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		<title>Aliens</title>
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		<updated>2025-12-30T09:35:59Z</updated>

		<summary type="html">&lt;p&gt;76561198243684854: corrected typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page describes mechanics of Alien faction in game. For story spoilers, see [[Aliens/Lore]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FAC AlienCouncil 128.png|thumb|100px|Logo of the alien faction]]&lt;br /&gt;
The Aliens, or Hydra as they&#039;re sometimes referred after the first autopsy, are a non-playable faction. They have their own set of missions separate from human factions.&lt;br /&gt;
&lt;br /&gt;
Aliens usually start on a Kuiper Belt asteroid (such as [https://en.wikipedia.org/wiki/Haumea Haumea], [https://en.wikipedia.org/wiki/Makemake Makemake], [https://en.wikipedia.org/wiki/90482_Orcus Orcus], or [https://en.wikipedia.org/wiki/50000_Quaoar Quaoar]) with a tier 3 Base and a tier 3 Habitat. They have 1 councilor on Earth and 5 more on Gunships that will soon crash land on Earth. They also start with a Destroyer that will arrive in early 2024. Aliens will expand from the edge towards the core of the solar system but will generally avoid attacking human fleets or habs until they are provoked.&lt;br /&gt;
&lt;br /&gt;
Alien ships bringing councilors to Earth will create an UFO Crashdown Site visible to everyone. Other alien phenomena are created by alien councilor missions and have to be surveyed. Investigating an alien phenomena site will increase Xenology research by 1%.&lt;br /&gt;
&lt;br /&gt;
== Alien Threat Level ==&lt;br /&gt;
[[File:Alien threat meter.png|thumb|Alien threat meter]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This panel represents our intelligence section&#039;s best estimate about the degree to which the aliens regard our faction as a threat. It is based on our monitoring of pro-alien groups and visible alien activity in the Solar System.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We believe hostile actions against the aliens or their proxies on Earth, and/or a large visible space presence, increases their concern about us, and we may expect the aliens to attack our interests on Earth and in space should the alert monitor reach the maximum level. We also suspect they may launch one-off retaliations in response to direct action by our operatives against them, but they may also lose interest if we avoid opposing them or their proxies on Earth directly for a time.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Our analysts emphasize this is an imperfect estimate. We will correct our estimates when the aliens take direct action against us or by speaking with one of them directly.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The estimate will turn entirely red if we conclude the aliens are in a total war footing against our interests.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
Alien Threat meter becomes visible in the Intel panel once the [[Alien Operations]] council engineering project has been completed. Alien threat is scored from 0 upwards, with every 10 points increasing the threat level by 1. Alien Threat Level caps at 5, at which point the aliens will start attacking a faction&#039;s habs and fleets. The points can go above 50, making it harder to lower it. Gaining threat via hostile actions will worsen relations with {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] as well. &lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy]] for more details on how threat is gained, reduced, and estimated.&lt;br /&gt;
&lt;br /&gt;
== Alien Resources ==&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has the exact same set of resource types as the Human Factions. However, there are several notable differences in how they interact with each resource type:&lt;br /&gt;
&lt;br /&gt;
=== Control Point Capacity ===&lt;br /&gt;
&lt;br /&gt;
Although the Alien Faction technically has a {{icon|cp}}Control Point Capacity like any other faction, nothing can ever cause them to incur a {{icon|cp}}Control Point Cost. Even the Control Points of the [[Aliens#Alien_Administration|Alien Nation]] do not incur any {{icon|cp}}Control Point Cost.&lt;br /&gt;
&lt;br /&gt;
So while Human Factions suffer increased vulnerability to {{MissionIcon|Crackdown}}[[Crackdown]] and {{MissionIcon|Purge}}[[Purge]] missions from exceeding their {{icon|cp}}Control Point Capacity, as well as incur an annual {{icon|influence|bgcolor=DarkSlateGray}}Influence upkeep equal to the excess amount squared, the Alien Faction can never suffer any of these penalties.&lt;br /&gt;
&lt;br /&gt;
=== Mission Control Capacity ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{icon|mc}}Mission Control Capacity like any other faction, but never actually benefits or suffers because of it.&lt;br /&gt;
&lt;br /&gt;
For Human Factions, each Unused {{icon|mc}}Mission Control Capacity turns into a daily income of 0.075 {{icon|research|bgcolor=DarkSlateGray}}research and 0.2 {{icon|money}}money. But for the Alien Faction, there is no such benefit.&lt;br /&gt;
&lt;br /&gt;
On the other hand, when Human Factions exceed their {{icon|mc}}Mission Control Capacity, they become unable to build new habs, as well as suffer an attack/defense penalty equal to the excess on all hab capture [[Missions]]. In contrast, the Alien Faction does not suffer any of these penalties.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Alien Faction does still have a limit on the number of Habs they can build. See [[Aliens#Alien_Total_War]] for details.&lt;br /&gt;
&lt;br /&gt;
Notably, all {{icon|mc}}[[Nations#Mission Control|Mission Control]] produced by the [[Aliens#Alien_Administration|Alien Nation]] is automatically given to {{icon|submit}}[[The Servants]]. But any {{icon|mc}}[[Nations#Mission Control|Mission Control]] produced by [[Orgs]] equipped by [[Aliens#Alien_Agents|Alien Councilors]] will be given to the Alien Faction as normal.&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction can produce {{icon|research}}Research, but never actually uses it for their own development. In a sense, the Alien&#039;s research progress is simply modelled by their [[Aliens#Alien_Abductions|Abductions]], instead of a tree of research projects.&lt;br /&gt;
&lt;br /&gt;
* All {{icon|research}}Research produced by the [[Aliens#Alien_Administration|Alien Nation]] is automatically given to {{icon|submit}}[[The Servants]].&lt;br /&gt;
* All {{icon|research}}Research produced by [[Aliens#Alien_Agents|Alien Councilors]] through equipped [[Orgs]] simply vanishes.&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction does not seem to have any interaction with {{icon|projects|bgcolor=DarkSlateGray}}Projects. It is not even given to {{icon|submit}}[[The Servants]].&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{icon|money}}Money resource type like any other faction, but this represents &#039;&#039;Human&#039;&#039; currencies. So alien [[Habs]] and [[Spaceships]] have zero {{icon|money}}Money upkeep, since they are not paid in human currencies. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, {{icon|money}}Money is still a very useful resource for the Alien Faction, having various uses in their interactions with human society such as:&lt;br /&gt;
* Buying Human [[Orgs]], which can usually be equipped and used by Alien Councilors.&lt;br /&gt;
* Trading with Pro-Alien Human [[Factions]], who could usually use the {{icon|money}}Money.&lt;br /&gt;
* Performing the {{MissionIcon|Build Facility}}[[Build Facility]] mission, which costs 500 {{icon|money}}Money. Presumably this money is paid to the local humans in exchange for the local supplies and/or manpower for the construction of an [[Aliens#Alien_Facility|Alien Facility]] in the target region.&lt;br /&gt;
&lt;br /&gt;
Notably, since the Alien Faction does not have access to any [[Nations]] the early stages of the game, they cannot use the {{icon|spoils}}Spoils priority to rapidly accumulate human {{icon|money}}Money in early stages of the game. So this is one area where Human Factions can build up a significant lead, and it may be worth stealing any {{icon|money}}Money producing [[Orgs]] from the Aliens to starve them of human currencies for as long as possible.&lt;br /&gt;
&lt;br /&gt;
After the [[Aliens#Alien_Administration|Alien Nation]] is built, the Alien Faction will never invest its {{icon|ip|bgcolor=DarkSlateGray}}Investment Points into the {{icon|spoils}}Spoils or {{icon|funding}}Funding priorities, but any Funding that was built in the nations that were annexed by the [[Aliens#Alien_Administration|Alien Nation]] is taken by the [[Aliens#Alien_Administration|Alien Nation]]. So the {{icon|alien}}Alien Faction will be able to earn {{icon|money}}Money from the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
=== Influence ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{icon|influence|bgcolor=DarkSlateGray}}Influence resource type like any other faction, but this represents influence among &#039;&#039;Human&#039;&#039; societies. So alien [[Councilors]] cost zero {{icon|influence|bgcolor=DarkSlateGray}}Influence to hire, meaning you can never stop the aliens from hiring councilors just by starving them of {{icon|influence|bgcolor=DarkSlateGray}}Influence.&lt;br /&gt;
&lt;br /&gt;
Notably, while Human Factions passively earn an annual {{icon|influence|bgcolor=DarkSlateGray}}Influence income of 0.5 per million {{icon|pop}}[[Nations#Population|Population]] [[Nations#Public_Opinion|supporting their ideology]], human populations cannot directly support the {{icon|alien}}Alien ideology.&lt;br /&gt;
&lt;br /&gt;
Instead, the Alien Faction passively earns the same amount of {{icon|influence|bgcolor=DarkSlateGray}}Influence that {{icon|submit}}[[The Servants]] gain from their supporters in each [[Nations|Nation]], but multiplied by Min(Total [[Aliens#Alien_Abductions|Abductions]] in Nation / 100, 0.5).&lt;br /&gt;
&lt;br /&gt;
{{icon|influence|bgcolor=DarkSlateGray}}Influence is one of the more dangerous resources for the Aliens to possess, because the [[Aliens#Alien_Enthrall|Alien Enthrall Missions]] can all spend {{icon|influence|bgcolor=DarkSlateGray}}Influence to get [[Missions#Mission_Modifiers|Bonus Attack]]. So it may be worth actively reducing global public support for {{icon|submit}}[[The Servants]] as much as possible, to reduce the {{icon|alien}}Alien Faction&#039;s {{icon|influence|bgcolor=DarkSlateGray}}Influence income.&lt;br /&gt;
