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		<title>Spaceships</title>
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		<summary type="html">&lt;p&gt;76561199014279152: /* Power Plant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for [[Factions]] to build [[Fleets]] of ships to protect and advance their interests. Once the [[Factions]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{TV|space}}, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at [[Habs]] at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the [[Habs|hab]] that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{TV|boost}} and {{TV|money}} can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; The acceleration used in the strategy layer, including for intercepting fleets on transfer trajectories. Higher cruise accelerations allow ships to take more direct trajectories to their destinations and be less affected by gravity wells. &lt;br /&gt;
** Ships with less than ~2 mg cruise acceleration will be forced to take particularly slow spiralling trajectories out of Earth&#039;s gravity well.&lt;br /&gt;
** Humans are limited to a max of 2.0 g at the start. This cap can be raised to 3.0 g with projects.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; The most important number for determining where the ship can go and how fast it can get there. More propellant increases ∆V. More mass on the ship decreases it. (Note that propellant has mass, so there are rapidly diminishing returns to just adding more prop. This is known as the tyranny of the rocket equation.)&lt;br /&gt;
** Ships with ~4 kps ∆V can intercept and return to a friendly station in similar close orbits around the same planet (but note that the ISS and Tiangong orbits are considerably more difficult to reach than most, because of the plane change required).&lt;br /&gt;
** Ships need ~8 kps ∆V to efficiently reach the Moon from a low Earth orbit. &lt;br /&gt;
** Ships need ~30 kps ∆V to be able to reliably perform interplanetary transfers in the inner Solar System.&lt;br /&gt;
** Ships with more than 60 kps will be able to perform more extreme transfers such as direct transits from Mercury to Saturn.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; The acceleration used on the tactical combat screen, and for lifting off the surface of planetary bodies. Most drives are capable of at least some amount of higher acceleration for short periods, typically for combat situations, calculated as &amp;lt;code&amp;gt;cruise_accel * combat_thrust_multiplier&amp;lt;/code&amp;gt;. &lt;br /&gt;
** In Realistic combat (the Cinematic Combat Movement option is turned off), this extra thrust is recognized to be inefficient and requires the ship to spend more propellant (by a formula too complicated to usefully summarize). &lt;br /&gt;
** Fission pulse drives, such as the Orion, are exempted from this penalty, even on Realistic.&lt;br /&gt;
** Humans are limited to a max of 3.0 g at the start. This cap can be raised to 5.0 g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat. (Since v1.0, every ship gets power capacity sufficient for most purposes installed by default, so additional batteries are typically unnecessary.)&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Every ship has a Space Combat Value calculated from its weapons, drives, available ∆V, and other factors. This value mostly only represents how the non-player factions evaluate the ship, but does also eventually become relevant for the victory condition of several factions.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{TV|mc}} and {{TV|money}} upkeep of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion and malfunction events may occur.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can rotate in combat. This value is dependent on the length and mass of the ship; shorter and lighter ships will generally turn faster.&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with propellant. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass. (&#039;&#039;&#039;Dry mass&#039;&#039;&#039; is the ship&#039;s mass with empty prop tanks.)&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:&lt;br /&gt;
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.&lt;br /&gt;
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.&lt;br /&gt;
* The number of [[File:Select Utility.png|25px]] utility hard points.&lt;br /&gt;
* The length of the ship.&lt;br /&gt;
* The width of the ship.&lt;br /&gt;
* The structural integrity of the ship.&lt;br /&gt;
* The base construction time for the ship.&lt;br /&gt;
* The construction tier of the ship.&lt;br /&gt;
* The maximum number of officers on the ship.&lt;br /&gt;
* The {{TV|mc}} and {{TV|money}} upkeep of the ship.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Certain officer types can bypass the officer limit.&lt;br /&gt;
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].&lt;br /&gt;
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range !! Other&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Noncombatant || Must carry a Marine module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Noncombatant || Must carry a prospector module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a nuclear-powered hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Noncombatant ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penetrator&#039;&#039;&#039; || Long || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039; || Long || Short || Will emphasize point defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intruder&#039;&#039;&#039; || Long || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomber&#039;&#039;&#039; || Long || Long || Will emphasize bombardment-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Medium || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;&#039;&#039; || Short || Long ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OfficerLister|ListOfficers}}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A tunable drive is a drive with a combat thrust multiplier greater than 1.&lt;br /&gt;
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.&lt;br /&gt;
&lt;br /&gt;
== Ship Systems ==&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every space ship consists of the following ship systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:&lt;br /&gt;
|-&lt;br /&gt;
! Nose !! Left/Right !! Tail !! Core&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Setting Waypoints&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Systems Reactor&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Auxiliary Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Total Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Angular Acceleration&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Main&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Mid-Combat Repair Speed&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Propellant&lt;br /&gt;
| Fuel (tons) / 100&lt;br /&gt;
| Is the Fuel&lt;br /&gt;
| 0&lt;br /&gt;
| Fuel Tanks / 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapons&lt;br /&gt;
| Chosen Nose Weapons&#039; Health&lt;br /&gt;
| Chosen Nose Weapons&#039; Functions&lt;br /&gt;
| Non-Empty Nose Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapons&lt;br /&gt;
| Chosen Hull Weapons&#039; Health&lt;br /&gt;
| Chosen Hull Weapons&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Hull Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Utility Modules&lt;br /&gt;
| Chosen Utility Modules&#039; Health&lt;br /&gt;
| Chosen Utility Modules&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Radiators&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
| 3 × Thrusters&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| Thrusters&lt;br /&gt;
| Thrusters&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
| Chosen Battery&#039;s Health&lt;br /&gt;
| Health % Multiplies Energy Capacity&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage and Hit Weights ===&lt;br /&gt;
&lt;br /&gt;
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.&lt;br /&gt;
&lt;br /&gt;
When an attack gets through armor (see [[#Armor]] below), an internal system is picked at random from the struck Area and damage is applied to it. If the system is destroyed before it absorbs all the inflicted damage, then another system is picked and damage is applied to it. Most damage types are subject to &#039;&#039;&#039;overpenetration&#039;&#039;&#039;, in which case only a random number of systems (usually between 3 and 7) can be picked (on a random &amp;quot;straight&amp;quot; path through the ship), before any remaining excess damage flies off into space.&lt;br /&gt;
&lt;br /&gt;
For instance, if the ship is hit in the nose starts by damaging a random system in the Nose area, selected by hit weight. Then if damage remains to be distributed, it might stay in the Nose, or move on to one of the Core, Left, or Right areas; the chance to stay in the current area is based on the weapon&#039;s armor chip fraction. (Higher chip percentage == more likely to hit more targets in the same area.) After the area is picked, a random system is selected and damage is applied. If more damage remains, it again might stay in the current area, or might move on to a system in the next area. If any damage is left unapplied when it leaves the Tail, it passes out of the ship, chipping the Tail armor on its way out.&lt;br /&gt;
&lt;br /&gt;
This damage diffusion matters. A weapon with low diffusion (low chip%), such as lasers, almost always moves on from a ship area as soon as possible, damaging only a single system in the area before moving on. Weapons with high diffusion such as kinetics and missiles can stick around in a ship area and damage a random number of systems before moving on, and so are less likely to waste any of their damage potential.&lt;br /&gt;
&lt;br /&gt;
The exceptions (&#039;&#039;not&#039;&#039; subject to overpenetration) are anything that does explosive damage, nuclear damage, or shred damage. Which includes all explosive, nuclear, shaped nuclear, and antimatter [[#Missiles|missiles]]. These will continue destroying ship systems until their damage potential is exhausted.&lt;br /&gt;
&lt;br /&gt;
In most cases damage is applied in sequence to systems and is not divided or shared. One exception is sensors, which receive slight damage from most hits.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:cruise_thrust_chart@2.6x.png|550px|Cruise thrust and ejection velocity for each drive of the game]][[File:combat_thrust_chart@2.6x.png|550px|Combat thrust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
&lt;br /&gt;
[[File:Reactors.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
See [[Fleets#Power_and_Heat]] for more detail.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When extended or extending, the ship&#039;s radiators vent the heat generated by various ship systems and modules.&lt;br /&gt;
&lt;br /&gt;
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship&#039;s internals (but this bleed through is capped at the radiator&#039;s health of just 3). &lt;br /&gt;
&lt;br /&gt;
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage that is applied to a spaceship can be divided into three categories:&lt;br /&gt;
* Direct Damage focuses on damaging the ship&#039;s internal components.&lt;br /&gt;
* Chip Damage focuses on damaging the armor volume.&lt;br /&gt;
* Shred Damage focuses on damaging the armor value.&lt;br /&gt;
&lt;br /&gt;
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:&lt;br /&gt;
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage. &lt;br /&gt;
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.&lt;br /&gt;
&lt;br /&gt;
When the ship armor is fully intact on the facing that receives the incoming attack:&lt;br /&gt;
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship&#039;s internal components.&lt;br /&gt;
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.&lt;br /&gt;
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.&lt;br /&gt;
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.&lt;br /&gt;
&lt;br /&gt;
Damaged armor does not function as well:&lt;br /&gt;
* Armor points removed by shred damage will no longer block any direct damage.&lt;br /&gt;
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.&lt;br /&gt;
&lt;br /&gt;
When the ship has no armor at all on the facing that receives the incoming attack:&lt;br /&gt;
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship&#039;s internal components.&lt;br /&gt;
&lt;br /&gt;
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:&lt;br /&gt;
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor&lt;br /&gt;
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor&lt;br /&gt;
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor&lt;br /&gt;
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)&lt;br /&gt;
&lt;br /&gt;
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Armor Volume Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! !! Cinematic !! Realistic&lt;br /&gt;
|-&lt;br /&gt;
| Nose/Tail || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Side || 0.75 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).&lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Raw Code ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Code}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
		// Token: 0x06004573 RID: 17779 RVA: 0x001C28BC File Offset: 0x001C0ABC&lt;br /&gt;
		public float AbsorbAndApplyArmorDamage(TIShipWeaponTemplate attackingWeapon, ArmorFacing facing, float range_km, float damageAmount, float chippingAmount, DamageType damageType, float angle, TIFactionState attackingFaction, out float internalDamageAssessedHere, out float appliedRadiationDamage, int shreddingAmount = 0)&lt;br /&gt;
		{&lt;br /&gt;
			ModuleDataEntry partToDamage = this.GetPartToDamage(ShipSystem.Radiators, false);&lt;br /&gt;
			internalDamageAssessedHere = 0f;&lt;br /&gt;
			appliedRadiationDamage = 0f;&lt;br /&gt;
			TISpaceFleetState fleet = this.fleet;&lt;br /&gt;
			bool flag = fleet != null &amp;amp;&amp;amp; fleet.bombarding;&lt;br /&gt;
			if ((this.radiatorsExtended || this.radiatorsExtending || this.radiatorsRetracting) &amp;amp;&amp;amp; (!flag || !this.canEverRetractRadiators) &amp;amp;&amp;amp; !this.PartDestroyed(partToDamage) &amp;amp;&amp;amp; attackingWeapon != null &amp;amp;&amp;amp; UnityEngine.Random.value * 100f &amp;lt; (float)this.template.radiatorTemplate.vulnerability * ((this.radiatorsExtending || this.radiatorsRetracting) ? 0.5f : 1f))&lt;br /&gt;
			{&lt;br /&gt;
				float num = damageAmount + chippingAmount;&lt;br /&gt;
				if ((attackingWeapon == null || attackingWeapon.isParticleWeapon) &amp;amp;&amp;amp; ((attackingWeapon != null) ? attackingWeapon.ref_particleWeapon : null) != null)&lt;br /&gt;
				{&lt;br /&gt;
					num *= attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
					damageAmount -= num;&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount = num * attackingWeapon.chipping(range_km);&lt;br /&gt;
				}&lt;br /&gt;
				float num2;&lt;br /&gt;
				this.ApplyDamageToPart(partToDamage, damageAmount, out num2);&lt;br /&gt;
				internalDamageAssessedHere += num2;&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (shreddingAmount == 0 &amp;amp;&amp;amp; !attackingWeapon.isParticleWeapon &amp;amp;&amp;amp; (facing == ArmorFacing.Nose || facing == ArmorFacing.Tail || UnityEngine.Random.value &amp;lt; 0.25f))&lt;br /&gt;
				{&lt;br /&gt;
					return num2;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			if (facing == ArmorFacing.Tail &amp;amp;&amp;amp; 180f - Mathf.Abs(angle) &amp;lt; 5f &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; 0.25f)&lt;br /&gt;
			{&lt;br /&gt;
				float num3;&lt;br /&gt;
				this.ApplyDamageToPart(this.GetPartToDamage(ShipSystem.Drive, false), damageAmount, out num3);&lt;br /&gt;
				internalDamageAssessedHere += num3;&lt;br /&gt;
			}&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				float num4;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, 0.5f, out num4);&lt;br /&gt;
				internalDamageAssessedHere += num4;&lt;br /&gt;
			}&lt;br /&gt;
			else if (attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isBeamWeapon &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.1f)&lt;br /&gt;
			{&lt;br /&gt;
				float num5;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num5);&lt;br /&gt;
				internalDamageAssessedHere += num5;&lt;br /&gt;
			}&lt;br /&gt;
			else if (UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.01f)&lt;br /&gt;
			{&lt;br /&gt;
				float num6;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num6);&lt;br /&gt;
				internalDamageAssessedHere += num6;&lt;br /&gt;
			}&lt;br /&gt;
			TIShipArmorTemplate armorTemplate = TISpaceShipState.ArmorData.GetArmorTemplate(this, facing);&lt;br /&gt;
			int num7 = 0;&lt;br /&gt;
			int num8 = 1;&lt;br /&gt;
			bool flag2 = attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isMissileWeapon &amp;amp;&amp;amp; attackingWeapon.ref_missileWeapon.warheadClass == WarheadClass.Fragmentation;&lt;br /&gt;
			if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				num8 = Mathf.RoundToInt(attackingWeapon.ref_missileWeapon.warheadMass_kg / 5f);&lt;br /&gt;
			}&lt;br /&gt;
			bool flag3 = false;&lt;br /&gt;
			float num9 = (float)num8;&lt;br /&gt;
			float num10 = 0f;&lt;br /&gt;
			for (int i = 0; i &amp;lt; num8; i++)&lt;br /&gt;
			{&lt;br /&gt;
				if (UnityEngine.Random.value &amp;lt; this.armor[facing].chippedPct)&lt;br /&gt;
				{&lt;br /&gt;
					num7++;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					if (num8 == 1)&lt;br /&gt;
					{&lt;br /&gt;
						damageAmount += chippingAmount;&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num10 += chippingAmount / (float)num8;&lt;br /&gt;
					}&lt;br /&gt;
					num9 -= 1f;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			chippingAmount *= num9 / (float)num8;&lt;br /&gt;
			if (chippingAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				float armorFacingVolume_m = TISpaceShipState.ArmorData.GetArmorFacingVolume_m3(this, facing);&lt;br /&gt;
				if (armorFacingVolume_m &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f &amp;amp;&amp;amp; this.armor[facing].armorValue &amp;gt; 0)&lt;br /&gt;
				{&lt;br /&gt;
					chippingAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.ChippingResistance);&lt;br /&gt;
					float chip = chippingAmount / armorFacingVolume_m;&lt;br /&gt;
					chippingAmount = this.armor[facing].ChipArmor(chip);&lt;br /&gt;
					if (this.armor[facing].chippedPct &amp;gt;= 1f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += chippingAmount;&lt;br /&gt;
					chippingAmount = 0f;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num11 = 0f;&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				damageAmount = (float)this.armor[facing].ShredArmor(shreddingAmount);&lt;br /&gt;
				if (this.armor[facing].armorValue &amp;lt;= 0)&lt;br /&gt;
				{&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					num11 = (float)shreddingAmount * this.armor[facing].chippedPct;&lt;br /&gt;
					if (num11 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num12 = (float)this.armor[facing].armorValue;&lt;br /&gt;
			if (attackingWeapon != null &amp;amp;&amp;amp; !flag3 &amp;amp;&amp;amp; num12 &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f)&lt;br /&gt;
			{&lt;br /&gt;
				if (!TIGlobalValuesState.Customizations.cinematicCombatRealismScale)&lt;br /&gt;
				{&lt;br /&gt;
					if (facing != ArmorFacing.Right)&lt;br /&gt;
					{&lt;br /&gt;
						if (facing == ArmorFacing.Left)&lt;br /&gt;
						{&lt;br /&gt;
							num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(-90f - angle));&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(90f - angle));&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				if (attackingWeapon.weaponClass == WeaponClass.Laser)&lt;br /&gt;
				{&lt;br /&gt;
					num12 = attackingWeapon.ref_laserWeapon.ModifyArmorValueForLaserShot(range_km, num12);&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.LaserResistance);&lt;br /&gt;
				}&lt;br /&gt;
				if (damageType == DamageType.Kinetic)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.KineticsResistance);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAllShips, this.faction, damageAmount, null);&lt;br /&gt;
			if (attackingFaction != null &amp;amp;&amp;amp; attackingFaction.IsAlienFaction)&lt;br /&gt;
			{&lt;br /&gt;
				damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAlienShips, this.faction, damageAmount, null);&lt;br /&gt;
			}&lt;br /&gt;
			if (flag3)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (flag2)&lt;br /&gt;
				{&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
					float num13 = (float)num7 / (float)num8;&lt;br /&gt;
					float num14 = num13 * damageAmount + num10;&lt;br /&gt;
					if (num9 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						float num15 = (1f - num13) * damageAmount / num9 - num12;&lt;br /&gt;
						if (num15 &amp;gt; 0f)&lt;br /&gt;
						{&lt;br /&gt;
							num14 += num15 * num9;&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					return Mathf.Max(0f, num14);&lt;br /&gt;
				}&lt;br /&gt;
				if (num11 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					return num11;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			else if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				float num16 = damageAmount / num9 - num12;&lt;br /&gt;
				damageAmount = 0f;&lt;br /&gt;
				if (num16 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += num16 * num9;&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				}&lt;br /&gt;
				return damageAmount;&lt;br /&gt;
			}&lt;br /&gt;
			if (damageType == DamageType.ParticleBeam &amp;amp;&amp;amp; attackingWeapon != null)&lt;br /&gt;
			{&lt;br /&gt;
				float num17 = damageAmount * attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
				float num18 = damageAmount * attackingWeapon.ref_particleWeapon.xRayFraction;&lt;br /&gt;
				float num19 = damageAmount * attackingWeapon.ref_particleWeapon.baryonFraction;&lt;br /&gt;
				if (!flag3)&lt;br /&gt;
				{&lt;br /&gt;
					num18 = Mathf.Max(0f, num18 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.xRayHalfValue_cm)));&lt;br /&gt;
					num19 = Mathf.Max(0f, num19 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.baryonicHalfValue_cm)));&lt;br /&gt;
				}&lt;br /&gt;
				num18 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num18);&lt;br /&gt;
				num19 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num19);&lt;br /&gt;
				appliedRadiationDamage = this.ApplyInternalRadiationDamage(num18, num19, facing, facing, angle, Mathf.Min(1f, attackingWeapon.ref_particleWeapon.SpotSurfaceArea_m2(range_km) / this.GetCrossSectionalArea_m2(angle)));&lt;br /&gt;
				internalDamageAssessedHere += appliedRadiationDamage;&lt;br /&gt;
				damageAmount = num17;&lt;br /&gt;
			}&lt;br /&gt;
			float num20 = 0f;&lt;br /&gt;
			if (damageAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				num20 = Mathf.Max(0f, damageAmount + (flag3 ? chippingAmount : 0f) - (flag3 ? 0f : num12));&lt;br /&gt;
			}&lt;br /&gt;
			if (num20 &amp;gt; 0f || internalDamageAssessedHere &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
			}&lt;br /&gt;
			return num20;&lt;br /&gt;
		}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section is obsolete. For a list of all utility modules in Terra Invicta, as well as their stats, see [[Utility Module List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 20 || Significantly increases the ship&#039;s turning speed.&lt;br /&gt;
|-&lt;br /&gt;
| Flag Bridge || 90 || Reduces the fleet&#039;s {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}Rangers&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}Immortals&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Cyclotron || 50 || +20MJ particle beam power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using the kit only &#039;&#039;begins&#039;&#039; local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.&lt;br /&gt;
&lt;br /&gt;
Solar Kits are only usable if the installed Solar Collector(s) can produce enough power for other modules. So Solar Platform Kits cannot be used if the location is too far away from the sun. But Solar Outpost Kits can be used on locations far away from the sun, if the hab site gets enough solar power from Solar Mirror bonus.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
==== Fire Modes ====&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets. The default firing mode can be set in the ship designer, as well as changed in the middle of combat. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Fire Modes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Standard Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Targeting Priority&amp;lt;ref&amp;gt;Will attempt to shoot at the first item in the list that is in range. Will never shoot at anything that is not in the list.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Focus Fire &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
|-&lt;br /&gt;
| Attack &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Defense &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated&amp;gt;Non-beam defense weapons will let all allies know they have fired at an enemy projectile so other defense weapons don&#039;t waste their shots on that projectile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated /&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Idle&lt;br /&gt;
| Never fires.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Special Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Salvo&lt;br /&gt;
| Special mode for Missile Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Focus Fire mode, but automatically switches to Idle mode after firing 1/4 of the missile weapon&#039;s total ammo.&lt;br /&gt;
|-&lt;br /&gt;
| Bracket&lt;br /&gt;
| Special mode for non-beam Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Attack mode, but when the target is an enemy ship, will attempt to shoot at possible locations for the enemy ship to move into.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Targeting Range and Defense Range ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a targeting range, and can only fire at targets within that range. But notably, weapons take into account the relative velocity of the target, as well as the expected amount of time that their projectiles will take to arrive, to effectively fire at the future location of a target when it would be in range. &lt;br /&gt;
&lt;br /&gt;
For example, the 10-inch Cannon has 250km targeting range and 1.4 km/s muzzle velocity. So it takes 250km/1.4km/s = ~178.5s for a bullet fired by the weapon to reach the maximum range. This means the 10-inch Cannon will attempt to fire at targets ~178.5s before they enter the 250km range. So&lt;br /&gt;
if an enemy ship is approaching head-on at a relative velocity of 1 km/s, then the 10-inch Cannon will fire at it ~178.5s before it arrives in range:  when it is still 250km + ~178.5s × 1km/s = ~428.5km away. &lt;br /&gt;
&lt;br /&gt;
When targeting an enemy projectile instead of a ship or [[Habs|hab]], weapons use a defense range that is computed as follows:&lt;br /&gt;
# Set the defense range to the targeting range.&lt;br /&gt;
# If the weapon has an attack mode, then apply a penalty to the defense range:&lt;br /&gt;
#* Divide by 3 for Energy weapons ([[Spaceships#Lasers|Lasers]], [[Spaceships#Particle_Weapons|Particles]], and [[Spaceships#Plasma_Weapons|Plasma]]), but cannot go below 200km.&lt;br /&gt;
#* Divide by 2 for Gun weapons ([[Spaceships#Guns|Naval Guns]] and [[Spaceships#Magnetic_Weapons|Magnetic Weapons]]), but cannot go below 200km.&lt;br /&gt;
#* No penalty for [[Spaceships#Missiles|Missile]] weapons.&lt;br /&gt;
# Add a bonus to the defense range for the mount:&lt;br /&gt;
#* On Cinematic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 100 for ship mounted weapons.&lt;br /&gt;
#** Add 5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
#* On Realistic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 10 for ship mounted weapons.&lt;br /&gt;
#** Add 0.5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown and Salvos ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos. If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up. If a weapon has a salvo listed of X shots over Y seconds, that means it will fire one shot every Y / (X-1) seconds X number of times, and then will go on its cooldown, after which it will fire another salvo. &lt;br /&gt;
&lt;br /&gt;
For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds. The Light Coilgun Battery Mk1 has a salvo of 3 shots over 20 seconds and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* (Naval) Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
&lt;br /&gt;
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Naval guns cannot be used to bombard.&lt;br /&gt;
&lt;br /&gt;
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
&lt;br /&gt;
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target. &lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?&amp;lt;ref&amp;gt;Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.&amp;lt;/ref&amp;gt; !! Other Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently interact with armor. (But still acts as one attack in all other aspects.)&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator || 60% || None&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || 25% &lt;br /&gt;
|-&lt;br /&gt;
| Shaped Nuclear || 100% || Cone AoE &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Missile projectiles can be hit by point defenses and will be destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.&lt;br /&gt;
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.&lt;br /&gt;
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.&lt;br /&gt;
&lt;br /&gt;
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons. &lt;br /&gt;
&lt;br /&gt;
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
===== Armor Penetration =====&lt;br /&gt;
&lt;br /&gt;
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor Effectiveness = Spot Area (m²) / 0.005 (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When combined:&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Armor vs laser.png|frameless|alt=Math rendered in a possibly more readable style|Armor vs Laser math]]&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.15)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.25)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.&lt;br /&gt;
&lt;br /&gt;
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range. Use the [[Spaceships#Targeting_Range_and_Defense_Range|Defense Range]] instead of Targeting Range for enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Directed Energy Officers&lt;br /&gt;
* Intelligence Officers&lt;br /&gt;
* Commanding Officers&lt;br /&gt;
* [[Precision Focusing Software]] Project&lt;br /&gt;
&lt;br /&gt;
===== Chipping =====&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the % of a laser&#039;s damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Chip % = Armor Effectiveness / 1000, capped at 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Particle weapons do not miss and are excellent at targeting enemy projectiles. They also have unique interactions with armor that always allows some damage to penetrate into the ship internals, though the resulting damage may be extremely small and only good for temporarily disabling certain internal components. However, particle weapons do no damage at all to armor, and have low overall damage. &lt;br /&gt;
&lt;br /&gt;
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the particle beam fires neutral particles, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.&lt;br /&gt;
&lt;br /&gt;
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. Heat damage is also the damage that is used when calculating the effects of shooting enemy kinetic projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
===== Armor Interactions =====&lt;br /&gt;
&lt;br /&gt;
Heat damage has the standard armor interactions of other weapons. In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:&lt;br /&gt;
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
&lt;br /&gt;
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers. &lt;br /&gt;
&lt;br /&gt;
Damaged ship parts and systems either stop working or work at reduced effectiveness, but can be [[Fleets#Mid-Combat_Repairs|repaired over time]]. For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
===== Radiation effects =====&lt;br /&gt;
&lt;br /&gt;
Radiation damage is processed differently from other internal ship damage: notably, it cannot damage &amp;quot;hard&amp;quot; systems or modules. This includes ship structure, heat sinks, spikers, hydrogen tankage, magazines, cyclotrons, and other utility modules that have the &#039;RadHardened&#039; property. The heat-damage part of particle weapon effects can still damage these items, but not the x-ray or baryonic parts. (And since the Spinal Neutron Lance causes 0 heat damage, it cannot destroy a ship under any circumstances.)&lt;br /&gt;
&lt;br /&gt;
===== Critical hits =====&lt;br /&gt;
&lt;br /&gt;
On a critical hit (TAC), particle beams bypass all amor effects but are otherwise processed as usual. Baryon and x-ray components are applied as radiation damage with their usual multipliers, and the heat component is applied as standard internal damage.&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
&lt;br /&gt;
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:&lt;br /&gt;
* If the ship hull Construction Tier is greater than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is equal to the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is less than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This construction time is then divided by (100% + Ship Building Speed Bonus).&lt;br /&gt;
&lt;br /&gt;
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.&lt;br /&gt;
&lt;br /&gt;
=== Probes ===&lt;br /&gt;
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.&lt;br /&gt;
&lt;br /&gt;
== Resupply ==&lt;br /&gt;
&lt;br /&gt;
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.&lt;br /&gt;
&lt;br /&gt;
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.&lt;br /&gt;
&lt;br /&gt;
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)&lt;br /&gt;
&lt;br /&gt;
=== ISRU ===&lt;br /&gt;
&lt;br /&gt;
Ships with an ISRU module&amp;lt;ref name=refuel&amp;gt;Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.&amp;lt;/ref&amp;gt; can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:&lt;br /&gt;
* If the propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output&amp;lt;ref name=output&amp;gt;The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.&amp;lt;/ref&amp;gt; (units) / 10 (tons / unit) / 3.&lt;br /&gt;
* Otherwise, the refuel duration is the maximum out of:&lt;br /&gt;
