9 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Pulsar Drive x2 || [[Advanced Pulsar Drive]] || 360000 || 5 || 32 || 0.9 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Pulsar Drive x3 || [[Advanced Pulsar Drive]] || 540000 || 5 || 32 || 0.9 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Pulsar Drive x4 || [[Advanced Pulsar Drive]] || 720000 || 5 || 32 || 0.9 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Pulsar Drive x5 || [[Advanced Pulsar Drive]] || 900000 || 5 || 32 || 0.9 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced Pulsar Drive x6 || [[Advanced Pulsar Drive]] || 1080000 || 5 || 32 || 0.9 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Super Vortex Drive x1 || [[Advanced Vortex Drive]] || 504000 || 15 || 19.62 || 0.7 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Super Vortex Drive x2 || [[Advanced Vortex Drive]] || 1008000 || 15 || 19.62 || 0.7 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Super Vortex Drive x3 || [[Advanced Vortex Drive]] || 1512000 || 15 || 19.62 || 0.7 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Super Vortex Drive x4 || [[Advanced Vortex Drive]] || 2016000 || 15 || 19.62 || 0.7 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Super Vortex Drive x5 || [[Advanced Vortex Drive]] || 2520000 || 15 || 19.62 || 0.7 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Super Vortex Drive x6 || [[Advanced Vortex Drive]] || 3024000 || 15 || 19.62 || 0.7 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Alien Fusion Lantern x1 || Project_AlienMasterProject || 500000 || 60 || 633 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Alien Fusion Lantern x2 || Project_AlienMasterProject || 1000000 || 60 || 633 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Alien Fusion Lantern x3 || Project_AlienMasterProject || 1500000 || 60 || 633 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Alien Fusion Lantern x4 || Project_AlienMasterProject || 2000000 || 60 || 633 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Alien Fusion Lantern x5 || Project_AlienMasterProject || 2500000 || 60 || 633 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Alien Fusion Lantern x6 || Project_AlienMasterProject || 3000000 || 60 || 633 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Alien Fusion Torch x1 || Project_AlienMasterProject || 1590000 || 65 || 1300 || 0.97 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Alien Fusion Torch x2 || Project_AlienMasterProject || 3180000 || 65 || 1300 || 0.97 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Alien Fusion Torch x3 || Project_AlienMasterProject || 4770000 || 65 || 1300 || 0.97 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Alien Fusion Torch x4 || Project_AlienMasterProject || 6360000 || 65 || 1300 || 0.97 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Alien Fusion Torch x5 || Project_AlienMasterProject || 7950000 || 65 || 1300 || 0.97 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Alien Fusion Torch x6 || Project_AlienMasterProject || 9540000 || 65 || 1300 || 0.97 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Amplitron Drive x1 || [[Amplitron Drive]] || 12000 || 20 || 9.81 || 0.81 || Any_General || Water&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Amplitron Drive x2 || [[Amplitron Drive]] || 24000 || 20 || 9.81 || 0.81 || Any_General || Water&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Amplitron Drive x3 || [[Amplitron Drive]] || 36000 || 20 || 9.81 || 0.81 || Any_General || Water&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Amplitron Drive x4 || [[Amplitron Drive]] || 48000 || 20 || 9.81 || 0.81 || Any_General || Water&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Amplitron Drive x5 || [[Amplitron Drive]] || 60000 || 20 || 9.81 || 0.81 || Any_General || Water&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Amplitron Drive x6 || [[Amplitron Drive]] || 72000 || 20 || 9.81 || 0.81 || Any_General || Water&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Microfission Drive || [[Antimatter Microfission Drive]] || 275000 || 60 || 132.44 || 0.98 || Any_General || ReactionProducts&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt;3E-15 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Torch x1 || [[Antimatter Plasma Core Torch]] || 3500000 || 60 || 595 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.99909 {{icon|water}}&amp;lt;br&amp;gt;0.00091 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Torch x2 || [[Antimatter Plasma Core Torch]] || 7000000 || 60 || 595 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.99909 {{icon|water}}&amp;lt;br&amp;gt;0.00091 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Torch x3 || [[Antimatter Plasma Core Torch]] || 10500000 || 60 || 595 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.99909 {{icon|water}}&amp;lt;br&amp;gt;0.00091 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Torch x4 || [[Antimatter Plasma Core Torch]] || 14000000 || 60 || 595 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.99909 {{icon|water}}&amp;lt;br&amp;gt;0.00091 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Torch x5 || [[Antimatter Plasma Core Torch]] || 17500000 || 60 || 595 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.99909 {{icon|water}}&amp;lt;br&amp;gt;0.00091 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Torch x6 || [[Antimatter Plasma Core Torch]] || 21000000 || 60 || 595 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.99909 {{icon|water}}&amp;lt;br&amp;gt;0.00091 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Pulsed Plasma Core Lantern x1 || [[Antimatter Pulsed Plasma Core Lantern]] || 1600000 || 60 || 240 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.99968059 {{icon|water}}&amp;lt;br&amp;gt;0.00031941 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Pulsed Plasma Core Lantern x2 || [[Antimatter Pulsed Plasma Core Lantern]] || 3200000 || 60 || 240 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.99968059 {{icon|water}}&amp;lt;br&amp;gt;0.00031941 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Pulsed Plasma Core Lantern x3 || [[Antimatter Pulsed Plasma Core Lantern]] || 4800000 || 60 || 240 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.99968059 {{icon|water}}&amp;lt;br&amp;gt;0.00031941 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Pulsed Plasma Core Lantern x4 || [[Antimatter Pulsed Plasma Core Lantern]] || 6400000 || 60 || 240 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.99968059 {{icon|water}}&amp;lt;br&amp;gt;0.00031941 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Pulsed Plasma Core Lantern x5 || [[Antimatter Pulsed Plasma Core Lantern]] || 8000000 || 60 || 240 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.99968059 {{icon|water}}&amp;lt;br&amp;gt;0.00031941 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Pulsed Plasma Core Lantern x6 || [[Antimatter Pulsed Plasma Core Lantern]] || 9600000 || 60 || 240 || 0.998 || Antimatter_Plasma_Core || Hydrogen&amp;lt;br&amp;gt;9.99968059 {{icon|water}}&amp;lt;br&amp;gt;0.00031941 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Apex Solid Rocket x1 || [[Solid-Fuel Space Rockets]] || 14820000 || 1 || 2.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Apex Solid Rocket x2 || [[Solid-Fuel Space Rockets]] || 29640000 || 1 || 2.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Apex Solid Rocket x3 || [[Solid-Fuel Space Rockets]] || 44460000 || 1 || 2.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Apex Solid Rocket x4 || [[Solid-Fuel Space Rockets]] || 59280000 || 1 || 2.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Apex Solid Rocket x5 || [[Solid-Fuel Space Rockets]] || 74100000 || 1 || 2.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Apex Solid Rocket x6 || [[Solid-Fuel Space Rockets]] || 88920000 || 1 || 2.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Borane Nova Lantern x1 || [[Borane Nova Lantern]] || 2669750 || 60 || 678 || 0.99 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;7.9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Borane Nova Lantern x2 || [[Borane Nova Lantern]] || 5339500 || 60 || 678 || 0.99 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;7.9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Borane Nova Lantern x3 || [[Borane Nova Lantern]] || 8009250 || 60 || 678 || 0.99 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;7.9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Borane Nova Lantern x4 || [[Borane Nova Lantern]] || 10679000 || 60 || 678 || 0.99 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;7.9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Borane Nova Lantern x5 || [[Borane Nova Lantern]] || 13348750 || 60 || 678 || 0.99 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;7.9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Borane Nova Lantern x6 || [[Borane Nova Lantern]] || 16018500 || 60 || 678 || 0.99 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;7.9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Borane Plasmajet Fusion Torch x1 || [[Borane Plasmajet Torch]] || 5040000 || 60 || 714 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Borane Plasmajet Fusion Torch x2 || [[Borane Plasmajet Torch]] || 10080000 || 60 || 714 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Borane Plasmajet Fusion Torch x3 || [[Borane Plasmajet Torch]] || 15120000 || 60 || 714 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Borane Plasmajet Fusion Torch x4 || [[Borane Plasmajet Torch]] || 20160000 || 60 || 714 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Borane Plasmajet Fusion Torch x5 || [[Borane Plasmajet Torch]] || 25200000 || 60 || 714 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Borane Plasmajet Fusion Torch x6 || [[Borane Plasmajet Torch]] || 30240000 || 60 || 714 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Burner Drive x1 || [[Burner Drive]] || 108000 || 24 || 69 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Burner Drive x2 || [[Burner Drive]] || 216000 || 24 || 69 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Burner Drive x3 || [[Burner Drive]] || 324000 || 24 || 69 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Burner Drive x4 || [[Burner Drive]] || 432000 || 24 || 69 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Burner Drive x5 || [[Burner Drive]] || 540000 || 24 || 69 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Burner Drive x6 || [[Burner Drive]] || 648000 || 24 || 69 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Cavity Drive x1 || [[Cavity Drive]] || 56400 || 15 || 19.62 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Cavity Drive x2 || [[Cavity Drive]] || 112800 || 15 || 19.62 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Cavity Drive x3 || [[Cavity Drive]] || 169200 || 15 || 19.62 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Cavity Drive x4 || [[Cavity Drive]] || 225600 || 15 || 19.62 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Cavity Drive x5 || [[Cavity Drive]] || 282000 || 15 || 19.62 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Cavity Drive x6 || [[Cavity Drive]] || 338400 || 15 || 19.62 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Cermet Nerva x1 || [[Cermet Nerva Drive]] || 134400 || 12 || 9.81 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Cermet Nerva x2 || [[Cermet Nerva Drive]] || 268800 || 12 || 9.81 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Cermet Nerva x3 || [[Cermet Nerva Drive]] || 403200 || 12 || 9.81 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Cermet Nerva x4 || [[Cermet Nerva Drive]] || 537600 || 12 || 9.81 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Cermet Nerva x5 || [[Cermet Nerva Drive]] || 672000 || 12 || 9.81 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Cermet Nerva x6 || [[Cermet Nerva Drive]] || 806400 || 12 || 9.81 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Colloid Drive x1 || [[Colloid Drive]] || 8000 || 2 || 43 || 0.85 || Any_General || Volatiles&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Colloid Drive x2 || [[Colloid Drive]] || 16000 || 2 || 43 || 0.85 || Any_General || Volatiles&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Colloid Drive x3 || [[Colloid Drive]] || 24000 || 2 || 43 || 0.85 || Any_General || Volatiles&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Colloid Drive x4 || [[Colloid Drive]] || 32000 || 2 || 43 || 0.85 || Any_General || Volatiles&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Colloid Drive x5 || [[Colloid Drive]] || 40000 || 2 || 43 || 0.85 || Any_General || Volatiles&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Colloid Drive x6 || [[Colloid Drive]] || 48000 || 2 || 43 || 0.85 || Any_General || Volatiles&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Fusor Drive x1 || [[Deuteron Fusor Drive]] || 19200 || 40 || 1250 || 0.98 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.6 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Fusor Drive x2 || [[Deuteron Fusor Drive]] || 38400 || 40 || 1250 || 0.98 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.6 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Fusor Drive x3 || [[Deuteron Fusor Drive]] || 57600 || 40 || 1250 || 0.98 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.6 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Fusor Drive x4 || [[Deuteron Fusor Drive]] || 76800 || 40 || 1250 || 0.98 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.6 