&lt;br /&gt;
=== Operations ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{icon|ops|bgcolor=DarkSlateGray}}Operations resource type like any other faction, and their interaction with this resource type is practically identical to any human faction. But notably:&lt;br /&gt;
&lt;br /&gt;
* {{MissionIcon|Terrorize}}[[Aliens#Alien_Terrorize|Terrorize]] [[Terrorize_Region|Missions]] can spend {{icon|ops|bgcolor=DarkSlateGray}}Operations to get [[Missions#Mission_Modifiers|Bonus Attack]].&lt;br /&gt;
* Human Marine [[Habs|Hab Modules]] produce {{icon|ops|bgcolor=DarkSlateGray}}Operations, but no Alien [[Habs|Hab Module]] produces {{icon|ops|bgcolor=DarkSlateGray}}Operations.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{icon|boost}}Boost resource type like any other faction, but can never use it to build [[Habs]] or [[Spaceships]]. Nevertheless, the Aliens can still trade any {{icon|boost}}Boost they produce to the Pro-Alien Human [[Factions]].&lt;br /&gt;
&lt;br /&gt;
Notably, all {{icon|boost}}[[Nations#Boost|Boost]] produced by the [[Aliens#Alien_Administration|Alien Nation]] is automatically given to {{icon|submit}}[[The Servants]]. But any {{icon|boost}}[[Nations#Boost|Boost]] produced by [[Orgs]] equipped by [[Aliens#Alien_Agents|Alien Councilors]] will be given to the Alien Faction as normal.&lt;br /&gt;
&lt;br /&gt;
=== Exotics ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction is the only faction that has {{icon|exotics}}Exotics income. This income is determined by Campaign Difficulty (inverted when playing {{icon|submit}}[[The Servants]]), and multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] Campaign Setting.&lt;br /&gt;
&lt;br /&gt;
At the 100% [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] of the default Long Campaign Mode:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ The Alien Faction&#039;s Monthly {{icon|exotics}}Exotics income&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years &lt;br /&gt;
| 10 || 20 || 30 || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, the Alien Faction never builds [[Habs]] in Earth Interface Orbit, so they cannot [[Resources#Buying_and_Selling_Space_Resources|sell]] {{icon|exotics}}Exotics to [[Earth]] in exchange for {{icon|money}}Money. They can trade it to Pro-Alien Human [[Factions]] though.&lt;br /&gt;
&lt;br /&gt;
=== Antimatter ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has an {{icon|antimatter|bgcolor=DarkSlateGray}}Antimatter resource type like any other faction, but do not have any [[Habs]] or [[Spaceships]] that cost {{icon|antimatter|bgcolor=DarkSlateGray}}Antimatter.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Aliens do produce {{icon|antimatter|bgcolor=DarkSlateGray}}Antimatter in their Nanofactory hab modules.&lt;br /&gt;
&lt;br /&gt;
Notably, the Alien Faction never builds [[Habs]] in Earth Interface Orbit, so they cannot [[Resources#Buying_and_Selling_Space_Resources|sell]] {{icon|antimatter|bgcolor=DarkSlateGray}}Antimatter to [[Earth]] in exchange for {{icon|money}}Money. They can trade it to Pro-Alien Human [[Factions]] though.&lt;br /&gt;
&lt;br /&gt;
=== Basic Space Resources ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has the same five basic resources types as any other faction: {{icon|water}}Water, {{icon|volatiles}}Volatiles, {{icon|metals}}Metals, {{icon|noble metals}}Nobles, and {{icon|fissiles}}Fissiles. These basic resources are used in the construction of [[Habs]] and [[Spaceships]] just like for any other faction. &lt;br /&gt;
&lt;br /&gt;
On the other hand, the technologically superior and highly automated Alien hab modules consume very little space resources compared to their Human counterparts.&lt;br /&gt;
&lt;br /&gt;
One significant difference is that the Alien Faction does not receive any {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses from equipped [[Orgs]]. Instead, these {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses simply disappear, until {{icon|submit}}[[The Servants]] research [[Hydra Diplomacy]], at which point {{icon|submit}}[[The Servants]] gain all of the {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses from [[Orgs]] that are equipped by Alien [[Councilors]].&lt;br /&gt;
&lt;br /&gt;
Consequently, it is not too difficult for the player to mine far more space resources than the Alien Faction, simply by collecting these {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses that the Alien Faction does not have access to.&lt;br /&gt;
&lt;br /&gt;
Notably, the Alien Faction never builds [[Habs]] in Earth Interface Orbit, so they cannot [[Resources#Buying_and_Selling_Space_Resources|sell]] these basic space resources to [[Earth]] in exchange for {{icon|money}}Money. They can trade it to Pro-Alien Human [[Factions]] though.&lt;br /&gt;
&lt;br /&gt;
== Alien Agents ==&lt;br /&gt;
&lt;br /&gt;
Alien councilors always have 25 {{icon|loyalty}}[[Loyalty]], high {{icon|security}}[[Security]], respectable {{icon|espionage}}[[Espionage]] and a set of unique [[Missions#Alien_Missions|missions]]. While powerful, these alien agents are usually unable to board a plane, forcing them to travel on foot, only moving between adjacent provinces. As the game progresses, regions that are owned or subverted by pro-alien groups may open up their airports, allowing alien councilors to fly between these regions.&lt;br /&gt;
&lt;br /&gt;
Alien councilors are dangerous, and are notoriously difficult to deal with. Killing and detaining them is required to unlock certain research options, and to prevent the devastating outcomes of their activity.&lt;br /&gt;
&lt;br /&gt;
=== Flight ===&lt;br /&gt;
&lt;br /&gt;
At the start of the game, Alien Councilors cannot get on planes. They can only travel between adjacent regions, or pairs of regions that are so close that there exists a project that would connect the pair. &lt;br /&gt;
&lt;br /&gt;
An alien councilor can fly from any valid source region to any valid destination region:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition !! Makes Region a Valid Source !! Makes Region a Valid Destination&lt;br /&gt;
|-&lt;br /&gt;
| Region contains a [[Aliens#Alien_Assault_Carrier|UFO Landing]] || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Region contains an [[Aliens#Alien_Facility|Alien Facility]] || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Region is part of the [[Aliens#Alien_Administration|Alien Nation]] || Yes || Yes&lt;br /&gt;
|- &lt;br /&gt;
| Region&#039;s Nation is allied to the [[Aliens#Alien_Administration|Alien Nation]] || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Region&#039;s Nation&#039;s executive is controlled by a faction that has researched [[Hydra Diplomacy]] || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, an alien councilor can also fly to any region within the [[Aliens#Alien_Administration|Alien Nation]] from &#039;&#039;any region on Earth&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The only factions that can research [[Hydra Diplomacy]] are the three pro-alien human factions, namely {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], and {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
&lt;br /&gt;
=== Recruitment ===&lt;br /&gt;
&lt;br /&gt;
At the start of the game, alien councilors can only be recruited at the alien&#039;s starting ground base. So any replacement councilors have to board an alien Transport ship and travel all the way from their starting ground {{icon|base}}base to [[Earth]], after which the transport ship crashes down on earth to deliver its occupant.&lt;br /&gt;
&lt;br /&gt;
Alien councilors can be recruited on Earth under two conditions:&lt;br /&gt;
* An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed at any point in the past.&lt;br /&gt;
* There is a region on earth for which at least one of the following is true:&lt;br /&gt;
** The region is part of the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
** The region contains an [[Aliens#Alien_Facility|Alien Facility]].&lt;br /&gt;
** The region contains a [[Aliens#Alien_Assault_Carrier|UFO Landing]].&lt;br /&gt;
&lt;br /&gt;
If both conditions are true, then new alien councilors can be recruited directly on earth, with a strong initial location preference for the [[Aliens#Alien_Administration|Alien Nation]] over [[Aliens#Alien_Facility|Alien Facilities]] over [[Aliens#Alien_Assault_Carrier|UFO Landings]].&lt;br /&gt;
&lt;br /&gt;
Note: This mechanism works by making the starting location of every alien councilor in the recruit list be somewhere on Earth. So even if the second condition is no longer valid, any recruits still sitting in the recruit list for the alien faction will still have their starting location be somewhere on Earth. This means that even after destroying all alien facilities, you may still have to kill up to 16 alien councilors before the earth is free of alien councilors.&lt;br /&gt;
&lt;br /&gt;
=== Crashed UFOs ===&lt;br /&gt;
&lt;br /&gt;
Alien [[Councilors]] that are not recruited on [[Earth]] have to board an alien Transport ship and travel all the way from their starting ground {{icon|base}}base to [[Earth]]. When this Transport ship arrives in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, it then performs a Rapid Landing operation that takes only 0.75 days.&lt;br /&gt;
&lt;br /&gt;
This Rapid Landing operation can target any [[Regions|Region]] of [[Earth]] that meets any of the following conditions:&lt;br /&gt;
* The region does not have {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]].&lt;br /&gt;
* The region&#039;s [[Nations|nation&#039;s]] executive [[Nations#Control_Points|control point]] is owned by {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], or {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
* The region belongs to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
When the Rapid Landing operation completes, the following effects happen:&lt;br /&gt;
* The Alien Councilor that was on board the Transport ship is moved to the target region.&lt;br /&gt;
* The Transport ship is destroyed. (But any other ships in the fleet are not affected.)&lt;br /&gt;
* The target region gains 0.001 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]].&lt;br /&gt;