** {{TV|water}} Fuel needed (tons) / Hab Site {{TV|water}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|volatiles}} Fuel needed (tons) / Hab Site {{TV|volatiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|metals}} Fuel needed (tons) / Hab Site {{TV|metals}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|nobles}} Fuel needed (tons) / Hab Site {{TV|nobles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|fissiles}} Fuel needed (tons) / Hab Site {{TV|fissiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using ISRU modules:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:&lt;br /&gt;
{{#invoke:DriveLister|ListRestrictedDrives|Match,freeISRU,true}}&lt;br /&gt;
&lt;br /&gt;
=== Remass Scoop ===&lt;br /&gt;
&lt;br /&gt;
Ships with a Remass Scoop&amp;lt;ref name=refuel /&amp;gt; can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;.&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Hydrogen&#039;&#039;&#039; and only consists of {{TV|water}} and/or {{TV|volatiles}}.&lt;br /&gt;
&lt;br /&gt;
Note: {{TV|fissiles}} costs can be converted into {{TV|water}} costs for drives that use Helium-3, if the faction has an active He3 mine. This conversion effectively allows the Remass Scoop to also refuel {{TV|fissiles}} in these cases.&lt;br /&gt;
&lt;br /&gt;
The Refuel Duration (days) = Fuel needed (tons) / 1000.&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using Remass Scoops:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
See [[Drive List]] for a list of drives, which also notes which drives can use remass scoops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
&lt;br /&gt;
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Time / 10&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Cost / 10&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier &lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Cost / 200&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
|-&lt;br /&gt;
! Life Support Main&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction {{TV|volatiles}} Cost / 20&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| rowspan=4 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=4 | {{TV|metals|0.1}}&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
|-&lt;br /&gt;
! System Reactor&lt;br /&gt;
| Missing Health % × 2 &lt;br /&gt;
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Missing Health % × Hull Construction Tier × 2&lt;br /&gt;
| Missing Health % × Hull Construction Cost / 100&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapon&lt;br /&gt;
| rowspan=7 | Missing Health % × 2 &lt;br /&gt;
| rowspan=7 | Missing Health % × Module Cost / 4&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapon&lt;br /&gt;
|- &lt;br /&gt;
! Utility Module&lt;br /&gt;
|- &lt;br /&gt;
! Radiator&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
|-&lt;br /&gt;
! Nose Armor&lt;br /&gt;
| rowspan=4 | Shred %  + Chip % &lt;br /&gt;
| rowspan=4 | (Shred %  + Chip %  / 4) × Armor Cost &lt;br /&gt;
|-&lt;br /&gt;
! Left Armor&lt;br /&gt;
|-&lt;br /&gt;
! Right Armor&lt;br /&gt;
|-&lt;br /&gt;
! Tail Armor&lt;br /&gt;
|-&lt;br /&gt;
! Propellant&lt;br /&gt;
| colspan=2 | Not actually repairable, &amp;quot;destroyed&amp;quot; fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.&lt;br /&gt;
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).&lt;br /&gt;
&lt;br /&gt;
=== Interrupting repairs ===&lt;br /&gt;
&lt;br /&gt;
* If you are repairing a single ship and interrupt/cancel the repair before it&#039;s finished, all progress is lost.&lt;br /&gt;
* If you are repairing a fleet with several ships and interrupt it, if there has been enough progress it may complete one or more ships that can be fully repaired, and lose the remainder.&lt;br /&gt;
* If additional space docks finish building at the station while repairs are ongoing, the game does not recalculate the repair completion date. So in some cases it can be preferable to cancel an incomplete repair and restart it using new facilities.&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiator List|Radiator]] || Can be changed freely. || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* [[Naval Gun List|Naval Guns]]&lt;br /&gt;
* [[Laser Weapon List|Lasers]]&lt;br /&gt;
* [[Particle Weapon List|Particle Beams]]&lt;br /&gt;
* [[Magnetic Gun List|Magnetic Guns]]&lt;br /&gt;
* [[Plasma Weapon List|Plasma]]&lt;br /&gt;
* [[Missile List|Missiles]]&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Scuttle ==&lt;br /&gt;
&lt;br /&gt;
Since ships cost {{TV|mc}} and {{TV|money}} to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.&lt;br /&gt;
&lt;br /&gt;
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{TV|boost}} to evacuate the ship crew from the ship. If the ship&#039;s location is in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, then the cost to evacuate the ship crew is free. Otherwise, the {{TV|boost}} cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship&#039;s location. &lt;br /&gt;
&lt;br /&gt;
If the scuttled ship is part of a larger fleet, then the {{TV|boost}} cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=12641</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=12641"/>
		<updated>2026-10-02T17:17:40Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Ship Components */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for [[Factions]] to build [[Fleets]] of ships to protect and advance their interests. Once the [[Factions]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{TV|space}}, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at [[Habs]] at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the [[Habs|hab]] that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{TV|boost}} and {{TV|money}} can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; The acceleration used in the strategy layer, including for intercepting fleets on transfer trajectories. Higher cruise accelerations allow ships to take more direct trajectories to their destinations and be less affected by gravity wells. &lt;br /&gt;
** Ships with less than ~2 mg cruise acceleration will be forced to take particularly slow spiralling trajectories out of Earth&#039;s gravity well.&lt;br /&gt;
** Humans are limited to a max of 2.0 g at the start. This cap can be raised to 3.0 g with projects.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; The most important number for determining where the ship can go and how fast it can get there. More propellant increases ∆V. More mass on the ship decreases it. (Note that propellant has mass, so there are rapidly diminishing returns to just adding more prop. This is known as the tyranny of the rocket equation.)&lt;br /&gt;
** Ships with ~4 kps ∆V can intercept and return to a friendly station in similar close orbits around the same planet (but note that the ISS and Tiangong orbits are considerably more difficult to reach than most, because of the plane change required).&lt;br /&gt;
** Ships need ~8 kps ∆V to efficiently reach the Moon from a low Earth orbit. &lt;br /&gt;
** Ships need ~30 kps ∆V to be able to reliably perform interplanetary transfers in the inner Solar System.&lt;br /&gt;
** Ships with more than 60 kps will be able to perform more extreme transfers such as direct transits from Mercury to Saturn.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; The acceleration used on the tactical combat screen, and for lifting off the surface of planetary bodies. Most drives are capable of at least some amount of higher acceleration for short periods, typically for combat situations, calculated as &amp;lt;code&amp;gt;cruise_accel * combat_thrust_multiplier&amp;lt;/code&amp;gt;. &lt;br /&gt;
** In Realistic combat (the Cinematic Combat Movement option is turned off), this extra thrust is recognized to be inefficient and requires the ship to spend more propellant (by a formula too complicated to usefully summarize). &lt;br /&gt;
** Fission pulse drives, such as the Orion, are exempted from this penalty, even on Realistic.&lt;br /&gt;
** Humans are limited to a max of 3.0 g at the start. This cap can be raised to 5.0 g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat. (Since v1.0, every ship gets power capacity sufficient for most purposes installed by default, so additional batteries are typically unnecessary.)&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Every ship has a Space Combat Value calculated from its weapons, drives, available ∆V, and other factors. This value mostly only represents how the non-player factions evaluate the ship, but does also eventually become relevant for the victory condition of several factions.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{TV|mc}} and {{TV|money}} upkeep of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion and malfunction events may occur.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can rotate in combat. This value is dependent on the length and mass of the ship; shorter and lighter ships will generally turn faster.&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with propellant. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass. (&#039;&#039;&#039;Dry mass&#039;&#039;&#039; is the ship&#039;s mass with empty prop tanks.)&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:&lt;br /&gt;
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.&lt;br /&gt;
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.&lt;br /&gt;
* The number of [[File:Select Utility.png|25px]] utility hard points.&lt;br /&gt;
* The length of the ship.&lt;br /&gt;
* The width of the ship.&lt;br /&gt;
* The structural integrity of the ship.&lt;br /&gt;
* The base construction time for the ship.&lt;br /&gt;
* The construction tier of the ship.&lt;br /&gt;
* The maximum number of officers on the ship.&lt;br /&gt;
* The {{TV|mc}} and {{TV|money}} upkeep of the ship.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Certain officer types can bypass the officer limit.&lt;br /&gt;
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].&lt;br /&gt;
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range !! Other&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Noncombatant || Must carry a Marine module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Noncombatant || Must carry a prospector module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a nuclear-powered hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Noncombatant ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penetrator&#039;&#039;&#039; || Long || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039; || Long || Short || Will emphasize point defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intruder&#039;&#039;&#039; || Long || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomber&#039;&#039;&#039; || Long || Long || Will emphasize bombardment-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Medium || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;&#039;&#039; || Short || Long ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OfficerLister|ListOfficers}}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A tunable drive is a drive with a combat thrust multiplier greater than 1.&lt;br /&gt;
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.&lt;br /&gt;
&lt;br /&gt;
== Ship Systems ==&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every space ship consists of the following ship systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:&lt;br /&gt;
|-&lt;br /&gt;
! Nose !! Left/Right !! Tail !! Core&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Setting Waypoints&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Systems Reactor&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Auxiliary Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Total Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Angular Acceleration&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Main&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Mid-Combat Repair Speed&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Propellant&lt;br /&gt;
| Fuel (tons) / 100&lt;br /&gt;
| Is the Fuel&lt;br /&gt;
| 0&lt;br /&gt;
| Fuel Tanks / 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapons&lt;br /&gt;
| Chosen Nose Weapons&#039; Health&lt;br /&gt;
| Chosen Nose Weapons&#039; Functions&lt;br /&gt;
| Non-Empty Nose Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapons&lt;br /&gt;
| Chosen Hull Weapons&#039; Health&lt;br /&gt;
| Chosen Hull Weapons&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Hull Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Utility Modules&lt;br /&gt;
| Chosen Utility Modules&#039; Health&lt;br /&gt;
| Chosen Utility Modules&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Radiators&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
| 3 × Thrusters&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| Thrusters&lt;br /&gt;
| Thrusters&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
| Chosen Battery&#039;s Health&lt;br /&gt;
| Health % Multiplies Energy Capacity&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage and Hit Weights ===&lt;br /&gt;
&lt;br /&gt;
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.&lt;br /&gt;
&lt;br /&gt;
When an attack gets through armor (see [[#Armor]] below), an internal system is picked at random from the struck Area and damage is applied to it. If the system is destroyed before it absorbs all the inflicted damage, then another system is picked and damage is applied to it. Most damage types are subject to &#039;&#039;&#039;overpenetration&#039;&#039;&#039;, in which case only a random number of systems (usually between 3 and 7) can be picked (on a random &amp;quot;straight&amp;quot; path through the ship), before any remaining excess damage flies off into space.&lt;br /&gt;
&lt;br /&gt;
For instance, if the ship is hit in the nose starts by damaging a random system in the Nose area, selected by hit weight. Then if damage remains to be distributed, it might stay in the Nose, or move on to one of the Core, Left, or Right areas; the chance to stay in the current area is based on the weapon&#039;s armor chip fraction. (Higher chip percentage == more likely to hit more targets in the same area.) After the area is picked, a random system is selected and damage is applied. If more damage remains, it again might stay in the current area, or might move on to a system in the next area. If any damage is left unapplied when it leaves the Tail, it passes out of the ship, chipping the Tail armor on its way out.&lt;br /&gt;
&lt;br /&gt;
This damage diffusion matters. A weapon with low diffusion (low chip%), such as lasers, almost always moves on from a ship area as soon as possible, damaging only a single system in the area before moving on. Weapons with high diffusion such as kinetics and missiles can stick around in a ship area and damage a random number of systems before moving on, and so are less likely to waste any of their damage potential.&lt;br /&gt;
&lt;br /&gt;
The exceptions (&#039;&#039;not&#039;&#039; subject to overpenetration) are anything that does explosive damage, nuclear damage, or shred damage. Which includes all explosive, nuclear, shaped nuclear, and antimatter [[#Missiles|missiles]]. These will continue destroying ship systems until their damage potential is exhausted.&lt;br /&gt;
&lt;br /&gt;
In most cases damage is applied in sequence to systems and is not divided or shared. One exception is sensors, which receive slight damage from most hits.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:cruise_thrust_chart@2.6x.png|550px|Cruise thrust and ejection velocity for each drive of the game]][[File:combat_thrust_chart@2.6x.png|550px|Combat thrust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
&lt;br /&gt;
[[File:Reactors.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When extended or extending, the ship&#039;s radiators vent the heat generated by various ship systems and modules.&lt;br /&gt;
&lt;br /&gt;
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship&#039;s internals (but this bleed through is capped at the radiator&#039;s health of just 3). &lt;br /&gt;
&lt;br /&gt;
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage that is applied to a spaceship can be divided into three categories:&lt;br /&gt;
* Direct Damage focuses on damaging the ship&#039;s internal components.&lt;br /&gt;
* Chip Damage focuses on damaging the armor volume.&lt;br /&gt;
* Shred Damage focuses on damaging the armor value.&lt;br /&gt;
&lt;br /&gt;
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:&lt;br /&gt;
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage. &lt;br /&gt;
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.&lt;br /&gt;
&lt;br /&gt;
When the ship armor is fully intact on the facing that receives the incoming attack:&lt;br /&gt;
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship&#039;s internal components.&lt;br /&gt;
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.&lt;br /&gt;
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.&lt;br /&gt;
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.&lt;br /&gt;
&lt;br /&gt;
Damaged armor does not function as well:&lt;br /&gt;
* Armor points removed by shred damage will no longer block any direct damage.&lt;br /&gt;
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.&lt;br /&gt;
&lt;br /&gt;
When the ship has no armor at all on the facing that receives the incoming attack:&lt;br /&gt;
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship&#039;s internal components.&lt;br /&gt;
&lt;br /&gt;
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:&lt;br /&gt;
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor&lt;br /&gt;
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor&lt;br /&gt;
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor&lt;br /&gt;
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)&lt;br /&gt;
&lt;br /&gt;
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Armor Volume Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! !! Cinematic !! Realistic&lt;br /&gt;
|-&lt;br /&gt;
| Nose/Tail || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Side || 0.75 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).&lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Raw Code ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Code}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
		// Token: 0x06004573 RID: 17779 RVA: 0x001C28BC File Offset: 0x001C0ABC&lt;br /&gt;
		public float AbsorbAndApplyArmorDamage(TIShipWeaponTemplate attackingWeapon, ArmorFacing facing, float range_km, float damageAmount, float chippingAmount, DamageType damageType, float angle, TIFactionState attackingFaction, out float internalDamageAssessedHere, out float appliedRadiationDamage, int shreddingAmount = 0)&lt;br /&gt;
		{&lt;br /&gt;
			ModuleDataEntry partToDamage = this.GetPartToDamage(ShipSystem.Radiators, false);&lt;br /&gt;
			internalDamageAssessedHere = 0f;&lt;br /&gt;
			appliedRadiationDamage = 0f;&lt;br /&gt;
			TISpaceFleetState fleet = this.fleet;&lt;br /&gt;
			bool flag = fleet != null &amp;amp;&amp;amp; fleet.bombarding;&lt;br /&gt;
			if ((this.radiatorsExtended || this.radiatorsExtending || this.radiatorsRetracting) &amp;amp;&amp;amp; (!flag || !this.canEverRetractRadiators) &amp;amp;&amp;amp; !this.PartDestroyed(partToDamage) &amp;amp;&amp;amp; attackingWeapon != null &amp;amp;&amp;amp; UnityEngine.Random.value * 100f &amp;lt; (float)this.template.radiatorTemplate.vulnerability * ((this.radiatorsExtending || this.radiatorsRetracting) ? 0.5f : 1f))&lt;br /&gt;
			{&lt;br /&gt;
				float num = damageAmount + chippingAmount;&lt;br /&gt;
				if ((attackingWeapon == null || attackingWeapon.isParticleWeapon) &amp;amp;&amp;amp; ((attackingWeapon != null) ? attackingWeapon.ref_particleWeapon : null) != null)&lt;br /&gt;
				{&lt;br /&gt;
					num *= attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
					damageAmount -= num;&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount = num * attackingWeapon.chipping(range_km);&lt;br /&gt;
				}&lt;br /&gt;
				float num2;&lt;br /&gt;
				this.ApplyDamageToPart(partToDamage, damageAmount, out num2);&lt;br /&gt;
				internalDamageAssessedHere += num2;&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (shreddingAmount == 0 &amp;amp;&amp;amp; !attackingWeapon.isParticleWeapon &amp;amp;&amp;amp; (facing == ArmorFacing.Nose || facing == ArmorFacing.Tail || UnityEngine.Random.value &amp;lt; 0.25f))&lt;br /&gt;
				{&lt;br /&gt;
					return num2;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			if (facing == ArmorFacing.Tail &amp;amp;&amp;amp; 180f - Mathf.Abs(angle) &amp;lt; 5f &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; 0.25f)&lt;br /&gt;
			{&lt;br /&gt;
				float num3;&lt;br /&gt;
				this.ApplyDamageToPart(this.GetPartToDamage(ShipSystem.Drive, false), damageAmount, out num3);&lt;br /&gt;
				internalDamageAssessedHere += num3;&lt;br /&gt;
			}&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				float num4;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, 0.5f, out num4);&lt;br /&gt;
				internalDamageAssessedHere += num4;&lt;br /&gt;
			}&lt;br /&gt;
			else if (attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isBeamWeapon &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.1f)&lt;br /&gt;
			{&lt;br /&gt;
				float num5;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num5);&lt;br /&gt;
				internalDamageAssessedHere += num5;&lt;br /&gt;
			}&lt;br /&gt;
			else if (UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.01f)&lt;br /&gt;
			{&lt;br /&gt;
				float num6;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num6);&lt;br /&gt;
				internalDamageAssessedHere += num6;&lt;br /&gt;
			}&lt;br /&gt;
			TIShipArmorTemplate armorTemplate = TISpaceShipState.ArmorData.GetArmorTemplate(this, facing);&lt;br /&gt;
			int num7 = 0;&lt;br /&gt;
			int num8 = 1;&lt;br /&gt;
			bool flag2 = attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isMissileWeapon &amp;amp;&amp;amp; attackingWeapon.ref_missileWeapon.warheadClass == WarheadClass.Fragmentation;&lt;br /&gt;
			if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				num8 = Mathf.RoundToInt(attackingWeapon.ref_missileWeapon.warheadMass_kg / 5f);&lt;br /&gt;
			}&lt;br /&gt;
			bool flag3 = false;&lt;br /&gt;
			float num9 = (float)num8;&lt;br /&gt;
			float num10 = 0f;&lt;br /&gt;
			for (int i = 0; i &amp;lt; num8; i++)&lt;br /&gt;
			{&lt;br /&gt;
				if (UnityEngine.Random.value &amp;lt; this.armor[facing].chippedPct)&lt;br /&gt;
				{&lt;br /&gt;
					num7++;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					if (num8 == 1)&lt;br /&gt;
					{&lt;br /&gt;
						damageAmount += chippingAmount;&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num10 += chippingAmount / (float)num8;&lt;br /&gt;
					}&lt;br /&gt;
					num9 -= 1f;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			chippingAmount *= num9 / (float)num8;&lt;br /&gt;
			if (chippingAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				float armorFacingVolume_m = TISpaceShipState.ArmorData.GetArmorFacingVolume_m3(this, facing);&lt;br /&gt;
				if (armorFacingVolume_m &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f &amp;amp;&amp;amp; this.armor[facing].armorValue &amp;gt; 0)&lt;br /&gt;
				{&lt;br /&gt;
					chippingAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.ChippingResistance);&lt;br /&gt;
					float chip = chippingAmount / armorFacingVolume_m;&lt;br /&gt;
					chippingAmount = this.armor[facing].ChipArmor(chip);&lt;br /&gt;
					if (this.armor[facing].chippedPct &amp;gt;= 1f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += chippingAmount;&lt;br /&gt;
					chippingAmount = 0f;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num11 = 0f;&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				damageAmount = (float)this.armor[facing].ShredArmor(shreddingAmount);&lt;br /&gt;
				if (this.armor[facing].armorValue &amp;lt;= 0)&lt;br /&gt;
				{&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					num11 = (float)shreddingAmount * this.armor[facing].chippedPct;&lt;br /&gt;
					if (num11 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num12 = (float)this.armor[facing].armorValue;&lt;br /&gt;
			if (attackingWeapon != null &amp;amp;&amp;amp; !flag3 &amp;amp;&amp;amp; num12 &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f)&lt;br /&gt;
			{&lt;br /&gt;
				if (!TIGlobalValuesState.Customizations.cinematicCombatRealismScale)&lt;br /&gt;
				{&lt;br /&gt;
					if (facing != ArmorFacing.Right)&lt;br /&gt;
					{&lt;br /&gt;
						if (facing == ArmorFacing.Left)&lt;br /&gt;
						{&lt;br /&gt;
							num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(-90f - angle));&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(90f - angle));&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				if (attackingWeapon.weaponClass == WeaponClass.Laser)&lt;br /&gt;
				{&lt;br /&gt;
					num12 = attackingWeapon.ref_laserWeapon.ModifyArmorValueForLaserShot(range_km, num12);&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.LaserResistance);&lt;br /&gt;
				}&lt;br /&gt;
				if (damageType == DamageType.Kinetic)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.KineticsResistance);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAllShips, this.faction, damageAmount, null);&lt;br /&gt;
			if (attackingFaction != null &amp;amp;&amp;amp; attackingFaction.IsAlienFaction)&lt;br /&gt;
			{&lt;br /&gt;
				damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAlienShips, this.faction, damageAmount, null);&lt;br /&gt;
			}&lt;br /&gt;
			if (flag3)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (flag2)&lt;br /&gt;
				{&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
					float num13 = (float)num7 / (float)num8;&lt;br /&gt;
					float num14 = num13 * damageAmount + num10;&lt;br /&gt;
					if (num9 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						float num15 = (1f - num13) * damageAmount / num9 - num12;&lt;br /&gt;
						if (num15 &amp;gt; 0f)&lt;br /&gt;
						{&lt;br /&gt;
							num14 += num15 * num9;&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					return Mathf.Max(0f, num14);&lt;br /&gt;
				}&lt;br /&gt;
				if (num11 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					return num11;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			else if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				float num16 = damageAmount / num9 - num12;&lt;br /&gt;
				damageAmount = 0f;&lt;br /&gt;
				if (num16 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += num16 * num9;&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				}&lt;br /&gt;
				return damageAmount;&lt;br /&gt;
			}&lt;br /&gt;
			if (damageType == DamageType.ParticleBeam &amp;amp;&amp;amp; attackingWeapon != null)&lt;br /&gt;
			{&lt;br /&gt;
				float num17 = damageAmount * attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
				float num18 = damageAmount * attackingWeapon.ref_particleWeapon.xRayFraction;&lt;br /&gt;
				float num19 = damageAmount * attackingWeapon.ref_particleWeapon.baryonFraction;&lt;br /&gt;
				if (!flag3)&lt;br /&gt;
				{&lt;br /&gt;
					num18 = Mathf.Max(0f, num18 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.xRayHalfValue_cm)));&lt;br /&gt;
					num19 = Mathf.Max(0f, num19 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.baryonicHalfValue_cm)));&lt;br /&gt;
				}&lt;br /&gt;
				num18 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num18);&lt;br /&gt;
				num19 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num19);&lt;br /&gt;
				appliedRadiationDamage = this.ApplyInternalRadiationDamage(num18, num19, facing, facing, angle, Mathf.Min(1f, attackingWeapon.ref_particleWeapon.SpotSurfaceArea_m2(range_km) / this.GetCrossSectionalArea_m2(angle)));&lt;br /&gt;
				internalDamageAssessedHere += appliedRadiationDamage;&lt;br /&gt;
				damageAmount = num17;&lt;br /&gt;
			}&lt;br /&gt;
			float num20 = 0f;&lt;br /&gt;
			if (damageAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				num20 = Mathf.Max(0f, damageAmount + (flag3 ? chippingAmount : 0f) - (flag3 ? 0f : num12));&lt;br /&gt;
			}&lt;br /&gt;
			if (num20 &amp;gt; 0f || internalDamageAssessedHere &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
			}&lt;br /&gt;
			return num20;&lt;br /&gt;
		}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section is obsolete. For a list of all utility modules in Terra Invicta, as well as their stats, see [[Utility Module List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 20 || Significantly increases the ship&#039;s turning speed.&lt;br /&gt;
|-&lt;br /&gt;
| Flag Bridge || 90 || Reduces the fleet&#039;s {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}Rangers&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}Immortals&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Cyclotron || 50 || +20MJ particle beam power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using the kit only &#039;&#039;begins&#039;&#039; local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.&lt;br /&gt;
&lt;br /&gt;
Solar Kits are only usable if the installed Solar Collector(s) can produce enough power for other modules. So Solar Platform Kits cannot be used if the location is too far away from the sun. But Solar Outpost Kits can be used on locations far away from the sun, if the hab site gets enough solar power from Solar Mirror bonus.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
==== Fire Modes ====&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets. The default firing mode can be set in the ship designer, as well as changed in the middle of combat. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Fire Modes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Standard Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Targeting Priority&amp;lt;ref&amp;gt;Will attempt to shoot at the first item in the list that is in range. Will never shoot at anything that is not in the list.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Focus Fire &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
|-&lt;br /&gt;
| Attack &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Defense &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated&amp;gt;Non-beam defense weapons will let all allies know they have fired at an enemy projectile so other defense weapons don&#039;t waste their shots on that projectile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated /&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Idle&lt;br /&gt;
| Never fires.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Special Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Salvo&lt;br /&gt;
| Special mode for Missile Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Focus Fire mode, but automatically switches to Idle mode after firing 1/4 of the missile weapon&#039;s total ammo.&lt;br /&gt;
|-&lt;br /&gt;
| Bracket&lt;br /&gt;
| Special mode for non-beam Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Attack mode, but when the target is an enemy ship, will attempt to shoot at possible locations for the enemy ship to move into.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Targeting Range and Defense Range ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a targeting range, and can only fire at targets within that range. But notably, weapons take into account the relative velocity of the target, as well as the expected amount of time that their projectiles will take to arrive, to effectively fire at the future location of a target when it would be in range. &lt;br /&gt;
&lt;br /&gt;
For example, the 10-inch Cannon has 250km targeting range and 1.4 km/s muzzle velocity. So it takes 250km/1.4km/s = ~178.5s for a bullet fired by the weapon to reach the maximum range. This means the 10-inch Cannon will attempt to fire at targets ~178.5s before they enter the 250km range. So&lt;br /&gt;
if an enemy ship is approaching head-on at a relative velocity of 1 km/s, then the 10-inch Cannon will fire at it ~178.5s before it arrives in range:  when it is still 250km + ~178.5s × 1km/s = ~428.5km away. &lt;br /&gt;
&lt;br /&gt;
When targeting an enemy projectile instead of a ship or [[Habs|hab]], weapons use a defense range that is computed as follows:&lt;br /&gt;
# Set the defense range to the targeting range.&lt;br /&gt;
# If the weapon has an attack mode, then apply a penalty to the defense range:&lt;br /&gt;
#* Divide by 3 for Energy weapons ([[Spaceships#Lasers|Lasers]], [[Spaceships#Particle_Weapons|Particles]], and [[Spaceships#Plasma_Weapons|Plasma]]), but cannot go below 200km.&lt;br /&gt;
#* Divide by 2 for Gun weapons ([[Spaceships#Guns|Naval Guns]] and [[Spaceships#Magnetic_Weapons|Magnetic Weapons]]), but cannot go below 200km.&lt;br /&gt;
#* No penalty for [[Spaceships#Missiles|Missile]] weapons.&lt;br /&gt;
# Add a bonus to the defense range for the mount:&lt;br /&gt;
#* On Cinematic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 100 for ship mounted weapons.&lt;br /&gt;
#** Add 5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
#* On Realistic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 10 for ship mounted weapons.&lt;br /&gt;
#** Add 0.5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown and Salvos ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos. If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up. If a weapon has a salvo listed of X shots over Y seconds, that means it will fire one shot every Y / (X-1) seconds X number of times, and then will go on its cooldown, after which it will fire another salvo. &lt;br /&gt;
&lt;br /&gt;
For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds. The Light Coilgun Battery Mk1 has a salvo of 3 shots over 20 seconds and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* (Naval) Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
&lt;br /&gt;
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Naval guns cannot be used to bombard.&lt;br /&gt;
&lt;br /&gt;
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
&lt;br /&gt;
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target. &lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?&amp;lt;ref&amp;gt;Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.&amp;lt;/ref&amp;gt; !! Other Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently interact with armor. (But still acts as one attack in all other aspects.)&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator || 60% || None&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || 25% &lt;br /&gt;
|-&lt;br /&gt;
| Shaped Nuclear || 100% || Cone AoE &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Missile projectiles can be hit by point defenses and will be destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.&lt;br /&gt;
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.&lt;br /&gt;
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.&lt;br /&gt;
&lt;br /&gt;
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons. &lt;br /&gt;
&lt;br /&gt;
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
===== Armor Penetration =====&lt;br /&gt;
&lt;br /&gt;
