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	<id>https://wiki.hoodedhorse.com/Terra_Invicta/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198281033329</id>
	<title>Terra Invicta Official Wiki - User contributions [en]</title>
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	<updated>2026-09-26T17:05:39Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=10037</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=10037"/>
		<updated>2025-12-15T20:35:38Z</updated>

		<summary type="html">&lt;p&gt;76561198281033329: /* Atrocity */ Fixing link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Factions.png|thumb|400px|Goals and starting relations of all factions]]&lt;br /&gt;
With the [[Nations]] of [[Earth]] unable to reach consensus on how to approach the [[Aliens|alien]] arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.&lt;br /&gt;
&lt;br /&gt;
The inner leadership circle of each faction is its council. [[Councilors]] will go on [[Missions]] to help you gain power over Earth&#039;s [[Nations]] and discover the aliens&#039; goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build [[Habs|Habitats]] and [[Fleets]] of [[Spaceships]] in space.&lt;br /&gt;
&lt;br /&gt;
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and [[Orgs|organizational]] structures removed, but ideas can&#039;t fully die. What matters is how much power the people holding those ideologies possess.&lt;br /&gt;
&lt;br /&gt;
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our [[Solar System]]. Objectives can also unlock special research projects and orgs for a faction.&lt;br /&gt;
&lt;br /&gt;
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;
Factions on the same side of the anti-alien / pro-alien divide can go one step further, forming an intel sharing agreement that allows both factions to see everything that the other faction sees. Idealistic moderate factions ({{icon|escape}}[[Project Exodus]] and {{icon|cooperate}}[[The Academy]]) may also agree to share intel with factions on the opposite side of the divide.&lt;br /&gt;
&lt;br /&gt;
On the other hand, in some very rare situations, even factions that are at [[Diplomacy#War|war]] with each other can trade a truce, pausing their war for up to 12 months (currently bugged to immediately expire).&lt;br /&gt;
&lt;br /&gt;
Trade negotiations can never be held between the more extreme factions on opposite sides of the divide: &lt;br /&gt;
* {{icon|destroy}}[[Humanity First]] can never trade with {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* {{icon|submit}}[[The Servants]] can never trade with {{icon|destroy}}[[Humanity First]] or {{icon|resist}}[[The Resistance]].&lt;br /&gt;
&lt;br /&gt;
Trade options may be limited by the following factors:&lt;br /&gt;
* [[Diplomacy|Faction hate]]: Factions that hate each other will offer less and demand more.&lt;br /&gt;
* Starvation: &lt;br /&gt;
** Factions will refuse to sell any [[Resources]] that they believe they lack.&lt;br /&gt;
** Factions will refuse to buy any [[Habs]] whose upkeeps they cannot afford.&lt;br /&gt;
* Active use: &lt;br /&gt;
** Factions cannot trade [[Habs]] that currently have [[Spaceships|Ships]] docked to them. &lt;br /&gt;
** Factions cannot trade any [[Orgs]] that are currently being used for the missions they grant.&lt;br /&gt;
** Factions cannot trade any [[Orgs]] that grant {{icon|administration}}[[Administration]] if said {{icon|administration}}[[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;
{| 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;
=== Resource Trade Limits ===&lt;br /&gt;
&lt;br /&gt;
For each tradeable resource type R:&lt;br /&gt;
* Let S be the current amount of that resource R that the AI faction has.&lt;br /&gt;
* Let M be the monthly income amount of that resource R that the AI faction has.&lt;br /&gt;
* Let B be the number of ground habs that the AI faction has.&lt;br /&gt;
* Let H be the amount of [[Diplomacy|hate]] that the AI faction has for its trading partner.&lt;br /&gt;
Then the AI faction is only willing to trade up to X units of R, where X is the minimum of all of the following:&lt;br /&gt;
* If R is {{icon|boost}}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&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Resource Type R !! Threshold T &lt;br /&gt;
|-&lt;br /&gt;
| Money {{icon|money|bgcolor=transparent|size=20px}} || 40000&lt;br /&gt;
|-&lt;br /&gt;
| Influence {{icon|influence|bgcolor=DarkSlateGray|size=20px}} || 400&lt;br /&gt;
|-&lt;br /&gt;
| Operations {{icon|ops|bgcolor=DarkSlateGray|size=20px}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| Boost {{icon|boost|bgcolor=transparent|size=20px}} || 80&lt;br /&gt;
|-&lt;br /&gt;
| Water {{icon|water|bgcolor=transparent|size=20px}} || rowspan=3 | 20000&lt;br /&gt;
|-&lt;br /&gt;
| Volatiles {{icon|volatiles|bgcolor=transparent|size=20px}}&lt;br /&gt;
|-&lt;br /&gt;
| Metals {{icon|metals|bgcolor=transparent|size=20px}}&lt;br /&gt;
|-&lt;br /&gt;