* A crashed UFO marker is created in the region, allowing human [[Factions]] to perform {{MissionIcon|Investigate Alien Activity}}[[Investigate Alien Activity]] [[Missions]] on it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation ===&lt;br /&gt;
&lt;br /&gt;
Whenever an alien councilor is killed by a human faction that the alien faction is not at open war with, the alien faction will randomly select up to 3 space assets or space facilities belonging to that human faction, and mark them for death. Once a target is marked for death, the aliens will never stop trying to destroy it, even if they have vented all their hate against the human faction.&lt;br /&gt;
&lt;br /&gt;
Note: A space facility can only be marked for death if it is in a nation where the human faction owns a control point, but {{icon|submit}}[[The Servants]] do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Kill Method !! Will Retaliate?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Ship that contains Councilor || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Hab that contains Councilor || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|nuke}}Nuke || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| [[Hard Target]] Councilor Trait || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Assassinate}}[[Assassinate]] Councilor Mission || Only if Normal Success.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Detain}}[[Detain]] Councilor Mission || Never&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alien Activity Investigation ==&lt;br /&gt;
&lt;br /&gt;
Whenever a faction [[Councilors#Detection|detects a mission]] that is performed by an alien councilor, the game places an Alien Activity site in the region where the mission occurred. The faction can then investigate this Alien Activity site by having one of their councilors perform the {{MissionIcon|Investigate Alien Activity}}[[Investigate Alien Activity]] mission on it. Crashed UFO sites are also valid targets for Alien Activity investigations.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
Investigating Alien Activities provides several beneficial effects for the faction:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Research || None || +1% per Alien Activity Investigation.&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors#Detection|Alien Councilor Detection]] || Faction is performing [[Surveil Location]] mission in region or adjacent region || +1 Strength per Alien Activity Investigation, capped between 1 and 12.&lt;br /&gt;
|-&lt;br /&gt;
| Xenoforming [[Aliens#Visibility|Auto-Detection]] Threshold || None || 65 Xenoflora Growth Levels - 1 per Alien Activity Investigation, capped between 0 and 65.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Town That Stood Still]] Event || Picked Option 3 || Higher Chance for the Good Outcome.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Increases ===&lt;br /&gt;
&lt;br /&gt;
The number of Alien Activity Investigations done by a faction is increased by:&lt;br /&gt;
* +1 each time one of the faction&#039;s councilors performs the {{MissionIcon|Investigate Alien Activity}}[[Investigate Alien Activity]] mission.&lt;br /&gt;
* +2 each time one of the faction&#039;s councilors successfully performs the {{MissionIcon|Assassinate}}[[Assassinate]] mission on an alien councilor.&lt;br /&gt;
* +3 each time one of the faction&#039;s councilors successfully performs the {{MissionIcon|Detain}}[[Detain]] mission on an alien councilor.&lt;br /&gt;
* +10 when the faction gets the [[Device Demystified]] event.&lt;br /&gt;
&lt;br /&gt;
== Alien Abductions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Our councilor has investigated some of these reported abductions, interviewing residents and local authorities. The local government continues to deny that anything has happened, and in fact has done its best to actively hinder us. Though we have no proof as yet, we suspect that other organizations are pulling strings to block our investigations.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Despite the obstacles, our councilor has confirmed that a small but statistically significant number of people and animals have gone missing in the area since the alien crash-landing. This is disturbing news – many among our faction had clung to the hope that despite their secrecy, the intentions of the aliens towards our species might be benevolent, or at least neutral. These apparent abductions leave little chance of that. But what is their purpose?&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Investigate Alien Abductions Objective ([[The Resistance]] Variant), Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
Abductions provide several beneficial effects for the Aliens:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Councilor [[Missions]] || &lt;br /&gt;
{{MissionIcon|Xenoform}}[[Xenoform]]&lt;br /&gt;
|| Gain attack modifier bonus of region abductions × Difficulty Scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Enthrall Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; [[Enthrall Org]]&lt;br /&gt;
&amp;lt;br&amp;gt; [[Enthrall Public]]&lt;br /&gt;
&amp;lt;br&amp;gt; [[Enthrall Unaligned Elites]]&lt;br /&gt;
|| Gain attack modifier bonus of average abductions per region in nation × Difficulty Scaling.&lt;br /&gt;
|-&lt;br /&gt;
| [[Enthrall Public]] || Gain [[Nations#Changing_Public_Opinion|propaganda strength]] bonus of region abductions × Difficulty Scaling × 4 × region population fraction of nation / number of turns per month.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Build Facility}}[[Build Facility]] || Enabled only if &amp;gt;15 Region Abductions.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Enthrall Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; [[Enthrall Org]]&lt;br /&gt;
&amp;lt;br&amp;gt; [[Enthrall Public]]&lt;br /&gt;
&amp;lt;br&amp;gt; [[Enthrall Unaligned Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Unrest}}[[Increase Unrest]]&lt;br /&gt;
|| Enabled for Alien Councilors only if Global Abductions &amp;gt; 6.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{MissionIcon|Coup}}[[Coup d&#039;Etat]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Stabilize}}[[Stabilize Nation]]&lt;br /&gt;
|| Enabled for Alien Councilors only if Global Abductions &amp;gt; 500 or the [[Aliens#Alien_Administration|Alien Nation]] exists.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Megafauna|Megafauna]] {{icon|miltech}}Miltech Level || None || 2 + Global Abductions / 100, capped at {{icon|miltech}}Miltech 6.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] {{icon|miltech}}Miltech Level || None || 6.75 + Global Abductions / 5000, capped at {{icon|miltech}}Miltech 9.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Enable Random Event || rowspan=3 | &amp;gt;0 Abductions || [[Cults]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Localized Panic]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sudden Flowering]] enabled. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | &amp;gt;1 Abduction || [[Vigilantes]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mysterious Obelisk]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terror from the Depths]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;2 Abductions || [[Haunted Forest]] enabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Difficulty Scaling for Abductions is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty Scaling&lt;br /&gt;
| 0.05 || 0.15 || 0.35 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These numbers are also multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the Abduction bonuses to councilor missions are capped at 60 Abductions per region. While the aliens can continue to conduct more abductions in the region, the excess abductions do not provide any bonuses to any councilor missions.&lt;br /&gt;
&lt;br /&gt;
=== Increases ===&lt;br /&gt;
&lt;br /&gt;
Abductions are increased in the following ways:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Conditions !! Added Abductions&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{MissionIcon|Abductions}}[[Abductions]] Councilor Mission || Normal Success || 2 / (Turns Per Month),&amp;lt;br&amp;gt; rounded up to nearest integer.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || 4 / (Turns Per Month), &amp;lt;br&amp;gt; rounded up to nearest integer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Administration|Alien Nation]] || Each Month &amp;lt;br&amp;gt; Each Region inside the [[Aliens#Alien_Administration|Alien Nation]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Earth_Surveillance_Habs|Surveillance Hab Modules]] || Each Month &amp;lt;br&amp;gt; Each Region outside of the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;br&amp;gt; (2 × Sum of Module Tiers)% Chance || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] || Occupying Enemy Region &amp;lt;br&amp;gt; Each day it increases occupation || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Earth_Surveillance_Fleets|Surveillance Fleet]] || Each Surveillance Operation &amp;lt;br&amp;gt; Each Region &amp;lt;br&amp;gt; (Region Population / 10 million) chance || Number of Ships with &amp;lt;br&amp;gt; Functional Surveillance Module&lt;br /&gt;
|-&lt;br /&gt;
| [[The Town that Stood Still]] event || Alien Councilor Nearby &amp;lt;br&amp;gt; At most once every 6 months || 0 to 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Haunted Forest]] event || &amp;gt;2 Abductions &amp;lt;br&amp;gt; Once Per Faction || 0 to 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Terror from the Depths]] event || &amp;gt;1 Abductions &amp;lt;br&amp;gt; &amp;gt;25 Xenoflora Growth Levels &amp;lt;br&amp;gt; Region has access to oceans &amp;lt;br&amp;gt; At most once every 6 months || 0 to 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Removal ===&lt;br /&gt;
&lt;br /&gt;
Abductions can be removed in the following ways:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Conditions !! Removed Abductions&lt;br /&gt;
|-&lt;br /&gt;
| Retire [[Aliens#Alien_Agents|Alien Councilor]] || None || Months Since Recruited / 3, &amp;lt;br&amp;gt; randomly spread over all regions.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy [[Aliens#Alien Facility|Alien Facility]] || Using Army or Councilor || 20% of Abductions in region, &amp;lt;br&amp;gt; rounded down to nearest integer.&lt;br /&gt;
|-&lt;br /&gt;