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor Effectiveness = Spot Area (m²) / 0.005 (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When combined:&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Armor vs laser.png|frameless|alt=Math rendered in a possibly more readable style|Armor vs Laser math]]&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.15)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.25)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.&lt;br /&gt;
&lt;br /&gt;
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range. Use the [[Spaceships#Targeting_Range_and_Defense_Range|Defense Range]] instead of Targeting Range for enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Directed Energy Officers&lt;br /&gt;
* Intelligence Officers&lt;br /&gt;
* Commanding Officers&lt;br /&gt;
* [[Precision Focusing Software]] Project&lt;br /&gt;
&lt;br /&gt;
===== Chipping =====&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the % of a laser&#039;s damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Chip % = Armor Effectiveness / 1000, capped at 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Particle weapons do not miss and are excellent at targeting enemy projectiles. They also have unique interactions with armor that always allows some damage to penetrate into the ship internals, though the resulting damage may be extremely small and only good for temporarily disabling certain internal components. However, particle weapons do no damage at all to armor, and have low overall damage. &lt;br /&gt;
&lt;br /&gt;
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the particle beam fires neutral particles, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.&lt;br /&gt;
&lt;br /&gt;
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. Heat damage is also the damage that is used when calculating the effects of shooting enemy kinetic projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
===== Armor Interactions =====&lt;br /&gt;
&lt;br /&gt;
Heat damage has the standard armor interactions of other weapons. In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:&lt;br /&gt;
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
&lt;br /&gt;
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers. &lt;br /&gt;
&lt;br /&gt;
Damaged ship parts and systems either stop working or work at reduced effectiveness, but can be [[Fleets#Mid-Combat_Repairs|repaired over time]]. For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
===== Radiation effects =====&lt;br /&gt;
&lt;br /&gt;
Radiation damage is processed differently from other internal ship damage: notably, it cannot damage &amp;quot;hard&amp;quot; systems or modules. This includes ship structure, heat sinks, spikers, hydrogen tankage, magazines, cyclotrons, and other utility modules that have the &#039;RadHardened&#039; property. The heat-damage part of particle weapon effects can still damage these items, but not the x-ray or baryonic parts. (And since the Spinal Neutron Lance causes 0 heat damage, it cannot destroy a ship under any circumstances.)&lt;br /&gt;
&lt;br /&gt;
===== Critical hits =====&lt;br /&gt;
&lt;br /&gt;
On a critical hit (TAC), particle beams bypass all amor effects but are otherwise processed as usual. Baryon and x-ray components are applied as radiation damage with their usual multipliers, and the heat component is applied as standard internal damage.&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
&lt;br /&gt;
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:&lt;br /&gt;
* If the ship hull Construction Tier is greater than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is equal to the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is less than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This construction time is then divided by (100% + Ship Building Speed Bonus).&lt;br /&gt;
&lt;br /&gt;
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.&lt;br /&gt;
&lt;br /&gt;
=== Probes ===&lt;br /&gt;
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.&lt;br /&gt;
&lt;br /&gt;
== Resupply ==&lt;br /&gt;
&lt;br /&gt;
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.&lt;br /&gt;
&lt;br /&gt;
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.&lt;br /&gt;
&lt;br /&gt;
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)&lt;br /&gt;
&lt;br /&gt;
=== ISRU ===&lt;br /&gt;
&lt;br /&gt;
Ships with an ISRU module&amp;lt;ref name=refuel&amp;gt;Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.&amp;lt;/ref&amp;gt; can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:&lt;br /&gt;
* If the propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output&amp;lt;ref name=output&amp;gt;The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.&amp;lt;/ref&amp;gt; (units) / 10 (tons / unit) / 3.&lt;br /&gt;
* Otherwise, the refuel duration is the maximum out of:&lt;br /&gt;
** {{TV|water}} Fuel needed (tons) / Hab Site {{TV|water}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|volatiles}} Fuel needed (tons) / Hab Site {{TV|volatiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|metals}} Fuel needed (tons) / Hab Site {{TV|metals}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|nobles}} Fuel needed (tons) / Hab Site {{TV|nobles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|fissiles}} Fuel needed (tons) / Hab Site {{TV|fissiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using ISRU modules:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:&lt;br /&gt;
{{#invoke:DriveLister|ListRestrictedDrives|Match,freeISRU,true}}&lt;br /&gt;
&lt;br /&gt;
=== Remass Scoop ===&lt;br /&gt;
&lt;br /&gt;
Ships with a Remass Scoop&amp;lt;ref name=refuel /&amp;gt; can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;.&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Hydrogen&#039;&#039;&#039; and only consists of {{TV|water}} and/or {{TV|volatiles}}.&lt;br /&gt;
&lt;br /&gt;
Note: {{TV|fissiles}} costs can be converted into {{TV|water}} costs for drives that use Helium-3, if the faction has an active He3 mine. This conversion effectively allows the Remass Scoop to also refuel {{TV|fissiles}} in these cases.&lt;br /&gt;
&lt;br /&gt;
The Refuel Duration (days) = Fuel needed (tons) / 1000.&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using Remass Scoops:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
See [[Drive List]] for a list of drives, which also notes which drives can use remass scoops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
&lt;br /&gt;
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Time / 10&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Cost / 10&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier &lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Cost / 200&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
|-&lt;br /&gt;
! Life Support Main&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction {{TV|volatiles}} Cost / 20&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| rowspan=4 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=4 | {{TV|metals|0.1}}&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
|-&lt;br /&gt;
! System Reactor&lt;br /&gt;
| Missing Health % × 2 &lt;br /&gt;
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Missing Health % × Hull Construction Tier × 2&lt;br /&gt;
| Missing Health % × Hull Construction Cost / 100&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapon&lt;br /&gt;
| rowspan=7 | Missing Health % × 2 &lt;br /&gt;
| rowspan=7 | Missing Health % × Module Cost / 4&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapon&lt;br /&gt;
|- &lt;br /&gt;
! Utility Module&lt;br /&gt;
|- &lt;br /&gt;
! Radiator&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
|-&lt;br /&gt;
! Nose Armor&lt;br /&gt;
| rowspan=4 | Shred %  + Chip % &lt;br /&gt;
| rowspan=4 | (Shred %  + Chip %  / 4) × Armor Cost &lt;br /&gt;
|-&lt;br /&gt;
! Left Armor&lt;br /&gt;
|-&lt;br /&gt;
! Right Armor&lt;br /&gt;
|-&lt;br /&gt;
! Tail Armor&lt;br /&gt;
|-&lt;br /&gt;
! Propellant&lt;br /&gt;
| colspan=2 | Not actually repairable, &amp;quot;destroyed&amp;quot; fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.&lt;br /&gt;
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).&lt;br /&gt;
&lt;br /&gt;
=== Interrupting repairs ===&lt;br /&gt;
&lt;br /&gt;
* If you are repairing a single ship and interrupt/cancel the repair before it&#039;s finished, all progress is lost.&lt;br /&gt;
* If you are repairing a fleet with several ships and interrupt it, if there has been enough progress it may complete one or more ships that can be fully repaired, and lose the remainder.&lt;br /&gt;
* If additional space docks finish building at the station while repairs are ongoing, the game does not recalculate the repair completion date. So in some cases it can be preferable to cancel an incomplete repair and restart it using new facilities.&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiator List|Radiator]] || Can be changed freely. || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* [[Naval Gun List|Naval Guns]]&lt;br /&gt;
* [[Laser Weapon List|Lasers]]&lt;br /&gt;
* [[Particle Weapon List|Particle Beams]]&lt;br /&gt;
* [[Magnetic Gun List|Magnetic Guns]]&lt;br /&gt;
* [[Plasma Weapon List|Plasma]]&lt;br /&gt;
* [[Missile List|Missiles]]&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Scuttle ==&lt;br /&gt;
&lt;br /&gt;
Since ships cost {{TV|mc}} and {{TV|money}} to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.&lt;br /&gt;
&lt;br /&gt;
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{TV|boost}} to evacuate the ship crew from the ship. If the ship&#039;s location is in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, then the cost to evacuate the ship crew is free. Otherwise, the {{TV|boost}} cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship&#039;s location. &lt;br /&gt;
&lt;br /&gt;
If the scuttled ship is part of a larger fleet, then the {{TV|boost}} cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Reactors.jpg&amp;diff=12640</id>
		<title>File:Reactors.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Reactors.jpg&amp;diff=12640"/>
		<updated>2026-10-02T17:16:31Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: TI Reactor Icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
TI Reactor Icons&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=12637</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=12637"/>
		<updated>2026-10-01T18:06:53Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Control Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see [[Nation List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
&lt;br /&gt;
Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:Gray;&amp;quot;&lt;br /&gt;
| colspan=2| || {{icon|pop}} || {{icon|gdppc}} || {{icon|ip}} || {{icon|economy}} || {{icon|welfare}} || {{icon|knowledge}} || {{icon|government priority}} || {{icon|unity}} || {{icon|oppression}} || {{icon|inequality}} || {{icon|cohesion}} || {{icon|unrest}} || {{icon|education}} || {{icon|democracy}} || {{icon|spoils}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|pop}} || [[Nations#Population|Population]]&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|gdppc}} || [[Nations#Per_Capita_GDP|GDPPC]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|ip}} || [[Nations#Monthly_Investment_Points|IP]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|economy}} || Economy Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|welfare}} || Welfare Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|knowledge}} || Knowledge Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|government priority}} || Government Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unity}} || Unity Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|oppression}} || Oppression Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|inequality}} || [[Nations#Inequality|Inequality]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|cohesion}} || [[Nations#Cohesion|Cohesion]]&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| {{icon|star}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unrest}} || [[Nations#Unrest|Unrest]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|education}} || [[Nations#Education|Education]]&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|democracy}} || [[Nations#Government|Government]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|spoils}} || Spoils Priority&lt;br /&gt;
| style=&amp;quot;background-color:#110000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|research}} || [[Nations#Research|Research]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
| {{icon|star}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|mc}} || [[Nations#Mission_Control|MC]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Each cell represents the effect of having higher amounts of the column stat on the row stat. &lt;br /&gt;
* Lighter background colors indicate stronger effects on the row stat.&lt;br /&gt;
* Empty cell indicates that the column stat has no direct effect on the row stat.&lt;br /&gt;
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to {{TV|IP}}, {{icon|research|bgcolor=DarkSlateGray}}, [[Research]] output, [[Mission_Control]] cap, [[Army]] cap, and {{TV|Cohesion}}. Larger populations also make it slower to change nation stats. This means larger-pop nations tend to have more long-term potential, but also tend to be slower to realize that potential. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics, see [[Population]].&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Government score of a nation represents how democratic it is, with 0 representing a totalitarian dictatorship, and 10 representing an idealized democracy. It is raised by the {{TV|government priority}} and lowered by the {{TV|oppression}} and the {{TV|spoils}}. &lt;br /&gt;
&lt;br /&gt;
* A high government score pulls {{TV|base cohesion}} towards 5, increases [[research]] output, lowers [[corruption]], and helps with [[Foreign_Relations|unification]].&lt;br /&gt;
* A medium government score lowers {{TV|base cohesion}}.&lt;br /&gt;
* A low government score raises {{TV|base cohesion}}, improves the effect of the {{TV|oppression}} and [[armies]] on {{TV|unrest}}, and increases the [[Money]] gained by {{TV|Spoils}}. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics, see [[Government]].&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|unrest}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || &amp;lt;1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Subversion || &amp;lt;3 &lt;br /&gt;
|-&lt;br /&gt;
| Strife || &amp;lt;4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || &amp;lt;7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || ≥9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as:&lt;br /&gt;
* 10.5 &lt;br /&gt;
* -1 per {{TV|gdppc|10000}}.&lt;br /&gt;
* -1 per {{TV|cohesion}}.&lt;br /&gt;
* For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation:&lt;br /&gt;
** -0.5.&lt;br /&gt;
** Multiplied by the army health %.&lt;br /&gt;
** Multiplied by (10 - {{TV|democracy}}).&lt;br /&gt;
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65.&lt;br /&gt;
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}})&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation&#039;s [[Regions]]&#039; Xenoflora Growth Levels) / 20.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Unrest ====&lt;br /&gt;
&lt;br /&gt;
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}. &lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}.&lt;br /&gt;
&lt;br /&gt;
==== Coups and revolutions ====&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|&amp;gt;9.9}} when checked, but never otherwise. A naturally occurring coup will never happen if {{TV|democracy|≥8}} and {{TV|unrest|&amp;lt;8}}; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is (({{TV|unrest}} * 2 - {{TV|cohesion}} - {{TV|democracy}}) / 10 + conditional elite unhappiness) / 6000, where the elites&#039; unhappiness is {{TV|corruption}} percent - {{TV|spoils}} percent, but is ignored if any of the following conditions are true:&lt;br /&gt;
* {{TV|corruption}} percent &amp;lt; {{TV|spoils}} percent.&lt;br /&gt;
* Some faction owns all the nation&#039;s control points and that faction has {{TV|public support|≥65%}}.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering {{TV|unrest}} and increasing {{TV|cohesion}}, {{TV|democracy}} and {{TV|spoils}} (up to the {{TV|corruption}} level). The {{TV|spoils}} may often be ignored if the level of {{TV|unrest}} in a country is sufficiently low and the {{TV|cohesion}} and/or {{TV|democracy}} sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Coup =====&lt;br /&gt;
&lt;br /&gt;
When a nation undergoes a coup for any reason, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied, except for those owned by the faction whose councilor performed the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]], if any.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a random amount between -2 and 1.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a random amount between -3 and 0.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a random amount between -1 and 1.&lt;br /&gt;
# The nation&#039;s [[Nations#GDP|GDP]] is changed by a random amount between -10% and 0%.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.&lt;br /&gt;
# If the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was performed by a councilor of some faction F, then:&lt;br /&gt;
#* If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.&lt;br /&gt;
#* If there is exactly one empty control point in the nation and the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.&lt;br /&gt;
#* Otherwise, give the first empty control point in the nation to F, and if the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was a critical success, also give the control point immediately to the right of it to F.&lt;br /&gt;
# Empty out every control point that is to the right of an empty control point.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
# Every councilor that is still planning to perform a {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission on the nation this turn aborts their pending {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Revolution =====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
When a human nation undergoes a revolution, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied.&lt;br /&gt;
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a semi-random amount between -6 and -3, affected by {{TV|public support}}.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, affected by {{TV|public support}}.&lt;br /&gt;
# If the nation&#039;s {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, affected by {{TV|public support}}.&lt;br /&gt;
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is increased by the average [[Factions#Human_Factions|Idealism]] of the new control point owners.&lt;br /&gt;
#* Note: {{TV|democracy}} cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# X% chance for the number of loose nukes to increase by 1, where X is the number of {{TV|nukes}} the nation had. But note that this doesn&#039;t actually reduce the number of {{TV|nukes}} the nation has.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
The changes that are affected by {{TV|public support}} are multiplied by X, where X is calculated as follows:&lt;br /&gt;
# Set X to 0.&lt;br /&gt;
# For each non-empty control point before the revolution:&lt;br /&gt;
#* If this is not the executive control point, then reduce X by 0.5 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
#* If this is the executive control point, then reduce X by 1 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
# For each non-empty control point after the revolution:&lt;br /&gt;
#* If this is not the executive control point, then increase X by 1 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
#* If this is the executive control point, then increase X by 2 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
# Increase X by a random value between 0 and 0.25.&lt;br /&gt;
# If all control points are empty both before and after the revolution, then again increase X by a random value between 0 and 0.25.&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
A nation&#039;s [[GDP]] is its Gross Domestic Product, measured in US dollars. It is primarily increased by investing in the {{TV|economy}}. GDP determines the raw {{TV|IP}} output of a nation and the {{TV|CP}} cost to hold its [[Control Points]], and also influences how hard it is to target the nation with [[missions]]. Per-[[region]] GDP determines {{TV|MC}} cap. &lt;br /&gt;
&lt;br /&gt;
GDP per capita (&amp;quot;[[GDPPC]]&amp;quot;) is the GDP divided by {{TV|pop}}, and it has impacts on {{TV|research}}, {{TV|unrest}}, {{TV|sustainability}}, and [[corruption]]. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics, see [[GDP]].&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s {{TV|education}} value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of {{TV|education}} there. Nations with higher {{TV|education}} scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.&lt;br /&gt;
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5.&lt;br /&gt;
** Multiplied by 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12.&lt;br /&gt;
* After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}.&lt;br /&gt;
* Each completion of the {{TV|unity}} removes {{TV|education|0.001}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|education}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 1-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} cannot be decreased below 1.&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} is one of the largest factors influencing {{TV|national research}} output aside from {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the {{TV|national research}} output is calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TINationState&lt;br /&gt;
public float research_month&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		float population_Millions = this.population_Millions;&lt;br /&gt;
		float perCapitaGDP = this.perCapitaGDP;&lt;br /&gt;
		return (population_Millions * ((perCapitaGDP &amp;lt;= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other words:&lt;br /&gt;
&lt;br /&gt;
A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000.&lt;br /&gt;
&lt;br /&gt;
B) {{TV|pop}} in millions.&lt;br /&gt;
&lt;br /&gt;
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6.&lt;br /&gt;
&lt;br /&gt;
If the {{TV|gdppc}} is higher than $30000, use 1.5157166 + 0.90942997 × (ln({{TV|gdppc}}/15000) - 0.6931472) instead.&lt;br /&gt;
&lt;br /&gt;
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is about 2^0.6 × (1 + 0.6 × ln({{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC/30000))&lt;br /&gt;
&lt;br /&gt;
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]]&lt;br /&gt;
&lt;br /&gt;
D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12)&lt;br /&gt;
&lt;br /&gt;
E) Scales by the sixth root of {{TV|democracy}}, with a floor of 1 at 1 {{TV|democracy}}: Max({{TV|democracy}}&amp;lt;sup&amp;gt;0.16666667&amp;lt;/sup&amp;gt;, 1) (maximum of ~1.4678).&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
G) 100% efficient at 0 {{TV|unrest}} and 0% efficient at 10 {{TV|unrest}}, scales with {{TV|unrest}} squared: 1-{{TV|unrest}}²/100&lt;br /&gt;
&lt;br /&gt;
H) n% per {{TV|science}} {{MissionIcon|Advise}}[[Advise|Advisor]] with diminishing return: 1% per {{TV|science}} of first {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.5% per {{TV|science}} of second {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.333333% from 3rd etc, always sorted by {{MissionIcon|Advise}}[[Advise|Advisor]] bonus, descending (best {{MissionIcon|Advise}}[[Advise|Advisor]] will count towards the first bonus).&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H&lt;br /&gt;
&lt;br /&gt;
=== Mission Control ===&lt;br /&gt;
Whenever the {{TV|mission control priority}} is completed, a [[region]] in the nation is selected to gain {{TV|mc|1}}. A nation&#039;s MC is split equally between the owners of the nation&#039;s [[Control Points]]. See [[Mission Control#MC_from_Nations]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
A nation that has completed the {{TV|found space program}} may invest in the {{TV|boost priority}}, which will give the nation permanent production of {{TV|boost}}. &lt;br /&gt;
&lt;br /&gt;
A nation&#039;s boost production is distributed between [[federation]] members, with larger members getting much more, and then each nation&#039;s boost is distributed equally between owners of that nation&#039;s [[Control Points]]. For details, see [[Boost]].&lt;br /&gt;
&lt;br /&gt;
=== Funding ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|funding}} is completed, the nation&#039;s annual funding grows by 10 + (the nation&#039;s GDP in billions)^0.25 / 2, rounded to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the {{TV|funding}} is completed.&lt;br /&gt;
&lt;br /&gt;
The annual funding of a nation is capped at the nation&#039;s [[Nations#GDP|GDP]] in billions multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their funding with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total funding, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology, aka {{TV|miltech}}, value represents the capability of the nation&#039;s armed forces. It has major impacts on an army&#039;s effectiveness in [[Terrestrial Warfare]], and can be raised with the {{TV|Military Priority}}. For details, see [[Miltech]]. &lt;br /&gt;
&lt;br /&gt;
=== Armies ===&lt;br /&gt;
A nation may build one or more armies with the {{TV|build army}} if it has completed the {{TV|Found Military}} and has a population of at least 5 million. Armies can be used to conquer other nations, defend against conquests, or attack certain [[Alien]] objects. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics of army costs, army control, and the number of armies a nation can build, see [[Army]]. For army combat mechanics, see [[Terrestrial Warfare]]. For the use of armies to conquer [[regions]], see [[Foreign_Relations#War_Annexation]]. For attacking aliens, see [[Aliens#Reduction]].&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation&#039;s {{TV|miltech}}.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur.&lt;br /&gt;
&lt;br /&gt;
{{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true:&lt;br /&gt;
* The nation has completed the {{TV|found military}} (or started with it already complete).&lt;br /&gt;
* The nation has more {{TV|armies}} than {{TV|navies}}.&lt;br /&gt;
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]].&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The nation has at least 4 [[Nations#Control_Points|control points]].&lt;br /&gt;
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack.&lt;br /&gt;
&lt;br /&gt;
=== Estimated Military Strength ===&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation X is calculated as the sum of the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Multipliers&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For Alien Invader Armies, use their {{TV|miltech}} instead of the {{TV|miltech}} of the Alien Nation.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Navies|Navies]] of X || || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} Value of X || || -1&lt;br /&gt;
|-&lt;br /&gt;
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100&lt;br /&gt;
|-&lt;br /&gt;
| Number {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, at the start of the game, the nation of North Korea has {{TV|miltech|2.8}}, 1 region, {{TV|armies|1}}, {{TV|navies|0}}, {{TV|unrest|0}}, and {{TV|nuke|1}}. So its estimated military strength is the sum of:&lt;br /&gt;
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96&lt;br /&gt;
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4&lt;br /&gt;
* {{TV|navies|0}} × 1 = 0&lt;br /&gt;
* {{TV|unrest|0}} × -1 = 0&lt;br /&gt;
* 1 (has nukes) × 100 = 100&lt;br /&gt;
* {{TV|nuke|1}} × 5 = 5&lt;br /&gt;
So it has an estimated military strength of 115.36.&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation is important because when multiple nations fight on the same side of a [[Foreign_Relations#Wars|war]], the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.&lt;br /&gt;
&lt;br /&gt;
In addition, the estimated military strength of a nation is often used by the AI to determine their [[Foreign_Relations|international relations]]. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.&lt;br /&gt;
&lt;br /&gt;
=== Space Defenses ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
Human Nations can build Space Defenses after [[Trans-Interface Warfare]] is researched.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are built in the following order:&lt;br /&gt;
# The {{icon|capital|bgcolor=DarkSlateGray}}Capital region.&lt;br /&gt;
# The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|oil|bgcolor=DarkSlateGray}}{{icon|resource region|bgcolor=DarkSlateGray}}Resource regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The Non-Colony regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
&lt;br /&gt;
The amount of IP needed by the {{icon|space defenses}}Space Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See [[Region List]] for a list of all regions and their areas.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are armed with a giant 1-GJ, 3600-cm laser (this is bigger than the Alien T3 base defense laser). Color will be best available of IR or green, and type, of laser, arc laser or phaser.&lt;br /&gt;
&lt;br /&gt;
=== Exofighters ===&lt;br /&gt;
&lt;br /&gt;
Human nations can build {{icon|exofighter}}exofighters after [[Exoatmospheric Fighters]] is researched.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{icon|build exofighter}}Build Exofighter priority is completed, a region in the nation is selected to increase its {{icon|exofighter}}exofighters by 1. The region is selected as follows:&lt;br /&gt;
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters.&lt;br /&gt;
* If any remaining region has zero {{icon|exofighter}}exofighters, then pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production.&lt;br /&gt;
* Pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production divided by the number of {{icon|exofighter}}exofighters already in the region.&lt;br /&gt;
&lt;br /&gt;
The Maximum {{icon|exofighter}}exofighters of a region is calculated as:&lt;br /&gt;
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1.&lt;br /&gt;
* Min(64, Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production / 4), rounded up to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal. High values keep unrest in check and increase the nation&#039;s ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed.&lt;br /&gt;
* Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|education}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|democracy}}.&lt;br /&gt;
** This cannot be reduced below 0.025.&lt;br /&gt;
* If {{TV|democracy}} &amp;gt; 5, then each completion of the {{TV|oppression}} removes {{TV|cohesion|0.025}} per {{TV|democracy}} over 5.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} moves by 0.1 per month towards {{TV|base cohesion}}. It can decrease faster, up to 0.25 per month towards its resting point, depending on {{TV|inequality}} (this acceleration occurs for {{TV|inequality}} values between 4 to 4.6). Specifically, when {{TV|base cohesion}} is lower than {{TV|cohesion}}, the {{TV|cohesion}} decrease per month is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is not affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] and is rapid enough that it is usually better to move {{TV|base cohesion}} rather than trying to fight the tide. See [[Nations#Resting_Cohesion]] for details on how to achieve this.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} is also commonly changed by [[Events]], and can be strongly affected by [[Foreign Relations#Declaring_Wars|War Declarations]] and the [[Terrestrial_Warfare#Army_Death|Destruction of armies]].&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|cohesion}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || &amp;lt;1 &lt;br /&gt;
|-&lt;br /&gt;
| Fractured || &amp;lt;2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || &amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || &amp;lt;4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || &amp;lt;5 &lt;br /&gt;
|-&lt;br /&gt;
| Diverse || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || &amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || &amp;lt;8 &lt;br /&gt;
|-&lt;br /&gt;
| Dominated || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Resting Cohesion ====&lt;br /&gt;
&lt;br /&gt;
{{TV|base cohesion}} depends on the following factors:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{TV|inequality}}&lt;br /&gt;
| ≤ 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × 2.25 × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × (3.25 × {{TV|inequality}} - 4.75)&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|gdppc}}&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by (1 - ({{TV|gdppc}} / Highest {{TV|gdppc}} in last 10 years)) × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{TV|pop}}&lt;br /&gt;
| 1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|pop}}Population Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.0025/km × {{TV|pop}}-weighted average distance from each [[Regions|Region]] to the nation&#039;s capital. Capped at 7.5 Reduction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Foreign Relations#Wars|Wars]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Peer [[Foreign Relations#Rivals|Rivals]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners.&lt;br /&gt;
|-&lt;br /&gt;
| Public Opinion Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Change&amp;lt;/span&amp;gt; by -6 × ([[#Public_Opinion|Standard Deviation]] of Public Opinion / Worst Possible Standard Deviation - 0.5).&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{TV|democracy}}&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by (3.5&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt; - {{TV|democracy}}&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt;) × ((10 - {{TV|unrest}}) / 10)&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - {{TV|democracy}})&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × ({{TV|democracy}} - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × ({{TV|democracy}} - 6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Owning [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1.6 × {{TV|democracy}} × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In other words, {{TV|base cohesion}} is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high.&lt;br /&gt;
* War enemies that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3.&lt;br /&gt;