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Fusor Drive x5 || [[Deuteron Fusor Drive]] || 96000 || 40 || 1250 || 0.98 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.6 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Fusor Drive x6 || [[Deuteron Fusor Drive]] || 115200 || 40 || 1250 || 0.98 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.6 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Nova Fusion Lantern x1 || [[Deuteron Nova Lantern]] || 420000 || 50 || 572 || 0.85 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Nova Fusion Lantern x2 || [[Deuteron Nova Lantern]] || 840000 || 50 || 572 || 0.85 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Nova Fusion Lantern x3 || [[Deuteron Nova Lantern]] || 1260000 || 50 || 572 || 0.85 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Nova Fusion Lantern x4 || [[Deuteron Nova Lantern]] || 1680000 || 50 || 572 || 0.85 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Nova Fusion Lantern x5 || [[Deuteron Nova Lantern]] || 2100000 || 50 || 572 || 0.85 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Nova Fusion Lantern x6 || [[Deuteron Nova Lantern]] || 2520000 || 50 || 572 || 0.85 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Polywell Drive x1 || [[Deuteron Polywell Drive]] || 251250 || 50 || 597 || 0.9 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Polywell Drive x2 || [[Deuteron Polywell Drive]] || 502500 || 50 || 597 || 0.9 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Polywell Drive x3 || [[Deuteron Polywell Drive]] || 753750 || 50 || 597 || 0.9 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Polywell Drive x4 || [[Deuteron Polywell Drive]] || 1005000 || 50 || 597 || 0.9 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Polywell Drive x5 || [[Deuteron Polywell Drive]] || 1256250 || 50 || 597 || 0.9 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Polywell Drive x6 || [[Deuteron Polywell Drive]] || 1507500 || 50 || 597 || 0.9 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Reflex Drive x1 || [[Deuteron Reflex Drive]] || 60000 || 80 || 833 || 0.7 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Reflex Drive x2 || [[Deuteron Reflex Drive]] || 120000 || 80 || 833 || 0.7 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Reflex Drive x3 || [[Deuteron Reflex Drive]] || 180000 || 80 || 833 || 0.7 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Reflex Drive x4 || [[Deuteron Reflex Drive]] || 240000 || 80 || 833 || 0.7 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Reflex Drive x5 || [[Deuteron Reflex Drive]] || 300000 || 80 || 833 || 0.7 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Reflex Drive x6 || [[Deuteron Reflex Drive]] || 360000 || 80 || 833 || 0.7 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Torus Drive x1 || [[Deuteron Torus Drive]] || 156000 || 80 || 769 || 0.9 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Torus Drive x2 || [[Deuteron Torus Drive]] || 312000 || 80 || 769 || 0.9 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Torus Drive x3 || [[Deuteron Torus Drive]] || 468000 || 80 || 769 || 0.9 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Torus Drive x4 || [[Deuteron Torus Drive]] || 624000 || 80 || 769 || 0.9 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Torus Drive x5 || [[Deuteron Torus Drive]] || 780000 || 80 || 769 || 0.9 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Deuteron Torus Drive x6 || [[Deuteron Torus Drive]] || 936000 || 80 || 769 || 0.9 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Diana Superheavy Rocket x1 || [[Superheavy Chemical Rockets]] || 20160000 || 1 || 3.73 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6 {{icon|water}}&amp;lt;br&amp;gt;4 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Diana Superheavy Rocket x2 || [[Superheavy Chemical Rockets]] || 40320000 || 1 || 3.73 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6 {{icon|water}}&amp;lt;br&amp;gt;4 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Diana Superheavy Rocket x3 || [[Superheavy Chemical Rockets]] || 60480000 || 1 || 3.73 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6 {{icon|water}}&amp;lt;br&amp;gt;4 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Diana Superheavy Rocket x4 || [[Superheavy Chemical Rockets]] || 80640000 || 1 || 3.73 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6 {{icon|water}}&amp;lt;br&amp;gt;4 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Diana Superheavy Rocket x5 || [[Superheavy Chemical Rockets]] || 100800000 || 1 || 3.73 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6 {{icon|water}}&amp;lt;br&amp;gt;4 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Diana Superheavy Rocket x6 || [[Superheavy Chemical Rockets]] || 120960000 || 1 || 3.73 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6 {{icon|water}}&amp;lt;br&amp;gt;4 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Dumbo x1 || [[Dumbo Drive]] || 400000 || 9 || 8.3 || 0.725 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Dumbo x2 || [[Dumbo Drive]] || 800000 || 9 || 8.3 || 0.725 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Dumbo x3 || [[Dumbo Drive]] || 1200000 || 9 || 8.3 || 0.725 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Dumbo x4 || [[Dumbo Drive]] || 1600000 || 9 || 8.3 || 0.725 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Dumbo x5 || [[Dumbo Drive]] || 2000000 || 9 || 8.3 || 0.725 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Dumbo x6 || [[Dumbo Drive]] || 2400000 || 9 || 8.3 || 0.725 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma Drive x1 || [[Dusty Plasma Drive]] || 5504 || 160 || 3750 || 0.46 || Gas_Core_Fission || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma Drive x2 || [[Dusty Plasma Drive]] || 11008 || 160 || 3750 || 0.46 || Gas_Core_Fission || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma Drive x3 || [[Dusty Plasma Drive]] || 16512 || 160 || 3750 || 0.46 || Gas_Core_Fission || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma Drive x4 || [[Dusty Plasma Drive]] || 22016 || 160 || 3750 || 0.46 || Gas_Core_Fission || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma Drive x5 || [[Dusty Plasma Drive]] || 27520 || 160 || 3750 || 0.46 || Gas_Core_Fission || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma Drive x6 || [[Dusty Plasma Drive]] || 33024 || 160 || 3750 || 0.46 || Gas_Core_Fission || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Drive x1 || [[E-Beam Drive]] || 4600 || 16 || 19.62 || 0.76 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Drive x2 || [[E-Beam Drive]] || 9200 || 16 || 19.62 || 0.76 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Drive x3 || [[E-Beam Drive]] || 13800 || 16 || 19.62 || 0.76 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Drive x4 || [[E-Beam Drive]] || 18400 || 16 || 19.62 || 0.76 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Drive x5 || [[E-Beam Drive]] || 23000 || 16 || 19.62 || 0.76 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Drive x6 || [[E-Beam Drive]] || 27600 || 16 || 19.62 || 0.76 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Firestar Fission Lantern x1 || [[Firestar Fission Lantern]] || 5000000 || 22 || 50 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Firestar Fission Lantern x2 || [[Firestar Fission Lantern]] || 10000000 || 22 || 50 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Firestar Fission Lantern x3 || [[Firestar Fission Lantern]] || 15000000 || 22 || 50 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Firestar Fission Lantern x4 || [[Firestar Fission Lantern]] || 20000000 || 22 || 50 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Firestar Fission Lantern x5 || [[Firestar Fission Lantern]] || 25000000 || 22 || 50 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Firestar Fission Lantern x6 || [[Firestar Fission Lantern]] || 30000000 || 22 || 50 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Fission Frag Drive x1 || [[Fission Frag Drive]] || 4651 || 2 || 313.9 || 0.46 || Solid_Core_Fission || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Fission Frag Drive x2 || [[Fission Frag Drive]] || 9302 || 2 || 313.9 || 0.46 || Solid_Core_Fission || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Fission Frag Drive x3 || [[Fission Frag Drive]] || 13953 || 2 || 313.9 || 0.46 || Solid_Core_Fission || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Fission Frag Drive x4 || [[Fission Frag Drive]] || 18604 || 2 || 313.9 || 0.46 || Solid_Core_Fission || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Fission Frag Drive x5 || [[Fission Frag Drive]] || 23255 || 2 || 313.9 || 0.46 || Solid_Core_Fission || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Fission Frag Drive x6 || [[Fission Frag Drive]] || 27906 || 2 || 313.9 || 0.46 || Solid_Core_Fission || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Fission Spinner Drive x1 || [[Fission Spinner Drive]] || 540000 || 14 || 17.7 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Fission Spinner Drive x2 || [[Fission Spinner Drive]] || 1080000 || 14 || 17.7 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Fission Spinner Drive x3 || [[Fission Spinner Drive]] || 1620000 || 14 || 17.7 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Fission Spinner Drive x4 || [[Fission Spinner Drive]] || 2160000 || 14 || 17.7 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Fission Spinner Drive x5 || [[Fission Spinner Drive]] || 2700000 || 14 || 17.7 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Fission Spinner Drive x6 || [[Fission Spinner Drive]] || 3240000 || 14 || 17.7 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Flare Drive x1 || [[Flare Drive]] || 3500000 || 20 || 35 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Flare Drive x2 || [[Flare Drive]] || 7000000 || 20 || 35 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Flare Drive x3 || [[Flare Drive]] || 10500000 || 20 || 35 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Flare Drive x4 || [[Flare Drive]] || 14000000 || 20 || 35 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Flare Drive x5 || [[Flare Drive]] || 17500000 || 20 || 35 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Flare Drive x6 || [[Flare Drive]] || 21000000 || 20 || 35 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Grid Drive x1 || [[Grid Drive]] || 10000 || 1 || 210 || 0.95 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Grid Drive x2 || [[Grid Drive]] || 20000 || 1 || 210 || 0.95 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Grid Drive x3 || [[Grid Drive]] || 30000 || 1 || 210 || 0.95 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Grid Drive x4 || [[Grid Drive]] || 40000 || 1 || 210 || 0.95 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Grid Drive x5 || [[Grid Drive]] || 50000 || 1 || 210 || 0.95 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Grid Drive x6 || [[Grid Drive]] || 60000 || 1 || 210 || 0.95 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Dumbo x1 || [[Heavy Dumbo]] || 3500000 || 9 || 8.09 || 0.725 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Dumbo x2 || [[Heavy Dumbo]] || 7000000 || 9 || 8.09 || 0.725 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Dumbo x3 || [[Heavy Dumbo]] || 10500000 || 9 || 8.09 || 0.725 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Dumbo x4 || [[Heavy Dumbo]] || 14000000 || 9 || 8.09 || 0.725 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Dumbo x5 || [[Heavy Dumbo]] || 17500000 || 9 || 8.09 || 0.725 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Dumbo x6 || [[Heavy Dumbo]] || 21000000 || 9 || 8.09 || 0.725 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Helicon Drive x1 || [[Helicon Drive]] || 20000 || 20 || 314 || 0.79 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Helicon Drive x2 || [[Helicon Drive]] || 40000 || 20 || 314 || 0.79 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Helicon Drive x3 || [[Helicon Drive]] || 60000 || 20 || 314 || 0.79 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Helicon Drive x4 || [[Helicon Drive]] || 80000 || 20 || 314 || 0.79 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Helicon Drive x5 || [[Helicon Drive]] || 100000 || 20 || 314 || 0.79 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Helicon Drive x6 || [[Helicon Drive]] || 120000 || 20 || 314 || 0.79 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Helion Nova Lantern x1 || [[Helion Nova Lantern]] || 1900000 || 50 || 527 || 0.95 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Nova Lantern x2 || [[Helion Nova Lantern]] || 3800000 || 50 || 527 || 0.95 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Nova Lantern x3 || [[Helion Nova Lantern]] || 5700000 || 50 || 527 || 0.95 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Nova Lantern x4 || [[Helion Nova Lantern]] || 7600000 || 50 || 527 || 0.95 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Nova Lantern x5 || [[Helion Nova Lantern]] || 9500000 || 50 || 527 || 0.95 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Nova Lantern x6 || [[Helion Nova Lantern]] || 11400000 || 50 || 527 || 0.95 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Nova Fusion Torch x1 || [[Helion Nova Torch]] || 663000 || 70 || 9210 || 0.96 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Nova Fusion Torch x2 || [[Helion Nova Torch]] || 1326000 || 70 || 9210 || 0.96 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Nova Fusion Torch x3 || [[Helion Nova Torch]] || 1989000 || 70 || 