| Assault [[Aliens#Alien Xenoforming|Xenoflora]] || Using Councilor &amp;lt;br&amp;gt; Critical Success || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: &#039;Retire Alien Councilor&#039; means make the Alien Councilor stop being an Alien Councilor, by any means. {{MissionIcon|Detain}}[[Detain]] included.&lt;br /&gt;
&lt;br /&gt;
== Alien Xenoforming ==&lt;br /&gt;
&lt;br /&gt;
[[File:Location_XenoformingMed.png|thumb|Alien Xenoforming]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Scattered and garbled reports of unusual plantlife have now given way to confirmed sightings of vegetation never before seen on Earth. Strange growths have erupted from the affected land, connected by a pulsing lattice of tendril-like roots. Although this unknown flora appears superficially plant-like, its connected nature is more analogous to fungal growth. Furthermore, small movements have been detected among and around these growths, suggesting that whatever has been done to the local environment has enabled other, as yet undocumented, forms of alien life to survive here on Earth.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;While these changes remain localized for now, the ultimate purpose of this &amp;quot;xenoforming&amp;quot; is as yet unclear. Do our visitors similarly require it for their own survival, it is to gain some strategic foothold, are they growing something else within the affected environments — or do they seek to transform our entire world into a simulacrum of theirs?&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Detect Xenoforming Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
Alien Xenoforming provides several beneficial effects for the Aliens, and also some beneficial effects for humanity:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Megafauna Spawning || &amp;gt;100 levels of xenoflora growth || Spawn a Megafauna army and lose 50 growth levels.&lt;br /&gt;
|-&lt;br /&gt;
| Megafauna Healing || &amp;gt;75 levels of xenoflora growth || Allow Megafauna to heal in region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] Healing || &amp;gt;75 levels of xenoflora growth || Additional 0.5% HP regen per day for alien armies in the region.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Councilor [[Missions]] || &lt;br /&gt;
{{MissionIcon|Abductions}}[[Abductions]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Turn}}[[Turn Councilor]]&amp;lt;ref name=servant&amp;gt;This bonus also affects [[Missions]] done by {{icon|submit}}[[The Servants]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
|| Gain attack modifier bonus of region xenoflora growth level / 20 × [[Game_Options#Game_Difficulty|Difficulty]].&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; [[Enthrall Org]]&lt;br /&gt;
&amp;lt;br&amp;gt; [[Enthrall Public]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Public Campaign}}[[Public Campaign]]&amp;lt;ref name=servant /&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Unrest}}[[Increase Unrest]]&amp;lt;ref name=servant /&amp;gt;&lt;br /&gt;
|| Gain attack modifier bonus of average xenoflora growth level in nation / 20 × [[Game_Options#Game_Difficulty|Difficulty]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors#Detection|Mission Detection]] || Alien Councilor || Reduce noise by region xenoflora growth level / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate Change]] || Every Month || Remove 0.002875ppm CO2 × average xenoflora growth level.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Base_Unrest|Unrest Rest Value]] || [[Aliens#Alien_Administration|Alien Nation]] || Reduce by average xenoflora growth level in nation / 20&lt;br /&gt;
|-&lt;br /&gt;
| Region Secession || &lt;br /&gt;
To Adjacent [[Aliens#Alien_Administration|Alien Nation]] &lt;br /&gt;
&amp;lt;br&amp;gt; Checked every 4 days&lt;br /&gt;
|| Increase chance by region xenoflora growth level / 10000&lt;br /&gt;
|- &lt;br /&gt;
| {{icon|pop}}[[Nations#Population_Growth|Annual Population Growth]] || None || Reduce by region xenoflora growth level × 0.005%.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Enable Random [[Events]] || &amp;gt;0.25 levels of xenoflora growth || [[Alien Friend]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | &amp;gt;25 levels of xenoflora growth || [[Hunters]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terror from the Depths]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Indigo Dreams]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pretenders]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| Visible to owning faction || [[Unfriendly Locals]] enabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
Region Xenoforming is hidden by default. But it automatically becomes visible to a Faction when there are at least 65 Xenoflora Growth Levels in the region. This 65 level threshold is decreased by 1 for every [[Aliens#Alien_Activity_Investigation|Alien Activity Investigation]] done by the Faction.&lt;br /&gt;
&lt;br /&gt;
Region Xenoforming can also be discovered by performing [[Surveil Location]] missions in the region or adjacent regions. As well as by turning councilors belonging to [[The Servants]].&lt;br /&gt;
&lt;br /&gt;
=== Increases ===&lt;br /&gt;
&lt;br /&gt;
Alien Xenoforming is increased by the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Can Create New || Can Add to Existing || Conditions !! Added Xenoflora Growth Levels&lt;br /&gt;
|-&lt;br /&gt;
| UFO Crashdown || Yes || Yes || None || 0.001&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Xenoform Councilor Mission || rowspan=2 | Yes || rowspan=2 | Yes || Critical Success || 11 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Normal Success || 1 to 10&lt;br /&gt;
|- &lt;br /&gt;
| [[Sudden Flowering]] event || Yes || Yes || &amp;gt;0 [[Aliens#Abductions|Abductions]] || 23.75 to 78.75&amp;lt;br&amp;gt;Depends on choice.&lt;br /&gt;
|- &lt;br /&gt;
| [[Hunters]] event || No || Yes || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Pick the Pro-Alien option. || 23.75 to 26.25&lt;br /&gt;
|- &lt;br /&gt;
| [[Mysterious Obelisk]] event || Yes || Yes || &amp;gt;1 [[Aliens#Abductions|Abductions]],&amp;lt;br&amp;gt;Pick Observe Obelisk option,&amp;lt;br&amp;gt;20% Chance || 47.5 to 52.5&lt;br /&gt;
|- &lt;br /&gt;
| [[Pretenders]] event || No || Yes || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;&amp;lt;7 Cohesion,&amp;lt;br&amp;gt;Pick Leave Alone option || 23.75 to 26.25&lt;br /&gt;
|- &lt;br /&gt;
| [[Unfriendly Locals]] event || No || Yes || Xenoflora visible to owning faction,&amp;lt;br&amp;gt;Region in Australia,&amp;lt;br&amp;gt;Pick [[Xenofauna Harmony]] option || 100&lt;br /&gt;
|-&lt;br /&gt;
| Daily Xenoflora Spread || Yes || No ||&lt;br /&gt;
&amp;gt;50 to 80 Xenoflora growth levels&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
(Xenoflora growth levels / 2000) chance&lt;br /&gt;
|| 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| Daily Xenoflora Growth || No || Yes || None || Xenoflora Growth Levels&amp;lt;br&amp;gt;(Up to a cap.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of xenoflora growth levels needed for xenoflora to spread is scaled by region size and type. Specifically, it needs X levels, where X is calculated as follows:&lt;br /&gt;
# Set X = (region area in km2) ^ 0.7 / 250, but capped between 50 and 70.&lt;br /&gt;
# Round X down to the nearest integer.&lt;br /&gt;
# Add 10 to X if the Region is Rugged.&lt;br /&gt;
&lt;br /&gt;
The passive Daily Xenoflora Growth in a region is capped at X levels, where X is calculated as follows:&lt;br /&gt;
# Set X to a random value between 0.025 and 0.065.&lt;br /&gt;
# Divide X by 2 if the Region is {{icon|rugged}}Rugged.&lt;br /&gt;
# Divide X by 2 if the Region has Latitude above 50 or below -50.&lt;br /&gt;
# Multiply X by 2 if the Region has an [[Aliens#Alien_Facility|Alien Facility]].&lt;br /&gt;
# Multiply X by the amount of atmospheric CH4 in ppm, then divide by 1.5.&lt;br /&gt;
# Multiply X by the amount of atmospheric CO2 in ppm, then divide by 400.&lt;br /&gt;
&lt;br /&gt;
=== Reduction ===&lt;br /&gt;
&lt;br /&gt;
Alien Xenoforming can be reduced in the following ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attacker !! Mission !! Bonuses !! Conditions !! Removed Xenoflora Growth Levels&lt;br /&gt;
|- &lt;br /&gt;
| colspan=2 | {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrage|Nuke]] || None || No {{icon|sto defense}}Space Defense Facility || All Xenoflora Growth Levels&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Regions#Region_Damage|Region Damage]] || None || None || Xenoflora Growth Levels × Damage Strength&lt;br /&gt;
|-&lt;br /&gt;
| [[Fleets|Space Fleet]] || [[Fleets#Orbital_Bombardment|Bombard]] || None || &lt;br /&gt;
[[Spaceships#Lasers|Green Lasers]],&lt;br /&gt;
&amp;lt;br&amp;gt; [[Spaceships#Magnetic_Weapons|Railguns]],&lt;br /&gt;
&amp;lt;br&amp;gt; or [[Spaceships#Magnetic_Weapons|Coilguns]].&lt;br /&gt;
|| Depends on weapon. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| [[Nations#Armies|Army]] || rowspan=2 | Assault Alien Asset || rowspan=2 | None || Normal Success || Xenoflora Growth Levels × Army {{icon|miltech}}[[Nations#Miltech|Miltech]] / 10 × Army HP %&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || Also Halve Xenoflora Growth Levels.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| [[Councilors|Councilor]] || rowspan=2 | [[Assault Alien Asset]] || None || Normal Success || (20 to 40) / (Turns per Month)&lt;br /&gt;
|-&lt;br /&gt;
| Remove 1 [[Aliens#Abductions|Abduction]] || Critical Success || (40 to 80) / (Turns per Month)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Unfriendly Locals]] Event || Various Event Bonuses/Penalties || Xenoflora visible to owning faction,&amp;lt;br&amp;gt;Region in Australia,&amp;lt;br&amp;gt;Did not pick [[Xenofauna Harmony]] option|| 100 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Alien Friend]] Event || Various Event Bonuses/Penalties || &amp;gt;0.25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Picked Terminate Friend option || 23.75 to 26.25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Pretenders]] Event || rowspan=3 | Various Event Bonuses/Penalties || rowspan=3 | Picked {{icon|destroy}}[[Humanity First]] unique option || rowspan=3 | 23.75 to 26.25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Indigo Dreams]] Event &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Haunted Forest]] Event &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Terror from the Depths]] Event || Various Event Bonuses/Penalties || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Region can access oceans,&amp;lt;br&amp;gt;Picked Naval Warfare option &amp;lt;br&amp;gt; (Needs a navy) || 23.75 to 26.25 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Hunters]] Event || Various Event Bonuses/Penalties || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Picked Anti-Alien option || 23.75 to 26.25 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Xenoflora Defoliants]], [[Xenological Culls]], and [[Invasive Species Containment]] projects each multiply the damage done by [[Nations#Armies|Armies]] and [[Councilors]] against Xenoflora by 125%, compounding. So researching all three will almost double the amount of xenoflora growth levels reduced by army and councilor [[Assault Alien Asset]] missions.&lt;br /&gt;