* Rivalries with nations no more than 1 control point smaller, that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3 - the amount already given by the War {{TV|base cohesion}} Bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High {{TV|democracy}} score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;changed by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Public Opinion [[#Public_Opinion|distribution]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium {{TV|democracy}} score.&lt;br /&gt;
* High {{TV|inequality}} score, stronger when {{TV|education}} is high.&lt;br /&gt;
* Loss of {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDP per Capita]] within the last 10 years.&lt;br /&gt;
* {{TV|pop}}, worse when the entire {{TV|pop}} is confined to just one [[Region]] because the nation has no other [[Regions]].&lt;br /&gt;
* Geographic {{icon|pop}}Population Distribution.&lt;br /&gt;
* Difference between [[#Public_Opinion|average public opinion]] and the [[Factions]] that own the control points.&lt;br /&gt;
* Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]], multiplied by {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Cohesion ====&lt;br /&gt;
&lt;br /&gt;
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}.&lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1.25 - |{{TV|cohesion}} - 5| / 10). So it is multiplied by 75% at {{TV|cohesion|0}} and at {{TV|cohesion|10}}, whereas it is multiplied by 125% at {{TV|cohesion|5}}.&lt;br /&gt;
* The [[Nations#Public_Support_Cap|Public Support Cap]] of a Nation is increased by its {{TV|cohesion}}.&lt;br /&gt;
* The [[Nations#Population_Growth|Population Growth]] of a Nation is decreased by its {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
==== Underflowing Cohesion ====&lt;br /&gt;
&lt;br /&gt;
If {{TV|cohesion}} would ever be reduced below 0, then it &#039;&#039;&#039;underflows&#039;&#039;&#039;. This section discusses the effects of such an underflow.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|democracy}} is reduced by &amp;lt;code&amp;gt;Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
* {{TV|unrest}} is increased by &amp;lt;code&amp;gt;({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount - Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0))) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
Public Opinion reflects the overall opinion of the typical residents of a given [[nation]], or of [[Earth]] generally. Having high public opinion gives a significant boost to a [[faction]], as a built-in source of free {{TV|Influence}} and as a bonus on a wide variety of [[missions]]. Public opinion can be changed in a wide variety of ways, either positive (such as performing [[Public Campaign]] missions) or negative (such as committing [[atrocities]]).&lt;br /&gt;
&lt;br /&gt;
For details, see [[Public Opinion]].&lt;br /&gt;
&lt;br /&gt;
=== Sustainability ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation&#039;s GDP, population, and presence of oil resource regions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies:&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation passively produces each month.&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}.&lt;br /&gt;
&lt;br /&gt;
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0:&lt;br /&gt;
* [[Arrival International Development]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Designer Lifeforms]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Integrated Earth-Space Economy]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Clean Energy]] reduces the minimum by 0.1.&lt;br /&gt;
* [[Climate Change Mitigation]] reduces the minimum by 0.1.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}: &lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.&lt;br /&gt;
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.&lt;br /&gt;
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.&lt;br /&gt;
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} &amp;gt; 2.&lt;br /&gt;
** Multiplied by Max(0.25, {{TV|pollution multiplier}} / 0.5) if the {{TV|pollution multiplier}} &amp;lt; 0.5.&lt;br /&gt;
** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.&lt;br /&gt;
 &lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation&#039;s Pollution Multiplier.&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s {{TV|sustainability}}value is calculated as:&lt;br /&gt;
* 10 if {{TV|pollution multiplier}} = 0.&lt;br /&gt;
* 9.99+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.99.&lt;br /&gt;
* 9.9+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.9.&lt;br /&gt;
* 1 / {{TV|pollution multiplier}} otherwise.&lt;br /&gt;
&lt;br /&gt;
Once a nation reaches {{TV|sustainability|10}} ({{TV|pollution multiplier|0}}), the {{TV|environment}} will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere. &lt;br /&gt;
&lt;br /&gt;
At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes |population scaling]] effect gets inverted. A larger {{TV|pop}} is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the {{TV|environment}} is completed is now multiplied by (the nation&#039;s {{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Hence, a player who wishes to fix the [[Climate_Change|Climate]] should aim to make the most populated nations reach {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}.&lt;br /&gt;
** This is further increased by 0.0001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}.&lt;br /&gt;
** This is further increased by 0.001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 9:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|inequality}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Whenever a nation&#039;s {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}.&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
&lt;br /&gt;
Corruption (shown in the {{TV|spoils}} tooltip) determines what percentage of the nation&#039;s {{TV|ip}} the elites want diverted to the {{TV|spoils}} (Note: Does not account for priority bonuses). If this is not done then {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]s become easier to perform against the nation, to the point where they might even [[Nations#Coups_and_revolutions|naturally occur]] without any faction&#039;s involvement. Conversely, assigning more to the {{TV|spoils}} than the elites want will cause them to protect your nation from councilor {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] attempts.&lt;br /&gt;
&lt;br /&gt;
Corruption for human nations is calculated as follows:&lt;br /&gt;
* 50% base value.&lt;br /&gt;
* Decreased by 2.65515% for every point of {{TV|democracy}}.&lt;br /&gt;
* Decreased by 0.57342% for every point of {{TV|cohesion}}.&lt;br /&gt;
* Decreased by 0.824624% for every {{TV|gdppc|3000}}.&lt;br /&gt;
* Multiplied by 0.8 if the [[A Common Concern]] project has been researched. &lt;br /&gt;
** Note: Only available to {{icon|resist}}[[The Resistance]], {{icon|cooperate}}[[The Academy]], {{icon|escape}}[[Project Exodus]], and {{icon|submit}}[[The Servants]].&lt;br /&gt;
* Capped from below at 5%.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Administration]] always has 0% corruption.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of {{TV|ip}}, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each [[Nations#Control_Points|control point]] may direct a share of {{TV|ip}} into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of {{TV|ip}} going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
=== List of Priorities ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Priority !! {{TV|ip}} cost !! Requirements !! Effects !! [[Nations#Population_Scaling_for_Nation_Stat_Changes|Pop Scaled]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO economy priority.png|50px]] Economy || rowspan=4 | 1 || rowspan=4 | None&lt;br /&gt;
| {{TV|gdppc}} [[File:ICO arrow green.png|24px]] by 3 + (1.5 per {{icon|resource region}}Mining Region) + (1.5 per {{icon|oil}}Oil Region) + (1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region) + (0.5 per {{TV|democracy}}) + {{TV|education}} &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per {{icon|resource region}}Mining Region + 0.0001 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]] may be [[Regions#Improving_Regions|Improved]] into {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic, {{icon|resource region}}Mining or {{icon|oil}}Oil Regions after sufficient investment || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions]] || One {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions|Region]] loses {{icon|colony|bgcolor=DarkSlateGray}}Colony status every 1000 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO environment priority.png|50px]] Environment || rowspan=3 | 1&lt;br /&gt;
| {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|sustainability|&amp;lt;10}}&lt;br /&gt;
| &lt;br /&gt;
[[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow green down.png|24px]] by -0.005 / Max(1, total layers of Fallout)&lt;br /&gt;
* × [[Nations#Sustainability|Pollution Multiplier]] / 2 if the [[Nations#Sustainability|Pollution Multiplier]] &amp;gt; 2&lt;br /&gt;
* × Max(0.25, the [[Nations#Sustainability|Pollution Multiplier]] / 0.5) if the [[Nations#Sustainability|Pollution Multiplier]] &amp;lt; 0.5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* {{icon|life}}[[Transform Phages]] researched&lt;br /&gt;
* At least one [[Regions|Region]] has {{icon|fallout}}Fallout &lt;br /&gt;
| One [[Regions|Region]] loses a layer of {{icon|fallout}}Fallout every 100 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO knowledge priority.png|50px]] Knowledge || rowspan=2 | 1 || rowspan=2 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005 &lt;br /&gt;
* × 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5&lt;br /&gt;
* × 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cohesion}} centered by 0.01 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO government priority.png|50px]] Government || rowspan=3 | 1 || {{TV|democracy|&amp;lt;10}} || {{TV|democracy}} [[File:ICO arrow green.png|24px]] by 0.001 per {{TV|education}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy|10}} || Same as {{TV|knowledge}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|unity}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}})&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength 5 × number of control points owned by faction &amp;lt;br&amp;gt;&lt;br /&gt;
(Religion counts as 4 control points)&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|government priority}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || {{TV|miltech}} [[File:ICO arrow green.png|24px]] by 0.00125 / {{TV|miltech}} × Best Human Nation&#039;s {{TV|miltech}} || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO oppression priority.png|50px]] Oppression || rowspan=3 | 1 || rowspan=2 | Found Military Completed in Nation&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} [[File:ICO arrow green down.png|24px]] by (0.1 - {{TV|democracy}} / 100) × 3 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Found Military Completed in Nation and &amp;gt;5 {{TV|democracy}} || {{TV|cohesion}} [[File:ICO arrow red down.png|24px]] by 0.025 × ({{TV|democracy}} - 5) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[File:ICO spoils priority.png|50px]] Spoils || rowspan=6 | 1 || rowspan=5 | None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.0025 + 0.0015 per {{icon|resource region}}Mining Region + 0.0015 per {{icon|oil}}Oil Region || Yes &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength - 0.125 × ({{TV|education}} + {{TV|democracy}}) × fraction of control points owned by faction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow red.png|24px]] by 0.0005 + 0.00075 per {{icon|resource region}}Mining Region + 0.00075 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow red.png|24px]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Control Points Not Cracked&lt;br /&gt;
|&lt;br /&gt;
Each Faction&#039;s {{TV|money}} [[File:ICO arrow green.png|24px]] by (5 × Monthly {{TV|ip}} + 5 per {{icon|resource region}}Mining Region + 5 per {{icon|oil}}Oil Region + 2.5 × (10 - {{TV|democracy}})) × fraction of control points owned by faction &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO funding priority.png|50px]] Funding || 1 || None || Annual {{TV|money}} Production [[File:ICO arrow green.png|24px]] by 10 + max(round(((GDP in billions)^0.18)/1.09),1) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO_launchFacilities_Priority.png|50px]] Boost || 2 || Found Space Program Completed in Nation || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.4 - (Launch Facility Latitude / 250) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO missionControl priority.png|50px]] Mission Control || 25 || Found Space Program Completed in [[Foreign Relations#Federations|Federation]] || {{icon|mc}}Mission Control [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO spaceflightProgram priority.png|50px]] Found Space Program || 50 || None || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO found military priority.png|50px]] Found Military || 40 || None &lt;br /&gt;
|&lt;br /&gt;
Set {{TV|miltech}} to the Max of:&lt;br /&gt;
* 2&lt;br /&gt;
* Worst [[Foreign Relations#Federations|Federation]] Member&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst [[Foreign Relations#Alliances|Ally]]&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst Human Nation&#039;s {{TV|miltech}}&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;(5 + 25 × {{TV|Armies}}) {{TV|pop}} in Millions&lt;br /&gt;
* Has a non-colony Region without its own [[Nations#Armies|Army]]&lt;br /&gt;
| Builds an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;4 Control Points, or 3 Control Points and {{TV|gdppc|&amp;gt;40000}}&lt;br /&gt;
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]]&lt;br /&gt;
| Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO develop atomic bomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 |  80 || rowspan=4 | None || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No&lt;br /&gt;
|- &lt;br /&gt;
| Each Owning Faction Commits 1 [[Factions#Atrocity|Atrocity]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNuclearWeapons priority.png|50px]] Nuclear Weapons || rowspan=2 | 40 || rowspan=2 | Develop Atomic Bomb Completed in Nation || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || {{icon|military}}[[Trans-Interface Warfare]] researched || Builds a {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense Facility]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10 &lt;br /&gt;
| &lt;br /&gt;
* {{icon|military}}[[Exoatmospheric Fighters]] researched &lt;br /&gt;
* Has a Region not at [[Nations#Exofighters|Maximum Exofighters]]&lt;br /&gt;
|| Builds an {{icon|exofighter}}[[Nations#Exofighters|Exofighter]] || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Diversity Bonus ===&lt;br /&gt;
&lt;br /&gt;
Each control point &#039;&#039;&#039;independently&#039;&#039;&#039;&amp;lt;ref&amp;gt;The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.&amp;lt;/ref&amp;gt; gains a small diversity bonus to each of its priorities based on how much it is personally investing into &#039;&#039;&#039;other&#039;&#039;&#039;&amp;lt;ref&amp;gt;A priority cannot give itself its own diversity bonus&amp;lt;/ref&amp;gt; nation building priorities. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! Diversity Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|military priority}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of these nation building priorities adds a diversity bonus of X% to all &#039;&#039;&#039;other&#039;&#039;&#039; priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).&lt;br /&gt;
&lt;br /&gt;
For example, suppose a control point has 3 pips in the {{TV|economy}}, 1 pip in the {{TV|welfare}}, and 1 pip in the {{TV|spoils}}, for a total of 5 pips. Then:&lt;br /&gt;
* The {{TV|economy}} adds a diversity bonus of 50% × 3 ÷ 5 = 30%.&lt;br /&gt;
* The {{TV|welfare}} adds a diversity bonus of 20% × 1 ÷ 5 = 4%.&lt;br /&gt;
* The {{TV|spoils}} adds no diversity bonus, because it is not a nation building priority.&lt;br /&gt;
&lt;br /&gt;
Thus:&lt;br /&gt;
* The {{TV|economy}} receives a diversity bonus of 4% (because it cannot receive the 30% from itself).&lt;br /&gt;
* The {{TV|welfare}} receives a diversity bonus of 30% (because it cannot receive the 4% from itself).&lt;br /&gt;
* The {{TV|spoils}} receives a diversity bonus of 30% + 4% = 34%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This diversity bonus is &#039;&#039;&#039;additive&#039;&#039;&#039; with other bonuses to nation priorities. Specifically, whenever a control point would put any {{TV|IP}} into any priority, the amount of {{TV|IP}} that is actually put into the priority is multiplied by:&lt;br /&gt;
&amp;lt;pre&amp;gt;100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase {{TV|ip}} in a certain priority with {{TV|money}}, {{TV|influence}}, and/or {{TV|ops}}. The number of {{TV|ip}} that may be purchased each calendar year in any nation is capped at 12 × ({{TV|pop}} in Millions × 48.75) ^ 0.175 × ([[Nations#GDP|GDP]] in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Base Direct Investment Costs for each Nation Priority&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 150000 × [[Nations#Sustainability|Pollution Multiplier]] Decrease Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 625 / 41 × {{TV|pop}} in Millions / ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|oppression}} || 0 || 50 × Max(1, {{TV|democracy}}) × Required {{icon|ip|bgcolor=DarkSlateGray}}IP / ({{TV|pop}} / 50 million) ^ 0.35 || 30 / (1 + Min(2, {{TV|miltech}} / 10))&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|military priority}} || 250 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 30 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build army}} || 10000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build navy}} || 1200 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|develop atomic bomb}} || 30000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|nuclear weapons}} || 5000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|space defenses}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 600 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|build exofighter}} || 1000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 200 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Direct Investment Cost Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! {{TV|money}} Cost Multiplier !! {{TV|influence}} Cost Multiplier !! {{TV|ops}} Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Technology|Projects]] || Researched || 1 - 0.15 for [[Transnational Investments]] - 0.15 for [[Adaptive FDI Modeling]] || 1 - 0.25 for [[Strategic Lobbying]] - 0.25 for [[Regulatory Capture]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| Recently Conquered || Within 365.25 days &amp;lt;br&amp;gt; Not {{TV|oppression}}&amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.5 || 1&lt;br /&gt;
|- &lt;br /&gt;
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1 &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cp}} Cost || Not Alien Nation &amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.1 × Single Control Point {{TV|cp}} Cost || 1  &lt;br /&gt;
|- &lt;br /&gt;
| National Priority Bonuses || Not from [[Foreign Relations#Federations|Federation]] &amp;lt;br&amp;gt; Not from [[Nations#Diversity_Bonus|Diversity]] || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign Relations#Federations|Federation]] Bonus || {{TV|economy}} Only || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| Nation {{icon|resource region}}Mining Regions || {{TV|build army}} and {{TV|build navy}} Only || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
&lt;br /&gt;
Each nation requires a certain percentage of {{TV|ip}} to be put into the {{TV|spoils}}. Failing to provide enough {{TV|ip}} into {{TV|spoils}}, shown by the priority becoming red, increases the chance of a [[Nations#Coups_and_revolutions|coup]]. See [[Nations#Corruption]] for details on how this percentage is calculated.&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. &lt;br /&gt;
&lt;br /&gt;
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical [[Resources|resources]], control over the nation&#039;s [[Nations#Armies|armies]], and the ability to direct [[Nations#Priorities|investment priorities]].&lt;br /&gt;
&lt;br /&gt;
The {{TV|research}}, {{TV|boost}}, {{TV|mc}} and {{TV|money}} (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned still get their share, but the owning faction does not receive it.&lt;br /&gt;
&lt;br /&gt;
If there are [[Nations#Armies|Armies]] controlled by the nation, owning a control point may also grant you direct control of said [[Nations#Armies|Armies]]. Control Points with [[Nations#Armies|Armies]] attached to them are shown with the {{TVS|army}} symbol. If there is more than one [[Nations#Armies|Army]] attached to a control point then the number of attached [[Nations#Armies|Armies]] is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving [[Foreign Relations#Federations|federations]] and [[Foreign Relations#Peaceful_Unification|merging nations]], require Consolidated control of the executive, which means the executive faction either gained control of the nation through violent means such as [[Foreign Relations#War_Conquest|war]] or [[Nations#Coups_and_revolutions|revolution]], or must have held continuous control of the executive control point for X days, where X is calculated as follows:&lt;br /&gt;
# Set X to 75.&lt;br /&gt;
# For each control point the nation has: Add 15 / [[Game_Options#National_Investment_Rate|Nation Investment Rate]].&lt;br /&gt;
&lt;br /&gt;
=== Number of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The number of control points is based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-15.4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15.4-263 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 263-1701 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1701-6869 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6869-20944 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 20944+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The {{TV|cp}} cost of a control point is also based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
When a faction exceeds their {{TV|cp}}, they suffer the following penalties:&lt;br /&gt;
* Certain [[Missions]] against the faction gain a bonus attack mission modifier of {{TV|cp}} overcap / 3. These [[Missions]] are:&lt;br /&gt;
** {{MissionIcon|Crackdown}}[[Crackdown]]&lt;br /&gt;
** {{MissionIcon|Purge}}[[Purge]]&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
** {{MissionIcon|Dominate}}[[Dominate Nation]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* The faction&#039;s annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2.&lt;br /&gt;
&lt;br /&gt;
=== Taking Control Points ===&lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral Control Point, one usually performs a successful {{MissionIcon|Control Nation}}[[Control Nation]] mission with one of their [[Councilors]]. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by [[Factions]], then the {{MissionIcon|Control Nation}}[[Control Nation]] mission becomes unavailable. In that case you would need to perform a successful {{MissionIcon|Purge}}[[Purge]] mission on an enemy Control Point.&lt;br /&gt;
&lt;br /&gt;
To increase {{MissionIcon|Purge}}[[Purge]] success chances, it is recommended to conduct {{MissionIcon|Crackdown}}[[Crackdown]] on these Control Points first. Another alternative to Control Nation is {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]. It can either be performed with your councilor or happen naturally. See [[Nations#Effects_of_a_Coup]] for the effects of a coup, including the distribution of control points when a coup occurs. {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] has a higher success chance in nations with high {{TV|unrest}}, so {{MissionIcon|Unrest}}[[Increase Unrest]] missions can be very helpful.&lt;br /&gt;
&lt;br /&gt;
One more alternative is to simply use [[Foreign Relations#Wars|war]]. When armies [[Foreign Relations#War_Conquest|conquer]] a nation&#039;s {{icon|capital|bgcolor=DarkSlateGray}}capital region, all control points in the nation switch owners to whichever [[Factions|faction]] [[Foreign Relations#War_Conquest|conquered]] them.&lt;br /&gt;
&lt;br /&gt;
=== Control Point Types ===&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national {{TV|democracy}} and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.&lt;br /&gt;
|-&lt;br /&gt;
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits&lt;br /&gt;
|-&lt;br /&gt;
| 1st || None || Executive || &lt;br /&gt;
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions.&lt;br /&gt;
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]].&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|nukes}}.&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|exofighters}}.&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to [[Events]].&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to incoming requests for [[Foreign Relations#Declaring_Wars|joining wars]], [[Foreign Relations#Proposing_Alliances|allying]], and [[Foreign Relations#Joining_Federations|federating]].&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting the Executive.&lt;br /&gt;
* Otherwise, the faction gains +3 Bonus Attack on its {{MissionIcon|Purge}}[[Purge]] Missions targeting the Executive.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Purge}}[[Purge]] Missions targeting each non-Executive control point.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and &amp;lt;7 {{TV|cohesion}} || Oligarchs ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions&#039; {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3rd || &amp;lt;5 {{TV|democracy}} || Security Apparatus || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Extract}}[[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Crackdown}}[[Crackdown]], {{MissionIcon|Detain}}[[Detain]], and {{MissionIcon|Extract}}[[Extract Councilor]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| ≥7 {{TV|education}} || Mass Media || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Public Campaign}}[[Public Campaign]] and {{MissionIcon|Dominate}}[[Dominate Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for {{icon|unity}}Unity Priority&#039;s Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 4th || &amp;lt;4 {{TV|democracy}} || National Industries || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions targeting [[Orgs]] owned by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;3.5 {{TV|inequality}} and &amp;gt;10000 {{TV|gdppc}} and &amp;gt;7 {{TV|education}} || Trade Unions || [[Orgs]] based in the same nation cost 20% less {{TV|influence}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 5th || &amp;gt;6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 {{TV|cohesion}} or &amp;lt;7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Warlords || +6 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 6th || &amp;gt;9 {{TV|democracy}} and &amp;gt;9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|cohesion}} and Nation has a [[Foreign Relations#Rivals|rival]] or [[Foreign Relations#Wars|war enemy]] which has at least the same number of control points. || Defense Sector || Faction&#039;s {{TV|armies}} that belong to this Nation gain +0.005 [[Terrestrial_Warfare#Army_Healing|daily heal rate]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|democracy}} and &amp;gt;7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| Nation has at least 1 {{icon|oil}}Oil or {{icon|resource region}}Mining Region || Extractive Sector || Nation {{icon|spoils}}Spoils Money Output for Faction increased by 2 × Number of {{icon|oil}}Oil or {{icon|resource region}}Mining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Agricultural Sector || Nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] does not have any special control point types or bonuses. Though naturally the [[Aliens]] still receive all of the benefits that an Executive Control Point grants.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Nations]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=12636</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=12636"/>
		<updated>2026-10-01T18:04:09Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Control Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see [[Nation List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
&lt;br /&gt;
Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:Gray;&amp;quot;&lt;br /&gt;
| colspan=2| || {{icon|pop}} || {{icon|gdppc}} || {{icon|ip}} || {{icon|economy}} || {{icon|welfare}} || {{icon|knowledge}} || {{icon|government priority}} || {{icon|unity}} || {{icon|oppression}} || {{icon|inequality}} || {{icon|cohesion}} || {{icon|unrest}} || {{icon|education}} || {{icon|democracy}} || {{icon|spoils}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|pop}} || [[Nations#Population|Population]]&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|gdppc}} || [[Nations#Per_Capita_GDP|GDPPC]]&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|ip}} || [[Nations#Monthly_Investment_Points|IP]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|economy}} || Economy Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|welfare}} || Welfare Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|knowledge}} || Knowledge Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|government priority}} || Government Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unity}} || Unity Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|oppression}} || Oppression Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|inequality}} || [[Nations#Inequality|Inequality]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|cohesion}} || [[Nations#Cohesion|Cohesion]]&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| {{icon|star}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unrest}} || [[Nations#Unrest|Unrest]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|education}} || [[Nations#Education|Education]]&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|democracy}} || [[Nations#Government|Government]]&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|spoils}} || Spoils Priority&lt;br /&gt;
| style=&amp;quot;background-color:#110000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|research}} || [[Nations#Research|Research]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| {{icon|star}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|mc}} || [[Nations#Mission_Control|MC]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
* Each cell represents the effect of having higher amounts of the column stat on the row stat. &lt;br /&gt;
* Lighter background colors indicate stronger effects on the row stat.&lt;br /&gt;
* Empty cell indicates that the column stat has no direct effect on the row stat.&lt;br /&gt;
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to {{TV|IP}}, {{icon|research|bgcolor=DarkSlateGray}}, [[Research]] output, [[Mission_Control]] cap, [[Army]] cap, and {{TV|Cohesion}}. Larger populations also make it slower to change nation stats. This means larger-pop nations tend to have more long-term potential, but also tend to be slower to realize that potential. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics, see [[Population]].&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Government score of a nation represents how democratic it is, with 0 representing a totalitarian dictatorship, and 10 representing an idealized democracy. It is raised by the {{TV|government priority}} and lowered by the {{TV|oppression}} and the {{TV|spoils}}. &lt;br /&gt;
&lt;br /&gt;
* A high government score pulls {{TV|base cohesion}} towards 5, increases [[research]] output, lowers [[corruption]], and helps with [[Foreign_Relations|unification]].&lt;br /&gt;
* A medium government score lowers {{TV|base cohesion}}.&lt;br /&gt;
* A low government score raises {{TV|base cohesion}}, improves the effect of the {{TV|oppression}} and [[armies]] on {{TV|unrest}}, and increases the [[Money]] gained by {{TV|Spoils}}. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics, see [[Government]].&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|unrest}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || &amp;lt;1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Subversion || &amp;lt;3 &lt;br /&gt;
|-&lt;br /&gt;
| Strife || &amp;lt;4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || &amp;lt;7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || ≥9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as:&lt;br /&gt;
* 10.5 &lt;br /&gt;
* -1 per {{TV|gdppc|10000}}.&lt;br /&gt;
* -1 per {{TV|cohesion}}.&lt;br /&gt;
* For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation:&lt;br /&gt;
** -0.5.&lt;br /&gt;
** Multiplied by the army health %.&lt;br /&gt;
** Multiplied by (10 - {{TV|democracy}}).&lt;br /&gt;
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65.&lt;br /&gt;
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}})&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation&#039;s [[Regions]]&#039; Xenoflora Growth Levels) / 20.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Unrest ====&lt;br /&gt;
&lt;br /&gt;
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}. &lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}.&lt;br /&gt;
&lt;br /&gt;
==== Coups and revolutions ====&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|&amp;gt;9.9}} when checked, but never otherwise. A naturally occurring coup will never happen if {{TV|democracy|≥8}} and {{TV|unrest|&amp;lt;8}}; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is (({{TV|unrest}} * 2 - {{TV|cohesion}} - {{TV|democracy}}) / 10 + conditional elite unhappiness) / 6000, where the elites&#039; unhappiness is {{TV|corruption}} percent - {{TV|spoils}} percent, but is ignored if any of the following conditions are true:&lt;br /&gt;
* {{TV|corruption}} percent &amp;lt; {{TV|spoils}} percent.&lt;br /&gt;
* Some faction owns all the nation&#039;s control points and that faction has {{TV|public support|≥65%}}.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering {{TV|unrest}} and increasing {{TV|cohesion}}, {{TV|democracy}} and {{TV|spoils}} (up to the {{TV|corruption}} level). The {{TV|spoils}} may often be ignored if the level of {{TV|unrest}} in a country is sufficiently low and the {{TV|cohesion}} and/or {{TV|democracy}} sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Coup =====&lt;br /&gt;
&lt;br /&gt;
When a nation undergoes a coup for any reason, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied, except for those owned by the faction whose councilor performed the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]], if any.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a random amount between -2 and 1.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a random amount between -3 and 0.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a random amount between -1 and 1.&lt;br /&gt;