9210 || 0.96 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Nova Fusion Torch x4 || [[Helion Nova Torch]] || 2652000 || 70 || 9210 || 0.96 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Nova Fusion Torch x5 || [[Helion Nova Torch]] || 3315000 || 70 || 9210 || 0.96 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Nova Fusion Torch x6 || [[Helion Nova Torch]] || 3978000 || 70 || 9210 || 0.96 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Plasmajet Fusion Lantern x1 || [[Helion Plasmajet Lantern]] || 1095000 || 50 || 548 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Plasmajet Fusion Lantern x2 || [[Helion Plasmajet Lantern]] || 2190000 || 50 || 548 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Plasmajet Fusion Lantern x3 || [[Helion Plasmajet Lantern]] || 3285000 || 50 || 548 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Plasmajet Fusion Lantern x4 || [[Helion Plasmajet Lantern]] || 4380000 || 50 || 548 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Plasmajet Fusion Lantern x5 || [[Helion Plasmajet Lantern]] || 5475000 || 50 || 548 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Plasmajet Fusion Lantern x6 || [[Helion Plasmajet Lantern]] || 6570000 || 50 || 548 || 0.95 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Reflex Drive x1 || [[Helion Reflex Drive]] || 97524 || 80 || 741 || 0.85 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Reflex Drive x2 || [[Helion Reflex Drive]] || 195048 || 80 || 741 || 0.85 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Reflex Drive x3 || [[Helion Reflex Drive]] || 292572 || 80 || 741 || 0.85 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Reflex Drive x4 || [[Helion Reflex Drive]] || 390096 || 80 || 741 || 0.85 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Reflex Drive x5 || [[Helion Reflex Drive]] || 487620 || 80 || 741 || 0.85 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Reflex Drive x6 || [[Helion Reflex Drive]] || 585144 || 80 || 741 || 0.85 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Torus Lantern x1 || [[Helion Torus Lantern]] || 556800 || 70 || 690 || 0.925 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Torus Lantern x2 || [[Helion Torus Lantern]] || 1113600 || 70 || 690 || 0.925 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Torus Lantern x3 || [[Helion Torus Lantern]] || 1670400 || 70 || 690 || 0.925 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Torus Lantern x4 || [[Helion Torus Lantern]] || 2227200 || 70 || 690 || 0.925 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Torus Lantern x5 || [[Helion Torus Lantern]] || 2784000 || 70 || 690 || 0.925 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Helion Torus Lantern x6 || [[Helion Torus Lantern]] || 3340800 || 70 || 690 || 0.925 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Ion Drive x1 || [[Ion Drive]] || 3300 || 1 || 78.4 || 0.95 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Ion Drive x2 || [[Ion Drive]] || 6600 || 1 || 78.4 || 0.95 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Ion Drive x3 || [[Ion Drive]] || 9900 || 1 || 78.4 || 0.95 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Ion Drive x4 || [[Ion Drive]] || 13200 || 1 || 78.4 || 0.95 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Ion Drive x5 || [[Ion Drive]] || 16500 || 1 || 78.4 || 0.95 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Ion Drive x6 || [[Ion Drive]] || 19800 || 1 || 78.4 || 0.95 || Any_General || NobleGases&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Kiwi Drive x1 || [[Kiwi Drive]] || 33000 || 10 || 8.77 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Kiwi Drive x2 || [[Kiwi Drive]] || 66000 || 10 || 8.77 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Kiwi Drive x3 || [[Kiwi Drive]] || 99000 || 10 || 8.77 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Kiwi Drive x4 || [[Kiwi Drive]] || 132000 || 10 || 8.77 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Kiwi Drive x5 || [[Kiwi Drive]] || 165000 || 10 || 8.77 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Kiwi Drive x6 || [[Kiwi Drive]] || 198000 || 10 || 8.77 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lars Drive x1 || [[Lars Drive]] || 98000 || 15 || 19.62 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lars Drive x2 || [[Lars Drive]] || 196000 || 15 || 19.62 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lars Drive x3 || [[Lars Drive]] || 294000 || 15 || 19.62 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lars Drive x4 || [[Lars Drive]] || 392000 || 15 || 19.62 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lars Drive x5 || [[Lars Drive]] || 490000 || 15 || 19.62 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lars Drive x6 || [[Lars Drive]] || 588000 || 15 || 19.62 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lightbulb Drive x1 || [[Lightbulb Drive]] || 409000 || 15 || 18.3 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lightbulb Drive x2 || [[Lightbulb Drive]] || 818000 || 15 || 18.3 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lightbulb Drive x3 || [[Lightbulb Drive]] || 1227000 || 15 || 18.3 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lightbulb Drive x4 || [[Lightbulb Drive]] || 1636000 || 15 || 18.3 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lightbulb Drive x5 || [[Lightbulb Drive]] || 2045000 || 15 || 18.3 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lightbulb Drive x6 || [[Lightbulb Drive]] || 2454000 || 15 || 18.3 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lodestar Fission Lantern x1 || [[Lodestar Fission Lantern]] || 11000000 || 20 || 31.4 || 0.925 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lodestar Fission Lantern x2 || [[Lodestar Fission Lantern]] || 22000000 || 20 || 31.4 || 0.925 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lodestar Fission Lantern x3 || [[Lodestar Fission Lantern]] || 33000000 || 20 || 31.4 || 0.925 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lodestar Fission Lantern x4 || [[Lodestar Fission Lantern]] || 44000000 || 20 || 31.4 || 0.925 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lodestar Fission Lantern x5 || [[Lodestar Fission Lantern]] || 55000000 || 20 || 31.4 || 0.925 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lodestar Fission Lantern x6 || [[Lodestar Fission Lantern]] || 66000000 || 20 || 31.4 || 0.925 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lorentz Drive x1 || [[Lorentz Drive]] || 20000 || 20 || 110 || 0.79 || Any_General || NobleGases&amp;lt;br&amp;gt;7.5 {{icon|water}}&amp;lt;br&amp;gt;2.5 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lorentz Drive x2 || [[Lorentz Drive]] || 40000 || 20 || 110 || 0.79 || Any_General || NobleGases&amp;lt;br&amp;gt;7.5 {{icon|water}}&amp;lt;br&amp;gt;2.5 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lorentz Drive x3 || [[Lorentz Drive]] || 60000 || 20 || 110 || 0.79 || Any_General || NobleGases&amp;lt;br&amp;gt;7.5 {{icon|water}}&amp;lt;br&amp;gt;2.5 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lorentz Drive x4 || [[Lorentz Drive]] || 80000 || 20 || 110 || 0.79 || Any_General || NobleGases&amp;lt;br&amp;gt;7.5 {{icon|water}}&amp;lt;br&amp;gt;2.5 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lorentz Drive x5 || [[Lorentz Drive]] || 100000 || 20 || 110 || 0.79 || Any_General || NobleGases&amp;lt;br&amp;gt;7.5 {{icon|water}}&amp;lt;br&amp;gt;2.5 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Lorentz Drive x6 || [[Lorentz Drive]] || 120000 || 20 || 110 || 0.79 || Any_General || NobleGases&amp;lt;br&amp;gt;7.5 {{icon|water}}&amp;lt;br&amp;gt;2.5 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Mass Driver x1 || [[Mass Driver]] || 10400 || 10 || 9.81 || 0.65 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Mass Driver x2 || [[Mass Driver]] || 20800 || 10 || 9.81 || 0.65 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Mass Driver x3 || [[Mass Driver]] || 31200 || 10 || 9.81 || 0.65 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Mass Driver x4 || [[Mass Driver]] || 41600 || 10 || 9.81 || 0.65 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Mass Driver x5 || [[Mass Driver]] || 52000 || 10 || 9.81 || 0.65 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Mass Driver x6 || [[Mass Driver]] || 62400 || 10 || 9.81 || 0.65 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Meteor Liquid Rocket x1 || [[Liquid-Fuel Space Rockets]] || 15481000 || 1 || 2.98 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6 {{icon|water}}&amp;lt;br&amp;gt;4 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Meteor Liquid Rocket x2 || [[Liquid-Fuel Space Rockets]] || 30962000 || 1 || 2.98 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6 {{icon|water}}&amp;lt;br&amp;gt;4 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Meteor Liquid Rocket x3 || [[Liquid-Fuel Space Rockets]] || 46443000 || 1 || 2.98 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6 {{icon|water}}&amp;lt;br&amp;gt;4 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Meteor Liquid Rocket x4 || [[Liquid-Fuel Space Rockets]] || 61924000 || 1 || 2.98 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6 {{icon|water}}&amp;lt;br&amp;gt;4 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Meteor Liquid Rocket x5 || [[Liquid-Fuel Space Rockets]] || 77405000 || 1 || 2.98 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6 {{icon|water}}&amp;lt;br&amp;gt;4 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Meteor Liquid Rocket x6 || [[Liquid-Fuel Space Rockets]] || 92886000 || 1 || 2.98 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6 {{icon|water}}&amp;lt;br&amp;gt;4 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Minimag Orion || [[Minimag Orion Drive]] || 642000 || 40 || 93.16 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6.25 {{icon|metals}}&amp;lt;br&amp;gt;3.5 {{icon|nobles}}&amp;lt;br&amp;gt;0.25 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Nerva Drive x1 || [[Nerva Drive]] || 49000 || 9 || 8.09 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Nerva Drive x2 || [[Nerva Drive]] || 98000 || 9 || 8.09 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Nerva Drive x3 || [[Nerva Drive]] || 147000 || 9 || 8.09 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Nerva Drive x4 || [[Nerva Drive]] || 196000 || 9 || 8.09 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Nerva Drive x5 || [[Nerva Drive]] || 245000 || 9 || 8.09 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Nerva Drive x6 || [[Nerva Drive]] || 294000 || 9 || 8.09 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Poseidon Lantern x1 || [[Poseidon Lantern]] || 12900000 || 2 || 66 || 0.8 || Any_General || Water&amp;lt;br&amp;gt;6.5 {{icon|water}}&amp;lt;br&amp;gt;1.5 {{icon|volatiles}}&amp;lt;br&amp;gt;2 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Poseidon Lantern x2 || [[Poseidon Lantern]] || 25800000 || 2 || 66 || 0.8 || Any_General || Water&amp;lt;br&amp;gt;6.5 {{icon|water}}&amp;lt;br&amp;gt;1.5 {{icon|volatiles}}&amp;lt;br&amp;gt;2 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Poseidon Lantern x3 || [[Poseidon Lantern]] || 38700000 || 2 || 66 || 0.8 || Any_General || Water&amp;lt;br&amp;gt;6.5 {{icon|water}}&amp;lt;br&amp;gt;1.5 {{icon|volatiles}}&amp;lt;br&amp;gt;2 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Poseidon Lantern x4 || [[Poseidon Lantern]] || 51600000 || 2 || 66 || 0.8 || Any_General || Water&amp;lt;br&amp;gt;6.5 {{icon|water}}&amp;lt;br&amp;gt;1.5 {{icon|volatiles}}&amp;lt;br&amp;gt;2 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Poseidon Lantern x5 || [[Poseidon Lantern]] || 64500000 || 2 || 66 || 0.8 || Any_General || Water&amp;lt;br&amp;gt;6.5 {{icon|water}}&amp;lt;br&amp;gt;1.5 {{icon|volatiles}}&amp;lt;br&amp;gt;2 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Poseidon Lantern x6 || [[Poseidon Lantern]] || 77400000 || 2 || 66 || 0.8 || Any_General || Water&amp;lt;br&amp;gt;6.5 {{icon|water}}&amp;lt;br&amp;gt;1.5 {{icon|volatiles}}&amp;lt;br&amp;gt;2 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Poseidon Torch x1 || [[Poseidon Torch]] || 13000000 || 2 || 1700 || 0.8 || Any_General || Water&amp;lt;br&amp;gt;2.5 {{icon|water}}&amp;lt;br&amp;gt;1.5 {{icon|volatiles}}&amp;lt;br&amp;gt;6 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Poseidon Torch x2 || [[Poseidon Torch]] || 26000000 || 2 || 1700 || 0.8 || Any_General || Water&amp;lt;br&amp;gt;2.5 {{icon|water}}&amp;lt;br&amp;gt;1.5 {{icon|volatiles}}&amp;lt;br&amp;gt;6 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Poseidon Torch x3 || [[Poseidon Torch]] || 39000000 || 2 || 1700 || 0.8 || Any_General || Water&amp;lt;br&amp;gt;2.5 {{icon|water}}&amp;lt;br&amp;gt;1.5 {{icon|volatiles}}&amp;lt;br&amp;gt;6 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Poseidon Torch x4 || [[Poseidon Torch]] || 52000000 || 2 || 1700 || 0.8 || Any_General || Water&amp;lt;br&amp;gt;2.5 {{icon|water}}&amp;lt;br&amp;gt;1.5 {{icon|volatiles}}&amp;lt;br&amp;gt;6 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Poseidon Torch x5 || [[Poseidon Torch]] || 65000000 || 2 || 1700 || 0.8 || Any_General || Water&amp;lt;br&amp;gt;2.5 {{icon|water}}&amp;lt;br&amp;gt;1.5 {{icon|volatiles}}&amp;lt;br&amp;gt;6 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Poseidon Torch x6 || [[Poseidon Torch]] || 78000000 || 2 || 1700 || 0.8 || Any_General || Water&amp;lt;br&amp;gt;2.5 {{icon|water}}&amp;lt;br&amp;gt;1.5 {{icon|volatiles}}&amp;lt;br&amp;gt;6 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Microfission Drive || [[Neutronium Microfission Drive]] || 180000 || 80 || 156.96 || 0.99 || Any_General || ReactionProducts&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Neutron Liquid Rocket x1 || [[Liquid-Fuel Space Rockets]] || 20376000 || 1 || 3.1 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Neutron Liquid Rocket x2 || [[Liquid-Fuel Space Rockets]] || 40752000 || 1 || 3.1 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Neutron Liquid Rocket x3 || [[Liquid-Fuel Space Rockets]] || 61128000 || 1 || 3.1 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Neutron Liquid Rocket x4 || [[Liquid-Fuel Space Rockets]] || 81504000 || 1 || 3.1 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Neutron Liquid Rocket x5 || [[Liquid-Fuel Space Rockets]] || 101880000 || 1 || 3.1 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Neutron Liquid Rocket x6 || [[Liquid-Fuel Space Rockets]] || 122256000 || 1 || 3.1 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|volatiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Nova Liquid Rocket x1 || [[Interplanetary Chemical Rockets]] || 7850000 || 1 || 5.