&lt;br /&gt;
Notably, with all 3 projects, an army theoretically only needs 5.12 {{icon|miltech}}[[Nations#Miltech|Miltech]] to clear out a entire region full of xenoflora with every assault. However, armies actually take damage first then deal damage in assaults. This significantly increases the {{icon|miltech}}[[Nations#Miltech|Miltech]] required, because an army that assaults a xenoflora takes the following damage:&lt;br /&gt;
* On Critical Failure: (30% to 150%) / Base {{icon|miltech}}[[Nations#Miltech|Miltech]]&lt;br /&gt;
* On Normal Failure: (15% to 112.5%) / Base {{icon|miltech}}[[Nations#Miltech|Miltech]]&lt;br /&gt;
* On Normal Success: (0% to 75%) / Base {{icon|miltech}}[[Nations#Miltech|Miltech]]&lt;br /&gt;
* On Critical Success: (0% to 15%) / Base {{icon|miltech}}[[Nations#Miltech|Miltech]]&lt;br /&gt;
Where the Base {{icon|miltech}}[[Nations#Miltech|Miltech]] is simply the army&#039;s home nation&#039;s {{icon|miltech}}[[Nations#Miltech|Miltech]], with all modifiers ignored.&lt;br /&gt;
&lt;br /&gt;
So in practice, an army would need almost 6 {{icon|miltech}}[[Nations#Miltech|Miltech]] instead.&lt;br /&gt;
&lt;br /&gt;
=== Megafauna ===&lt;br /&gt;
&lt;br /&gt;
[[File:Army_AlienMegafauna.jpeg|thumb|Alien Megafauna]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Where previously the land altered by the alien visitors was almost eerily still, now mountainous and monstrous silhouettes move through the unearthly vegetation. There were, until now, still those who refuted the presence of extraterrestrial beings on our world, but the startling footage of these immense new entities is something to demolish the convictions of even the most staunch unbeliever.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Their titanic bulk blots out the light; the land trembles at their step. Trees and buildings are pushed aside as if they were tissue paper, or are uprooted by vast tendrils as if they were mere seedlings, and, even miles away, the very air seems to bend at their deafening cry. All the world knows it now: giants are among us.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ [[Alien Megafauna Spawns]] Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
A Megafauna is an army that can only fight other armies and [[Regions#Region_Damage|cause damage]] to [[Regions]]. It cannot occupy [[Regions]], or oppress {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|unrest]]. Nor can it be attached to a {{icon|navy}}navy, or cost a nation {{icon|ip|bgcolor=DarkSlateGray}}[[Nations#Monthly_Investment_Points|Investment Points]] to upkeep.&lt;br /&gt;
&lt;br /&gt;
The {{icon|miltech}}Miltech level of a Megafauna army is 2 + [[Aliens#Alien Abductions|Global Abductions]] / 100, but capped at 6. So it only takes 400 total abductions (slightly more than 1 per region) to reach the {{icon|miltech}}miltech cap of 6.&lt;br /&gt;
&lt;br /&gt;
* When in battle with other armies, a megafauna behaves identically to any normal army.&amp;lt;ref&amp;gt;Though naturally, projects that give damage bonuses to specific types of armies will only apply their bonuses to those army types.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* When in battle with a region, a megafauna simply does its {{icon|miltech}}miltech × its health % / 2000 [[Regions#Region_Damage|damage to the region]] every day. &lt;br /&gt;
* Outside of battle, megafaunas can only heal in the [[Aliens#Alien_Administration|Alien Nation]] or in regions with &amp;gt;75 Xenoflora Growth Levels.&lt;br /&gt;
* A megafauna heals by 100% / (60 * Number of currently healing Megafaunas in the region) per day.&lt;br /&gt;
&lt;br /&gt;
In practice, megafaunas deal fairly negligible amounts of damage. Their inability to heal in most regions means that they usually quickly exhaust their health and die before causing too much destruction.&lt;br /&gt;
&lt;br /&gt;
That can change significantly after the [[Aliens#Alien_Administration|Alien Nation]] is created, which gives megafaunas a safe harbor to recover in, and rampant xenoflora growth can lead to giant hordes of hundreds of megafaunas.&lt;br /&gt;
&lt;br /&gt;
The following projects help to handle the megafauna threat:&lt;br /&gt;
* The [[Megafauna Necropsy]] and [[War Dog Necropsy]] projects each multiply damage done to megafaunas by 125%, compounding.&lt;br /&gt;
* The [[Urban Armoring]] project reduces the damage done by Megafaunas to your regions by 50%.&lt;br /&gt;
* The [[Xenofauna Harmony]] project, which is only available to {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]], completely eliminates all [[Regions#Region_Damage|damage]] done by Megafaunas to [[Regions]] owned by [[Nations]] where you have executive control, and encourages them to move to [[Regions]] owned by other [[Nations]].&lt;br /&gt;
&lt;br /&gt;
All Human Factions complete the [[Alien Megafauna Spawns]] milestone when the first Megafauna spawns. Killing a Megafauna completes the [[Access Alien Megafauna]] milestone and unlocks the [[Destroy Megafauna Achievement]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alien Surveillance ==&lt;br /&gt;
&lt;br /&gt;
=== Earth Surveillance Fleets ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Survey human behavior from a close Earth orbit. Grants the equivalent of one abduction in every Earth region.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Earth Surveillance Fleet Operation Description, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
==== Conditions ====&lt;br /&gt;
&lt;br /&gt;
An alien fleet can perform an Earth Surveillance operation under the following conditions:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Location || The fleet must be in an Earth Interface Orbit&lt;br /&gt;
|-&lt;br /&gt;
| Not Busy || The fleet cannot be in combat or in transfer.&lt;br /&gt;
|-&lt;br /&gt;
| Ship Module || The fleet must contain at least one ship with a functional Alien Surveillance Module.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The operation will take 192 days to complete. During this time, any combat would force the operation to abort. Progress is not saved, so the fleet would have to restart the operation from the beginning.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
For each region on Earth, there is a (region {{icon|pop}}[[Nations#Population|Population]] / 10 million) chance that the aliens will gain X [[Aliens#Alien_Abductions|Abductions]] in the region, where X is the number of ships in the alien fleet that have a functional Alien Surveillance Module. &lt;br /&gt;
&lt;br /&gt;
Every ship in the alien fleet then exhausts their Alien Surveillance Module, which means they need to return to an alien space dock to restore its functionality.&lt;br /&gt;
&lt;br /&gt;
=== Earth Surveillance Habs ===&lt;br /&gt;
&lt;br /&gt;
As the Campaign progresses, the aliens will attempt to found a Surveillance Platform, Orbital, and Ring hab within the Earth-Luna planetary system. These habs serve the same role as their earth surveillance fleets.&lt;br /&gt;
&lt;br /&gt;
==== Earliest Creation ====&lt;br /&gt;
&lt;br /&gt;
The aliens are not allowed to found these Surveillance Habs until a certain number of years have passed. The exact number of years depends on the campaign settings:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hab !! Cinematic !! Normal !! Veteran !! Brutal&lt;br /&gt;
|-&lt;br /&gt;
| Surveillance Platform || 13 || 9 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Surveillance Orbital || 15 || 11 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Surveillance Ring || 17 || 13 || 7 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These numbers are also divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
Every month, for each region on Earth, there is an X% chance that the aliens will gain 1 [[Aliens#Alien_Abductions|Abduction]] in the region, where X is twice the sum of alien surveillance hab module tiers. If the region is part of the [[Aliens#Alien_Administration|Alien Nation]], then X is set to 100 instead.&lt;br /&gt;
&lt;br /&gt;
Alien surveillance habs have static designs, so X is easy to compute:&lt;br /&gt;
* The Alien Surveillance Platform has exactly one Alien Observation Post, so it adds 2 to X.&lt;br /&gt;
* The Alien Surveillance Orbital has exactly two Alien Surveillance Arrays, so it adds 8 to X.&lt;br /&gt;
* The Alien Surveillance Ring has exactly two Alien Watchtowers, so it adds 12 to X.&lt;br /&gt;
&lt;br /&gt;
So if the aliens have built all three, then each region has a 22% chance each month to gain 1 [[Aliens#Alien_Abductions|Abduction]]. Unless it is part of the [[Aliens#Alien_Administration|Alien Nation]], in which case the region has a 100% chance each month to gain 1 [[Aliens#Alien_Abductions|Abduction]].&lt;br /&gt;
&lt;br /&gt;
== Alien Coordination ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This group has determined the aliens are of divine origin and has declared itself their heralds ... and defenders.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Encountering {{icon|submit}}[[The Servants]], Terra Invicta, 0.4.88.&lt;br /&gt;
&lt;br /&gt;
As {{icon|submit}}[[The Servants]] progress through their storyline, they begin to provide the [[Aliens#Alien_Agents|alien agents]] with more support for their [[Aliens#Alien_Enthrall|alien missions]] on earth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|+ Alien Coordination [[Missions#Mission_Modifiers|Mission Modifier]] at each level of {{icon|submit}}[[The Servants]]&#039; progress.&lt;br /&gt;
|-&lt;br /&gt;