# The nation&#039;s [[Nations#GDP|GDP]] is changed by a random amount between -10% and 0%.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.&lt;br /&gt;
# If the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was performed by a councilor of some faction F, then:&lt;br /&gt;
#* If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.&lt;br /&gt;
#* If there is exactly one empty control point in the nation and the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.&lt;br /&gt;
#* Otherwise, give the first empty control point in the nation to F, and if the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was a critical success, also give the control point immediately to the right of it to F.&lt;br /&gt;
# Empty out every control point that is to the right of an empty control point.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
# Every councilor that is still planning to perform a {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission on the nation this turn aborts their pending {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Revolution =====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
When a human nation undergoes a revolution, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied.&lt;br /&gt;
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a semi-random amount between -6 and -3, affected by {{TV|public support}}.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, affected by {{TV|public support}}.&lt;br /&gt;
# If the nation&#039;s {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, affected by {{TV|public support}}.&lt;br /&gt;
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is increased by the average [[Factions#Human_Factions|Idealism]] of the new control point owners.&lt;br /&gt;
#* Note: {{TV|democracy}} cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# X% chance for the number of loose nukes to increase by 1, where X is the number of {{TV|nukes}} the nation had. But note that this doesn&#039;t actually reduce the number of {{TV|nukes}} the nation has.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
The changes that are affected by {{TV|public support}} are multiplied by X, where X is calculated as follows:&lt;br /&gt;
# Set X to 0.&lt;br /&gt;
# For each non-empty control point before the revolution:&lt;br /&gt;
#* If this is not the executive control point, then reduce X by 0.5 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
#* If this is the executive control point, then reduce X by 1 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
# For each non-empty control point after the revolution:&lt;br /&gt;
#* If this is not the executive control point, then increase X by 1 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
#* If this is the executive control point, then increase X by 2 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
# Increase X by a random value between 0 and 0.25.&lt;br /&gt;
# If all control points are empty both before and after the revolution, then again increase X by a random value between 0 and 0.25.&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
A nation&#039;s [[GDP]] is its Gross Domestic Product, measured in US dollars. It is primarily increased by investing in the {{TV|economy}}. GDP determines the raw {{TV|IP}} output of a nation and the {{TV|CP}} cost to hold its [[Control Points]], and also influences how hard it is to target the nation with [[missions]]. Per-[[region]] GDP determines {{TV|MC}} cap. &lt;br /&gt;
&lt;br /&gt;
GDP per capita (&amp;quot;[[GDPPC]]&amp;quot;) is the GDP divided by {{TV|pop}}, and it has impacts on {{TV|research}}, {{TV|unrest}}, {{TV|sustainability}}, and [[corruption]]. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics, see [[GDP]].&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s {{TV|education}} value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of {{TV|education}} there. Nations with higher {{TV|education}} scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.&lt;br /&gt;
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5.&lt;br /&gt;
** Multiplied by 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12.&lt;br /&gt;
* After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}.&lt;br /&gt;
* Each completion of the {{TV|unity}} removes {{TV|education|0.001}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|education}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 1-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} cannot be decreased below 1.&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} is one of the largest factors influencing {{TV|national research}} output aside from {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the {{TV|national research}} output is calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TINationState&lt;br /&gt;
public float research_month&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		float population_Millions = this.population_Millions;&lt;br /&gt;
		float perCapitaGDP = this.perCapitaGDP;&lt;br /&gt;
		return (population_Millions * ((perCapitaGDP &amp;lt;= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other words:&lt;br /&gt;
&lt;br /&gt;
A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000.&lt;br /&gt;
&lt;br /&gt;
B) {{TV|pop}} in millions.&lt;br /&gt;
&lt;br /&gt;
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6.&lt;br /&gt;
&lt;br /&gt;
If the {{TV|gdppc}} is higher than $30000, use 1.5157166 + 0.90942997 × (ln({{TV|gdppc}}/15000) - 0.6931472) instead.&lt;br /&gt;
&lt;br /&gt;
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is about 2^0.6 × (1 + 0.6 × ln({{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC/30000))&lt;br /&gt;
&lt;br /&gt;
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]]&lt;br /&gt;
&lt;br /&gt;
D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12)&lt;br /&gt;
&lt;br /&gt;
E) Scales by the sixth root of {{TV|democracy}}, with a floor of 1 at 1 {{TV|democracy}}: Max({{TV|democracy}}&amp;lt;sup&amp;gt;0.16666667&amp;lt;/sup&amp;gt;, 1) (maximum of ~1.4678).&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
G) 100% efficient at 0 {{TV|unrest}} and 0% efficient at 10 {{TV|unrest}}, scales with {{TV|unrest}} squared: 1-{{TV|unrest}}²/100&lt;br /&gt;
&lt;br /&gt;
H) n% per {{TV|science}} {{MissionIcon|Advise}}[[Advise|Advisor]] with diminishing return: 1% per {{TV|science}} of first {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.5% per {{TV|science}} of second {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.333333% from 3rd etc, always sorted by {{MissionIcon|Advise}}[[Advise|Advisor]] bonus, descending (best {{MissionIcon|Advise}}[[Advise|Advisor]] will count towards the first bonus).&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H&lt;br /&gt;
&lt;br /&gt;
=== Mission Control ===&lt;br /&gt;
Whenever the {{TV|mission control priority}} is completed, a [[region]] in the nation is selected to gain {{TV|mc|1}}. A nation&#039;s MC is split equally between the owners of the nation&#039;s [[Control Points]]. See [[Mission Control#MC_from_Nations]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
A nation that has completed the {{TV|found space program}} may invest in the {{TV|boost priority}}, which will give the nation permanent production of {{TV|boost}}. &lt;br /&gt;
&lt;br /&gt;
A nation&#039;s boost production is distributed between [[federation]] members, with larger members getting much more, and then each nation&#039;s boost is distributed equally between owners of that nation&#039;s [[Control Points]]. For details, see [[Boost]].&lt;br /&gt;
&lt;br /&gt;
=== Funding ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|funding}} is completed, the nation&#039;s annual funding grows by 10 + (the nation&#039;s GDP in billions)^0.25 / 2, rounded to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the {{TV|funding}} is completed.&lt;br /&gt;
&lt;br /&gt;
The annual funding of a nation is capped at the nation&#039;s [[Nations#GDP|GDP]] in billions multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their funding with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total funding, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology, aka {{TV|miltech}}, value represents the capability of the nation&#039;s armed forces. It has major impacts on an army&#039;s effectiveness in [[Terrestrial Warfare]], and can be raised with the {{TV|Military Priority}}. For details, see [[Miltech]]. &lt;br /&gt;
&lt;br /&gt;
=== Armies ===&lt;br /&gt;
A nation may build one or more armies with the {{TV|build army}} if it has completed the {{TV|Found Military}} and has a population of at least 5 million. Armies can be used to conquer other nations, defend against conquests, or attack certain [[Alien]] objects. &lt;br /&gt;
&lt;br /&gt;
For detailed mechanics of army costs, army control, and the number of armies a nation can build, see [[Army]]. For army combat mechanics, see [[Terrestrial Warfare]]. For the use of armies to conquer [[regions]], see [[Foreign_Relations#War_Annexation]]. For attacking aliens, see [[Aliens#Reduction]].&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation&#039;s {{TV|miltech}}.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur.&lt;br /&gt;
&lt;br /&gt;
{{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true:&lt;br /&gt;
* The nation has completed the {{TV|found military}} (or started with it already complete).&lt;br /&gt;
* The nation has more {{TV|armies}} than {{TV|navies}}.&lt;br /&gt;
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]].&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The nation has at least 4 [[Nations#Control_Points|control points]].&lt;br /&gt;
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack.&lt;br /&gt;
&lt;br /&gt;
=== Estimated Military Strength ===&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation X is calculated as the sum of the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Multipliers&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For Alien Invader Armies, use their {{TV|miltech}} instead of the {{TV|miltech}} of the Alien Nation.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Navies|Navies]] of X || || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} Value of X || || -1&lt;br /&gt;
|-&lt;br /&gt;
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100&lt;br /&gt;
|-&lt;br /&gt;
| Number {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, at the start of the game, the nation of North Korea has {{TV|miltech|2.8}}, 1 region, {{TV|armies|1}}, {{TV|navies|0}}, {{TV|unrest|0}}, and {{TV|nuke|1}}. So its estimated military strength is the sum of:&lt;br /&gt;
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96&lt;br /&gt;
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4&lt;br /&gt;
* {{TV|navies|0}} × 1 = 0&lt;br /&gt;
* {{TV|unrest|0}} × -1 = 0&lt;br /&gt;
* 1 (has nukes) × 100 = 100&lt;br /&gt;
* {{TV|nuke|1}} × 5 = 5&lt;br /&gt;
So it has an estimated military strength of 115.36.&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation is important because when multiple nations fight on the same side of a [[Foreign_Relations#Wars|war]], the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.&lt;br /&gt;
&lt;br /&gt;
In addition, the estimated military strength of a nation is often used by the AI to determine their [[Foreign_Relations|international relations]]. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.&lt;br /&gt;
&lt;br /&gt;
=== Space Defenses ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
Human Nations can build Space Defenses after [[Trans-Interface Warfare]] is researched.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are built in the following order:&lt;br /&gt;
# The {{icon|capital|bgcolor=DarkSlateGray}}Capital region.&lt;br /&gt;
# The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|oil|bgcolor=DarkSlateGray}}{{icon|resource region|bgcolor=DarkSlateGray}}Resource regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The Non-Colony regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
&lt;br /&gt;
The amount of IP needed by the {{icon|space defenses}}Space Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See [[Region List]] for a list of all regions and their areas.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are armed with a giant 1-GJ, 3600-cm laser (this is bigger than the Alien T3 base defense laser). Color will be best available of IR or green, and type, of laser, arc laser or phaser.&lt;br /&gt;
&lt;br /&gt;
=== Exofighters ===&lt;br /&gt;
&lt;br /&gt;
Human nations can build {{icon|exofighter}}exofighters after [[Exoatmospheric Fighters]] is researched.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{icon|build exofighter}}Build Exofighter priority is completed, a region in the nation is selected to increase its {{icon|exofighter}}exofighters by 1. The region is selected as follows:&lt;br /&gt;
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters.&lt;br /&gt;
* If any remaining region has zero {{icon|exofighter}}exofighters, then pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production.&lt;br /&gt;
* Pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production divided by the number of {{icon|exofighter}}exofighters already in the region.&lt;br /&gt;
&lt;br /&gt;
The Maximum {{icon|exofighter}}exofighters of a region is calculated as:&lt;br /&gt;
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1.&lt;br /&gt;
* Min(64, Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production / 4), rounded up to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal. High values keep unrest in check and increase the nation&#039;s ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed.&lt;br /&gt;
* Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|education}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|democracy}}.&lt;br /&gt;
** This cannot be reduced below 0.025.&lt;br /&gt;
* If {{TV|democracy}} &amp;gt; 5, then each completion of the {{TV|oppression}} removes {{TV|cohesion|0.025}} per {{TV|democracy}} over 5.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} moves by 0.1 per month towards {{TV|base cohesion}}. It can decrease faster, up to 0.25 per month towards its resting point, depending on {{TV|inequality}} (this acceleration occurs for {{TV|inequality}} values between 4 to 4.6). Specifically, when {{TV|base cohesion}} is lower than {{TV|cohesion}}, the {{TV|cohesion}} decrease per month is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is not affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] and is rapid enough that it is usually better to move {{TV|base cohesion}} rather than trying to fight the tide. See [[Nations#Resting_Cohesion]] for details on how to achieve this.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} is also commonly changed by [[Events]], and can be strongly affected by [[Foreign Relations#Declaring_Wars|War Declarations]] and the [[Terrestrial_Warfare#Army_Death|Destruction of armies]].&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|cohesion}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || &amp;lt;1 &lt;br /&gt;
|-&lt;br /&gt;
| Fractured || &amp;lt;2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || &amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || &amp;lt;4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || &amp;lt;5 &lt;br /&gt;
|-&lt;br /&gt;
| Diverse || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || &amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || &amp;lt;8 &lt;br /&gt;
|-&lt;br /&gt;
| Dominated || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Resting Cohesion ====&lt;br /&gt;
&lt;br /&gt;
{{TV|base cohesion}} depends on the following factors:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{TV|inequality}}&lt;br /&gt;
| ≤ 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × 2.25 × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × (3.25 × {{TV|inequality}} - 4.75)&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|gdppc}}&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by (1 - ({{TV|gdppc}} / Highest {{TV|gdppc}} in last 10 years)) × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{TV|pop}}&lt;br /&gt;
| 1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|pop}}Population Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.0025/km × {{TV|pop}}-weighted average distance from each [[Regions|Region]] to the nation&#039;s capital. Capped at 7.5 Reduction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Foreign Relations#Wars|Wars]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Peer [[Foreign Relations#Rivals|Rivals]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners.&lt;br /&gt;
|-&lt;br /&gt;
| Public Opinion Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Change&amp;lt;/span&amp;gt; by -6 × ([[#Public_Opinion|Standard Deviation]] of Public Opinion / Worst Possible Standard Deviation - 0.5).&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{TV|democracy}}&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by (3.5&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt; - {{TV|democracy}}&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt;) × ((10 - {{TV|unrest}}) / 10)&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - {{TV|democracy}})&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × ({{TV|democracy}} - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × ({{TV|democracy}} - 6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Owning [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1.6 × {{TV|democracy}} × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In other words, {{TV|base cohesion}} is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high.&lt;br /&gt;
* War enemies that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3.&lt;br /&gt;
* Rivalries with nations no more than 1 control point smaller, that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3 - the amount already given by the War {{TV|base cohesion}} Bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High {{TV|democracy}} score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;changed by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Public Opinion [[#Public_Opinion|distribution]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium {{TV|democracy}} score.&lt;br /&gt;
* High {{TV|inequality}} score, stronger when {{TV|education}} is high.&lt;br /&gt;
* Loss of {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDP per Capita]] within the last 10 years.&lt;br /&gt;
* {{TV|pop}}, worse when the entire {{TV|pop}} is confined to just one [[Region]] because the nation has no other [[Regions]].&lt;br /&gt;
* Geographic {{icon|pop}}Population Distribution.&lt;br /&gt;
* Difference between [[#Public_Opinion|average public opinion]] and the [[Factions]] that own the control points.&lt;br /&gt;
* Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]], multiplied by {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Cohesion ====&lt;br /&gt;
&lt;br /&gt;
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}.&lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1.25 - |{{TV|cohesion}} - 5| / 10). So it is multiplied by 75% at {{TV|cohesion|0}} and at {{TV|cohesion|10}}, whereas it is multiplied by 125% at {{TV|cohesion|5}}.&lt;br /&gt;
* The [[Nations#Public_Support_Cap|Public Support Cap]] of a Nation is increased by its {{TV|cohesion}}.&lt;br /&gt;
* The [[Nations#Population_Growth|Population Growth]] of a Nation is decreased by its {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
==== Underflowing Cohesion ====&lt;br /&gt;
&lt;br /&gt;
If {{TV|cohesion}} would ever be reduced below 0, then it &#039;&#039;&#039;underflows&#039;&#039;&#039;. This section discusses the effects of such an underflow.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|democracy}} is reduced by &amp;lt;code&amp;gt;Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
* {{TV|unrest}} is increased by &amp;lt;code&amp;gt;({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount - Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0))) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
Public Opinion reflects the overall opinion of the typical residents of a given [[nation]], or of [[Earth]] generally. Having high public opinion gives a significant boost to a [[faction]], as a built-in source of free {{TV|Influence}} and as a bonus on a wide variety of [[missions]]. Public opinion can be changed in a wide variety of ways, either positive (such as performing [[Public Campaign]] missions) or negative (such as committing [[atrocities]]).&lt;br /&gt;
&lt;br /&gt;
For details, see [[Public Opinion]].&lt;br /&gt;
&lt;br /&gt;
=== Sustainability ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation&#039;s GDP, population, and presence of oil resource regions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies:&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation passively produces each month.&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}.&lt;br /&gt;
&lt;br /&gt;
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0:&lt;br /&gt;
* [[Arrival International Development]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Designer Lifeforms]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Integrated Earth-Space Economy]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Clean Energy]] reduces the minimum by 0.1.&lt;br /&gt;
* [[Climate Change Mitigation]] reduces the minimum by 0.1.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}: &lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.&lt;br /&gt;
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.&lt;br /&gt;
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.&lt;br /&gt;
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} &amp;gt; 2.&lt;br /&gt;
** Multiplied by Max(0.25, {{TV|pollution multiplier}} / 0.5) if the {{TV|pollution multiplier}} &amp;lt; 0.5.&lt;br /&gt;
** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.&lt;br /&gt;
 &lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation&#039;s Pollution Multiplier.&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s {{TV|sustainability}}value is calculated as:&lt;br /&gt;
* 10 if {{TV|pollution multiplier}} = 0.&lt;br /&gt;
* 9.99+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.99.&lt;br /&gt;
* 9.9+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.9.&lt;br /&gt;
* 1 / {{TV|pollution multiplier}} otherwise.&lt;br /&gt;
&lt;br /&gt;
Once a nation reaches {{TV|sustainability|10}} ({{TV|pollution multiplier|0}}), the {{TV|environment}} will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere. &lt;br /&gt;
&lt;br /&gt;
At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes |population scaling]] effect gets inverted. A larger {{TV|pop}} is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the {{TV|environment}} is completed is now multiplied by (the nation&#039;s {{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Hence, a player who wishes to fix the [[Climate_Change|Climate]] should aim to make the most populated nations reach {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}.&lt;br /&gt;
** This is further increased by 0.0001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}.&lt;br /&gt;
** This is further increased by 0.001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 9:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|inequality}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Whenever a nation&#039;s {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}.&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
&lt;br /&gt;
Corruption (shown in the {{TV|spoils}} tooltip) determines what percentage of the nation&#039;s {{TV|ip}} the elites want diverted to the {{TV|spoils}} (Note: Does not account for priority bonuses). If this is not done then {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]s become easier to perform against the nation, to the point where they might even [[Nations#Coups_and_revolutions|naturally occur]] without any faction&#039;s involvement. Conversely, assigning more to the {{TV|spoils}} than the elites want will cause them to protect your nation from councilor {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] attempts.&lt;br /&gt;
&lt;br /&gt;
Corruption for human nations is calculated as follows:&lt;br /&gt;
* 50% base value.&lt;br /&gt;
* Decreased by 2.65515% for every point of {{TV|democracy}}.&lt;br /&gt;
* Decreased by 0.57342% for every point of {{TV|cohesion}}.&lt;br /&gt;
* Decreased by 0.824624% for every {{TV|gdppc|3000}}.&lt;br /&gt;
* Multiplied by 0.8 if the [[A Common Concern]] project has been researched. &lt;br /&gt;
** Note: Only available to {{icon|resist}}[[The Resistance]], {{icon|cooperate}}[[The Academy]], {{icon|escape}}[[Project Exodus]], and {{icon|submit}}[[The Servants]].&lt;br /&gt;
* Capped from below at 5%.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Administration]] always has 0% corruption.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of {{TV|ip}}, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each [[Nations#Control_Points|control point]] may direct a share of {{TV|ip}} into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of {{TV|ip}} going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
=== List of Priorities ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Priority !! {{TV|ip}} cost !! Requirements !! Effects !! [[Nations#Population_Scaling_for_Nation_Stat_Changes|Pop Scaled]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO economy priority.png|50px]] Economy || rowspan=4 | 1 || rowspan=4 | None&lt;br /&gt;
| {{TV|gdppc}} [[File:ICO arrow green.png|24px]] by 3 + (1.5 per {{icon|resource region}}Mining Region) + (1.5 per {{icon|oil}}Oil Region) + (1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region) + (0.5 per {{TV|democracy}}) + {{TV|education}} &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per {{icon|resource region}}Mining Region + 0.0001 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]] may be [[Regions#Improving_Regions|Improved]] into {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic, {{icon|resource region}}Mining or {{icon|oil}}Oil Regions after sufficient investment || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions]] || One {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions|Region]] loses {{icon|colony|bgcolor=DarkSlateGray}}Colony status every 1000 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO environment priority.png|50px]] Environment || rowspan=3 | 1&lt;br /&gt;
| {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|sustainability|&amp;lt;10}}&lt;br /&gt;
| &lt;br /&gt;
[[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow green down.png|24px]] by -0.005 / Max(1, total layers of Fallout)&lt;br /&gt;
* × [[Nations#Sustainability|Pollution Multiplier]] / 2 if the [[Nations#Sustainability|Pollution Multiplier]] &amp;gt; 2&lt;br /&gt;
* × Max(0.25, the [[Nations#Sustainability|Pollution Multiplier]] / 0.5) if the [[Nations#Sustainability|Pollution Multiplier]] &amp;lt; 0.5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* {{icon|life}}[[Transform Phages]] researched&lt;br /&gt;
* At least one [[Regions|Region]] has {{icon|fallout}}Fallout &lt;br /&gt;
| One [[Regions|Region]] loses a layer of {{icon|fallout}}Fallout every 100 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO knowledge priority.png|50px]] Knowledge || rowspan=2 | 1 || rowspan=2 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005 &lt;br /&gt;
* × 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5&lt;br /&gt;
* × 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cohesion}} centered by 0.01 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO government priority.png|50px]] Government || rowspan=3 | 1 || {{TV|democracy|&amp;lt;10}} || {{TV|democracy}} [[File:ICO arrow green.png|24px]] by 0.001 per {{TV|education}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy|10}} || Same as {{TV|knowledge}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|unity}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}})&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength 5 × number of control points owned by faction &amp;lt;br&amp;gt;&lt;br /&gt;
(Religion counts as 4 control points)&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|government priority}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || {{TV|miltech}} [[File:ICO arrow green.png|24px]] by 0.00125 / {{TV|miltech}} × Best Human Nation&#039;s {{TV|miltech}} || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO oppression priority.png|50px]] Oppression || rowspan=3 | 1 || rowspan=2 | Found Military Completed in Nation&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} [[File:ICO arrow green down.png|24px]] by (0.1 - {{TV|democracy}} / 100) × 3 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Found Military Completed in Nation and &amp;gt;5 {{TV|democracy}} || {{TV|cohesion}} [[File:ICO arrow red down.png|24px]] by 0.025 × ({{TV|democracy}} - 5) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[File:ICO spoils priority.png|50px]] Spoils || rowspan=6 | 1 || rowspan=5 | None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.0025 + 0.0015 per {{icon|resource region}}Mining Region + 0.0015 per {{icon|oil}}Oil Region || Yes &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength - 0.125 × ({{TV|education}} + {{TV|democracy}}) × fraction of control points owned by faction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow red.png|24px]] by 0.0005 + 0.00075 per {{icon|resource region}}Mining Region + 0.00075 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow red.png|24px]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Control Points Not Cracked&lt;br /&gt;
|&lt;br /&gt;
Each Faction&#039;s {{TV|money}} [[File:ICO arrow green.png|24px]] by (5 × Monthly {{TV|ip}} + 5 per {{icon|resource region}}Mining Region + 5 per {{icon|oil}}Oil Region + 2.5 × (10 - {{TV|democracy}})) × fraction of control points owned by faction &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO funding priority.png|50px]] Funding || 1 || None || Annual {{TV|money}} Production [[File:ICO arrow green.png|24px]] by 10 + max(round(((GDP in billions)^0.18)/1.09),1) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO_launchFacilities_Priority.png|50px]] Boost || 2 || Found Space Program Completed in Nation || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.4 - (Launch Facility Latitude / 250) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO missionControl priority.png|50px]] Mission Control || 25 || Found Space Program Completed in [[Foreign Relations#Federations|Federation]] || {{icon|mc}}Mission Control [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO spaceflightProgram priority.png|50px]] Found Space Program || 50 || None || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO found military priority.png|50px]] Found Military || 40 || None &lt;br /&gt;
|&lt;br /&gt;
Set {{TV|miltech}} to the Max of:&lt;br /&gt;
* 2&lt;br /&gt;
* Worst [[Foreign Relations#Federations|Federation]] Member&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst [[Foreign Relations#Alliances|Ally]]&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst Human Nation&#039;s {{TV|miltech}}&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;(5 + 25 × {{TV|Armies}}) {{TV|pop}} in Millions&lt;br /&gt;
* Has a non-colony Region without its own [[Nations#Armies|Army]]&lt;br /&gt;
| Builds an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;4 Control Points, or 3 Control Points and {{TV|gdppc|&amp;gt;40000}}&lt;br /&gt;
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]]&lt;br /&gt;
| Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO develop atomic bomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 |  80 || rowspan=4 | None || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No&lt;br /&gt;
|- &lt;br /&gt;
| Each Owning Faction Commits 1 [[Factions#Atrocity|Atrocity]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNuclearWeapons priority.png|50px]] Nuclear Weapons || rowspan=2 | 40 || rowspan=2 | Develop Atomic Bomb Completed in Nation || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || {{icon|military}}[[Trans-Interface Warfare]] researched || Builds a {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense Facility]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10 &lt;br /&gt;
| &lt;br /&gt;
* {{icon|military}}[[Exoatmospheric Fighters]] researched &lt;br /&gt;
* Has a Region not at [[Nations#Exofighters|Maximum Exofighters]]&lt;br /&gt;
|| Builds an {{icon|exofighter}}[[Nations#Exofighters|Exofighter]] || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Diversity Bonus ===&lt;br /&gt;
&lt;br /&gt;
Each control point &#039;&#039;&#039;independently&#039;&#039;&#039;&amp;lt;ref&amp;gt;The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.&amp;lt;/ref&amp;gt; gains a small diversity bonus to each of its priorities based on how much it is personally investing into &#039;&#039;&#039;other&#039;&#039;&#039;&amp;lt;ref&amp;gt;A priority cannot give itself its own diversity bonus&amp;lt;/ref&amp;gt; nation building priorities. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! Diversity Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|military priority}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of these nation building priorities adds a diversity bonus of X% to all &#039;&#039;&#039;other&#039;&#039;&#039; priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).&lt;br /&gt;
&lt;br /&gt;
For example, suppose a control point has 3 pips in the {{TV|economy}}, 1 pip in the {{TV|welfare}}, and 1 pip in the {{TV|spoils}}, for a total of 5 pips. Then:&lt;br /&gt;
* The {{TV|economy}} adds a diversity bonus of 50% × 3 ÷ 5 = 30%.&lt;br /&gt;
* The {{TV|welfare}} adds a diversity bonus of 20% × 1 ÷ 5 = 4%.&lt;br /&gt;
* The {{TV|spoils}} adds no diversity bonus, because it is not a nation building priority.&lt;br /&gt;
&lt;br /&gt;
Thus:&lt;br /&gt;
* The {{TV|economy}} receives a diversity bonus of 4% (because it cannot receive the 30% from itself).&lt;br /&gt;
* The {{TV|welfare}} receives a diversity bonus of 30% (because it cannot receive the 4% from itself).&lt;br /&gt;
* The {{TV|spoils}} receives a diversity bonus of 30% + 4% = 34%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This diversity bonus is &#039;&#039;&#039;additive&#039;&#039;&#039; with other bonuses to nation priorities. Specifically, whenever a control point would put any {{TV|IP}} into any priority, the amount of {{TV|IP}} that is actually put into the priority is multiplied by:&lt;br /&gt;