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Nova Liquid Rocket x2 || [[Interplanetary Chemical Rockets]] || 15700000 || 1 || 5.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Nova Liquid Rocket x3 || [[Interplanetary Chemical Rockets]] || 23550000 || 1 || 5.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Nova Liquid Rocket x4 || [[Interplanetary Chemical Rockets]] || 31400000 || 1 || 5.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Nova Liquid Rocket x5 || [[Interplanetary Chemical Rockets]] || 39250000 || 1 || 5.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Nova Liquid Rocket x6 || [[Interplanetary Chemical Rockets]] || 47100000 || 1 || 5.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Orion Drive || [[Orion Drive]] || 16000000 || 5 || 42.1 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;6.5 {{icon|metals}}&amp;lt;br&amp;gt;3 {{icon|nobles}}&amp;lt;br&amp;gt;0.5 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pebble Drive x1 || [[Pebble Drive]] || 172700 || 15 || 9.81 || 0.94 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pebble Drive x2 || [[Pebble Drive]] || 345400 || 15 || 9.81 || 0.94 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pebble Drive x3 || [[Pebble Drive]] || 518100 || 15 || 9.81 || 0.94 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pebble Drive x4 || [[Pebble Drive]] || 690800 || 15 || 9.81 || 0.94 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pebble Drive x5 || [[Pebble Drive]] || 863500 || 15 || 9.81 || 0.94 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pebble Drive x6 || [[Pebble Drive]] || 1036200 || 15 || 9.81 || 0.94 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pegasus Drive x1 || [[Pegasus Drive]] || 7000000 || 14 || 16 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pegasus Drive x2 || [[Pegasus Drive]] || 14000000 || 14 || 16 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pegasus Drive x3 || [[Pegasus Drive]] || 21000000 || 14 || 16 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pegasus Drive x4 || [[Pegasus Drive]] || 28000000 || 14 || 16 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pegasus Drive x5 || [[Pegasus Drive]] || 35000000 || 14 || 16 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pegasus Drive x6 || [[Pegasus Drive]] || 42000000 || 14 || 16 || 0.85 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pharos Drive x1 || [[Pharos Drive]] || 445000 || 16 || 20.4 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pharos Drive x2 || [[Pharos Drive]] || 890000 || 16 || 20.4 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pharos Drive x3 || [[Pharos Drive]] || 1335000 || 16 || 20.4 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pharos Drive x4 || [[Pharos Drive]] || 1780000 || 16 || 20.4 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pharos Drive x5 || [[Pharos Drive]] || 2225000 || 16 || 20.4 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pharos Drive x6 || [[Pharos Drive]] || 2670000 || 16 || 20.4 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pion Torch x1 || [[Pion Torch]] || 10000000 || 60 || 14720 || 0.998 || Antimatter_Beam_Core || ReactionProducts&amp;lt;br&amp;gt;5 {{icon|water}}&amp;lt;br&amp;gt;5 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pion Torch x2 || [[Pion Torch]] || 20000000 || 60 || 14720 || 0.998 || Antimatter_Beam_Core || ReactionProducts&amp;lt;br&amp;gt;5 {{icon|water}}&amp;lt;br&amp;gt;5 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pion Torch x3 || [[Pion Torch]] || 30000000 || 60 || 14720 || 0.998 || Antimatter_Beam_Core || ReactionProducts&amp;lt;br&amp;gt;5 {{icon|water}}&amp;lt;br&amp;gt;5 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pion Torch x4 || [[Pion Torch]] || 40000000 || 60 || 14720 || 0.998 || Antimatter_Beam_Core || ReactionProducts&amp;lt;br&amp;gt;5 {{icon|water}}&amp;lt;br&amp;gt;5 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pion Torch x5 || [[Pion Torch]] || 50000000 || 60 || 14720 || 0.998 || Antimatter_Beam_Core || ReactionProducts&amp;lt;br&amp;gt;5 {{icon|water}}&amp;lt;br&amp;gt;5 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pion Torch x6 || [[Pion Torch]] || 60000000 || 60 || 14720 || 0.998 || Antimatter_Beam_Core || ReactionProducts&amp;lt;br&amp;gt;5 {{icon|water}}&amp;lt;br&amp;gt;5 {{icon|antimatter}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Wave Drive x1 || [[Plasma Wave Drive]] || 1200 || 10 || 78.4 || 0.81 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Wave Drive x2 || [[Plasma Wave Drive]] || 2400 || 10 || 78.4 || 0.81 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Wave Drive x3 || [[Plasma Wave Drive]] || 3600 || 10 || 78.4 || 0.81 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Wave Drive x4 || [[Plasma Wave Drive]] || 4800 || 10 || 78.4 || 0.81 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Wave Drive x5 || [[Plasma Wave Drive]] || 6000 || 10 || 78.4 || 0.81 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Wave Drive x6 || [[Plasma Wave Drive]] || 7200 || 10 || 78.4 || 0.81 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced VASIMR x1 || [[Advanced VASIMR Drive]] || 2250 || 80 || 147 || 0.72 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced VASIMR x2 || [[Advanced VASIMR Drive]] || 4500 || 80 || 147 || 0.72 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced VASIMR x3 || [[Advanced VASIMR Drive]] || 6750 || 80 || 147 || 0.72 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced VASIMR x4 || [[Advanced VASIMR Drive]] || 9000 || 80 || 147 || 0.72 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced VASIMR x5 || [[Advanced VASIMR Drive]] || 11250 || 80 || 147 || 0.72 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Advanced VASIMR x6 || [[Advanced VASIMR Drive]] || 13500 || 80 || 147 || 0.72 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Converter Torch x1 || [[Protium Converter Torch]] || 9760000 || 60 || 10256 || 0.98 || Inertial_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Converter Torch x2 || [[Protium Converter Torch]] || 19520000 || 60 || 10256 || 0.98 || Inertial_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Converter Torch x3 || [[Protium Converter Torch]] || 29280000 || 60 || 10256 || 0.98 || Inertial_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Converter Torch x4 || [[Protium Converter Torch]] || 39040000 || 60 || 10256 || 0.98 || Inertial_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Converter Torch x5 || [[Protium Converter Torch]] || 48800000 || 60 || 10256 || 0.98 || Inertial_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Converter Torch x6 || [[Protium Converter Torch]] || 58560000 || 60 || 10256 || 0.98 || Inertial_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Fusor Drive x1 || [[Protium Fusor Drive]] || 55173 || 50 || 1818 || 0.99 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.6 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Fusor Drive x2 || [[Protium Fusor Drive]] || 110346 || 50 || 1818 || 0.99 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.6 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Fusor Drive x3 || [[Protium Fusor Drive]] || 165519 || 50 || 1818 || 0.99 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.6 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Fusor Drive x4 || [[Protium Fusor Drive]] || 220692 || 50 || 1818 || 0.99 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.6 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Fusor Drive x5 || [[Protium Fusor Drive]] || 275865 || 50 || 1818 || 0.99 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.6 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Fusor Drive x6 || [[Protium Fusor Drive]] || 331038 || 50 || 1818 || 0.99 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.6 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Nova Torch x1 || [[Protium Nova Torch]] || 6600000 || 60 || 1000 || 0.97 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Nova Torch x2 || [[Protium Nova Torch]] || 13200000 || 60 || 1000 || 0.97 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Nova Torch x3 || [[Protium Nova Torch]] || 19800000 || 60 || 1000 || 0.97 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Nova Torch x4 || [[Protium Nova Torch]] || 26400000 || 60 || 1000 || 0.97 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Nova Torch x5 || [[Protium Nova Torch]] || 33000000 || 60 || 1000 || 0.97 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Nova Torch x6 || [[Protium Nova Torch]] || 39600000 || 60 || 1000 || 0.97 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Torus Fusion Lantern x1 || [[Protium Torus Lantern]] || 1680000 || 90 || 952 || 0.95 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Torus Fusion Lantern x2 || [[Protium Torus Lantern]] || 3360000 || 90 || 952 || 0.95 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Torus Fusion Lantern x3 || [[Protium Torus Lantern]] || 5040000 || 90 || 952 || 0.95 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Torus Fusion Lantern x4 || [[Protium Torus Lantern]] || 6720000 || 90 || 952 || 0.95 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Torus Fusion Lantern x5 || [[Protium Torus Lantern]] || 8400000 || 90 || 952 || 0.95 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Protium Torus Fusion Lantern x6 || [[Protium Torus Lantern]] || 10080000 || 90 || 952 || 0.95 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pulsar Drive x1 || [[Pulsar Drive]] || 100000 || 5 || 16 || 0.85 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pulsar Drive x2 || [[Pulsar Drive]] || 200000 || 5 || 16 || 0.85 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pulsar Drive x3 || [[Pulsar Drive]] || 300000 || 5 || 16 || 0.85 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pulsar Drive x4 || [[Pulsar Drive]] || 400000 || 5 || 16 || 0.85 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pulsar Drive x5 || [[Pulsar Drive]] || 500000 || 5 || 16 || 0.85 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pulsar Drive x6 || [[Pulsar Drive]] || 600000 || 5 || 16 || 0.85 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pulsed Plasmoid Drive x1 || [[Pulsed Plasmoid Drive]] || 2200 || 1 || 425 || 0.72 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pulsed Plasmoid Drive x2 || [[Pulsed Plasmoid Drive]] || 4400 || 1 || 425 || 0.72 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pulsed Plasmoid Drive x3 || [[Pulsed Plasmoid Drive]] || 6600 || 1 || 425 || 0.72 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pulsed Plasmoid Drive x4 || [[Pulsed Plasmoid Drive]] || 8800 || 1 || 425 || 0.72 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pulsed Plasmoid Drive x5 || [[Pulsed Plasmoid Drive]] || 11000 || 1 || 425 || 0.72 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Pulsed Plasmoid Drive x6 || [[Pulsed Plasmoid Drive]] || 13200 || 1 || 425 || 0.72 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Quartz Drive x1 || [[Quartz Drive]] || 117700 || 12 || 10.8 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Quartz Drive x2 || [[Quartz Drive]] || 235400 || 12 || 10.8 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Quartz Drive x3 || [[Quartz Drive]] || 353100 || 12 || 10.8 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Quartz Drive x4 || [[Quartz Drive]] || 470800 || 12 || 10.8 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Quartz Drive x5 || [[Quartz Drive]] || 588500 || 12 || 10.8 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Quartz Drive x6 || [[Quartz Drive]] || 706200 || 12 || 10.8 || 0.85 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Rover Drive x1 || [[Rover Drive]] || 245000 || 10 || 8.18 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Rover Drive x2 || [[Rover Drive]] || 490000 || 10 || 8.18 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Rover Drive x3 || [[Rover Drive]] || 735000 || 10 || 8.18 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Rover Drive x4 || [[Rover Drive]] || 980000 || 10 || 8.18 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Rover Drive x5 || [[Rover Drive]] || 1225000 || 10 || 8.18 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Rover Drive x6 || [[Rover Drive]] || 1470000 || 10 || 8.18 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Snare Drive x1 || [[Snare Drive]] || 73000 || 10 || 8.83 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Snare Drive x2 || [[Snare Drive]] || 146000 || 10 || 8.83 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Snare Drive x3 || [[Snare Drive]] || 219000 || 10 || 8.83 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Snare Drive x4 || [[Snare Drive]] || 292000 || 10 || 8.83 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Snare Drive x5 || [[Snare Drive]] || 365000 || 10 || 8.83 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Snare Drive x6 || [[Snare Drive]] || 438000 || 10 || 8.83 || 0.7 || Solid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Mass Driver x1 || [[Superconducting Mass Driver]] || 20000 || 20 || 30 || 0.85 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Mass Driver x2 || [[Superconducting Mass Driver]] || 40000 || 20 || 30 || 0.85 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Mass Driver x3 || [[Superconducting Mass Driver]] || 60000 || 20 || 30 || 0.85 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Mass Driver x4 || [[Superconducting Mass Driver]] || 80000 || 20 || 30 || 0.85 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Mass Driver x5 || [[Superconducting Mass Driver]] || 100000 || 20 || 30 || 0.85 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Mass Driver x6 || [[Superconducting Mass Driver]] || 120000 || 20 || 30 || 0.85 || Any_General || Anything&amp;lt;br&amp;gt;10 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Super Kronos Liquid Rocket x1 || [[Advanced Chemical Rockets]] || 2500000 || 1 || 21.