! {{icon|submit}}[[The Servants]]&#039; progress !! Total Value of Attack Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Start of Campaign || 0&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Signatures]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Methods]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Operations]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Movements]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| Completed [[Alien Diplomacy]] Milestone || 6&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Hydra Diplomacy]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[The Alien Nation]] || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This bonus does not require {{icon|submit}}[[The Servants]] to own any control points anywhere.&lt;br /&gt;
&lt;br /&gt;
== Alien Enthrall ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The situation is worse than we had feared.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All of the countries with high abduction rates are now showing aberrant political trends. We have tracked rapid swings toward pro-alien views in ways that are extremely concentrated by geography, spreading in ways that more closely resemble infectious disease vectors than communications networks. These changes are being accompanied by sharp shifts in policy, with key officials and leaders either being replaced with pro-alien figures or – more disturbingly still – abruptly changing their beliefs and publicly expressing conciliatory views toward the alien presence on our planet. Multiple independent reports have noted sudden and uncharacteristic behavioral changes in these individuals, describing them as aloof, phlegmatic, and disinterested in any issues other than human-alien relations. None of our sources were able to offer any explanation for these changes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Research Alien Operations Objective ({{icon|resist}}[[The Resistance]] Variant), Terra Invicta, 0.4.88.&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Abductions|Abductions]]. The [[Aliens#Alien_Xenoforming|Xenoforming]]. The [[Aliens#Alien_Surveillance|Surveillance]]. The [[Aliens#Alien_Coordination|Coordination]].&lt;br /&gt;
&lt;br /&gt;
Each of these actions, while providing some benefits of their own, serve one primary purpose: increasing the power of [[Aliens#Alien_Agents|Alien Councilor]] Enthrall missions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ The Alien Enthrall Missions&lt;br /&gt;
|-&lt;br /&gt;
! Enthrall Mission !! Human Analogue !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]] || {{MissionIcon|Purge}}[[Purge]] || Takes the target control point from another faction, giving it to {{icon|submit}}[[The Servants]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Enthrall Public]] || {{MissionIcon|Public Campaign}}[[Public Campaign]] || Increases public support for {{icon|submit}}[[The Servants]] in the target nation. Does not need to be performed in the nation&#039;s capital region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Enthrall Org]] || {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] || Takes the target org from another faction. The org is &#039;&#039;&#039;not&#039;&#039;&#039; given to {{icon|submit}}[[The Servants]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Enthrall Unaligned Elites]] || {{MissionIcon|Control Nation}}[[Control Nation]] || Takes the target empty control point, giving it to {{icon|submit}}[[The Servants]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Aliens#Alien_Coordination|Alien Coordination]] buffs all enthrall missions.&lt;br /&gt;
* The average [[Aliens#Alien_Abductions|Abductions]] per region in a nation buffs all enthrall missions.&lt;br /&gt;
* The average [[Aliens#Alien_Xenoforming|Xenoforming]] per region in a nation buffs all enthrall missions except for [[Enthrall Unaligned Elites]].&lt;br /&gt;
&lt;br /&gt;
See [[Missions#Alien-Related_Missions]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Alien Terrorize ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Alien forces are attacking civilians in the ■■■■■ region of ■■■■■, causing widespread damage. Authorities there are pledging to seek conciliation with the aliens to prevent further attacks.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terrorize UI Notification, Terra Invicta, 0.4.88.&lt;br /&gt;
&lt;br /&gt;
Note: This section assumes that {{icon|appease}}[[The Protectorate]] faction exists. If it does not exist in the chosen [[Game_Options|Campaign Settings]], then {{icon|submit}}[[The Servants]] will be used instead of {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
&lt;br /&gt;
Occasionally, an alien agent may choose to forgo subtlety and simply attempt to {{MissionIcon|Terrorize}}[[Terrorize_Region|terrorize]] a region into submission. When successful, the leftmost control point that is not already owned by {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]] will be given to {{icon|appease}}[[The Protectorate]]. The executive can never be targeted unless it is the only control point in the nation.&lt;br /&gt;
&lt;br /&gt;
If a faction&#039;s CP is taken away by the {{MissionIcon|Terrorize}}[[Terrorize_Region|Terrorize]] mission, then the faction completes the [[Targeted By Terror Mission]] Milestone.&lt;br /&gt;
&lt;br /&gt;
Depending on the outcome of the {{MissionIcon|Terrorize}}[[Terrorize_Region|Terrorize]] mission, [[Nations#Changing_Public_Opinion|Propaganda]] for {{icon|appease}}[[The Protectorate]] may automatically be performed on the nation. The strength of the propaganda is:&lt;br /&gt;
* 40 on Critical Success&lt;br /&gt;
* 20 on Normal Success&lt;br /&gt;
* 0 (no propaganda) on Normal Failure&lt;br /&gt;
* -10 on Critical Failure&lt;br /&gt;
&lt;br /&gt;
Regardless of the Mission outcome, the region will suffer [[Regions#Region_Damage|damage]] of strength between 0.01 and 0.07.&lt;br /&gt;
&lt;br /&gt;
== Alien Space Territory ==&lt;br /&gt;
&lt;br /&gt;
The aliens consider everything in or beyond Jupiter&#039;s orbit as their territory. They also claim any system where they have a [[Habs|hab]], except for [[Earth]].&lt;br /&gt;
&lt;br /&gt;
Any human space assets sent into alien territory will be attacked by the aliens, even if the aliens are not at war with the space assets&#039; owners. The only exceptions are:&lt;br /&gt;
* {{icon|submit}}[[The Servants]], who can never be attacked by the aliens in space.&lt;br /&gt;
* {{icon|appease}}[[The Protectorate]], after they establish a non-aggression pact with the aliens.&lt;br /&gt;
&lt;br /&gt;
== Alien Habs ==&lt;br /&gt;
&lt;br /&gt;
Alien habs primarily serve two roles for the aliens: mining and building ships. Their nanofactories also produce {{icon|antimatter|bgcolor=DarkSlateGray}}antimatter, though as of 0.4.90 this {{icon|antimatter|bgcolor=DarkSlateGray}}antimatter is not used for anything (except maybe trade).&lt;br /&gt;
&lt;br /&gt;
=== Capturing Alien Habs ===&lt;br /&gt;
&lt;br /&gt;
But for the human factions, the alien habs are full of goodies, just waiting to be cracked open and harvested. Bombarding an alien hab does not give anything. Destroying an alien hab just gives 10% of the resources used to build the hab as salvage and completes the [[Access Alien Tech]] milestone. But capturing an alien hab may give several rewards depending on the type of capture and mission outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Different Hab Capture Methods and Success Level&lt;br /&gt;
|-&lt;br /&gt;
! Success Level !! Capture Method !! Can Happen to Alien Habs?&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Normal Success on a 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 {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 2 || Normal Success on a Councilor {{MissionIcon|Control Space Asset}}[[Control Space Asset]] mission. || No&lt;br /&gt;
|-&lt;br /&gt;
| Hab defects to faction in a random [[Events|event]]. || No&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Critical Success on a Councilor {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Critical Success on a Councilor {{MissionIcon|Control Space Asset}}[[Control Space Asset]] mission. || No&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Hab traded to faction. || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Rewards for Capturing an Alien Hab&lt;br /&gt;
|-&lt;br /&gt;
! Reward Category !! Reward Amount !! Minimum Success Level || Conditions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Reveal all [[Aliens#Alien_Agents|Alien Councilors]] to Capturing Faction || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Alien Tech]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Griffin Corpus]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Reset [[Diplomacy#Estimated_Alien_Hate_Level|Estimated Alien Hate Level]] || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| Gain Salvage || Hab Build Cost × (2 + Success Level) / 10 || -1 || None &lt;br /&gt;
|-&lt;br /&gt;
| Gain Bonus {{icon|exotics}}Exotics || Hab Tier × (1 + Success Level) × (2.4 to 3.6) || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| Gain Bonus {{icon|exotics}}Exotics from Under Construction [[Spaceships]] || Ship {{icon|exotics}}Exotic Cost × Success Level / 4 || 1 || Hab is currently building Ships&lt;br /&gt;
|-&lt;br /&gt;
| Gain Intel on {{icon|alien}}Alien Faction || 5 × Hab Tier × (1 + Success Level) || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Hydra Corpus]] milestone || -1 || &amp;gt;1 Hab Tier &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 colspan=2 | Complete [[Access Live Griffin]] milestone || 3 || None&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Hab contains Space Dock or Point Defense module&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 colspan=2 | Complete [[Access Live Hydra]] milestone || 3 || &amp;gt;1 Hab Tier&lt;br /&gt;
|-&lt;br /&gt;
| -1 || No [[Aliens#Alien_Agents|Alien Councilors]] on [[Earth]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Salamander Corpus]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Live Salamander]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access War Dog Corpus]] milestone || -1 || Hab contains Barracks or T2+ Point Defense Module&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Alien Ship]] milestone || -1 || Hab is currently building [[Spaceships|Ship(s)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Mine Limit ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Original Mine Limit&lt;br /&gt;