&amp;lt;pre&amp;gt;100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase {{TV|ip}} in a certain priority with {{TV|money}}, {{TV|influence}}, and/or {{TV|ops}}. The number of {{TV|ip}} that may be purchased each calendar year in any nation is capped at 12 × ({{TV|pop}} in Millions × 48.75) ^ 0.175 × ([[Nations#GDP|GDP]] in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Base Direct Investment Costs for each Nation Priority&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 150000 × [[Nations#Sustainability|Pollution Multiplier]] Decrease Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 625 / 41 × {{TV|pop}} in Millions / ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|oppression}} || 0 || 50 × Max(1, {{TV|democracy}}) × Required {{icon|ip|bgcolor=DarkSlateGray}}IP / ({{TV|pop}} / 50 million) ^ 0.35 || 30 / (1 + Min(2, {{TV|miltech}} / 10))&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|military priority}} || 250 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 30 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build army}} || 10000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build navy}} || 1200 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|develop atomic bomb}} || 30000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|nuclear weapons}} || 5000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|space defenses}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 600 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|build exofighter}} || 1000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 200 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Direct Investment Cost Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! {{TV|money}} Cost Multiplier !! {{TV|influence}} Cost Multiplier !! {{TV|ops}} Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Technology|Projects]] || Researched || 1 - 0.15 for [[Transnational Investments]] - 0.15 for [[Adaptive FDI Modeling]] || 1 - 0.25 for [[Strategic Lobbying]] - 0.25 for [[Regulatory Capture]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| Recently Conquered || Within 365.25 days &amp;lt;br&amp;gt; Not {{TV|oppression}}&amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.5 || 1&lt;br /&gt;
|- &lt;br /&gt;
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1 &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cp}} Cost || Not Alien Nation &amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.1 × Single Control Point {{TV|cp}} Cost || 1  &lt;br /&gt;
|- &lt;br /&gt;
| National Priority Bonuses || Not from [[Foreign Relations#Federations|Federation]] &amp;lt;br&amp;gt; Not from [[Nations#Diversity_Bonus|Diversity]] || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign Relations#Federations|Federation]] Bonus || {{TV|economy}} Only || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| Nation {{icon|resource region}}Mining Regions || {{TV|build army}} and {{TV|build navy}} Only || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
&lt;br /&gt;
Each nation requires a certain percentage of {{TV|ip}} to be put into the {{TV|spoils}}. Failing to provide enough {{TV|ip}} into {{TV|spoils}}, shown by the priority becoming red, increases the chance of a [[Nations#Coups_and_revolutions|coup]]. See [[Nations#Corruption]] for details on how this percentage is calculated.&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. &lt;br /&gt;
&lt;br /&gt;
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical [[Resources|resources]], control over the nation&#039;s [[Nations#Armies|armies]], and the ability to direct [[Nations#Priorities|investment priorities]].&lt;br /&gt;
&lt;br /&gt;
The {{TV|research}}, {{TV|boost}}, {{TV|mc}} and {{TV|money}} (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned still get their share, but the owning faction does not receive it.&lt;br /&gt;
&lt;br /&gt;
If there are [[Nations#Armies|Armies]] controlled by the nation, owning a control point may also grant you direct control of said [[Nations#Armies|Armies]]. Control Points with [[Nations#Armies|Armies]] attached to them are shown with the {{TVS|army}} symbol. If there is more than one [[Nations#Armies|Army]] attached to a control point then the number of attached [[Nations#Armies|Armies]] is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving [[Foreign Relations#Federations|federations]] and [[Foreign Relations#Peaceful_Unification|merging nations]], require Consolidated control of the executive, which means the executive faction either gained control of the nation through violent means such as [[Foreign Relations#War_Conquest|war]] or [[Nations#Coups_and_revolutions|revolution]], or must have held continuous control of the executive control point for X days, where X is calculated as follows:&lt;br /&gt;
# Set X to 75.&lt;br /&gt;
# Add 15 for every control point the nation has.&lt;br /&gt;
&lt;br /&gt;
=== Number of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The number of control points is based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-15.4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15.4-263 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 263-1701 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1701-6869 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6869-20944 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 20944+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The {{TV|cp}} cost of a control point is also based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
When a faction exceeds their {{TV|cp}}, they suffer the following penalties:&lt;br /&gt;
* Certain [[Missions]] against the faction gain a bonus attack mission modifier of {{TV|cp}} overcap / 3. These [[Missions]] are:&lt;br /&gt;
** {{MissionIcon|Crackdown}}[[Crackdown]]&lt;br /&gt;
** {{MissionIcon|Purge}}[[Purge]]&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
** {{MissionIcon|Dominate}}[[Dominate Nation]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* The faction&#039;s annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2.&lt;br /&gt;
&lt;br /&gt;
=== Taking Control Points ===&lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral Control Point, one usually performs a successful {{MissionIcon|Control Nation}}[[Control Nation]] mission with one of their [[Councilors]]. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by [[Factions]], then the {{MissionIcon|Control Nation}}[[Control Nation]] mission becomes unavailable. In that case you would need to perform a successful {{MissionIcon|Purge}}[[Purge]] mission on an enemy Control Point.&lt;br /&gt;
&lt;br /&gt;
To increase {{MissionIcon|Purge}}[[Purge]] success chances, it is recommended to conduct {{MissionIcon|Crackdown}}[[Crackdown]] on these Control Points first. Another alternative to Control Nation is {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]. It can either be performed with your councilor or happen naturally. See [[Nations#Effects_of_a_Coup]] for the effects of a coup, including the distribution of control points when a coup occurs. {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] has a higher success chance in nations with high {{TV|unrest}}, so {{MissionIcon|Unrest}}[[Increase Unrest]] missions can be very helpful.&lt;br /&gt;
&lt;br /&gt;
One more alternative is to simply use [[Foreign Relations#Wars|war]]. When armies [[Foreign Relations#War_Conquest|conquer]] a nation&#039;s {{icon|capital|bgcolor=DarkSlateGray}}capital region, all control points in the nation switch owners to whichever [[Factions|faction]] [[Foreign Relations#War_Conquest|conquered]] them.&lt;br /&gt;
&lt;br /&gt;
=== Control Point Types ===&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national {{TV|democracy}} and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.&lt;br /&gt;
|-&lt;br /&gt;
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits&lt;br /&gt;
|-&lt;br /&gt;
| 1st || None || Executive || &lt;br /&gt;
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions.&lt;br /&gt;
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]].&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|nukes}}.&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|exofighters}}.&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to [[Events]].&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to incoming requests for [[Foreign Relations#Declaring_Wars|joining wars]], [[Foreign Relations#Proposing_Alliances|allying]], and [[Foreign Relations#Joining_Federations|federating]].&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting the Executive.&lt;br /&gt;
* Otherwise, the faction gains +3 Bonus Attack on its {{MissionIcon|Purge}}[[Purge]] Missions targeting the Executive.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Purge}}[[Purge]] Missions targeting each non-Executive control point.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and &amp;lt;7 {{TV|cohesion}} || Oligarchs ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions&#039; {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3rd || &amp;lt;5 {{TV|democracy}} || Security Apparatus || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Extract}}[[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Crackdown}}[[Crackdown]], {{MissionIcon|Detain}}[[Detain]], and {{MissionIcon|Extract}}[[Extract Councilor]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| ≥7 {{TV|education}} || Mass Media || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Public Campaign}}[[Public Campaign]] and {{MissionIcon|Dominate}}[[Dominate Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for {{icon|unity}}Unity Priority&#039;s Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 4th || &amp;lt;4 {{TV|democracy}} || National Industries || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions targeting [[Orgs]] owned by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;3.5 {{TV|inequality}} and &amp;gt;10000 {{TV|gdppc}} and &amp;gt;7 {{TV|education}} || Trade Unions || [[Orgs]] based in the same nation cost 20% less {{TV|influence}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 5th || &amp;gt;6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 {{TV|cohesion}} or &amp;lt;7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Warlords || +6 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 6th || &amp;gt;9 {{TV|democracy}} and &amp;gt;9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|cohesion}} and Nation has a [[Foreign Relations#Rivals|rival]] or [[Foreign Relations#Wars|war enemy]] which has at least the same number of control points. || Defense Sector || Faction&#039;s {{TV|armies}} that belong to this Nation gain +0.005 [[Terrestrial_Warfare#Army_Healing|daily heal rate]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|democracy}} and &amp;gt;7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| Nation has at least 1 {{icon|oil}}Oil or {{icon|resource region}}Mining Region || Extractive Sector || Nation {{icon|spoils}}Spoils Money Output for Faction increased by 2 × Number of {{icon|oil}}Oil or {{icon|resource region}}Mining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Agricultural Sector || Nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] does not have any special control point types or bonuses. Though naturally the [[Aliens]] still receive all of the benefits that an Executive Control Point grants.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Nations]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=12629</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=12629"/>
		<updated>2026-09-23T23:53:12Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Human Faction Threat and Self-Assessment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Factions.png|thumb|400px|Goals and starting relations of all factions]]&lt;br /&gt;
With the [[Nations]] of [[Earth]] unable to reach consensus on how to approach the [[Aliens|alien]] arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.&lt;br /&gt;
&lt;br /&gt;
The inner leadership circle of each faction is its council. [[Councilors]] will go on [[Missions]] to help you gain power over Earth&#039;s [[Nations]] and discover the aliens&#039; goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build [[Habs|Habitats]] and [[Fleets]] of [[Spaceships]] in space.&lt;br /&gt;
&lt;br /&gt;
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and [[Orgs|organizational]] structures removed, but ideas can&#039;t fully die. What matters is how much power the people holding those ideologies possess. However, factions can be disabled under some circumstances, if the right option is set at game start. &lt;br /&gt;
&lt;br /&gt;
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our [[Solar System]]. Objectives can also unlock special research projects and orgs for a faction.&lt;br /&gt;
&lt;br /&gt;
Each faction also have slightly different starting conditions with some having more popular support than others, and some starting with space stations.&lt;br /&gt;
&lt;br /&gt;
By using the {{MissionIcon|Contact}}[[Contact]] mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower [[Diplomacy|hostility]] between factions.&lt;br /&gt;
&lt;br /&gt;
== Human Factions ==&lt;br /&gt;
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation&#039;s population having different beliefs. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;noresize&amp;quot;&amp;gt;&amp;lt;!-- According to MediaWiki this helps with display of large tables on mobile --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! rowspan=2 | Leader !! rowspan=2 | Agenda !! colspan=2  width=1% | Ideology !! rowspan=2 | Default names !! rowspan=2 width=1% | Ship color&lt;br /&gt;
|-&lt;br /&gt;
! Humanity !! Aliens&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|resist|size=x80px}}&amp;lt;br&amp;gt;[[The Resistance]]&lt;br /&gt;
| {{Icon|resist leader|size=80px}}&amp;lt;br&amp;gt;[[Commander Fiona Ayoade]]&lt;br /&gt;
| Protect humanity by resisting the alien invasion&lt;br /&gt;
| Realist&lt;br /&gt;
| Hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: heroes&lt;br /&gt;
* Medium ships: qualities&lt;br /&gt;
* Large ships: battles&lt;br /&gt;
* Habs: commanders&lt;br /&gt;
| style=&amp;quot;background-color: White&amp;quot; | &amp;lt;code&amp;gt;White&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|submit|size=x80px}}&amp;lt;br&amp;gt;[[The Servants]]&lt;br /&gt;
| {{Icon|submit leader|size=80px}}&amp;lt;br&amp;gt;[[Superior Judith Howell]]&lt;br /&gt;
| Support the aliens by any means necessary&lt;br /&gt;
| Idealist&lt;br /&gt;
| Very supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: mythical beasts&lt;br /&gt;
* Medium ships: phenomena&lt;br /&gt;
* Large ships: mythologies&lt;br /&gt;
* Habs: monuments&lt;br /&gt;
| style=&amp;quot;background-color: Black&amp;quot; | &amp;lt;code&amp;gt;Black&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|exploit|size=x80px}}&amp;lt;br&amp;gt;[[The Initiative]]&lt;br /&gt;
| {{Icon|exploit leader|size=80px}}&amp;lt;br&amp;gt;[[Chairman Soren Van Wyk]]&lt;br /&gt;
| Exploit the alien arrival to gain power&lt;br /&gt;
| Cynical&lt;br /&gt;
| Neutral&lt;br /&gt;
|&lt;br /&gt;
* Small ships: fish&lt;br /&gt;
* Medium ships: rivers&lt;br /&gt;
* Large ships: water bodies&lt;br /&gt;
* Habs: explorers&lt;br /&gt;
| style=&amp;quot;background-color: Orange&amp;quot; | &amp;lt;code&amp;gt;Orange&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|escape|size=x80px}}&amp;lt;br&amp;gt;[[Project Exodus]]&lt;br /&gt;
| {{Icon|escape leader|size=80px}}&amp;lt;br&amp;gt;[[Director Khalid Al-Ashgar]]&lt;br /&gt;
| Escape the aliens by sending humans to other stars&lt;br /&gt;
| Idealist&lt;br /&gt;
| Somewhat hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: birds&lt;br /&gt;
* Medium ships: astronomy objects&lt;br /&gt;
* Large ships: famous ships&lt;br /&gt;
* Habs: astronauts&lt;br /&gt;
| style=&amp;quot;background-color: Brown&amp;quot; | &amp;lt;code&amp;gt;Brown&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|cooperate|size=x80px}}&amp;lt;br&amp;gt;[[The Academy]]&lt;br /&gt;
| {{Icon|cooperate leader|size=80px}}&amp;lt;br&amp;gt;[[Chancellor Li Qingzhao]]&lt;br /&gt;
| Convince the aliens that we are equal&lt;br /&gt;
| Idealist&lt;br /&gt;
| Somewhat supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: land animals&lt;br /&gt;
* Medium ships: scientists&lt;br /&gt;
* Large ships: explorations&lt;br /&gt;
* Habs: exemplars&lt;br /&gt;
| style=&amp;quot;background-color: Olive&amp;quot; | &amp;lt;code&amp;gt;Olive&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|destroy|size=x80px}}&amp;lt;br&amp;gt;[[Humanity First]]&lt;br /&gt;
| {{Icon|destroy leader|size=80px}}&amp;lt;br&amp;gt;[[Colonel Hanse Castillo]]&lt;br /&gt;
| Eradicate the aliens and all who support them&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Very hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: weapons&lt;br /&gt;
* Medium ships: warriors&lt;br /&gt;
* Large ships: scary things&lt;br /&gt;
* Habs: mountains&lt;br /&gt;
| style=&amp;quot;background-color: Red&amp;quot; | &amp;lt;code&amp;gt;Red&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|appease|size=x80px}}&amp;lt;br&amp;gt;[[The Protectorate]]&lt;br /&gt;
| {{Icon|appease leader|size=80px}}&amp;lt;br&amp;gt;[[Commissioner Kiran Banerjee]]&lt;br /&gt;
| Protect humanity by appeasing the aliens&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: cities&lt;br /&gt;
* Medium ships: regions&lt;br /&gt;
* Large ships: landmasses&lt;br /&gt;
* Habs: leaders&lt;br /&gt;
| style=&amp;quot;background-color: Blue&amp;quot; | &amp;lt;code&amp;gt;Blue&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Terra_Invicta_Ideology_Map.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
== Trade Negotiations ==&lt;br /&gt;
&lt;br /&gt;
[[File:Trade.png|thumb|Trade interface]]&lt;br /&gt;
&lt;br /&gt;
Factions can begin trade negotiations with each other by using the [[Contact]] mission. They may trade [[Resources]], [[Orgs]], [[Habs]], or council engineering [[Technology|projects]]. They can also form non-aggression pacts, which prevents two factions from using hostile [[Missions]] or the [[Foreign_Relations#Declaring_Wars|declare war]] [[Set National Policy|policy]] against each other&#039;s [[Councilors]] and [[Nations]]. &lt;br /&gt;
&lt;br /&gt;
Some pairs of Factions can go one step further, forming an intel sharing agreement that allows both factions to see everything that the other faction sees, with one exception: the true loyalties of councilors is not shared.&lt;br /&gt;
&lt;br /&gt;
On the other hand, in some very rare situations, even factions that are at [[Diplomacy#War|war]] with each other can trade a truce, pausing their war for up to 12 months.&lt;br /&gt;
&lt;br /&gt;
Trade negotiations can never be held between the more extreme factions on opposite sides of the divide: &lt;br /&gt;
* {{icon|destroy}}[[Humanity First]] can never trade with {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* {{icon|submit}}[[The Servants]] can never trade with {{icon|destroy}}[[Humanity First]] or {{icon|resist}}[[The Resistance]].&lt;br /&gt;
&lt;br /&gt;
Trade options may be limited by the following factors:&lt;br /&gt;
* [[Diplomacy|Faction hate]]: Factions that hate each other will offer less and demand more.&lt;br /&gt;
* Starvation: &lt;br /&gt;
** Factions will refuse to sell any [[Resources]] that they believe they lack.&lt;br /&gt;
** Factions will refuse to buy any [[Habs]] whose upkeeps they cannot afford.&lt;br /&gt;
* Active use: &lt;br /&gt;
** Factions cannot trade [[Habs]] that currently have [[Spaceships|Ships]] docked to them. &lt;br /&gt;
** Factions cannot trade any [[Orgs]] that are currently being used for the missions they grant.&lt;br /&gt;
** Factions cannot trade any [[Orgs]] that grant {{TV|administration}} if said {{TV|administration}} is currently used to equip other [[Orgs]].&lt;br /&gt;
* [[Factions#Human_Faction_Threat_and_Self-Assessment|Threat]]: Factions will not offer a non-aggression pact if either party is the most threatening human faction.&lt;br /&gt;
* [[Diplomacy#Envy-Based_Human_Hate|Envy]]: Factions will not offer a non-aggression pact or a truce to a faction that they currently envy. Human factions are usually envied if they have unlocked their [[Factions#Victory Objectives|victory objective]] or if they possess the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]].&lt;br /&gt;
&lt;br /&gt;
In practice, it does not take long for players to become the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]]. Therefore any non-aggression pacts and intel sharing agreements that the player desires should be made early in the game and the player should try to avoid ever breaking them.&lt;br /&gt;
&lt;br /&gt;
=== Best Possible Player Relations with AI Factions ===&lt;br /&gt;
&lt;br /&gt;
Note: This section is outdated, and the new rules are unclear :(&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Player Faction&lt;br /&gt;
| [[Humanity First]] || [[The Resistance]] || [[Project Exodus]] || [[The Initiative]] || [[The Academy]] || [[The Protectorate]] || [[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Humanity First]] AI&lt;br /&gt;
|  || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! [[The Resistance]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! [[Project Exodus]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; ||&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
! [[The Initiative]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[The Academy]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; ||  ||&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
! [[The Protectorate]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[The Servants]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
! [[Aliens]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; ||&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Resource Trade Limits ===&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
For each tradeable resource type R:&lt;br /&gt;
* Let S be the current amount of that resource R that the AI faction has.&lt;br /&gt;
* Let M be the monthly income amount of that resource R that the AI faction has.&lt;br /&gt;
* Let B be the number of ground habs that the AI faction has.&lt;br /&gt;
* Let H be the amount of [[Diplomacy|hate]] that the AI faction has for its trading partner.&lt;br /&gt;
Then the AI faction is only willing to trade up to X units of R, where X is the minimum of all of the following:&lt;br /&gt;
* If R is {{TV|boost}}, then S × (0.2 + 0.1 × B).&lt;br /&gt;
* S × ((0.4 - H / 300), capped between 0.05 and 0.3).&lt;br /&gt;
* M × 3.&lt;br /&gt;
* S - T, where T is based on R:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Resource Type R !! Threshold T &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|money}} || 40000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|influence}} || 400&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|ops}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost}} || 80&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|water}} || rowspan=3 | 20000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|volatiles}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metals}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|nobles}} || 4000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} || rowspan=2 | 400&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|exotics}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|antimatter}} || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Furthermore, if the AI faction feels that it is deficient on a resource type, then it is completely unwilling to trade away that resource type.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Breaking Non-Aggression Pacts ===&lt;br /&gt;
&lt;br /&gt;
An AI faction will immediately break its non-aggression pact (and intel sharing agreement) with the player if any of the following become true:&lt;br /&gt;
* The AI faction has more hate for the player faction today than it did yesterday. See [[Diplomacy]] for details on how faction hate may increase.&lt;br /&gt;
* The AI faction&#039;s [[Diplomacy#Human_War_Threshold|war threshold]] towards the player has decreased to the point where the AI would declare war on the player faction because of its current hate value.&lt;br /&gt;
* The Player has monopolized every good nation on earth. &lt;br /&gt;
* The Player has unlocked their [[Factions#Victory_Objectives|Victory Objective]].&lt;br /&gt;
&lt;br /&gt;
The Player is always free to break any non-aggression pacts and intel sharing agreements from their end, without needing to generate any hate or contact the other faction. Simply open up the intel window, go to the faction page, click the relations tab of the faction you wish to break the pact with, and then click the break pact button.&lt;br /&gt;
&lt;br /&gt;
== Atrocity ==&lt;br /&gt;
[[File:Wartime_atrocity.png|thumb|A random event that usually gives an atrocity.]]&lt;br /&gt;
&lt;br /&gt;
Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the [[Nations#Public_Opinion|public opinion]] penalty increases dramatically. (See [[Nations#An_Atrocity_Committed]] for details on how this public opinion penalty is actually applied.) [[Councilors]] with the [[Ethical]] and [[Pacifist]] traits also lose loyalty whenever their faction commits an atrocity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Causes of Atrocities&lt;br /&gt;
|-&lt;br /&gt;
! Cause !! Condition(s) !! Atrocities&lt;br /&gt;
|-&lt;br /&gt;
| Starting&amp;lt;ref&amp;gt;The atrocity is committed even if you immediately cancel.&amp;lt;/ref&amp;gt; Bombardment of a [[Regions|Region]] &lt;br /&gt;
|&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
Only if the region is not owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a civilian [[Habs|Hab]] module&lt;br /&gt;
|&lt;br /&gt;
* Module must have completed construction.&lt;br /&gt;
* Module must not be decommissioning.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Failing to protect your own civilian [[Habs|Hab]] module from destruction&lt;br /&gt;
|&lt;br /&gt;
* Module must have completed construction.&lt;br /&gt;
* Module must not be decommissioning.&lt;br /&gt;
| 0&amp;lt;ref&amp;gt;Losing civilian [[Habs|hab]] modules does not generate any atrocities for the losing faction, but will cause a [[Nations#Public_Opinion|public opinion]] penalty of the same strength as the last atrocity committed by the faction.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Completing the {{TV|develop atomic bomb}} in a [[Nations|Nation]]&lt;br /&gt;
| Faction owns any (possibly disabled) control point in the nation.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Using a {{TV|nuke}}&lt;br /&gt;
| &lt;br /&gt;
| 1 per {{TV|pop|100k}} killed (rounded down). Multiply by 10 under [[Terrestrial_Warfare#Effects_of_a_Nuclear_Strike|certain conditions]]. Capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrestrial_Warfare#Army_Operations|Razing a region]] with an {{TV|army}}&lt;br /&gt;
| &lt;br /&gt;
| 5 + 1 per {{TV|pop|100k}} killed (rounded down). Capped between 5 and 25.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Unrest}}[[Increase Unrest]] [[Missions]]&lt;br /&gt;
| Critical Failure&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Assassinate}}[[Assassinate]] [[Missions]]&lt;br /&gt;
| &lt;br /&gt;
* Not Critical Success&lt;br /&gt;
* Target has [[Beloved]] Trait&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Various random [[Events]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Total War Framing]] project, when researched, will halve the [[Nations#How_Propaganda_Works|negative propaganda strength]] of all atrocities committed by the faction. This project is only available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], and {{icon|submit}}[[The Servants]]. &lt;br /&gt;
&lt;br /&gt;
Note: The {{icon|alien}}[[Aliens]] can also commit atrocities. Atrocities committed by the {{icon|alien}}[[Aliens]] have the same effect as atrocities committed by {{icon|submit}}[[The Servants]], but their atrocity counts are not shared. The {{icon|alien}}[[Aliens|Aliens&#039;]] atrocity count is also hidden.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Campaign Milestones ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions awards milestones for factions, which can complete objectives and unlock new research [[Technology|projects]].&lt;br /&gt;
&lt;br /&gt;
Milestone list (unformatted for now):&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* Complete Destroy Hab Operation on an Alien Hab with at least 1 crew -&amp;gt; Access Alien Tech&lt;br /&gt;
* Kill Human Army with at least militech 6 and belonging to alien nation -&amp;gt; Access Alien Tech, 50% Access Salamander Corpus, 10% Access Live Salamander&lt;br /&gt;
* Kill Megafauna -&amp;gt; Access Alien Megafauna&lt;br /&gt;
* Kill Invader Army -&amp;gt; Access Alien Tech, Access Salamander Corpus, Access War Dog Corpus, Alien Army Destroyed, 40% Access Live Salamander&lt;br /&gt;
* Access Alien Ship Milestone -&amp;gt; Access Alien Tech, Access Griffin Corpus&lt;br /&gt;
* Research Their Language Objective -&amp;gt; Access Alien Language&lt;br /&gt;
* Aliens destroy any hab -&amp;gt; Aliens Attack In Space (all factions)&lt;br /&gt;
* Capture Alien hab (complicated) -&amp;gt; Access Alien Tech, Access Griffin Corpus, Access Hydra Corpus, Access Live Griffin, Access Live Hydra, Access Live Griffin, Access Salamander Corpus, Access Live Salamander, Access War Dog Corpus, Access Alien Ship&lt;br /&gt;
* Alien Megafauna Spawns -&amp;gt; Alien Megafauna Spawns (all factions)&lt;br /&gt;
* Alien Nation Overthrown (complicated) -&amp;gt; Access Alien Tech, Access Hydra Corpus, Access Live Salamander, Access Salamander Corpus, Access War Dog Corpus&lt;br /&gt;
* Alien Nation Founded -&amp;gt; Alien Infrastructure Exists (Academy, Protectorate, Servants)&lt;br /&gt;
* Assault Xenoflora -&amp;gt; Destroy Xenoforming&lt;br /&gt;
* Assault Facility (complicated) -&amp;gt; Access Alien Tech, Access Salamander Corpus, Access Hydra Corpus, Access Live Salamander, Access Live Hydra, Access Hydra Corpus&lt;br /&gt;
* Assault UFO (complicated) -&amp;gt; Access Alien Ship, Access Alien Tech, Access Griffin Corpus, Access Hydra Corpus, Access Live Griffin, Access Live Hydra, Access Hydra Corpus&lt;br /&gt;
* Detect Alien Facility -&amp;gt; Alien Infrastructure Exists (Academy, Protectorate, Servants), Alien Diplomacy (Protectorate, Servants)&lt;br /&gt;
* Conquer Alien Non-capital Region -&amp;gt; Access Alien Tech (10%), Access Hydra Corpus (2%), Access Live Salamander (2%), Access Salamander Corpus (4.9%), Access War Dog Corpus (10%)&lt;br /&gt;
* UFO Lands -&amp;gt; Aliens Land Army (All factions)&lt;br /&gt;
* Kill alien ship in combat and WIN -&amp;gt; Access Alien Ship&lt;br /&gt;
* Aliens start bombarding earth -&amp;gt; Aliens Bombard Earth (all factions)&lt;br /&gt;
* Aliens start bombarding non-earth -&amp;gt; Aliens Attack in Space (all factions)&lt;br /&gt;
* Assassinate Alien -&amp;gt; Access Hydra Corpus, Access Salamander Corpus (25% per salamander org equipped), Access Live Salamander (10% per salamander org equipped, only if already accessed salamander corpus)&lt;br /&gt;
* Detain Alien -&amp;gt; Access Live Hydra, Access Salamander Corpus (25% per salamander org equipped), Access Live Salamander (10% per salamander org equipped, only if already accessed salamander corpus)&lt;br /&gt;
* Contact Alien -&amp;gt; Access Alien Tech (Servant Protectorate), Alien Diplomacy (Servant Protectorate)&lt;br /&gt;
* Terrorize Region steals control point -&amp;gt; Targeted By Terror Mission (faction that lost control point)&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Campaign Objectives ==&lt;br /&gt;
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.&lt;br /&gt;
&lt;br /&gt;
See [[Objective_List]] for a full list of campaign objectives.&lt;br /&gt;
&lt;br /&gt;
See the individual faction pages (linked above) for a list of campaign objectives for that faction.&lt;br /&gt;
&lt;br /&gt;
=== Victory Objectives ===&lt;br /&gt;
Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission. &lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Objective !! Org !! Mission !! width=45% | Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] Assert Alien Hegemony&lt;br /&gt;
| [[File:Org submit win.png|40px]] [[The Sword of the Devoted]]&lt;br /&gt;
| [[File:ICO mission submit on.png|40px]] [[Herald Our Masters]]&lt;br /&gt;
| &lt;br /&gt;
* Targets New York region (No control needed)&lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] has at least 65% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* The combined [[Fleets]] of the {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], and {{icon|cooperate}}[[The Academy]] must make up at least 90% of the total {{TV|combat value}} for all [[Factions]]&#039; [[Fleets]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] Close The Gate&lt;br /&gt;
| [[File:Org resist win.png|40px]] [[Janus Section]]&lt;br /&gt;
| [[File:ICO mission resist on.png|40px]] [[Close the Gate]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] controls no [[Regions]].&lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs]] on any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Earth Is Not Enough&lt;br /&gt;
| [[File:Org exploit win.png|40px]] [[The Pherocyte Masters]]&lt;br /&gt;
| [[File:ICO mission exploit on.png|40px]] [[Tame the Enemy]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Nations]] where the {{icon|exploit}}[[The Initiative]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total [[Nations#GDP|GDP]].&lt;br /&gt;
* {{icon|exploit}}[[The Initiative]] has at least one full&amp;lt;ref name=full&amp;gt;All modules must be tier 3, fully constructed, and fully powered.&amp;lt;/ref&amp;gt; T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs|Hab]] within each of the following 6 locations: &lt;br /&gt;
** [[Mercury]] &lt;br /&gt;
** [[Luna]] &lt;br /&gt;
** [[Mars]] and its moons &lt;br /&gt;
** [[Ceres]] &lt;br /&gt;
** The moons of [[Jupiter]] &lt;br /&gt;
** The moons of [[Saturn]] &lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs]] on any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* All other factions have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Kill Them All&lt;br /&gt;
| [[File:Org destroy win.png|40px]] [[The Omega Solution]]&lt;br /&gt;
| [[File:ICO mission destroy on.png|40px]] [[Trigger the Weapon]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] controls no [[Regions]].&lt;br /&gt;
* The [[Nations]] where the {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], or {{icon|cooperate}}[[The Academy]] have Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; control at most 20% of the Earth&#039;s [[Regions]].&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Launch&lt;br /&gt;
| [[File:Org escape win.png|40px]] [[Bifrost Command Staff]]&lt;br /&gt;
| [[File:ICO mission escape on.png|40px]] [[Launch the Bifrost]]&lt;br /&gt;
| &lt;br /&gt;
* [[Habs#Campaign_Modules|Interstellar Launch Facility module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Pacify The Earth&lt;br /&gt;
| [[File:Org appease win.png|40px]] [[The Protectorate Authority]]&lt;br /&gt;
| [[File:ICO mission appease on.png|40px]] [[Claim Hegemony]]&lt;br /&gt;
| &lt;br /&gt;
* 10 [[Habs#Campaign_Modules|Sentinel Complex modules]] (needed for previous objective, but you may be able to blow them up before winning?)&lt;br /&gt;