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;9.98 {{icon|volatiles}}&amp;lt;br&amp;gt;0.02 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Super Kronos Liquid Rocket x2 || [[Advanced Chemical Rockets]] || 5000000 || 1 || 21.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;9.98 {{icon|volatiles}}&amp;lt;br&amp;gt;0.02 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Super Kronos Liquid Rocket x3 || [[Advanced Chemical Rockets]] || 7500000 || 1 || 21.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;9.98 {{icon|volatiles}}&amp;lt;br&amp;gt;0.02 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Super Kronos Liquid Rocket x4 || [[Advanced Chemical Rockets]] || 10000000 || 1 || 21.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;9.98 {{icon|volatiles}}&amp;lt;br&amp;gt;0.02 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Super Kronos Liquid Rocket x5 || [[Advanced Chemical Rockets]] || 12500000 || 1 || 21.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;9.98 {{icon|volatiles}}&amp;lt;br&amp;gt;0.02 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Super Kronos Liquid Rocket x6 || [[Advanced Chemical Rockets]] || 15000000 || 1 || 21.6 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;9.98 {{icon|volatiles}}&amp;lt;br&amp;gt;0.02 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Teardrop Drive x1 || [[Teardrop Drive]] || 333000 || 15 || 19.62 || 0.75 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Teardrop Drive x2 || [[Teardrop Drive]] || 666000 || 15 || 19.62 || 0.75 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Teardrop Drive x3 || [[Teardrop Drive]] || 999000 || 15 || 19.62 || 0.75 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Teardrop Drive x4 || [[Teardrop Drive]] || 1332000 || 15 || 19.62 || 0.75 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Teardrop Drive x5 || [[Teardrop Drive]] || 1665000 || 15 || 19.62 || 0.75 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Teardrop Drive x6 || [[Teardrop Drive]] || 1998000 || 15 || 19.62 || 0.75 || Liquid_Core_Fission || Hydrogen&amp;lt;br&amp;gt;9.95 {{icon|water}}&amp;lt;br&amp;gt;0.05 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Fusor Drive x1 || [[Triton Fusor Drive]] || 38500 || 30 || 364 || 0.93 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.5 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Fusor Drive x2 || [[Triton Fusor Drive]] || 77000 || 30 || 364 || 0.93 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.5 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Fusor Drive x3 || [[Triton Fusor Drive]] || 115500 || 30 || 364 || 0.93 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.5 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Fusor Drive x4 || [[Triton Fusor Drive]] || 154000 || 30 || 364 || 0.93 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.5 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Fusor Drive x5 || [[Triton Fusor Drive]] || 192500 || 30 || 364 || 0.93 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.5 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Fusor Drive x6 || [[Triton Fusor Drive]] || 231000 || 30 || 364 || 0.93 || Electrostatic_Confinement_Fusion || ReactionProducts&amp;lt;br&amp;gt;7.5 {{icon|water}}&amp;lt;br&amp;gt;2.4 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Nova Drive x1 || [[Triton Nova Drive]] || 355200 || 30 || 270 || 0.8 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Nova Drive x2 || [[Triton Nova Drive]] || 710400 || 30 || 270 || 0.8 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Nova Drive x3 || [[Triton Nova Drive]] || 1065600 || 30 || 270 || 0.8 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Nova Drive x4 || [[Triton Nova Drive]] || 1420800 || 30 || 270 || 0.8 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Nova Drive x5 || [[Triton Nova Drive]] || 1776000 || 30 || 270 || 0.8 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Nova Drive x6 || [[Triton Nova Drive]] || 2131200 || 30 || 270 || 0.8 || Inertial_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.8 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|nobles}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Polywell Drive x1 || [[Triton Polywell Drive]] || 174000 || 25 || 276 || 0.85 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Polywell Drive x2 || [[Triton Polywell Drive]] || 348000 || 25 || 276 || 0.85 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Polywell Drive x3 || [[Triton Polywell Drive]] || 522000 || 25 || 276 || 0.85 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Polywell Drive x4 || [[Triton Polywell Drive]] || 696000 || 25 || 276 || 0.85 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Polywell Drive x5 || [[Triton Polywell Drive]] || 870000 || 25 || 276 || 0.85 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Polywell Drive x6 || [[Triton Polywell Drive]] || 1044000 || 25 || 276 || 0.85 || Hybrid_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;8.9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Reflex Drive x1 || [[Triton Reflex Drive]] || 75600 || 40 || 317 || 0.65 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Reflex Drive x2 || [[Triton Reflex Drive]] || 151200 || 40 || 317 || 0.65 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Reflex Drive x3 || [[Triton Reflex Drive]] || 226800 || 40 || 317 || 0.65 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Reflex Drive x4 || [[Triton Reflex Drive]] || 302400 || 40 || 317 || 0.65 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Reflex Drive x5 || [[Triton Reflex Drive]] || 378000 || 40 || 317 || 0.65 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Reflex Drive x6 || [[Triton Reflex Drive]] || 453600 || 40 || 317 || 0.65 || Mirrored_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Torus Drive x1 || [[Triton Torus Drive]] || 117000 || 40 || 308 || 0.85 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Torus Drive x2 || [[Triton Torus Drive]] || 234000 || 40 || 308 || 0.85 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Torus Drive x3 || [[Triton Torus Drive]] || 351000 || 40 || 308 || 0.85 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Torus Drive x4 || [[Triton Torus Drive]] || 468000 || 40 || 308 || 0.85 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Torus Drive x5 || [[Triton Torus Drive]] || 585000 || 40 || 308 || 0.85 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Triton Torus Drive x6 || [[Triton Torus Drive]] || 702000 || 40 || 308 || 0.85 || Toroid_Magnetic_Confinement_Fusion || Hydrogen&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Tungsten Resistojet x1 || [[Tungsten Resistojet]] || 9900 || 10 || 9.8 || 0.81 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Tungsten Resistojet x2 || [[Tungsten Resistojet]] || 19800 || 10 || 9.8 || 0.81 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Tungsten Resistojet x3 || [[Tungsten Resistojet]] || 29700 || 10 || 9.8 || 0.81 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Tungsten Resistojet x4 || [[Tungsten Resistojet]] || 39600 || 10 || 9.8 || 0.81 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Tungsten Resistojet x5 || [[Tungsten Resistojet]] || 49500 || 10 || 9.8 || 0.81 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Tungsten Resistojet x6 || [[Tungsten Resistojet]] || 59400 || 10 || 9.8 || 0.81 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| VASIMR x1 || [[VASIMR]] || 1000 || 60 || 147 || 0.6 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| VASIMR x2 || [[VASIMR]] || 2000 || 60 || 147 || 0.6 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| VASIMR x3 || [[VASIMR]] || 3000 || 60 || 147 || 0.6 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| VASIMR x4 || [[VASIMR]] || 4000 || 60 || 147 || 0.6 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| VASIMR x5 || [[VASIMR]] || 5000 || 60 || 147 || 0.6 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| VASIMR x6 || [[VASIMR]] || 6000 || 60 || 147 || 0.6 || Any_General || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Venture Liquid Rocket x1 || [[Cryogenic-Fuel Space Rockets]] || 9279600 || 1 || 4.44 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Venture Liquid Rocket x2 || [[Cryogenic-Fuel Space Rockets]] || 18559200 || 1 || 4.44 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Venture Liquid Rocket x3 || [[Cryogenic-Fuel Space Rockets]] || 27838800 || 1 || 4.44 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Venture Liquid Rocket x4 || [[Cryogenic-Fuel Space Rockets]] || 37118400 || 1 || 4.44 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Venture Liquid Rocket x5 || [[Cryogenic-Fuel Space Rockets]] || 46398000 || 1 || 4.44 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Venture Liquid Rocket x6 || [[Cryogenic-Fuel Space Rockets]] || 55677600 || 1 || 4.44 || 1 || Any_General || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Vortex Drive x1 || [[Vortex Drive]] || 330000 || 15 || 19.62 || 0.7 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Vortex Drive x2 || [[Vortex Drive]] || 660000 || 15 || 19.62 || 0.7 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Vortex Drive x3 || [[Vortex Drive]] || 990000 || 15 || 19.62 || 0.7 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Vortex Drive x4 || [[Vortex Drive]] || 1320000 || 15 || 19.62 || 0.7 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Vortex Drive x5 || [[Vortex Drive]] || 1650000 || 15 || 19.62 || 0.7 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Vortex Drive x6 || [[Vortex Drive]] || 1980000 || 15 || 19.62 || 0.7 || Gas_Core_Fission || Hydrogen&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Z-pinch Microfission Drive || [[Z-Pinch Microfission Drive]] || 24000 || 40 || 156.96 || 0.98 || Any_General || ReactionProducts&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Borane Fusion Lantern x1 || [[Zeta Borane Lantern]] || 416000 || 60 || 3077 || 0.97 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Borane Fusion Lantern x2 || [[Zeta Borane Lantern]] || 832000 || 60 || 3077 || 0.97 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Borane Fusion Lantern x3 || [[Zeta Borane Lantern]] || 1248000 || 60 || 3077 || 0.97 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Borane Fusion Lantern x4 || [[Zeta Borane Lantern]] || 1664000 || 60 || 3077 || 0.97 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Borane Fusion Lantern x5 || [[Zeta Borane Lantern]] || 2080000 || 60 || 3077 || 0.97 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Borane Fusion Lantern x6 || [[Zeta Borane Lantern]] || 2496000 || 60 || 3077 || 0.97 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;8 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|volatiles}}&amp;lt;br&amp;gt;1 {{icon|metals}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Deuteron Drive x1 || [[Zeta Deuteron Drive]] || 108000 || 50 || 1667 || 0.9 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Deuteron Drive x2 || [[Zeta Deuteron Drive]] || 216000 || 50 || 1667 || 0.9 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Deuteron Drive x3 || [[Zeta Deuteron Drive]] || 324000 || 50 || 1667 || 0.9 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Deuteron Drive x4 || [[Zeta Deuteron Drive]] || 432000 || 50 || 1667 || 0.9 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Deuteron Drive x5 || [[Zeta Deuteron Drive]] || 540000 || 50 || 1667 || 0.9 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Deuteron Drive x6 || [[Zeta Deuteron Drive]] || 648000 || 50 || 1667 || 0.9 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Deuteron Fusion Torch x1 || [[Zeta Deuteron Torch]] || 720000 || 60 || 3334 || 0.95 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Deuteron Fusion Torch x2 || [[Zeta Deuteron Torch]] || 1440000 || 60 || 3334 || 0.95 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Deuteron Fusion Torch x3 || [[Zeta Deuteron Torch]] || 2160000 || 