| 10 || 12 || 18 || -&lt;br /&gt;
|-&lt;br /&gt;
! Years before Mine Limit Increase&lt;br /&gt;
| 25 || 20 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
! New Mine Limit&lt;br /&gt;
| 10 || 15 || 25 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These year values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Note: In some situations, the Aliens may exceed their Mine Limit by up to 50%.&lt;br /&gt;
&lt;br /&gt;
=== Alien Primary Hab ===&lt;br /&gt;
&lt;br /&gt;
The Aliens begin the game with one fully built t3 ground hab. This ground hab contains their wormhole module, which produces 200 {{icon|volatiles}}, 200 {{icon|metals}}, 50 {{icon|nobles}}, 10 {{icon|fissiles}}, 0.01 {{icon|antimatter|bgcolor=DarkSlateGray}}, and 10 {{icon|exotics}} every month, as well as provides 100 {{icon|mc}}.&lt;br /&gt;
&lt;br /&gt;
Note: The {{icon|exotics}} income is multiplied by campaign difficulty (1 for Cinematic, 2 for Normal, 3 for Veteran, and 4 for Brutal), and by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
The location of this Alien Primary Hab is always set to a Dwarf Planet beyond the orbit of Neptune, on a hab site that produces all 5 basic resources. The specific selection process is as follows:&lt;br /&gt;
# Consider all Dwarf Planet sites beyond the orbit of Neptune.&lt;br /&gt;
# Remove any that are missing one of the 5 basic resources.&lt;br /&gt;
# Let N be the highest {{icon|nobles}} produced by any of the remaining sites.&lt;br /&gt;
# Remove any site that does not produce at least 75% of N {{icon|nobles}}.&lt;br /&gt;
# Pick the remaining site whose total resource output sum is highest, but each of the 5 basic resources has the following weight multipliers:&lt;br /&gt;
#* {{icon|water}} = 10&lt;br /&gt;
#* {{icon|volatiles}} = 10&lt;br /&gt;
#* {{icon|metals}} = 20&lt;br /&gt;
#* {{icon|nobles}} = 60&lt;br /&gt;
#* {{icon|fissiles}} = 80&lt;br /&gt;
&lt;br /&gt;
== Alien Ships ==&lt;br /&gt;
&lt;br /&gt;
Killing an Alien ship in combat completes the [[Access Alien Ship]] milestone if the battle is won.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|CompareShipHulls}}&lt;br /&gt;
&lt;br /&gt;
== Alien Assault Carrier ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
An alien transport has set down in the ■■■■■ region in ■■■■■. Reconnaissance imagery shows it disgorging what appear to be troops and war machines. We believe we only have 30 days to stop it.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Any attempt to assault the landing using armies will surely be regarded as a declaration of war upon the aliens and their interests on Earth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
~ UFO Landing UI Notification, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
An Alien Assault Carrier is a slow transport ship that carries 3 Invader Armies to Earth. This is usually the first serious threat that a player has to face:&lt;br /&gt;
* Shooting down the Assault Carrier generates [[Diplomacy#Combat|roughly 31.5 alien hatred]], lighting the spark for a long and grueling war in space.&lt;br /&gt;
* Yet that is usually preferable to letting it land, because the aliens gain significant benefits from landing assault carriers on earth.&lt;br /&gt;
&lt;br /&gt;
=== Earliest Creation ===&lt;br /&gt;
&lt;br /&gt;
The aliens are not allowed to build Assault Carriers until a certain number of years have passed. The exact number of years depends on the campaign settings:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years since Campaign Began &lt;br /&gt;
| 16 || 12 || 6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These numbers are also divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
=== UFO Landing ===&lt;br /&gt;
&lt;br /&gt;
When the Assault Carrier arrives in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, it will begin a Land Army operation that takes 3 days. If intercepted while performing this operation, the assault carrier&#039;s fleet &#039;&#039;must&#039;&#039; accept combat.&lt;br /&gt;
&lt;br /&gt;
This Land army operation can target any [[Regions|Region]] of [[Earth]] that meets any of the following conditions:&lt;br /&gt;
* The region does not have {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]].&lt;br /&gt;
* The region&#039;s [[Nations|nation&#039;s]] executive [[Nations#Control_Points|control point]] is owned by {{icon|submit}}[[The Servants]] &#039;&#039;&#039;and&#039;&#039;&#039; the nation is allied to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* The region belongs to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
But a region cannot contain two assault carriers at the same time. So each Land Army operation will land only one of the assault carriers in the fleet. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The aliens appear to have moved to the next stage of their plan for Earth. This is no midnight visitation or surreptitious abduction: This is an open declaration that they are here, and they are powerful. We believe they are preparing to deploy an army of alien war machines -- our visitors having dispensed with all attempts at subterfuge, and arriving on Earth en masse, in plain sight and conspicuously well-armed. Whether this show of force is intended to be a deterrent or is but the vanguard of a full-scale invasion may well depend upon humanity&#039;s response to it. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Aliens Land Army Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
As soon as the first Assault Carrier touches the Earth, the Aliens Land Army milestone is completed for all human factions. Simultaneously, the &amp;lt;code&amp;gt;ManyAliensOnEarth&amp;lt;/code&amp;gt; flag is permanently set to true. This flag is used for many purposes, but its primary role is serving as one of two conditions needed for the alien faction to [[Aliens#Recruitment|recruit their councilors]] directly on earth. Consequently, any attempts to remove all alien councilors from Earth are henceforth significantly more difficult.&lt;br /&gt;
&lt;br /&gt;
The region that the Assault Carrier landed in also becomes a [[Aliens#Flight|valid source region]] for Alien Councilors to fly away from, since it contains a UFO landing marker. This UFO landing site can be attacked and destroyed by armies, councilors, and fleets.&lt;br /&gt;
&lt;br /&gt;
If the ship is destroyed by an army or a councilor, the responsible faction may complete the following campaign milestones:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Needs Critical Success? !! Milestone !! Conditions&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | No || [[Access Alien Ship]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Alien Tech]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Griffin Corpus]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Hydra Corpus]] || Faction can see Alien Councilors&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Yes || [[Access Live Griffin]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Live Hydra]] || Faction can detain Alien Councilors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the ship is not destroyed within 30 days, then the UFO landing marker disappears and is replaced by 3 Invader Armies that start at 50% health but will quickly recover to full if not immediately engaged in combat.&lt;br /&gt;
&lt;br /&gt;
=== Invader Armies ===&lt;br /&gt;
&lt;br /&gt;
An Invader Army mainly differs from normal armies in the following ways: &lt;br /&gt;
* It does not cost any {{icon|ip|bgcolor=DarkSlateGray}}[[Nations#Monthly_Investment_Points|Investment Points]] to upkeep.&lt;br /&gt;
* Its {{icon|miltech}}Miltech level is not attached to any nation. Instead, it is 6.75 + [[Aliens#Alien Abductions|Global Abductions]]  / 5000, but capped at 9. So it takes 11250 [[Aliens#Alien Abductions|Global Abductions]] to reach the {{icon|miltech}}Miltech cap of 9.&lt;br /&gt;
* Whenever it occupies a region, the region is immediately annexed by [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* It takes [[Terrestrial_Warfare#Nuclear_Warfare|far less splash damage from nukes]]. Though the nuke will still automatically kill the strongest army in the region.&lt;br /&gt;
* Whenever it increases its occupation of an enemy region, it also conducts 1 [[Aliens#Alien Abductions|Abduction]]. &lt;br /&gt;
* It does not need to be in a friendly region to heal. But [[Terrestrial_Warfare#Army_Healing|the other requirements]] still apply.&lt;br /&gt;
* When healing:&lt;br /&gt;
** If there is an active UFO landing in the same region, then the daily heal amount is set to 100%.&lt;br /&gt;
** Otherwise the daily heal amount is set to:&lt;br /&gt;
*** 1% Base&lt;br /&gt;
*** +0.5% if there are &amp;gt;75 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in the region.&lt;br /&gt;
*** +1% if there is an [[Aliens#Alien_Facility|Alien Facility]] in the region.&lt;br /&gt;
*** +1% if the region is owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
*** +0.5% if the region is owned by nation whose [[Nations#Control_Points|Executive Control Point]] is owned by {{icon|submit}}[[The Servants]].&lt;br /&gt;
&lt;br /&gt;
A nation that is being invaded by Invader Armies may find its [[Aliens#Alien Abductions| Abductions]] increasing once per day per Invader Army. So even if the Invader Armies eventually fail to conquer the nation, the sheer number of Abductions generated may open the doors for the [[Aliens#Alien_Agents|Alien Councilors]] to [[Enthrall_Elites|enthrall the nation&#039;s elites]], handing it over to {{icon|submit}}[[The Servants]].&lt;br /&gt;
&lt;br /&gt;
Killing an Invader Army unlocks the [[Destroy Alien Army Achievement]], and completes the following milestones:&lt;br /&gt;
* [[Access Alien Tech]]&lt;br /&gt;
* [[Access Salamander Corpus]]&lt;br /&gt;
* [[Access War Dog Corpus]]&lt;br /&gt;
* [[Alien Army Destroyed]]&lt;br /&gt;
* 40% Chance: [[Access Live Salamander]]&lt;br /&gt;
&lt;br /&gt;
== Alien Facility ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The aliens are moving forward with whatever their plans are for Earth and are establishing fixed, defended installations in what they must consider their territory.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Alien Infrastructure Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