| Nobles {{icon|nobles|bgcolor=transparent|size=20px}} || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Fissiles {{icon|fissiles|bgcolor=transparent|size=20px}} || rowspan=2 | 400&lt;br /&gt;
|-&lt;br /&gt;
| Exotics {{icon|exotics|bgcolor=transparent|size=20px}}&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter {{icon|antimatter|bgcolor=DarkSlateGray|size=20px}} || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Furthermore, if the AI faction feels that it is deficient on a resource type, then it is completely unwilling to trade away that resource type.&lt;br /&gt;
&lt;br /&gt;
=== Breaking Non-Aggression Pacts ===&lt;br /&gt;
&lt;br /&gt;
An AI faction will immediately break its non-aggression pact (and intel sharing agreement) with the player if any of the following become true:&lt;br /&gt;
* The AI faction has more hate for the player faction today than it did yesterday. See [[Diplomacy]] for details on how faction hate may increase.&lt;br /&gt;
* The AI faction&#039;s [[Diplomacy#Human_War_Threshold|war threshold]] towards the player has decreased to the point where the AI would declare war on the player faction because of its current hate value.&lt;br /&gt;
* The Player has monopolized every good nation on earth. &lt;br /&gt;
* The Player has unlocked their [[Factions#Victory_Objectives|Victory Objective]].&lt;br /&gt;
&lt;br /&gt;
The Player is always free to break any non-aggression pacts and intel sharing agreements from their end, without needing to generate any hate or contact the other faction. Simply open up the intel window, go to the faction page, click the relations tab of the faction you wish to break the pact with, and then click the break pact button.&lt;br /&gt;
&lt;br /&gt;
== Atrocity ==&lt;br /&gt;
[[File:Wartime_atrocity.png|thumb|A random event that usually gives an atrocity.]]&lt;br /&gt;
&lt;br /&gt;
Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the [[Nations#Public_Opinion|public opinion]] penalty increases dramatically. (See [[Nations#An_Atrocity_Committed]] for details on how this public opinion penalty is actually applied.) [[Councilors]] with the [[Ethical]] and [[Pacifist]] traits also lose loyalty whenever their faction commits an atrocity.&lt;br /&gt;
&lt;br /&gt;
The following actions will create atrocities:&lt;br /&gt;
* Completing a {{icon|develop atomic bomb}}Nuclear Weapons priority for the first time in a nation.&lt;br /&gt;
* Using a {{icon|nuke}}[[Terrestrial_Warfare#Nuclear_Warfare|Strategic Nuclear Barrage]]: this generates an atrocity for every {{icon|pop}}100k people killed in the resulting nuclear blast, with a cap of 20 atrocities committed per nuclear barrage launched.&lt;br /&gt;
* [[Terrestrial_Warfare#Army_Operations|Razing a region]] with an army: this generates 5 atrocities and another for every {{icon|pop}}100k people killed, with a cap of 25 atrocities committed per raze operation.&lt;br /&gt;
* Bombarding a [[Regions|region]].&lt;br /&gt;
* Destroying civilian [[Habs|hab]] modules.&lt;br /&gt;
* Critically failing [[Increase Unrest]] missions.&lt;br /&gt;
* Killing a [[Councilors|councilor]] with the [[Beloved]] trait.&lt;br /&gt;
* Various random [[Events]].&lt;br /&gt;
&lt;br /&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.&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;
{{SpoilerBox}}&lt;br /&gt;
Strangely, bombarding a region that is owned by the [[Aliens#Alien_Administration|Alien Nation]] does not count as an atrocity.&lt;br /&gt;
{{SpoilerBoxEnd}}&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;
== 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 {{icon|pop}}[[Nations#Population|Population]].&lt;br /&gt;
* The combined {{icon|combat value|bgcolor=DarkSlateGray}}fleet power of the {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], and {{icon|cooperate}}[[The Academy]] must be at least 90% of the total {{icon|combat value|bgcolor=DarkSlateGray}}fleet power among all Factions.&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 the 10 Major Space Bodies&amp;lt;ref name=MajorSpaceBodies&amp;gt;The 10 Major Space Bodies are [[Mercury]], [[Venus]], [[Earth]], [[Mars]], [[Ceres]], [[Jupiter]], [[Saturn]], [[Uranus]], [[Neptune]], and the Space Body which Alien Base Alpha is on. 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 at least 2000 {{icon|combat value|bgcolor=DarkSlateGray}}fleet power.&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 T3 Ground [[Habs|Hab]] with all modules at tier 3 and fully powered on each of the 8 Buildable Major Planets&amp;lt;ref name=BuildableMajorPlanet&amp;gt;The 8 Buildable Major Planets are [[Mercury]], [[Earth]], [[Mars]], [[Ceres]], [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]].&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs]] on the 10 Major Space Bodies&amp;lt;ref name=MajorSpaceBodies&amp;gt;The 10 Major Space Bodies are [[Mercury]], [[Venus]], [[Earth]], [[Mars]], [[Ceres]], [[Jupiter]], [[Saturn]], [[Uranus]], [[Neptune]], and the Space Body which Alien Base Alpha is on. 