60 || 3334 || 0.95 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Deuteron Fusion Torch x4 || [[Zeta Deuteron Torch]] || 2880000 || 60 || 3334 || 0.95 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Deuteron Fusion Torch x5 || [[Zeta Deuteron Torch]] || 3600000 || 60 || 3334 || 0.95 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Deuteron Fusion Torch x6 || [[Zeta Deuteron Torch]] || 4320000 || 60 || 3334 || 0.95 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;10 {{icon|water}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Helion Fusion Lantern x1 || [[Zeta Helion Lantern]] || 600000 || 60 || 1335 || 0.96 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Helion Fusion Lantern x2 || [[Zeta Helion Lantern]] || 1200000 || 60 || 1335 || 0.96 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Helion Fusion Lantern x3 || [[Zeta Helion Lantern]] || 1800000 || 60 || 1335 || 0.96 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Helion Fusion Lantern x4 || [[Zeta Helion Lantern]] || 2400000 || 60 || 1335 || 0.96 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Helion Fusion Lantern x5 || [[Zeta Helion Lantern]] || 3000000 || 60 || 1335 || 0.96 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Helion Fusion Lantern x6 || [[Zeta Helion Lantern]] || 3600000 || 60 || 1335 || 0.96 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;9 {{icon|water}}&amp;lt;br&amp;gt;1 {{icon|fissiles}}&amp;lt;br&amp;gt; || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Triton Drive x1 || [[Zeta Triton Drive]] || 183600 || 30 || 392 || 0.85 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Triton Drive x2 || [[Zeta Triton Drive]] || 367200 || 30 || 392 || 0.85 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Triton Drive x3 || [[Zeta Triton Drive]] || 550800 || 30 || 392 || 0.85 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Triton Drive x4 || [[Zeta Triton Drive]] || 734400 || 30 || 392 || 0.85 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Triton Drive x5 || [[Zeta Triton Drive]] || 918000 || 30 || 392 || 0.85 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| Zeta Triton Drive x6 || [[Zeta Triton Drive]] || 1101600 || 30 || 392 || 0.85 || Z_Pinch_Fusion || ReactionProducts&amp;lt;br&amp;gt;9.9 {{icon|water}}&amp;lt;br&amp;gt;0.1 {{icon|fissiles}}&amp;lt;br&amp;gt; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Power Plant !! Classification !! Efficiency !! Specific power (tons/GW) !! Maximum Output (GW)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell I || Fuel Cell || 70.0% || 2,800 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell II || Fuel Cell || 70.0% || 450 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell III || Fuel Cell || 72.0% || 120 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor I || Solid Core Fission || 75.0% || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor II || Solid Core Fission || 77.5% || 34 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor III || Solid Core Fission || 80.0% || 28 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor IV || Solid Core Fission || 82.5% || 12 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor V || Solid Core Fission || 85.0% || 8 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor I || Solid Core Fission || 77.5% || 6 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor II || Solid Core Fission || 80.0% || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor III || Solid Core Fission || 82.5% || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor IV || Solid Core Fission || 85.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor V || Solid Core Fission || 87.5% || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor I || Molten Core Fission || 85.0% || 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor II || Molten Core Fission || 88.0% || 3.5 || 35&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor III || Molten Core Fission || 90.0% || 3 || 420&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt Fission Reactor I || Molten Salt Core Fission || 92.0% || 2 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt Fission Reactor II || Molten Salt Core Fission || 93.0% || 1.8 || 420&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor I || Gas Core Fission || 90.0% || 4 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor II || Gas Core Fission || 92.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor III || Gas Core Fission || 92.0% || 3 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor I || Gas Core Fission || 90.0% || 10 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor II || Gas Core Fission || 91.0% || 7 || 33&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor III || Gas Core Fission || 95.0% || 3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor I || Gas Core Fission || 93.0% || 10 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor II || Gas Core Fission || 95.0% || 3.5 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor III || Gas Core Fission || 96.0% || 1 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor I || Electrostatic Confinement Fusion || 95.0% || 1 || 46&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor II || Electrostatic Confinement Fusion || 95.0% || 0.5 || 74&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor I || Z-Pinch Fusion || 95.0% || 10 || 260&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor II || Z-Pinch Fusion || 95.0% || 5 || 610&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor III || Z-Pinch Fusion || 96.0% || 1.5 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor IV || Z-Pinch Fusion || 97.0% || 0.4 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor I || Hybrid Confinement Fusion || 97.0% || 4 || 180&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor II || Hybrid Confinement Fusion || 98.0% || 2 || 510&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor III || Hybrid Confinement Fusion || 99.0% || 1 || 1900&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor IV || Hybrid Confinement Fusion || 99.0% || 0.05 || 11400&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak I || Toroid Magnetic Confinement Fusion || 92.0% || 12 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak II || Toroid Magnetic Confinement Fusion || 94.0% || 8 || 401&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak III || Toroid Magnetic Confinement Fusion || 95.0% || 6 || 624&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak IV || Toroid Magnetic Confinement Fusion || 97.5% || 3 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor I || Mirrored Magnetic Confinement Fusion || 93.0% || 13.4 || 120&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor II || Mirrored Magnetic Confinement Fusion || 95.0% || 6.5 || 215&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor III || Mirrored Magnetic Confinement Fusion || 97.0% || 1.2 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor I || Inertial Confinement Fusion || 85.0% || 17.6 || 370&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor II || Inertial Confinement Fusion || 89.0% || 12 || 860&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor III || Inertial Confinement Fusion || 92.0% || 10 || 3200&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor IV || Inertial Confinement Fusion || 95.0% || 5 || 5500&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor I || Plasma Core Antimatter || 99.8% || 0.45 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor II || Plasma Core Antimatter || 99.8% || 0.05 || 7300&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Beam Core Reactor || Beam Core Antimatter || 99.8% || 0.00002 || 3000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
Radiators remove waste heat produced by the ship&#039;s power plant and crews. Waste heat of a power plant scales with its output and efficiency (heat generated = power x (1-efficiency)). And each crew generates 3.75MW waste heat.&lt;br /&gt;
&lt;br /&gt;
The cooling type of the ship&#039;s drive affects total amount of waste heat needs to be removed. With an open-cycle cooling drive, the radiator only has to remove waste heat from crews. With a closed-cycle cooling drive, the radiator has to remove waste heat of both power plant and crews.&lt;br /&gt;
&lt;br /&gt;
Radiators are highly vulnerable in combat. When a ship takes hit while the radiator is extended, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. You can retract the radiator to prevent this if the ship has heat sinks in one or more utility slots. However, once the ship&#039;s heat sink fills up, the radiators must be extended again to protect the lives of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2| Radiator !! rowspan=2 | Crews !! rowspan=2 | Combat vulnerability when deployed&amp;lt;br&amp;gt;(chance to get hit directly) !! rowspan=2 | Mass (tons / GW) !! colspan=4 | Resources / GW (% of total cost)&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum Fin || 1 || Very High (30%) || 400 || 0 || 40 (100%) || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium Array || 1 || High (20%) || 181.82 || 0 || 0 || 18.18 (100%) || 0&lt;br /&gt;
|-&lt;br /&gt;
| Molybdenum Pipe || 1 || Moderate (10%) || 222.22 || 0 || 11.11 (50%) || 11.11 (50%) || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube Filament || 1 || Moderate (5%) || 153.85 || 14.62 (95%) || 0.77 (5%) || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ionic Dust || 3 || Very Low (1%) || 333.33 || 31.67 (95%) || 1.67 (5%) || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Cobalt Dust || 3 || Very Low (1%) || 200 || 0 || 1 (5%) || 19 (95%) || 0&lt;br /&gt;
|-&lt;br /&gt;
| Tin Droplet || 3 || Very Low (1%) || 125 || 1.25 (10%) || 11.25 (90%) || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Gallium Mist || 3 || Very Low (1%) || 100 || 1 (10%) || 5 (50%) || 4 (40%) || 0&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Spray || 3 || Very Low (1%) || 76.92 || 0.77 (10%) || 4.62 (60%) || 2.31 (30%) || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma || 2 || Low (2%) || 55.56 || 0.56 (10%) || 0.56 (10%) || 4.44 (80%) || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Spike || 2 || Low (2%) || 41.67 || 0.21 (5%) || 0.24 (5.8%) || 3.71 (89%) || 0.0083 (0.2%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
The ship&#039;s primary battery stores energy from the power plant and provides it to weapons, life support, and other key systems when the main power plant is unable to do so, either due to damage or when the drive is operating on ships that don&#039;t have an independently powered drive. High-power weapons can drain the battery quickly in combat. Improved batteries will have a larger capacity or a faster recharge rate. You may add additional batteries of the same type in utility module slots for greater capacity.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Battery !! rowspan=2|Crews !!rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Time to full charge (minutes) !! rowspan=2|Recharge rate (GJ / minute) !! colspan=5|Resources&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Ion || 0 || 30 || 15 || 50 || 0.3 || || 0.6 || 2.4 || || &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Sulfur || 0 || 35 || 21 || 56 || 0.375 || || 1.365 || 2.1 || 0.035 ||&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 0 || 80 || 40 || 88.9 || 0.45 || || 1.6 || 5.6 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 0 || 20 || 20 || 33.3 || 0.60 || 1.6 || 0.4 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 1 || 120 || 48 || 32 || 1.5 || || 9 || 2.4 || 0.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 1 || 80 || 80 || 26.7 || 3 || || 4 || 2.4 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 1 || 2 || 40 || 8.9 || 4.5 || || 0.1 || 0.06 || 0.04 ||&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 1 || 10 || 60 || 10 || 6.0 || || 0.4 || 0.25 || 0.3 || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Armor plating on the ship will absorb incoming weapons fire, preventing damage to internal components. Each point of armor will absorb 20 Megajoules of energy at a single location on the hull before vaporizing. Different armor types require a different thickness and mass to absorb a particular amount of damage. In the below table, the mass required per point is given as a percentage of the mass of steel armor (so for example, a steel armor that weighs 1000 tons would instead weigh 230 tons if it were made same points of nanotube armor). &lt;br /&gt;
&lt;br /&gt;
Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will be 10-35x heavier per point than nose/tail armor. &lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Armor !! rowspan=2|Thickness per point(cm) !!rowspan=2|Relative mass per point!! rowspan=2|Bonus Resistance !! colspan=5|Cost / kiloton !! colspan=2|Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics !!  X-Ray !! Baryonic&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 7.493 || 100% || 25% Chipping || 0 || 0.02 || 0.98 || 0 || 0 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 9.463 || 77.5% || 25% Chipping || 0 || 0 || 0.05 || 0.95 || 0 || 282% || 107%&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 12.587 || 68.7% || || 0 || 0.5 || 0.5 || 0 || 0 || 515% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 22.231 || 95.2% || 25% Kinetic Damage || 0 || 0.5 || 0.5 || 0 || 0 || 671% || 65%&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 13.817 || 45.3% || || 0 || 0.5 || 0.25 || 0.25 || 0 || 876% || 182%&lt;br /&gt;