* The [[Nations]] where the {{icon|appease}}[[The Protectorate]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 50% of Earth&#039;s Total [[Nations#GDP|GDP]].&lt;br /&gt;
* The [[Nations]] where the {{icon|appease}}[[The Protectorate]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* All Factions except for The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
* All Factions except for The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] Send Out Envoys Through The Wormhole&lt;br /&gt;
| [[File:Org cooperate win.png|40px]] [[Mission to the Hydra]]&lt;br /&gt;
| [[File:ICO mission cooperate on.png|40px]] [[Forge an Alliance]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Nations]] where the {{icon|cooperate}}[[The Academy]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* {{icon|cooperate}}[[The Academy]] has at least one full&amp;lt;ref name=full&amp;gt;All modules must be tier 3, fully constructed, and fully powered.&amp;lt;/ref&amp;gt; T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs|Hab]] within each of the following 6 locations: &lt;br /&gt;
** [[Mercury]] &lt;br /&gt;
** [[Luna]] &lt;br /&gt;
** [[Mars]] and its moons &lt;br /&gt;
** [[Ceres]] &lt;br /&gt;
** The moons of [[Jupiter]] &lt;br /&gt;
** The moons of [[Saturn]] &lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|destroy}}[[Humanity First]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|destroy}}[[Humanity First]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Faction Ownership of Humanity ==&lt;br /&gt;
Humanity&#039;s total strength can be measured by four categories:&lt;br /&gt;
* The sum of GDP for all [[Nations]].&lt;br /&gt;
* The sum of {{TV|research}} outputs for all human factions.&lt;br /&gt;
* The sum of {{TV|mc}} upkeeps for all human [[Habs|hab]] core modules.&lt;br /&gt;
* The sum of {{TV|combat score}} for all human [[Spaceships|ships]].&lt;br /&gt;
&lt;br /&gt;
A human faction&#039;s fractional ownership of humanity can thus be measured by:&lt;br /&gt;
* The fraction of [[Nations|nation]]s&#039; GDP under the faction&#039;s control points.&lt;br /&gt;
* The fraction of Human {{TV|research}} that the faction outputs.&lt;br /&gt;
* The fraction of Human {{TV|mc}} upkeeps that the faction&#039;s [[Habs|hab]] core modules incur.&lt;br /&gt;
* The fraction of Human {{TV|combat score}} that the faction&#039;s [[Spaceships]] possess.&lt;br /&gt;
&lt;br /&gt;
In the case of {{icon|submit}}[[The Servants]] faction, their ownership scores are also affected by the {{icon|alien}}[[Aliens]]&#039; assets, especially those around [[Earth]].&lt;br /&gt;
&lt;br /&gt;
As the game progresses, factions will [[Diplomacy#Envy-Based_Human_Hate|envy]] the human faction with the highest fractional ownership of humanity, gaining passive hate for them and so slowly begin to target them. On [[Game_Options#Game_Difficulty|difficulties]] below Brutal, AI factions cannot gain envy for the player&#039;s faction if they are ideologically close enough.&lt;br /&gt;
&lt;br /&gt;
Note: In some cases, the game is only concerned with the fractional ownership of the two space categories, meaning the [[Habs]] and [[Spaceships]], but not the [[Nations]] and {{TV|research}}. We will refer to this value as the Faction&#039;s Fractional Ownership of Space Humanity.&lt;br /&gt;
&lt;br /&gt;
== Human Faction Threat and Self-Assessment ==&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Every human faction has a threat score, which represents how much of a danger it is to the other factions&#039; goals. Because at the end of the day, all seven human factions have differing goals, and would love to take all the resources of the other human factions and use them to achieve their own goals.&lt;br /&gt;
&lt;br /&gt;
This threat score is calculated as the sum of the following:&lt;br /&gt;
* For each [[Nations#Control_Points|control point]] under the faction&#039;s control, add the number of CPs the nation would have if it was not capped at 6. This is equal to the nation&#039;s [[Nations#GDP|GDP]] in billions ^ 0.25 / 2, rounded to the nearest integer.&lt;br /&gt;
* For each [[Nations#Armies|army]] under the faction&#039;s control, add the {{TV|miltech}} level of the army times 0.5.&lt;br /&gt;
* For each [[Habs|hab]] module under the faction&#039;s control, add the tier of the module times 0.3.&lt;br /&gt;
* For each [[Spaceships|ship]] under the faction&#039;s control, add the [[Spaceships#Hull|structural integrity]] of the ship&#039;s hull times 0.3.&lt;br /&gt;
* For each [[Factions#Campaign_Objectives|campaign objective]] completed by the faction, add 10.&lt;br /&gt;
{{SpoilerBoxEnd}}&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 highest fractional ownership of humanity, other than itself. Then it assesses itself based on its own fractional ownership compared to this most powerful human enemy:&lt;br /&gt;
* If it has at least 200% of the enemy&#039;s fractional ownership, then it considers itself way ahead.&lt;br /&gt;
* If it has at least 125% of the enemy&#039;s fractional ownership, then it considers itself ahead.&lt;br /&gt;
* If it has at most 80% of the enemy&#039;s fractional ownership, then it considers itself losing.&lt;br /&gt;
* If it has at most 50% of the enemy&#039;s fractional ownership, then it considers itself losing big.&lt;br /&gt;
* Otherwise, it considers itself to be on par.&lt;br /&gt;
&lt;br /&gt;
Self Assessments influence the behavior of human AI factions in various ways, including but not limited to:&lt;br /&gt;
* [[Diplomacy#Passive_Hate_Change|Passively gaining hate]] for other factions.&lt;br /&gt;
* [[Diplomacy#Human_War_Threshold|Declaring open war]] on other factions.&lt;br /&gt;
* Their evaluations of trade offers and what they are willing to trade.&lt;br /&gt;
* Their willingness to take risks.&lt;br /&gt;
* Their fear of nuclear retaliation.&lt;br /&gt;
* Their desire to {{MissionIcon|Sabotage Facilities}}[[Sabotage_Facilities|sabotage space facilities]].&lt;br /&gt;
&lt;br /&gt;
It even influences the {{icon|alien}}[[Aliens|Alien]] faction to an extent, because the [[Aliens]] are more inclined to help {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] when they have lower self-assessments.&lt;br /&gt;
&lt;br /&gt;
== Disabling Factions ==&lt;br /&gt;
While factions can never be entirely eliminated, there is an option to allow factions to be disabled under some limited circumstances. In order to enable this, the player must choose to set the &amp;quot;Allow AI Factions To Be Disabled&amp;quot; setting when starting a new game. If this is set, then faction elimination can begin once the event &amp;quot;The New Normal&amp;quot; has triggered, which changes councilor turns to happening twice a month. At this point, if a faction ever meets all of the following criteria at the beginning of any day, it will be disabled for the remainder of the campaign. &lt;br /&gt;
* Faction employs no councilors. &lt;br /&gt;
* Faction holds no control points in any countries. &lt;br /&gt;
* Faction owns no habs. &lt;br /&gt;
* Faction owns no fleets. &lt;br /&gt;
* Faction is not [[The Servants]] or [[The Protectorate]]. &lt;br /&gt;
* Faction is not [[Humanity First]], unless player is playing as [[The Resistance]]. &lt;br /&gt;
&lt;br /&gt;
A disabled faction will never hire councilors or build habs, which makes it impossible for them to ever hold control points or build fleets. However, they will still gain public support as usual. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Population&amp;diff=12601</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Population&amp;diff=12601"/>
		<updated>2026-09-18T16:22:19Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Population Growth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Nations]] are composed of [[regions]] that each have {{TV|pop}} (sometimes referred to as &amp;quot;pop&amp;quot;) measured in millions. The total population of a nation is one of its most important stats, as pop has significant effects on nearly all other stats, including but not limited to:&lt;br /&gt;
* {{TV|IP}}.&lt;br /&gt;
* {{icon|research|bgcolor=DarkSlateGray}}[[Nations#Research|Research output]].&lt;br /&gt;
* The maximum amount of {{icon|mc|bgcolor=DarkSlateGray}}[[Nations#Mission_Control|Mission Control Cap]] that can be built in each region.&lt;br /&gt;
* The maximum amount of {{TV|armies}} that the nation can build.&lt;br /&gt;
* {{TV|Cohesion}}.&lt;br /&gt;
* {{TV|influence}} income from [[Nations#Public_Opinion|public support]].&lt;br /&gt;
* {{icon|sustainability}}[[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Pollution output]] and pollution removal from the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
As a result, nations with larger populations tend to have far greater long-term potential. On the other hand, nations with larger populations are also slower to change their nation stats, because of the need to apply these changes to a larger number of people.&lt;br /&gt;
&lt;br /&gt;
== Population Scaling for Nation Stat Changes ==&lt;br /&gt;
The following nation stats are considered to apply to the entire population of the nation:&lt;br /&gt;
* {{TV|democracy}}&lt;br /&gt;
* {{TV|unrest}}&lt;br /&gt;
* {{TV|cohesion}}&lt;br /&gt;
* {{TV|inequality}}&lt;br /&gt;
* {{TV|gdppc}}&lt;br /&gt;
* {{TV|education}}&lt;br /&gt;
* {{TV|sustainability}}&lt;br /&gt;
&lt;br /&gt;
As a result, most changes to these stats are slowed down in nations with larger pop. Specifically, the amount of change is divided by:&lt;br /&gt;
* (pop / 50 million) ^ 0.35 in the {{TV|2022}}, {{TV|2026}}, {{TV|2070}}, and {{TV|2003}} [[scenarios]], or&lt;br /&gt;
* (pop / 50 million) ^ 0.30 in the {{TV|Broken Earth}} scenario.&lt;br /&gt;
&lt;br /&gt;
This means that changes will happen at the &amp;quot;standard&amp;quot; rate in a nation of 50 million, faster in a smaller nation, and slower in a larger nation. Some examples from the [[2026]] scenario are: &lt;br /&gt;
* {{icon|IND}}[[IND|India]] (1476.63 M {{icon|pop}}): 30.6% change speed&lt;br /&gt;
* {{icon|USA}}[[USA|United States]] (349.04 M {{icon|pop}}): 50.6% change speed&lt;br /&gt;
* {{icon|EUA}}[[EUA|France]] (69.64 M {{icon|pop}}): 89.1% change speed&lt;br /&gt;
* {{icon|SGP}}[[SGP|Singapore]] (5.91 M {{icon|pop}}): 211.1% change speed&lt;br /&gt;
* {{icon|SYC}}[[SYC|Seychelles]] (0.13 M {{icon|pop}}): 803.1% change speed&lt;br /&gt;
&lt;br /&gt;
The difference in the Broken Earth scenario is relatively small in practice - a BE country with the same population as 2026 India would go from 30.6% to 36.2%, and a BE country with the same population as the 2026 Seychelles would go from 803.1% to 596.3%. &lt;br /&gt;
&lt;br /&gt;
Consequently, two nations with different population but otherwise identical stats would usually develop themselves at the same rate.&lt;br /&gt;
&lt;br /&gt;
== Population Growth ==&lt;br /&gt;
Population is one of the hardest nation stats to change - aside from killing people in warfare, population grows (or shrinks) at a slow rate over time, and the player only has limited and indirect control over this process. &lt;br /&gt;
&lt;br /&gt;
As of Version 1.0.60, the game calculates the annual {{TV|pop}} growth of a region as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TIRegionState&lt;br /&gt;
		public double annualPopulationGrowth&lt;br /&gt;
		{&lt;br /&gt;
			get&lt;br /&gt;
			{&lt;br /&gt;
				float populationRegressionPeriod_years = GameStateManager.Time().template.populationRegressionPeriod_years;&lt;br /&gt;
				double num = 4.49788037409348;&lt;br /&gt;
				return Mathd.Max(Mathd.Clamp(num + Mathd.Max(-num, -0.418190741 * (double)this.nation.education) + -0.0624798523403752 * (double)this.nation.cohesion + 9.80843732089162E-06 * (double)Mathf.Min(180000f, this.nation.perCapitaGDP) + -0.115739931206548 * (double)Mathf.Sqrt(Mathf.Abs(this.latitude)) + (double)(this.annualPopGrowthModifier * Mathf.Max(0f, (populationRegressionPeriod_years - TITimeState.CampaignDuration_years_Exact()) / populationRegressionPeriod_years)) + (double)this.nation.template.popGrowthModifier - (double)(this.xenoforming.xenoformingLevel / 200f) - (double)(this.nuclearDetonations * 4), -10.0, 10.0) - (double)(Math.Max(0f, Mathf.Abs(GameStateManager.GlobalValues().temperatureAnomaly_C) - 8f) * ((this.template.environment == EnvironmentType.Beneficiary) ? 0.5f : ((this.template.environment == EnvironmentType.Vulnerable) ? 2f : 1f))), -100.0) * 0.01;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
* Lower {{TV|education}} increases pop growth by roughly 0.42% for each point of education below roughly 11, up to a maximum of roughly 4.08%.&lt;br /&gt;
* Higher {{TV|cohesion}} decreases pop growth by roughly 0.06% for each point of cohesion, up to a maximum of roughly 0.62%.&lt;br /&gt;
* Higher {{TV|gdppc}} increases pop growth by roughly 0.098% for every 10k GDP per capita, up to a maximum of roughly 1.77%.&lt;br /&gt;
* Distance from the equator decreases pop growth by 0.115739931206548% multiplied by the square root of the absolute latitude of the region. (For specific values, see [[Region List]].)&lt;br /&gt;
* Every nation and region has a pop growth modifier, which is defined in plain text in [[TINationTemplate CSV|TINationTemplate.json]] and [[Region List|TIRegionTemplate.json]] in the game files. These values are added directly to the annual pop growth. &lt;br /&gt;
** Region pop growth modifiers slowly fade away over &amp;lt;code&amp;gt;populationRegressionPeriod_years&amp;lt;/code&amp;gt; years. On default settings, this is 20 years.&lt;br /&gt;
* [[Aliens#Alien Xenoforming|Xenoflora]] decreases pop growth by -1% per 200 levels of xenoflora growth. &lt;br /&gt;
** For reference, whenever xenoflora growth exceeds 100 levels, 50 levels are spent to spawn a [[Aliens#Megafauna|megafauna]], so this will rarely exceed an impact of -0.5% growth rate.&lt;br /&gt;
* Nuclear fallout decreases pop growth by 4% per layer of nuclear fallout. These can be removed through massive investments into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
The above effects are summed up and then capped between -10% and +10% annual pop growth.&lt;br /&gt;
&lt;br /&gt;
Then the effects of severe [[Climate Change]] are applied:&lt;br /&gt;
* For every degree of temperature anomaly above or below 8 degrees, population growth decreases by 1%.&lt;br /&gt;
* This effect is doubled for {{icon|ecologically vulnerable region|bgcolor=DarkSlateGray}}ecologically vulnerable regions.&lt;br /&gt;
* This effect is halved for {{icon|ecologically protected region}}ecologically protected regions.&lt;br /&gt;
&lt;br /&gt;
At the start of every month, the population of every region is changed to match its projected annual pop growth rate. But a small amount of randomization between -0.0412% and +0.0412% is also added to this monthly pop change.&lt;br /&gt;
&lt;br /&gt;
If the region population decreases, the nation&#039;s {{TV|education}} does too. If you lose more than 0.5 million population in a single month (no, it does not scale with total pop), you get the maximum reduction of -0.005 {{TV|education}}. This can add up quickly in a large nation with many regions, each reducing the {{TV|education}} by a maximum of -0.005 every month.&lt;br /&gt;
&lt;br /&gt;
Note: This {{TV|education}} decrease is only applied by the automatic monthly pop change. Loss of pop from other sources such as [[Terrestrial_Warfare|war]] or [[Events|natural disasters]] has no effect on {{TV|education}}.&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Aliens&amp;diff=12467</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Aliens&amp;diff=12467"/>
		<updated>2026-09-13T17:59:10Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Mission Control Capacity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page describes mechanics of Alien faction in game. For story spoilers, see [[Aliens/Lore]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FAC AlienCouncil 128.png|thumb|100px|Logo of the alien faction]]&lt;br /&gt;
The Aliens, or Hydra as they&#039;re sometimes referred after the first autopsy, are a non-playable faction. They have their own set of missions separate from human factions.&lt;br /&gt;
&lt;br /&gt;
Aliens usually start on a Kuiper Belt asteroid (such as [https://en.wikipedia.org/wiki/Haumea Haumea], [https://en.wikipedia.org/wiki/Makemake Makemake], [https://en.wikipedia.org/wiki/90482_Orcus Orcus], or [https://en.wikipedia.org/wiki/50000_Quaoar Quaoar]) with a tier 3 Base and a tier 3 Habitat. They have 1 councilor on Earth and 5 more on Gunships that will soon crash land on Earth. They also start with a Destroyer that will arrive in early 2024. Aliens will expand from the edge towards the core of the solar system but will generally avoid attacking human fleets or habs until they are provoked.&lt;br /&gt;
&lt;br /&gt;
Alien ships bringing councilors to Earth will create an UFO Crashdown Site visible to everyone. Other alien phenomena are created by alien councilor missions and have to be surveyed. Investigating an alien phenomena site will increase Xenology research by 1%.&lt;br /&gt;
&lt;br /&gt;
== Alien Threat Level ==&lt;br /&gt;
[[File:Alien threat meter.png|thumb|Alien threat meter]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This panel represents our intelligence section&#039;s best estimate about the degree to which the aliens regard our faction as a threat. It is based on our monitoring of pro-alien groups and visible alien activity in the Solar System.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We believe hostile actions against the aliens or their proxies on Earth, and/or a large visible space presence, increases their concern about us, and we may expect the aliens to attack our interests on Earth and in space should the alert monitor reach the maximum level. We also suspect they may launch one-off retaliations in response to direct action by our operatives against them, but they may also lose interest if we avoid opposing them or their proxies on Earth directly for a time.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Our analysts emphasize this is an imperfect estimate. We will correct our estimates when the aliens take direct action against us or by speaking with one of them directly.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The estimate will turn entirely red if we conclude the aliens are in a total war footing against our interests.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
Alien Threat meter becomes visible in the Intel panel once the [[Alien Operations]] council engineering project has been completed. Alien threat is scored from 0 upwards, with every 10 points increasing the threat level by 1. Alien Threat Level caps at 5, at which point the aliens will start attacking a faction&#039;s habs and fleets. The points can go above 50, making it harder to lower it. Gaining threat via hostile actions will worsen relations with {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] as well. &lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy]] for more details on how threat is gained, reduced, and estimated.&lt;br /&gt;
&lt;br /&gt;
== Alien Resources ==&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has the exact same set of resource types as the Human Factions. However, there are several notable differences in how they interact with each resource type:&lt;br /&gt;
&lt;br /&gt;
=== Control Point Capacity ===&lt;br /&gt;
&lt;br /&gt;
Although the Alien Faction technically has a {{TV|cp}} like any other faction, nothing can ever cause them to use any of it. Even the Control Points of the [[Aliens#Alien_Administration|Alien Nation]] do not use any {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
So while Human Factions suffer increased vulnerability to {{MissionIcon|Crackdown}}[[Crackdown]] and {{MissionIcon|Purge}}[[Purge]] missions from exceeding their {{TV|cp}}, as well as incur an annual {{TV|influence}} upkeep equal to the excess amount squared, the Alien Faction can never suffer any of these penalties.&lt;br /&gt;
&lt;br /&gt;
=== Mission Control Capacity ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|mc}} Capacity like any other faction, but never actually benefits or suffers because of it:&lt;br /&gt;
* For Human Factions, each Unused {{TV|mc}} Capacity turns into a daily income of {{TV|research|0.075}} and {{TV|money|0.2}}. But for the Alien Faction, there is no such benefit.&lt;br /&gt;
* On the other hand, when Human Factions exceed their {{TV|mc}} Capacity, they become unable to build new [[Habs]], as well as suffer an attack/defense penalty equal to the excess on all hab capture [[Missions]]. In contrast, the Alien Faction does not suffer any of these penalties.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Alien Faction does still have a limit on the number of [[Habs]] they can build. See [[Aliens#Alien_Total_War]] for details. The AI will also stop building ships once the {{TV|mc}} Capacity is reached, despite there being no penalty for exceeding it.&lt;br /&gt;
&lt;br /&gt;
Notably, all {{TV|mc}} produced by the [[Aliens#Alien_Administration|Alien Nation]] is automatically given to {{icon|submit}}[[The Servants]]. But any {{TV|mc}} produced by [[Orgs]] equipped by [[Aliens#Alien_Agents|Alien Councilors]] will be given to the Alien Faction as normal.&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction can produce {{TV|research}}, but never actually uses it for their own development. In a sense, the Alien&#039;s research progress is simply modelled by their [[Aliens#Alien_Abductions|Abductions]], instead of a tree of research projects.&lt;br /&gt;
&lt;br /&gt;
* All {{TV|research}} produced by the [[Aliens#Alien_Administration|Alien Nation]] is automatically given to {{icon|submit}}[[The Servants]].&lt;br /&gt;
* All {{TV|research}} produced by [[Aliens#Alien_Agents|Alien Councilors]] through equipped [[Orgs]] simply vanishes.&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction does not seem to have any interaction with {{TV|projects}}. It is not even given to {{icon|submit}}[[The Servants]].&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|money}} resource type like any other faction, but this represents &#039;&#039;Human&#039;&#039; currencies. So alien [[Habs]] and [[Spaceships]] have zero {{TV|money}} upkeep, since they are not paid in human currencies. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, {{TV|money}} is still a very useful resource for the Alien Faction, having various uses in their interactions with human society such as:&lt;br /&gt;
* Buying Human [[Orgs]], which can usually be equipped and used by Alien Councilors.&lt;br /&gt;
* Trading with Pro-Alien Human [[Factions]], who could usually use the {{TV|money}}.&lt;br /&gt;
* Performing the {{MissionIcon|Build Facility}}[[Build Facility]] mission, which costs {{TV|money|500}}. Presumably this money is paid to the local humans in exchange for the local supplies and/or manpower for the construction of an [[Aliens#Alien_Facility|Alien Facility]] in the target region.&lt;br /&gt;
&lt;br /&gt;
Notably, since the Alien Faction does not have access to any [[Nations]] the early stages of the game, they cannot use the {{TV|spoils}} to rapidly accumulate human {{TV|money}} in early stages of the game. So this is one area where Human Factions can build up a significant lead, and it may be worth stealing any {{TV|money}} producing [[Orgs]] from the Aliens to starve them of human currencies for as long as possible.&lt;br /&gt;
&lt;br /&gt;
After the [[Aliens#Alien_Administration|Alien Nation]] is built, the Alien Faction will never invest its {{TV|ip}} into the {{TV|spoils}} or the {{TV|funding}}, but any Funding that was built in the nations that were annexed by the [[Aliens#Alien_Administration|Alien Nation]] is taken by the [[Aliens#Alien_Administration|Alien Nation]]. So the {{icon|alien}}Alien Faction will be able to earn {{TV|money}} from the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
=== Influence ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|influence}} resource type like any other faction, but this represents influence among &#039;&#039;Human&#039;&#039; societies. So alien [[Councilors]] cost zero {{TV|influence}} to hire, meaning you can never stop the aliens from hiring councilors just by starving them of {{TV|influence}}.&lt;br /&gt;
&lt;br /&gt;
Notably, while Human Factions passively earn an annual {{TV|influence}} income of 0.5 per million {{TV|pop}} [[Nations#Public_Opinion|supporting their ideology]], human populations cannot directly support the {{icon|alien}}Alien ideology.&lt;br /&gt;
&lt;br /&gt;
Instead, the Alien Faction passively earns the same amount of {{TV|influence}} that {{icon|submit}}[[The Servants]] gain from their supporters in each [[Nations|Nation]], but multiplied by Min(Total [[Aliens#Alien_Abductions|Abductions]] in Nation / 100, 0.5).&lt;br /&gt;
&lt;br /&gt;
{{TV|influence}} is one of the more dangerous resources for the Aliens to possess, because the [[Aliens#Alien_Enthrall|Alien Enthrall Missions]] can all spend {{TV|influence}} to get [[Missions#Mission_Modifiers|Bonus Attack]]. So it may be worth actively reducing global public support for {{icon|submit}}[[The Servants]] as much as possible, to reduce the {{icon|alien}}Alien Faction&#039;s {{TV|influence}} income.&lt;br /&gt;
&lt;br /&gt;
=== Operations ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|ops}} resource type like any other faction, and their interaction with this resource type is practically identical to any human faction. But notably:&lt;br /&gt;
&lt;br /&gt;
* {{MissionIcon|Terrorize}}[[Aliens#Alien_Terrorize|Terrorize]] [[Terrorize_Region|Missions]] can spend {{TV|ops}} to get [[Missions#Mission_Modifiers|Bonus Attack]].&lt;br /&gt;
* Human Marine [[Habs|Hab Modules]] produce {{TV|ops}}, but no Alien [[Habs|Hab Module]] produces {{TV|ops}}.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a {{TV|boost}} resource type like any other faction, but can never use it to build [[Habs]] or [[Spaceships]]. Nevertheless, the Aliens can still trade any {{TV|boost}} they produce to the Pro-Alien Human [[Factions]].&lt;br /&gt;
&lt;br /&gt;
Notably, all {{TV|boost}} produced by the [[Aliens#Alien_Administration|Alien Nation]] is automatically given to {{icon|submit}}[[The Servants]]. But any {{TV|boost}} produced by [[Orgs]] equipped by [[Aliens#Alien_Agents|Alien Councilors]] will be given to the Alien Faction as normal.&lt;br /&gt;
&lt;br /&gt;
=== Exotics ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction is the only faction that has {{TV|exotics}} income. This income is determined by Campaign Difficulty (inverted when playing {{icon|submit}}[[The Servants]]), and multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] Campaign Setting.&lt;br /&gt;
&lt;br /&gt;
At the 100% [[Aliens#Alien_Progression_Rate|Alien Progression Rate]] of the default Long Campaign Mode:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ The Alien Faction&#039;s Monthly {{TV|exotics}} income&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Monthly {{TV|exotics}} Income&lt;br /&gt;
| 10 || 20 || 30 || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, the Alien Faction never builds [[Habs]] in Earth Interface Orbit, so they cannot [[Resources#Buying_and_Selling_Space_Resources|sell]] {{TV|exotics}} to [[Earth]] in exchange for {{TV|money}}. They can trade it to Pro-Alien Human [[Factions]] though. Furthermore, the {{MissionIcon|Pass Technology}}[[Pass Technology]] and {{MissionIcon|Grant Alien Control}}[[Grant Alien Control]] missions both transfer {{TV|exotics}} from the alien faction to a pro-alien human faction.&lt;br /&gt;
&lt;br /&gt;
The alien faction also gains {{TV|exotics|5000}} when their [[Aliens#Tier_3_Alien_Technology|T3 technology]] unlocks.&lt;br /&gt;
&lt;br /&gt;
=== Antimatter ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has an {{TV|antimatter}} resource type like any other faction, but do not have any [[Habs]] or [[Spaceships]] that cost {{TV|antimatter}}.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Aliens do produce {{TV|antimatter}} in their Nanofactory hab modules.&lt;br /&gt;
&lt;br /&gt;
Notably, the Alien Faction never builds [[Habs]] in Earth Interface Orbit, so they cannot [[Resources#Buying_and_Selling_Space_Resources|sell]] {{TV|antimatter}} to [[Earth]] in exchange for {{TV|money}}. They can trade it to Pro-Alien Human [[Factions]] though.&lt;br /&gt;
&lt;br /&gt;
=== Basic Space Resources ===&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has the same five basic resources types as any other faction: {{TV|water}}, {{TV|volatiles}}, {{TV|metals}}, {{TV|nobles}}, and {{TV|fissiles}}. These basic resources are used in the construction of [[Habs]] and [[Spaceships]] just like for any other faction. &lt;br /&gt;
&lt;br /&gt;
On the other hand, the technologically superior and highly automated Alien hab modules consume very little space resources compared to their Human counterparts.&lt;br /&gt;
&lt;br /&gt;
One significant difference is that the Alien Faction does not receive any {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses from equipped [[Orgs]]. Instead, these {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses simply disappear, until {{icon|submit}}[[The Servants]] research [[Hydra Diplomacy]], at which point {{icon|submit}}[[The Servants]] gain all of the {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses from [[Orgs]] that are equipped by Alien [[Councilors]].&lt;br /&gt;
&lt;br /&gt;
Consequently, it is not too difficult for the player to mine far more space resources than the Alien Faction, simply by collecting these {{icon|mining|bgcolor=DarkSlateGray}}Mining bonuses that the Alien Faction does not have access to.&lt;br /&gt;
&lt;br /&gt;
Notably, the Alien Faction never builds [[Habs]] in Earth Interface Orbit, so they cannot [[Resources#Buying_and_Selling_Space_Resources|sell]] these basic space resources to [[Earth]] in exchange for {{TV|money}}. They can trade it to Pro-Alien Human [[Factions]] though.&lt;br /&gt;
&lt;br /&gt;
== Alien Agents ==&lt;br /&gt;
&lt;br /&gt;
Alien councilors always have {{TV|loyalty|25}}, high {{TV|security}}, respectable {{TV|espionage}} and a set of unique [[Missions#Alien_Missions|missions]]. While powerful, these alien agents are usually unable to board a plane, forcing them to travel on foot, only moving between adjacent provinces. As the game progresses, regions that are owned or subverted by pro-alien groups may open up their airports, allowing alien councilors to fly between these regions.&lt;br /&gt;
&lt;br /&gt;
Alien councilors are dangerous, and are notoriously difficult to deal with. Killing and detaining them is required to unlock certain research options, and to prevent the devastating outcomes of their activity. Alien councilors are also immune to [[Councilors#Natural_Death|natural death]] mechanics, and almost always have the Survivor trait, which [[Terrestrial_Warfare#Effects_of_a_Nuclear_Strike|prevents nukes from killing them]].&lt;br /&gt;
&lt;br /&gt;
{{#invoke:CouncilorTypeLister|ListRestrictedCouncilorTypes|Match,dataName,Alien}}&lt;br /&gt;
&lt;br /&gt;
Note: Alien missions not shown.&lt;br /&gt;
&lt;br /&gt;
=== Flight ===&lt;br /&gt;
&lt;br /&gt;
At the start of the game, Alien Councilors cannot get on planes. They can only travel between adjacent regions, or pairs of regions that are so close that there exists a project that would connect the pair. &lt;br /&gt;
&lt;br /&gt;
An alien councilor can fly from any valid source region to any valid destination region:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition !! Makes Region a Valid Source !! Makes Region a Valid Destination&lt;br /&gt;
|-&lt;br /&gt;
| Region contains a [[Aliens#Alien_Assault_Carrier|UFO Landing]] || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Region contains an [[Aliens#Alien_Facility|Alien Facility]] || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Region is part of the [[Aliens#Alien_Administration|Alien Nation]] || Yes || Yes&lt;br /&gt;
|- &lt;br /&gt;
| Region&#039;s Nation is allied to the [[Aliens#Alien_Administration|Alien Nation]] || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Region&#039;s Nation&#039;s executive is controlled by a faction that has researched [[Hydra Diplomacy]] || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, an alien councilor can also fly to any region within the [[Aliens#Alien_Administration|Alien Nation]] from &#039;&#039;any region on Earth&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The only factions that can research [[Hydra Diplomacy]] are the three pro-alien human factions, namely {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], and {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
&lt;br /&gt;
=== Recruitment ===&lt;br /&gt;
&lt;br /&gt;
At the start of the game, alien councilors can only be recruited at the alien&#039;s starting ground base. So any replacement councilors have to board an alien Transport ship and travel all the way from their starting ground {{icon|base}}base to [[Earth]], after which the transport ship crashes down on earth to deliver its occupant.&lt;br /&gt;
&lt;br /&gt;
Alien councilors can be recruited on Earth under two conditions:&lt;br /&gt;
* An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed at any point in the past.&lt;br /&gt;
* There is a region on earth for which at least one of the following is true:&lt;br /&gt;
** The region is part of the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
** The region contains an [[Aliens#Alien_Facility|Alien Facility]].&lt;br /&gt;
** The region contains a [[Aliens#Alien_Assault_Carrier|UFO Landing]].&lt;br /&gt;
&lt;br /&gt;
If both conditions are true, then new alien councilors can be recruited directly on earth, with a strong initial location preference for the [[Aliens#Alien_Administration|Alien Nation]] over [[Aliens#Alien_Facility|Alien Facilities]] over [[Aliens#Alien_Assault_Carrier|UFO Landings]].&lt;br /&gt;
&lt;br /&gt;
Note: This mechanism works by making the starting location of every alien councilor in the recruit list be somewhere on Earth. So even if the second condition is no longer valid, any recruits still sitting in the recruit list for the alien faction will still have their starting location be somewhere on Earth. This means that even after destroying all alien facilities, you may still have to kill up to 16 alien councilors before the earth is free of alien councilors.&lt;br /&gt;
&lt;br /&gt;
=== Crashed UFOs ===&lt;br /&gt;
&lt;br /&gt;
Alien [[Councilors]] that are not recruited on [[Earth]] have to board an alien Transport ship and travel all the way from their starting ground {{icon|base}}base to [[Earth]]. When this Transport ship arrives in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, it then performs a Rapid Landing operation that takes only 0.75 days.&lt;br /&gt;
&lt;br /&gt;
This Rapid Landing operation can target any [[Regions|Region]] of [[Earth]] that meets any of the following conditions:&lt;br /&gt;