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 at least 2000 {{icon|combat value|bgcolor=DarkSlateGray}}fleet power.&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 the 10 Major Space Bodies&amp;lt;ref name=MajorSpaceBodies&amp;gt;The 10 Major Space Bodies are [[Mercury]], [[Venus]], [[Earth]], [[Mars]], [[Ceres]], [[Jupiter]], [[Saturn]], [[Uranus]], [[Neptune]], and the Space Body which Alien Base Alpha is on. 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 at least 2000 {{icon|combat value|bgcolor=DarkSlateGray}}fleet power.&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 {{icon|pop}}[[Nations#Population|Population]].&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 the 9 Major Planets&amp;lt;ref name=MajorPlanets&amp;gt;The 9 Major Planets are [[Mercury]], [[Venus]], [[Earth]], [[Mars]], [[Ceres]], [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]].&amp;lt;/ref&amp;gt;.&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 at least 2000 {{icon|combat value|bgcolor=DarkSlateGray}}fleet power.&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 {{icon|pop}}[[Nations#Population|Population]].&lt;br /&gt;
* {{icon|cooperate}}[[The Academy]] has at least one T3 Ground [[Habs|Hab]] with all modules at tier 3 and fully powered on each of the 8 Buildable Major Planets&amp;lt;ref name=BuildableMajorPlanet&amp;gt;The 8 Buildable Major Planets are [[Mercury]], [[Earth]], [[Mars]], [[Ceres]], [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]].&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|destroy}}[[Humanity First]] have no T3 [[Habs]] on the 10 Major Space Bodies&amp;lt;ref name=MajorSpaceBodies&amp;gt;The 10 Major Space Bodies are [[Mercury]], [[Venus]], [[Earth]], [[Mars]], [[Ceres]], [[Jupiter]], [[Saturn]], [[Uranus]], [[Neptune]], and the Space Body which Alien Base Alpha is on. 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 at least 2000 {{icon|combat value|bgcolor=DarkSlateGray}}fleet power.&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 {{icon|research}}Research outputs for all human factions.&lt;br /&gt;
* The sum of {{icon|mc}}Mission Control upkeeps for all human [[Habs|hab]] core modules.&lt;br /&gt;
* The sum of {{icon|combat score|bgcolor=DarkSlateGray}} Combat Power 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 {{icon|research}}Research that the faction outputs.&lt;br /&gt;
* The fraction of Human {{icon|mc}}Mission Control upkeeps that the faction&#039;s [[Habs|hab]] core modules incur.&lt;br /&gt;
* The fraction of Human {{icon|combat score|bgcolor=DarkSlateGray}}Combat Power 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 {{icon|research}}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 {{icon|miltech}}[[Nations#Miltech|Miltech]] level of the army times 0.5.&lt;br /&gt;
* For each [[Habs|hab]] module under the faction&#039;s control, add the tier of the module times 0.3.&lt;br /&gt;
* For each [[Spaceships|ship]] under the faction&#039;s control, add the [[Spaceships#Hull|structural integrity]] of the ship&#039;s hull times 0.3.&lt;br /&gt;
* For each [[Factions#Campaign_Objectives|campaign objective]] completed by the faction, add 10.&lt;br /&gt;
&lt;br /&gt;
Each human faction sets their &#039;&#039;&#039;most powerful human enemy&#039;&#039;&#039; to be the human faction with the highest threat score other than itself. Then it assesses itself based on its own threat score compared to this most powerful human enemy:&lt;br /&gt;
* If it has at least 200% of the enemy&#039;s threat score, then it considers itself way ahead.&lt;br /&gt;
* If it has at least 125% of the enemy&#039;s threat score, then it considers itself ahead.&lt;br /&gt;
* If it has at most 80% of the enemy&#039;s threat score, then it considers itself losing.&lt;br /&gt;
* If it has at most 50% of the enemy&#039;s threat score, then it considers itself losing big.&lt;br /&gt;
* Otherwise, it considers itself to be on par.&lt;br /&gt;
&lt;br /&gt;
Threat Scores and Self Assessments influence the behavior of human AI factions in various ways, including but not limited to:&lt;br /&gt;
* [[Diplomacy#Passive_Hate_Change|Passively gaining hate]] for other factions.&lt;br /&gt;
* [[Diplomacy#Human_War_Threshold|Declaring open war]] on other factions.&lt;br /&gt;
* Their evaluations of trade offers and what they are willing to trade.&lt;br /&gt;
* Their willingness to take risks.&lt;br /&gt;
* Their fear of nuclear retaliation.&lt;br /&gt;
* Their desire to {{MissionIcon|Sabotage Facilities}}[[Sabotage_Facilities|sabotage space facilities]].&lt;br /&gt;
&lt;br /&gt;
It even influences the {{icon|alien}}[[Aliens|Alien]] faction to an extent, because the [[Aliens]] are more inclined to help {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] when they have lower self-assessments.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>76561198281033329</name></author>
	</entry>
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