|-&lt;br /&gt;
| Foamed Metal || 18.116 || 28.3% || 25% Chipping || 0 || 0.3 || 0.5 || 0.2 || 0 || 718% || 175%&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 7.857 || 23.0% || || 0 || 0.6 || 0.35 || 0.05 || 0 || 1021% || 193%&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 3.733 || 11.4% || 25% Kinetic Damage || 0 || 0.55 || 0.35 || 0.1 || 0 || 1163% || 196%&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 2.597 || 9.7% || || 0 || 0.4 || 0.42 || 0.16 || 0.02 || 950% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 2.500 || 8.5% || 25% Laser Damage || 0 || 0.38 || 0.45 || 0.16 || 0.01 || 913% || 171%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
Utility Modules perform a variety of functions to widen a spacecraft&#039;s capabilities. Extra batteries may also be put in utility module slots.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves damage control&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Heat Sink !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Specific capacity (GJ/ton) !! colspan=4|Resources&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Water || 250 || 100 || 0.40 || 25 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Potassium || 205 || 110 || 0.54 ||  ||  || 20.5  || &lt;br /&gt;
|-&lt;br /&gt;
| Sodium || 230 || 370 || 1.61 ||  ||  || 23 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Lithium || 128 || 525 || 4.10 ||  ||  || 12.8 || &lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 485 || 900 || 1.86 ||  || 12.125 || 36.375 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 250 || 1800 || 7.2 ||  ||  || 20 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Water || 500 || 200 || 0.40 ||  50 ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Potassium || 410 || 220 || 0.54  ||  ||  || 41 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Sodium || 460 || 740 || 1.61 ||  ||  || 46 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Lithium || 256 || 1050 || 4.10 ||  ||  || 25.6 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Molten Salt || 970 || 1800 || 1.86 ||  || 24.25 || 72.75 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Exotic || 500 || 3600 || 7.2 ||  ||  || 40 ||  10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets.  Weapons can have up to four different possible fire modes:&lt;br /&gt;
* Focus Fire: Will fire at primary target only.&lt;br /&gt;
* Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.&lt;br /&gt;
* Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.&lt;br /&gt;
* Defense: Will fire at incoming projectiles and missiles; will not target ships.&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos.  If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up.  For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds.  If a weapon has a salvo listed of X shots / Y s, it will fire one shot every Y seconds X number of times, and then will go on cooldown, after which it will fire another salvo.  For example, the Light Coilgun Battery Mk1 has a salvo of 3 shots / 10 s and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low muzzle velocity will have a hard time hitting anything at range and the projectiles can be targeted by point defense. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Gun !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
| 30mm Autocannon || 1 ||  || Defense || 4 || 3.2 || 3000 ||  || 200 || 19.5 || 10 shots / 1 s || &lt;br /&gt;
|-&lt;br /&gt;
| 40mm Autocannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 4 || 20.3 || 2000 ||  || 350 || 45 || 6 shots / 4.5 s || &lt;br /&gt;
|-&lt;br /&gt;
| 6-inch Cannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 12 || 22.1 || 600 ||  || 250 || 52 || 4 shots / 2 s || &lt;br /&gt;
|-&lt;br /&gt;
| 8-inch Cannon || 2 ||  || Focus Fire, Attack || 15 || 49 || 400 ||  || 250 || 90 || 4 shots / 3 s || &lt;br /&gt;
|- &lt;br /&gt;
| 10-inch Cannon ||  || 1 || Focus Fire, Attack || 16 || 88.2 || 300 ||  || 250 || 179 || 3 shots / 3 s || &lt;br /&gt;
|-&lt;br /&gt;
| 12-inch Cannon ||  || 2 || Focus Fire, Attack || 20 || 156.8 || 250 ||  || 250 || 305 || 2 shots / 5 s || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns may have a difficult time hitting targets at range; coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Magnetic Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 28.1 || 1000 ||  || 500 || 62 ||  || 0.15 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 43.2 || 1000 ||  || 550 || 57 ||  || 0.18 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 68 || 1000 ||  || 600 || 52 ||  || 0.22 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 40 || 75.9 || 1500 ||  || 500 || 65 || 3 shots / 10 s || 0.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 116.6 || 1500 ||  || 550 || 60 || 4 shots / 10 s || 0.24 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 173.6 || 1500 ||  || 600 || 55 || 5 shots / 10 s || 0.28 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 36 || 81 || 1200 ||  || 650 || 128.8 ||  || 0.43 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 24 || 124.4 || 1200 ||  || 700 || 118.8 ||  || 0.52 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 12 || 196 || 1200 ||  || 750 || 108.8 ||  || 0.64 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 48 || 218.7 || 1800 ||  || 650 || 136 || 3 shots / 12 s || 0.58 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 36 || 317.5 || 1800 ||  || 700 || 126 || 4 shots / 12 s || 0.66 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 24 || 453.6 || 1800 ||  || 750 || 116 || 5 shots / 12 s || 0.74 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 43 || 233.3 || 1440 ||  || 800 || 269.1 ||  || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 29 || 358.3 || 1440 ||  || 850 || 249.1 ||  || 1.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 14 || 563.5 || 1440 ||  || 900 || 229.1 ||  || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 58 || 595.4 || 2160 ||  || 800 || 286.4 || 3 shots / 14 s || 1.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 43 || 829.4 || 2160 ||  || 850 || 266.4 || 4 shots / 14 s || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 29 || 1148.2 || 2160 ||  || 900 || 246.4 || 5 shots / 15 s || 1.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk1 ||  || 1 || Focus Fire, Attack || 45 || 145.8 || 200 ||  || 550 || 66 ||  || 0.78 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 223.9 || 200 ||  || 600 || 61 ||  || 0.93 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk3 ||  || 1 || Focus Fire, Attack || 15 || 352.2 || 200 ||  || 650 || 56 ||  || 1.1 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk1 ||  || 1 || Focus Fire, Attack || 40 || 273.4 || 300 ||  || 550 || 67.5 || 3 shots / 10 s || 0.73 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 396.9 || 300 ||  || 600 || 62.5 || 4 shots / 10 s || 0.83 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk3 ||  || 1 || Focus Fire, Attack || 20 || 717.6 || 300 ||  || 650 || 57.5 || 5 shots / 10 s || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk1 ||  || 2 || Focus Fire, Attack || 54 || 419.9 || 240 ||  || 700 || 134.4 ||  || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 644 || 240 ||  || 750 || 124.4 ||  || 2.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk3 ||  || 2 || Focus Fire, Attack || 18 || 1102.2 || 240 ||  || 800 || 114.4 ||  || 3.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk1 ||  || 2 || Focus Fire, Attack || 48 || 744.2 || 360 ||  || 700 || 138 || 3 shots / 12 s || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 1036.8 || 360 ||  || 750 || 128 || 4 shots / 12 s || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk3 ||  || 2 || Focus Fire, Attack || 24 || 1771.9 || 360 ||  || 800 || 118 || 5 shots / 12 s || 2.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk1 ||  || 4 || Focus Fire, Attack || 108 || 1207.5 || 300 ||  || 900 || 276 ||  || 6.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2015.5 || 300 ||  || 950 || 256 ||  || 8.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk3 ||  || 4 || Focus Fire, Attack || 36 || 3169.6 || 300 ||  || 1000 || 236 ||  || 10.3 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk1 ||  || 4 || Focus Fire, Attack || 96 || 1944 || 450 ||  || 900 || 285 || 3 shots / 24 s || 5.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2624.4 || 450 ||  || 950 || 265 || 4 shots / 24 s || 5.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk3 ||  || 4 || Focus Fire, Attack || 48 || 4287.9 || 450 ||  || 1000 || 245 || 5 shots / 24 s || 7 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target.  All missiles have a range of 1,000 km.&lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different types of warheads:&lt;br /&gt;
* Fragmentation warheads do 50% damage to armor&lt;br /&gt;
* Penetrator warheads do 60% damage to armor&lt;br /&gt;
* Explosive warheads do 80% damage to armor&lt;br /&gt;
* Nuclear warheads do 100% damage to armor and have a blast radius&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor and have a longer but narrower blast cone radius&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Tier !! Mass (tons) !! Blast Damage Radius (km) !! Destruction Cone !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || Focus Fire || 5 || 350.9 || Explosive || 4.5 || 3.3 || 10 || 0 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || Focus Fire || 5 || 501.4 || Explosive || 14.9 || 3.8 || 16 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || Focus Fire || 7 || 598.8 || Explosive || 14.9 || 3.5 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Racer Missile Bay || Focus Fire, Defense || 3 || 89.1 || Explosive || 29.9 || 2.7 || 36 || 1 || 24.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || Focus Fire, Defense || 5 || 501.8 || Fragmentation || 14.9 || 4.5 || 24 || 1 || 43.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || Focus Fire, Defense || 7 || 840.5|| Fragmentation || 14.9 || 4.1 || 18 || 1 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || Focus Fire || 5 || 501.8 || Penetrator || 14.9 || 4.5 || 16 || 2 || 30.6 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || Focus Fire || 5 || 840.5 || Penetrator || 14.9 || 4.1 || 12 || 2 || 24.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || Focus Fire || 5 || 923.1 || Explosive || 18.3 || 3.7 || 10 || 1 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || Focus Fire, Defense || 5 || 795.2 || Fragmentation || 18.3 || 5.6 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || Focus Fire || 5 || 1,901 || Penetrator || 18.3 || 4.4 || 10 || 1 || 34 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Python Nuclear Missile Bay || Focus Fire, Defense || 5 || 188,325,000 || Nuclear || 18.3 || 4 || 10 || 2 || 31 || 6 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder Shaped Nuclear Missile Bay || Focus Fire, Defense || 5 || 418,500,000 || Shaped Nuclear || 18.3 || 4 || 10 || 2+ || 31 || 39 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || Focus Fire || 7 || 1,120.3 || Explosive || 7.5 || 6.2 || 6 || 1 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || Focus Fire || 7 || 8,004.2 || Penetrator || 7.5 || 4.6 || 6 || 2 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || Focus Fire || 7 || 2,230.4 || Explosive || 9.1 || 8.0 || 6 || 1 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || Focus Fire || 7 || 15,249.0 || Penetrator || 9.15 || 6.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || Focus Fire || 7 || 6,738.3 || Explosive || 4.9 || 12.8 || 6 || 2 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || Focus Fire || 7 || 48,492.1 || Penetrator || 4.9 || 9.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Hestia Torpedo Bay (ex Poseidon) || Focus Fire || 7 || 17,112.5|| Penetrator || 4.9 || 18.5 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || Focus Fire || 7 || 1,129,950,000 || Nuclear || 7.5 || 6.4 || 5 || 2+ || 49 || 15 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || Focus Fire || 7 || 2,448,225,000 || Nuclear || 9.1 || 7.7 || 5 || 2+ || 44 || 22 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || Focus Fire || 7 || 4,519,800,000 || Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 30 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 93 || 0.2° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Acheron Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.1 || 5 || 2+ || 44 || 124 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Tartarus Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.5 || 5 || 2+ || 44 || 149 || 0.13° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Styx Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.0 || 5 || 2+ || 44 || 219 || 0.085° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher ||Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 || 2+ || 74 || 67 ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Laser Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Armor Effectiveness at 100km !! Armor Effectiveness at 200km !! Armor Effectiveness at 500km !! Build Cost !