An Alien Facility provides several beneficial effects for the Aliens:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors#Detection|Mission Detection]] || -6 Mission noise for [[Aliens#Alien_Agents|alien councilors]] in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Flight|Flight]] || Allow alien councilors to fly to and from the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Recruitment|Alien Councilor Recruitment]] || Allow alien councilors to be recruited on earth, if an [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has ever landed in the past.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Xenoflora]] || 2x cap on daily xenoflora growth in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] Healing || Additional 1% HP regen per day for alien armies in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Administration|Alien Nation]] || Allows {{icon|submit}} [[The Servants]] to give the nation to the aliens via the {{MissionIcon|Grant Alien Control}}[[Grant Alien Control]] councilor mission.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
&lt;br /&gt;
An Alien Facility is built wherever and whenever the {{MissionIcon|Build Facility}}[[Build Facility]] councilor mission is performed. All alien councilors can perform this mission. {{icon|submit}}[[The Servants]] unlock a special org that grants them this mission after researching [[The Alien Nation]] project.&lt;br /&gt;
&lt;br /&gt;
The following conditions need to be true for the {{MissionIcon|Build Facility}}[[Build Facility]] councilor mission to be used:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 500 {{icon|money}} Money must be paid by councilor&#039;s [[Factions|Faction]].&lt;br /&gt;
|-&lt;br /&gt;
| Reach || The [[Councilors|councilor]] must be able to travel to the target [[Regions|region]].&lt;br /&gt;
|-&lt;br /&gt;
| Unique || The [[Regions|region]] cannot already have an alien facility.&lt;br /&gt;
|-&lt;br /&gt;
| Nation Control || {{icon|submit}} [[The Servants]] or {{icon|alien}} Aliens must own every control point in the [[Nations|nation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien Abductions|Abductions]] || The [[Regions|region]] must have at least 15 [[Aliens#Alien Abductions|Abductions]].&amp;lt;ref&amp;gt;These abductions are NOT used up when building the facility.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Occupation || The [[Regions|region]] cannot be occupied or being occupied by [[Terrestrial Warfare|war enemies]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
&lt;br /&gt;
An Alien Facility can be destroyed in the following ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attacker !! Mission !! Bonuses !! Conditions&lt;br /&gt;
|-&lt;br /&gt;
| Space Fleet || [[Fleets#Orbital_Bombardment|Bombard]] || None || &lt;br /&gt;
Green Lasers,&lt;br /&gt;
&amp;lt;br&amp;gt; Railguns,&lt;br /&gt;
&amp;lt;br&amp;gt; or Coilguns.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=13 | Army or Councilor || rowspan=13 | Assault Alien Asset || Remove 20% of [[Aliens#Alien Abductions|Abductions]] in region (rounded down to nearest integer). || None&lt;br /&gt;
|-&lt;br /&gt;
| Gain 2.25 to 3.75 {{icon|exotics}}exotics. || None&lt;br /&gt;
|-&lt;br /&gt;
| Complete Access Alien Tech Milestone. || None&lt;br /&gt;
|-&lt;br /&gt;
| Complete Access Salamander Corpus Milestone || An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Complete Access Hydra Corpus Milestone || An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
|-&lt;br /&gt;
| Faction can see Alien Councilors&lt;br /&gt;
|-&lt;br /&gt;
| 50% Chance OR Mission Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Complete Access Live Salamander Milestone || An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
|-&lt;br /&gt;
| Mission Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Complete Access Live Hydra Milestone || An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
|-&lt;br /&gt;
| Faction can detain Alien Councilors&lt;br /&gt;
|-&lt;br /&gt;
| Mission Critical Success&lt;br /&gt;
|- &lt;br /&gt;
| 50% Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alien Administration ==&lt;br /&gt;
[[File:Flag Alien Administration.png|thumb|150px|Flag of the Alien Administration]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The aliens have carved a nation out of the former territory of ■■■■■. Through human politicians there, the new alien nation is presenting itself to the world as a unifying force capable of solving Earth&#039;s problems.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;With the aliens as the power behind the throne, the nation appears invulnerable to usual attempts to assume political control - crackdowns, purges and coups simply will not succeed. Only an internal rebellion or an outright invasion has a chance to remove the aliens from power.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Alien Nation Founded UI Notification (war variant), Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
The Alien Administration is a nation that is created either when an [[Aliens#Invader_Armies|Invader Army]] occupies a region or when {{icon|submit}}[[The Servants]] give a nation to the aliens via the {{MissionIcon|Grant Alien Control}}[[Grant Alien Control]] mission. The control points of the Alien Nation are always under the alien faction&#039;s control, and ordinary coups cannot succeed. The only ways to remove regions from the Alien Nation are:&lt;br /&gt;
; Secession&lt;br /&gt;
: Raising {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] and wrecking {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesion]] in the Alien Nation can cause non-{{icon|capital|bgcolor=DarkSlateGray}}capital regions of the Alien Nation to randomly break off to form their own [[Nations]] or to join existing human nations that have [[Foreign_Relations#Claims|claims]] on them. &lt;br /&gt;
; Revolution&lt;br /&gt;
: The game [[Nations#Coups_and_revolutions|periodically]] checks whether {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrest]] in the Alien Nation is &amp;gt;9.9. &lt;br /&gt;
: If so, a revolution occurs. But in contrast to revolutions in human nations, revolutions in the Alien Nation do not change who owns the control points. &lt;br /&gt;
: Instead, regions within the Alien Nation may randomly break off to form their own nations or to join existing human nations that have claims on them. See [[Foreign_Relations#Alien_Related]] for details. &lt;br /&gt;
: And then the aliens will gain 80 hatred, split up among the factions responsible for [[Increase Unrest|raising unrest]] in the Alien Nation.&lt;br /&gt;
; [[Foreign_Relations#Wars|War]]&lt;br /&gt;
: Wars involving the Alien Nation differ from normal wars in that regions are never occupied.&lt;br /&gt;
: Instead, every time an alien nation&#039;s region is occupied, it breaks off to form its own nation or to join an existing human nation that has claims on it.&lt;br /&gt;
: If the {{icon|capital|bgcolor=DarkSlateGray}}capital of the alien nation is occupied, then all regions within the Alien Nation may randomly break off to form their own [[Nations]] or to join existing human nations that have claims on them. See [[Foreign_Relations#Alien_Related]] for details.&lt;br /&gt;
: And then the aliens will gain 80 hatred, split up among the factions responsible for conquering the Alien Nation.&lt;br /&gt;
&lt;br /&gt;
The creation of the Alien Nation can trigger a [[Diplomacy#Alien_Specific|massive shift in inter-faction relationships]], as humanity recognizes the growing threat that is now in their midst.&lt;br /&gt;
&lt;br /&gt;
If the Alien Nation has &amp;gt;6 {{icon|miltech}}Miltech, then killing Human Armies that are under the control of the Alien Nation completes the following milestones:&lt;br /&gt;
* [[Access Alien Tech]]&lt;br /&gt;
* 50% Chance: [[Access Salamander Corpus]]&lt;br /&gt;
* 5% Chance: [[Access Live Salamander]]&lt;br /&gt;
&lt;br /&gt;
Overthrowing the Alien Nation, via revolution or war, completes the following milestones:&lt;br /&gt;
* 65% Chance: [[Access Alien Tech]]&lt;br /&gt;
* 50% Chance: [[Access Hydra Corpus]]&lt;br /&gt;
* 40% Chance: [[Access War Dog Corpus]]&lt;br /&gt;
* 37.5% Chance: [[Access Salamander Corpus]]&lt;br /&gt;
* 25% Chance: [[Access Live Salamander]]&lt;br /&gt;
If more than one faction was responsible for overthrowing the alien nation, then each of these milestones are given to a random faction, weighted by how much they contributed to overthrowing the alien nation.&lt;br /&gt;
&lt;br /&gt;
== Alien Total War ==&lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy#Alien_Total_War]].&lt;br /&gt;
&lt;br /&gt;
== Tier 3 Alien Technology ==&lt;br /&gt;
&lt;br /&gt;
After enough time passes, the aliens unlock their third tier of ship technology. This new tier includes upgrades to their drive, power plant, lasers, magnetic guns, and missiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Years before Aliens get T3 Tech&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years &lt;br /&gt;
| 35 || 25 || 16 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== Alien Progression Rate == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Controls the general rate of alien progression in the campaign. Affects invasion speed and aggression towards human factions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
- Alien Progression Rate tooltip, Terra Invicta, 0.4.86&lt;br /&gt;
&lt;br /&gt;
The actual effects of having X% Alien Progression Rate are:&lt;br /&gt;
* {{icon|exotics}}Exotics Income for the {{icon|alien}}Alien Faction is multiplied by X%.&lt;br /&gt;
* {{icon|exotics}}Exotics Salvage from battle is divided by X%.&lt;br /&gt;
* [[Aliens#Abductions|Abduction]] Bonus to Alien [[Missions]] is multiplied by X%.&lt;br /&gt;
* {{icon|research}}Research given by {{MissionIcon|Pass Technology}}[[Pass Technology]] councilor mission is multiplied by X%.&lt;br /&gt;
* Increase in [[Diplomacy#Alien_Maximum_Hate_Amount_(0.4.85+_only)|Alien Maximum Hate]] per Year is multiplied by X%.&lt;br /&gt;
* [[Diplomacy#Alien_Passive_Hate|Alien Passive Hate Gain]] is multiplied by X%.&lt;br /&gt;
* Every &amp;quot;Years Before Aliens Can Do Something&amp;quot; timer has its duration divided by X%.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Aliens]]&lt;/div&gt;</summary>
		<author><name>76561198243684854</name></author>
	</entry>
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