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Laser Turret || 1 ||  || Defense || 3 || 50 || 250 || 20 || 0.2 || 1,289% || 5,156% || 32,227% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Arc Laser Turret || 1 ||  || Defense || 3 || 50 || 300 || 20 || 0.11 || 1,096% || 4,386% || 27,412% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Phaser Turret || 1 ||  || Defense || 3 || 50 || 350 || 20 || 0.14 || 920% || 3,679% || 22,994% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.4 || 330% || 1,318% || 8,239% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.29 || 279% || 1,115% || 6,968% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 75 || 0.22 || 233% || 930% || 5,815% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.5 || 90% || 358% || 2,238% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.33 || 71% || 284% || 1,777% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.25 || 59% || 235% || 1,471% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 1 || 30% || 118% || 738% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.5 || 20% || 79% || 492% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.33 || 16% || 63% || 393% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.6 || 90% || 361% || 2,254% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.43 || 75% || 299% || 1,868% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 100 || 0.33 || 61% || 244% || 1,523% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.75 || 30% || 121% || 753% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.5 || 23% || 92% || 577% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.38 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 1.5 || 15% || 61% || 378% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.75 || 10% || 41% || 257% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.5 || 5% || 20% || 127% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 0.9 || 20% || 81% || 504% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.64 || 15% || 59% || 369% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 200 || 0.5 || 10% || 42% || 262% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 1.1 || 14% || 54% || 338% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.75 || 8% || 34% || 211% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 315 || 0.56 || 5% || 20% || 126% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 2.3 || 12% || 47% || 296% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 1.1 || 7% || 28% || 175% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 135 || 0.75 || 4% || 15% || 96% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 0.8 || 31% || 124% || 774% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.57 || 24% || 96% || 599% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 150 || 0.44 || 18% || 73% || 456% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 1 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.67 || 11% || 46% || 286% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.5 || 7% || 29% || 180% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 2 || 12% || 49% || 305% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 1 || 8% || 33% || 206% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.67 || 5% || 18% || 113% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1 || 17% || 66% || 416% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.71 || 12% || 47% || 293% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 250 || 0.56 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1.3 || 13% || 51% || 322% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.83 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.63 || 5% || 20% || 125% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 2.5 || 12% || 48% || 298% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 1.3 || 7% || 29% || 180% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.83 || 4% || 17% || 109% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.2 || 14% || 57% || 359% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 0.86 || 10% || 39% || 241% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 350 || 0.67 || 6% || 24% || 148% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.5 || 13% || 51% || 317% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1 || 8% || 32% || 198% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 0.75 || 4% || 17% || 108% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 3 || 12% || 49% || 307% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1.5 || 8% || 30% || 190% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 1 || 4% || 16% || 101% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.4 || 14% || 55% || 344% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1 || 9% || 36% || 227% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 450 || 0.78 || 5% || 22% || 136% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.8 || 13% || 51% || 320% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.2 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 0.88 || 4% || 18% || 111% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 3.5 || 13% || 50% || 314% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.8 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 1.2 || 4% || 17% || 107% ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
Particle weapons are short-range weapons that are very good at penetrating armor, potentially disabling or destroying a ship&#039;s internal components, but doing very little to armor or ship structure itself. They are designed to be used as part of a fleet, and are very unlikely to kill a ship if used alone. The point-defense particle beam is also an effective point-defense weapon against missiles, but not against kinetic slugs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Particle Beam !! Hull Slots !! Nose Slots !! Mass (tons) !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Thermal Damage !! X-Ray Damage !! Baryonic Damage !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost &lt;br /&gt;
|-&lt;br /&gt;
| Point Defense E-Beamer || 1 || || 5 || Defense || 4 || 5 || 10% || 90% || 0% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light E-Beam Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 20 || 20 || 10% || 90% || 0% || 300 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 20 || 40 || 10% || 90% || 0% || 400 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy E-Beam Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 20 || 80 || 10% || 90% || 0% || 500 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Electron Lance || || 2 || 30 || Focus Fire, Attack, Guardian, Defense || 20 || 60 || 10% || 90% || 0% || 500 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Electron Lance || || 3 || 60 || Focus Fire, Attack, Guardian, Defense || 20 || 120 || 10% || 90% || 0% || 600 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Electron Lance || || 4 || 120 ||Focus Fire, Attack || 20 || 240 || 10% || 90% || 0% || 800 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Ion Battery || 1 || || 5 || Defense || 3 || 5 || 60% || 34% || 16% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 30 || 20 || 60% || 34% || 16% || 500 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Cannon || || 1 || 15 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 500 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Cannon || || 2 || 30 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 600 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Cannon || || 3 || 60 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% ||| 700 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Ion Cannon || || 4 || 120 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 850 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Beam Battery || 2 || || 25 || Focus Fire, Attack, Guardian, Defense  || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Beam Battery || 4 || || 50 || Focus Fire, Attack, Guardian, Defense  || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Particle Lance || || 1 || 20 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 700 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Lance || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 800 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Lance || || 3 || 80 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% || 900 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Lance || || 4 || 160 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 1000 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Particle Cannon || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 40 || 80 || 100% || 134% || 66% || 800 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Antimatter Particle Cannon || || 3 || 120 || Focus Fire, Attack, Guardian, Defense  || 40 || 160 || 100% || 134% || 66% || 900 || 1.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Antimatter Particle Cannon || || 4 || 240 || Focus Fire, Attack || 40 || 320 || 100% || 134% || 66% || 1000 || 2.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || 3.7 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
all ships have a baseline of 5 half-values (1/32). armor up to the point where it reaches those 5 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness, and not shown anywhere in game. every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons.&lt;br /&gt;
&lt;br /&gt;
here&#039;s a table for the half values of different armor types (i calculated the points from armor thickness per point and the half value thickness):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! points per half-value (X-Ray) !! points per half-value (Baryon)&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 0.27 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 0.44 || 1.11&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 0.72 || 4.61&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 1.00 || 0.62&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 1.11 || 5.21&lt;br /&gt;
|-&lt;br /&gt;
| Foamed Metal || 1.62 || 7.44&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 2.53 || 19.77&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 4.83 || 31.05&lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 2.00 || 4.62&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid || 1.80 || 4.40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If your armor is greater than 5 half-values, you can divide the damage by 2^(Armor/PointsPerHalfValue). Otherwise divide it by 32.&lt;br /&gt;
&lt;br /&gt;
Baryon damage is additionally multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
This resulting damage is directly dealt to internals, with the hit location being calculated in the same way as with lasers. If it happens to hit something that is immune to radiation (for example a heat sink or the structure) it will deal no damage.&lt;br /&gt;
&lt;br /&gt;
Any damage at all is enough to disable a weapon (until damage control gets around to repairing it), which explains that the laser stopped firing for a while. Human Lasers also only have 1HP, and once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
As for Ion / Particle... Particle uses a different dispersion model, which theoretically results in much longer effective range. I am not sure if it actually has a noticeable effect on gameplay though.&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Plasma Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 1 || 2 ||  || Focus Fire, Attack || 30 || 135.0 || 500 ||  || 500 || 320 || 0.45 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 2 || 2 ||  || Focus Fire, Attack || 25 || 135.0 || 500 ||  || 600 || 280 || 0.34 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 3 || 2 ||  || Focus Fire, Attack || 20 || 135.0 || 500 ||  || 700 || 240 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 1 || 4 ||  || Focus Fire, Attack || 36 || 256.0 || 1000 ||  || 600 || 640 || 1.3 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 2 || 4 ||  || Focus Fire, Attack || 30 || 256.0 || 1000 ||  || 700 || 560 || 0.85 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 3 || 4 ||  || Focus Fire, Attack || 24 || 256.0 || 1000 ||  || 800 || 480 || 0.64 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 1 ||  || 3 || Focus Fire, Attack || 48 || 428.8 || 300 ||  || 600 || 540 || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 2 ||  || 3 || Focus Fire, Attack || 40 || 428.8 || 300 ||  || 700 || 480 || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 3 ||  || 3 || Focus Fire, Attack || 32 || 428.8 || 300 ||  || 800 || 420 || 0.95 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 1 ||  || 4 || Focus Fire, Attack || 60 || 551.2 || 300 ||  || 800 || 720 || 2.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 2 ||  || 4 || Focus Fire, Attack || 50 || 551.2 || 300 ||  || 900 || 640 || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 3 ||  || 4 || Focus Fire, Attack || 40 || 551.2 || 300 ||  || 1000 || 560 || 1.4 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| Ship Hull Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| Power Plant || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| Drive || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| Heat Sinks || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Batteries || Cannot reduce number, but can freely change or add more. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Note: A ship design can only be saved if all of its Batteries have the same Name. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* Naval Guns&lt;br /&gt;
* Lasers&lt;br /&gt;
* Particle Beams&lt;br /&gt;
* Magnetic Guns&lt;br /&gt;
* Plasma&lt;br /&gt;
* Missiles&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198031146329</name></author>
	</entry>
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