* The region does not have {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]].&lt;br /&gt;
* The region&#039;s [[Nations|nation&#039;s]] executive [[Nations#Control_Points|control point]] is owned by {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], or {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
* The region belongs to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
When the Rapid Landing operation completes, the following effects happen:&lt;br /&gt;
* The Alien Councilor that was on board the Transport ship is moved to the target region.&lt;br /&gt;
* The Transport ship is destroyed. (But any other ships in the fleet are not affected.)&lt;br /&gt;
* The target region gains 0.001 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]].&lt;br /&gt;
* A crashed UFO marker is created in the region, allowing human [[Factions]] to perform {{MissionIcon|Investigate Alien Activity}}[[Investigate Alien Activity]] [[Missions]] on it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation ===&lt;br /&gt;
&lt;br /&gt;
Whenever an alien councilor is killed by a human faction that the alien faction is not at open war with, the alien faction will randomly select up to 3 space assets or space facilities belonging to that human faction, and mark them for death. Once a target is marked for death, the aliens will keep trying to destroy it for the next 5 years, even if they have vented all their [[Diplomacy|hate]] against the human faction.&lt;br /&gt;
&lt;br /&gt;
Note: A space facility can only be marked for death if it is in a nation where the human faction owns a control point, but {{icon|submit}}[[The Servants]] do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Kill Method !! Will Retaliate?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy [[Spaceships|Ship]] that contains Councilor || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy [[Habs|Hab]] that contains Councilor || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|nuke}} || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| [[Hard Target]] Councilor Trait || Only if Councilor dies.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Assassinate}}[[Assassinate]] Councilor Mission || Only if Normal Success.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Detain}}[[Detain]] Councilor Mission || Never&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alien Activity Investigation ==&lt;br /&gt;
&lt;br /&gt;
Whenever a faction [[Councilors#Detection|detects a mission]] that is performed by an alien councilor, the game places an Alien Activity site in the region where the mission occurred. The faction can then investigate this Alien Activity site by having one of their councilors perform the {{MissionIcon|Investigate Alien Activity}}[[Investigate Alien Activity]] mission on it. Crashed UFO sites are also valid targets for Alien Activity investigations.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
Investigating Alien Activities provides several beneficial effects for the faction:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|xenology}} || None || {{TV|xenology|+1%}} per Alien Activity Investigation.&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors#Detection|Alien Councilor Detection]] || Faction is performing {{MissionIcon|Surveil}}[[Surveil Location]] mission in region or adjacent region || +1 Strength per Alien Activity Investigation, capped between 1 and 12.&lt;br /&gt;
|-&lt;br /&gt;
| Xenoforming [[Aliens#Visibility|Auto-Detection]] Threshold || None || 65 Xenoflora Growth Levels - 1 per Alien Activity Investigation, capped between 0 and 65.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Town That Stood Still]] Event || Picked Option 3 || Higher Chance for the Good Outcome.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Increases ===&lt;br /&gt;
&lt;br /&gt;
The number of Alien Activity Investigations done by a faction is increased by:&lt;br /&gt;
* +1 each time one of the faction&#039;s councilors performs the {{MissionIcon|Investigate Alien Activity}}[[Investigate Alien Activity]] mission.&lt;br /&gt;
* +2 each time one of the faction&#039;s councilors successfully performs the {{MissionIcon|Assassinate}}[[Assassinate]] mission on an alien councilor.&lt;br /&gt;
* +3 each time one of the faction&#039;s councilors successfully performs the {{MissionIcon|Detain}}[[Detain]] mission on an alien councilor.&lt;br /&gt;
* +10 when the faction gets the [[Device Demystified]] event.&lt;br /&gt;
&lt;br /&gt;
== Alien Abductions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Our councilor has investigated some of these reported abductions, interviewing residents and local authorities. The local government continues to deny that anything has happened, and in fact has done its best to actively hinder us. Though we have no proof as yet, we suspect that other organizations are pulling strings to block our investigations.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Despite the obstacles, our councilor has confirmed that a small but statistically significant number of people and animals have gone missing in the area since the alien crash-landing. This is disturbing news – many among our faction had clung to the hope that despite their secrecy, the intentions of the aliens towards our species might be benevolent, or at least neutral. These apparent abductions leave little chance of that. But what is their purpose?&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Investigate Alien Abductions Objective ([[The Resistance]] Variant), Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
Abductions provide several beneficial effects for the Aliens:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Councilor [[Missions]] || &lt;br /&gt;
{{MissionIcon|Xenoform}}[[Xenoform]]&lt;br /&gt;
|| Gain attack modifier bonus of region abductions × Difficulty Scaling.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Org}}[[Enthrall Org]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Public}}[[Enthrall Public]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Unaligned Elites}}[[Enthrall Unaligned Elites]]&lt;br /&gt;
|| Gain attack modifier bonus of average abductions per region in nation × Difficulty Scaling.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Public}}[[Enthrall Public]] || Gain [[Nations#Changing_Public_Opinion|propaganda strength]] bonus of region abductions × Difficulty Scaling × 4 × region population fraction of nation / number of turns per month.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Build Facility}}[[Build Facility]] || Enabled only if &amp;gt;15 Region Abductions.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Org}}[[Enthrall Org]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Public}}[[Enthrall Public]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Unaligned Elites}}[[Enthrall Unaligned Elites]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Unrest}}[[Increase Unrest]]&lt;br /&gt;
|| Enabled for Alien Councilors only if Global Abductions &amp;gt; 6.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{MissionIcon|Coup}}[[Coup d&#039;Etat]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Stabilize}}[[Stabilize Nation]]&lt;br /&gt;
|| Enabled for Alien Councilors only if Global Abductions &amp;gt; 500 or the [[Aliens#Alien_Administration|Alien Nation]] exists.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Megafauna|Megafauna]] {{TV|miltech}} || None || 2 + Global Abductions / 100, capped at {{TV|miltech|6}}. (But can grow beyond the cap through other means.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] {{TV|miltech}} || None || 6.75 + Global Abductions / 5000, capped at {{TV|miltech|9}}.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Enable Random Event || rowspan=3 | &amp;gt;0 Abductions || [[Cults]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Localized Panic]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sudden Flowering]] enabled. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | &amp;gt;1 Abduction || [[Vigilantes]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mysterious Obelisk]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terror from the Depths]] enabled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;2 Abductions || [[Haunted Forest]] enabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Difficulty Scaling for Abductions is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty Scaling&lt;br /&gt;
| 0.05 || 0.15 || 0.35 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These numbers are also multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the Abduction bonuses to councilor missions are capped at 60 Abductions per region. While the aliens can continue to conduct more abductions in the region, the excess abductions do not provide any bonuses to any councilor missions.&lt;br /&gt;
&lt;br /&gt;
=== Increases ===&lt;br /&gt;
&lt;br /&gt;
Abductions are increased in the following ways:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Conditions !! Added Abductions&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{MissionIcon|Abductions}}[[Abductions]] Councilor Mission || Normal Success || 2 / (Turns Per Month),&amp;lt;br&amp;gt; rounded up to nearest integer.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || 4 / (Turns Per Month), &amp;lt;br&amp;gt; rounded up to nearest integer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Administration|Alien Nation]] || Each Month &amp;lt;br&amp;gt; Each Region inside the [[Aliens#Alien_Administration|Alien Nation]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Earth_Surveillance_Habs|Surveillance Hab Modules]] || Each Month &amp;lt;br&amp;gt; Each Region outside of the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;br&amp;gt; (2 × Sum of Module Tiers)% Chance || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] || Occupying Enemy Region &amp;lt;br&amp;gt; Each day it increases occupation || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Earth_Surveillance_Fleets|Surveillance Fleet]] || Each Surveillance Operation &amp;lt;br&amp;gt; Each Region &amp;lt;br&amp;gt; (Region Population / 10 million) chance || Number of Ships with &amp;lt;br&amp;gt; Functional Surveillance Module&lt;br /&gt;
|-&lt;br /&gt;
| [[The Town that Stood Still]] event || Alien Councilor Nearby &amp;lt;br&amp;gt; At most once every 6 months || 0 to 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Haunted Forest]] event || &amp;gt;2 Abductions &amp;lt;br&amp;gt; Once Per Faction || 0 to 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Terror from the Depths]] event || &amp;gt;1 Abductions &amp;lt;br&amp;gt; &amp;gt;25 Xenoflora Growth Levels &amp;lt;br&amp;gt; Region has access to oceans &amp;lt;br&amp;gt; At most once every 6 months || 0 to 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Removal ===&lt;br /&gt;
&lt;br /&gt;
Abductions can be removed in the following ways:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Source !! Conditions !! Removed Abductions&lt;br /&gt;
|-&lt;br /&gt;
| Retire [[Aliens#Alien_Agents|Alien Councilor]] || None || Months Since Recruited / 3, &amp;lt;br&amp;gt; randomly spread over all regions.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Destroy [[Aliens#Alien Facility|Alien Facility]] &lt;br /&gt;
| &lt;br /&gt;
* Using Army or Councilor &lt;br /&gt;
* Normal Success&lt;br /&gt;
| 20% of Abductions in region, rounded down to nearest integer. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Using Army or Councilor &lt;br /&gt;
* Critical Success&lt;br /&gt;
| 40% of Abductions in region, rounded down to nearest integer. &lt;br /&gt;
|-&lt;br /&gt;
| Assault [[Aliens#Alien Xenoforming|Xenoflora]] &lt;br /&gt;
|&lt;br /&gt;
* Using Councilor &lt;br /&gt;
* Critical Success &lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: &#039;Retire Alien Councilor&#039; means make the Alien Councilor stop being an Alien Councilor, by any means. {{MissionIcon|Detain}}[[Detain]] included.&lt;br /&gt;
&lt;br /&gt;
== Alien Xenoforming ==&lt;br /&gt;
&lt;br /&gt;
[[File:Location_XenoformingMed.png|thumb|Alien Xenoforming]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Scattered and garbled reports of unusual plantlife have now given way to confirmed sightings of vegetation never before seen on Earth. Strange growths have erupted from the affected land, connected by a pulsing lattice of tendril-like roots. Although this unknown flora appears superficially plant-like, its connected nature is more analogous to fungal growth. Furthermore, small movements have been detected among and around these growths, suggesting that whatever has been done to the local environment has enabled other, as yet undocumented, forms of alien life to survive here on Earth.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;While these changes remain localized for now, the ultimate purpose of this &amp;quot;xenoforming&amp;quot; is as yet unclear. Do our visitors similarly require it for their own survival, it is to gain some strategic foothold, are they growing something else within the affected environments — or do they seek to transform our entire world into a simulacrum of theirs?&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Detect Xenoforming Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
Alien Xenoforming provides several beneficial effects for the Aliens, and also some beneficial effects for humanity:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Megafauna Spawning || &amp;gt;100 levels of xenoflora growth || Spawn a Megafauna army and lose 50 growth levels. If there is already a Megafauna in the region, spend up to 0.5 growth levels to heal the Megafauna to full.&lt;br /&gt;
|-&lt;br /&gt;
| Megafauna Healing || &amp;gt;75 levels of xenoflora growth || Allow Megafauna to heal in region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] Healing || &amp;gt;75 levels of xenoflora growth || Additional 0.5% HP regen per day for alien armies in the region.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Councilor [[Missions]] || &lt;br /&gt;
{{MissionIcon|Abductions}}[[Abductions]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Turn}}[[Turn Councilor]]&amp;lt;ref name=servant&amp;gt;This bonus also affects [[Missions]] done by {{icon|submit}}[[The Servants]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
|| Gain attack modifier bonus of region xenoflora growth level / 20 × [[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; {{MissionIcon|Enthrall Org}}[[Enthrall Org]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Enthrall Public}}[[Enthrall Public]]&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Public Campaign}}[[Public Campaign]]&amp;lt;ref name=servant /&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; {{MissionIcon|Unrest}}[[Increase Unrest]]&amp;lt;ref name=servant /&amp;gt;&lt;br /&gt;
|| Gain attack modifier bonus of average xenoflora growth level in nation / 20 × [[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 [[Factions|Faction]] when there are at least 65 Xenoflora Growth Levels in the [[Regions|Region]]. This 65 level threshold is decreased by 1 for every [[Aliens#Alien_Activity_Investigation|Alien Activity Investigation]] done by the [[Factions|Faction]].&lt;br /&gt;
&lt;br /&gt;
Region Xenoforming can also be discovered by performing {{MissionIcon|Surveil Location}}[[Surveil Location]] [[Missions]] in the region or adjacent regions. As well as by gaining the intel from another [[Factions|faction]] who has discovered them.&lt;br /&gt;
&lt;br /&gt;
=== Increases ===&lt;br /&gt;
&lt;br /&gt;
Alien Xenoforming is increased by the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Can Create New || Can Add to Existing || Conditions !! Added Xenoflora Growth Levels&lt;br /&gt;
|-&lt;br /&gt;
| UFO Crashdown || Yes || Yes || None || 0.001&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{MissionIcon|Xenoform}}[[Xenoform]] Councilor Mission || rowspan=2 | Yes || rowspan=2 | Yes || Critical Success || 11 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Normal Success || 1 to 10&lt;br /&gt;
|- &lt;br /&gt;
| [[Sudden Flowering]] event || Yes || Yes || &amp;gt;0 [[Aliens#Abductions|Abductions]] || 23.75 to 78.75&amp;lt;br&amp;gt;Depends on choice.&lt;br /&gt;
|- &lt;br /&gt;
| [[Hunters]] event || No || Yes || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Pick the Pro-Alien option. || 23.75 to 26.25&lt;br /&gt;
|- &lt;br /&gt;
| [[Mysterious Obelisk]] event || Yes || Yes || &amp;gt;1 [[Aliens#Abductions|Abductions]],&amp;lt;br&amp;gt;Pick Observe Obelisk option,&amp;lt;br&amp;gt;20% Chance || 47.5 to 52.5&lt;br /&gt;
|- &lt;br /&gt;
| [[Pretenders]] event || No || Yes || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;&amp;lt;7 Cohesion,&amp;lt;br&amp;gt;Pick Leave Alone option || 23.75 to 26.25&lt;br /&gt;
|- &lt;br /&gt;
| [[Unfriendly Locals]] event || No || Yes || Xenoflora visible to owning faction,&amp;lt;br&amp;gt;Region in Australia,&amp;lt;br&amp;gt;Pick [[Xenofauna Harmony]] option || 100&lt;br /&gt;
|-&lt;br /&gt;
| Daily Xenoflora Spread&amp;lt;ref&amp;gt;From Adjacent [[Regions]], can use bridges after they are built.&amp;lt;/ref&amp;gt; || Yes || No ||&lt;br /&gt;
&amp;gt;50 to 80 Xenoflora growth levels&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
(Xenoflora growth levels / 2000) chance&lt;br /&gt;
|| 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| Daily Xenoflora Growth || No || Yes || None || Xenoflora Growth Levels&amp;lt;br&amp;gt;(Up to a cap.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The amount of xenoflora growth levels needed for xenoflora to spread is scaled by region size and type. Specifically, it needs X levels, where X is calculated as follows:&lt;br /&gt;
# Set X = (region area in km2) ^ 0.7 / 250, but capped between 50 and 70.&lt;br /&gt;
# Round X down to the nearest integer.&lt;br /&gt;
# Add 10 to X if the Region is Rugged.&lt;br /&gt;
&lt;br /&gt;
The passive Daily Xenoflora Growth in a region is capped at X levels, where X is calculated as follows:&lt;br /&gt;
# Set X to a random value between 0.025 and 0.065.&lt;br /&gt;
# Divide X by 2 if the Region is {{icon|rugged}}Rugged.&lt;br /&gt;
# Divide X by 2 if the Region has Latitude above 50 or below -50.&lt;br /&gt;
# Multiply X by 2 if the Region has an [[Aliens#Alien_Facility|Alien Facility]].&lt;br /&gt;
# Multiply X by the amount of atmospheric CH4 in ppm, then divide by 1.5.&lt;br /&gt;
# Multiply X by the amount of atmospheric CO2 in ppm, then divide by 400.&lt;br /&gt;
&lt;br /&gt;
=== Reduction ===&lt;br /&gt;
&lt;br /&gt;
Alien Xenoforming can be reduced in the following ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attacker !! Mission !! Bonuses !! Conditions !! Removed Xenoflora Growth Levels&lt;br /&gt;
|- &lt;br /&gt;
| colspan=2 | {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrage|Nuke]] || None || No {{icon|sto defense}}Space Defense Facility || All Xenoflora Growth Levels&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Regions#Region_Damage|Region Damage]] || None || None || Xenoflora Growth Levels × Damage Strength&lt;br /&gt;
|-&lt;br /&gt;
| [[Fleets|Space Fleet]] || [[Fleets#Orbital_Bombardment|Bombard]] || None || &lt;br /&gt;
[[Spaceships#Lasers|Green Lasers]],&lt;br /&gt;
&amp;lt;br&amp;gt; [[Spaceships#Magnetic_Weapons|Railguns]],&lt;br /&gt;
&amp;lt;br&amp;gt; or [[Spaceships#Magnetic_Weapons|Coilguns]].&lt;br /&gt;
|| Depends on weapon. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| [[Nations#Armies|Army]] || rowspan=2 | Assault Alien Asset || rowspan=2 | None || Normal Success || Xenoflora Growth Levels × Army {{TV|miltech}} / 10 × Army HP %&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || Also Halve Xenoflora Growth Levels.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| [[Councilors|Councilor]] || rowspan=2 | [[Assault Alien Asset]] || None || Normal Success || (20 to 40) / (Turns per Month)&lt;br /&gt;
|-&lt;br /&gt;
| Remove 1 [[Aliens#Abductions|Abduction]] || Critical Success || (40 to 80) / (Turns per Month)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Unfriendly Locals]] Event || Various Event Bonuses/Penalties || Xenoflora visible to owning faction,&amp;lt;br&amp;gt;Region in Australia,&amp;lt;br&amp;gt;Did not pick [[Xenofauna Harmony]] option|| 100 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Alien Friend]] Event || Various Event Bonuses/Penalties || &amp;gt;0.25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Picked Terminate Friend option || 23.75 to 26.25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Pretenders]] Event || rowspan=3 | Various Event Bonuses/Penalties || rowspan=3 | Picked {{icon|destroy}}[[Humanity First]] unique option || rowspan=3 | 23.75 to 26.25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Indigo Dreams]] Event &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Haunted Forest]] Event &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Terror from the Depths]] Event || Various Event Bonuses/Penalties || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Region can access oceans,&amp;lt;br&amp;gt;Picked Naval Warfare option &amp;lt;br&amp;gt; (Needs a navy) || 23.75 to 26.25 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Hunters]] Event || Various Event Bonuses/Penalties || &amp;gt;25 Xenoflora Growth Levels,&amp;lt;br&amp;gt;Picked Anti-Alien option || 23.75 to 26.25 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Alien Flora]], [[Xenoflora Defoliants]], [[Xenological Culls]], and [[Invasive Species Containment]] projects each multiply the damage done by [[Nations#Armies|Armies]] and [[Councilors]] against Xenoflora by 125%, compounding. So researching 3 will almost double the amount of xenoflora growth levels reduced by army and councilor [[Assault Alien Asset]] missions, and researching 4 gives a total damage multiplier of roughly 2.44×.&lt;br /&gt;
&lt;br /&gt;
Notably, with all 4 projects, an army theoretically only needs {{TV|miltech|4.1}} to clear out a entire region full of xenoflora with every assault. However, armies actually take damage first then deal damage in assaults. This significantly increases the {{TV|miltech}} required, because an army that assaults a xenoflora takes the following damage:&lt;br /&gt;
* On Critical Failure: (30% to 150%) / Base {{TV|miltech}}&lt;br /&gt;
* On Normal Failure: (15% to 112.5%) / Base {{TV|miltech}}&lt;br /&gt;
* On Normal Success: (0% to 75%) / Base {{TV|miltech}}&lt;br /&gt;
* On Critical Success: (0% to 15%) / Base {{TV|miltech}}&lt;br /&gt;
Where the Base {{TV|miltech}} is simply the army&#039;s home nation&#039;s {{TV|miltech}}, with all modifiers ignored.&lt;br /&gt;
&lt;br /&gt;
=== Megafauna ===&lt;br /&gt;
&lt;br /&gt;
[[File:Army_AlienMegafauna.jpeg|thumb|Alien Megafauna]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Where previously the land altered by the alien visitors was almost eerily still, now mountainous and monstrous silhouettes move through the unearthly vegetation. There were, until now, still those who refuted the presence of extraterrestrial beings on our world, but the startling footage of these immense new entities is something to demolish the convictions of even the most staunch unbeliever.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Their titanic bulk blots out the light; the land trembles at their step. Trees and buildings are pushed aside as if they were tissue paper, or are uprooted by vast tendrils as if they were mere seedlings, and, even miles away, the very air seems to bend at their deafening cry. All the world knows it now: giants are among us.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ [[Alien Megafauna Spawns]] Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
A Megafauna is an army that can only fight other armies and [[Regions#Region_Damage|cause damage]] to [[Regions]]. It cannot occupy [[Regions]], or oppress {{TV|unrest}}. Nor can megafaunas be attached to {{TV|navies}}, or cost a nation any {{TV|ip}} to upkeep.&lt;br /&gt;
&lt;br /&gt;
The base {{TV|miltech}} level of a Megafauna army is 2 + [[Aliens#Alien Abductions|Global Abductions]] / 100, but capped at {{TV|miltech|6}}. So it only takes 400 total abductions (slightly more than 1 per region) to reach the {{TV|miltech|6}} cap. However, multiple Megafaunas in the same region can merge together into one Megafauna army with an additional {{TV|miltech|0.1}} for every Megafauna merged into it.&lt;br /&gt;
&lt;br /&gt;
* When in battle with other armies, a megafauna behaves identically to any normal army.&amp;lt;ref&amp;gt;Though naturally, projects that give damage bonuses to specific types of armies will only apply their bonuses to those army types.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* When in battle with a region, a megafauna simply does its {{TV|miltech}} × its health % / 2000 [[Regions#Region_Damage|damage to the region]] every day. &lt;br /&gt;
* Outside of battle, megafaunas can only heal in the [[Aliens#Alien_Administration|Alien Nation]] or in regions with &amp;gt;75 Xenoflora Growth Levels.&lt;br /&gt;
* A megafauna heals by 100% / (60 * Number of currently healing Megafaunas in the region) per day.&lt;br /&gt;
&lt;br /&gt;
In practice, megafaunas deal fairly negligible amounts of damage. Their inability to heal in most regions means that they usually quickly exhaust their health and die before causing too much destruction. That can change significantly after the [[Aliens#Alien_Administration|Alien Nation]] is created, which gives megafaunas a safe harbor to recover in, and rampant xenoflora growth can lead to giant hordes of hundreds of megafaunas, which can then merge into one army with absurdly high {{TV|miltech}}. When this happens, it can be helpful to remember the [[Terrestrial_Warfare#Effects_of_a_Nuclear_Strike|effects of a nuclear strike]].&lt;br /&gt;
&lt;br /&gt;
The following projects help to handle the megafauna threat:&lt;br /&gt;
* The [[Megafauna Necropsy]] and [[War Dog Necropsy]] projects each multiply damage done to megafaunas by 125%, compounding.&lt;br /&gt;
* The [[Urban Armoring]] project reduces the damage done by Megafaunas to your regions by 50%.&lt;br /&gt;
* The [[Xenofauna Harmony]] project, which is only available to {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]], completely eliminates all [[Regions#Region_Damage|damage]] done by Megafaunas to [[Regions]] owned by [[Nations]] where you have executive control, and encourages them to move to [[Regions]] owned by other [[Nations]].&lt;br /&gt;
&lt;br /&gt;
All Human Factions complete the [[Alien Megafauna Spawns]] milestone when the first Megafauna spawns. Killing a Megafauna completes the [[Access Alien Megafauna]] milestone and unlocks the [[Destroy Megafauna Achievement]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alien Surveillance ==&lt;br /&gt;
&lt;br /&gt;
=== Earth Surveillance Fleets ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Survey human behavior from a close Earth orbit. Grants the equivalent of one abduction in every Earth region.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Earth Surveillance Fleet Operation Description, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
==== Conditions ====&lt;br /&gt;
&lt;br /&gt;
An alien fleet can perform an Earth Surveillance operation under the following conditions:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Location || The fleet must be in an Earth Interface Orbit&lt;br /&gt;
|-&lt;br /&gt;
| Not Busy || The fleet cannot be in combat or in transfer.&lt;br /&gt;
|-&lt;br /&gt;
| Ship Module || The fleet must contain at least one ship with a functional Alien Surveillance Module.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The operation will take 192 days to complete. During this time, any combat would force the operation to abort. Progress is not saved, so the fleet would have to restart the operation from the beginning.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
For each region on Earth, there is a (region {{TV|pop}} / 10 million) chance that the aliens will gain X [[Aliens#Alien_Abductions|Abductions]] in the region, where X is the number of ships in the alien fleet that have a functional Alien Surveillance Module. &lt;br /&gt;
&lt;br /&gt;
Every ship in the alien fleet then exhausts their Alien Surveillance Module, which means they need to return to an alien space dock to restore its functionality.&lt;br /&gt;
&lt;br /&gt;
=== Earth Surveillance Habs ===&lt;br /&gt;
&lt;br /&gt;
As the Campaign progresses, the aliens will attempt to found a Surveillance Platform, Orbital, and Ring hab within the Earth-Luna planetary system. These habs serve the same role as their earth surveillance fleets.&lt;br /&gt;
&lt;br /&gt;
==== Earliest Creation ====&lt;br /&gt;
&lt;br /&gt;
The aliens are not allowed to found these Surveillance Habs until a certain number of years have passed. The exact number of years depends on the campaign settings:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hab !! Cinematic !! Normal !! Veteran !! Brutal&lt;br /&gt;
|-&lt;br /&gt;
| Surveillance Platform || 13 || 9 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Surveillance Orbital || 15 || 11 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Surveillance Ring || 17 || 13 || 7 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These numbers are also divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
Every month, for each region on Earth, there is an X% chance that the aliens will gain 1 [[Aliens#Alien_Abductions|Abduction]] in the region, where X is twice the sum of alien surveillance hab module tiers. If the region is part of the [[Aliens#Alien_Administration|Alien Nation]], then X is set to 100 instead.&lt;br /&gt;
&lt;br /&gt;
Alien surveillance habs have static designs, so X is easy to compute:&lt;br /&gt;
* The Alien Surveillance Platform has exactly one Alien Observation Post, so it adds 2 to X.&lt;br /&gt;
* The Alien Surveillance Orbital has exactly two Alien Surveillance Arrays, so it adds 8 to X.&lt;br /&gt;
* The Alien Surveillance Ring has exactly two Alien Watchtowers, so it adds 12 to X.&lt;br /&gt;
&lt;br /&gt;
So if the aliens have built all three, then each region has a 22% chance each month to gain 1 [[Aliens#Alien_Abductions|Abduction]]. Unless it is part of the [[Aliens#Alien_Administration|Alien Nation]], in which case the region has a 100% chance each month to gain 1 [[Aliens#Alien_Abductions|Abduction]].&lt;br /&gt;
&lt;br /&gt;
==== Module Stats ====&lt;br /&gt;
&lt;br /&gt;
{{#invoke:HabModuleLister|ListRestrictedHabModules|Match,alienModule,true|In List,specialRules/{i},AlienSurveillance}}&lt;br /&gt;
&lt;br /&gt;
== Alien Coordination ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This group has determined the aliens are of divine origin and has declared itself their heralds ... and defenders.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Encountering {{icon|submit}}[[The Servants]], Terra Invicta, 0.4.88.&lt;br /&gt;
&lt;br /&gt;
As {{icon|submit}}[[The Servants]] progress through their storyline, they begin to provide the [[Aliens#Alien_Agents|alien agents]] with more support for their [[Aliens#Alien_Enthrall|alien missions]] on earth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|+ Alien Coordination [[Missions#Mission_Modifiers|Mission Modifier]] at each level of {{icon|submit}}[[The Servants]]&#039; progress.&lt;br /&gt;
|-&lt;br /&gt;
! {{icon|submit}}[[The Servants]]&#039; progress !! Total Value of Attack Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Start of Campaign || 0&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Signatures]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Methods]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Operations]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Alien Movements]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| Completed [[Alien Diplomacy]] Milestone || 6&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[Hydra Diplomacy]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| Researched [[The Alien Nation]] || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This bonus does not require {{icon|submit}}[[The Servants]] to own any control points anywhere.&lt;br /&gt;
&lt;br /&gt;
== Alien Enthrall ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The situation is worse than we had feared.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All of the countries with high abduction rates are now showing aberrant political trends. We have tracked rapid swings toward pro-alien views in ways that are extremely concentrated by geography, spreading in ways that more closely resemble infectious disease vectors than communications networks. These changes are being accompanied by sharp shifts in policy, with key officials and leaders either being replaced with pro-alien figures or – more disturbingly still – abruptly changing their beliefs and publicly expressing conciliatory views toward the alien presence on our planet. Multiple independent reports have noted sudden and uncharacteristic behavioral changes in these individuals, describing them as aloof, phlegmatic, and disinterested in any issues other than human-alien relations. None of our sources were able to offer any explanation for these changes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Research Alien Operations Objective ({{icon|resist}}[[The Resistance]] Variant), Terra Invicta, 0.4.88.&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Abductions|Abductions]]. The [[Aliens#Alien_Xenoforming|Xenoforming]]. The [[Aliens#Alien_Surveillance|Surveillance]]. The [[Aliens#Alien_Coordination|Coordination]].&lt;br /&gt;
&lt;br /&gt;
Each of these actions, while providing some benefits of their own, serve one primary purpose: increasing the power of [[Aliens#Alien_Agents|Alien Councilor]] Enthrall missions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ The Alien Enthrall Missions&lt;br /&gt;
|-&lt;br /&gt;
! Enthrall Mission !! Human Analogue !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]] || {{MissionIcon|Purge}}[[Purge]] || Takes the target control point from another faction, giving it to {{icon|submit}}[[The Servants]].&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Public}}[[Enthrall Public]] || {{MissionIcon|Public Campaign}}[[Public Campaign]] || Increases public support for {{icon|submit}}[[The Servants]] in the target nation. Does not need to be performed in the nation&#039;s capital region.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Org}}[[Enthrall Org]] || {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] || Takes the target org from another faction. The org is &#039;&#039;&#039;not&#039;&#039;&#039; given to {{icon|submit}}[[The Servants]].&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Enthrall Unaligned Elites}}[[Enthrall Unaligned Elites]] || {{MissionIcon|Control Nation}}[[Control Nation]] || Takes the target empty control point, giving it to {{icon|submit}}[[The Servants]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Aliens#Alien_Coordination|Alien Coordination]] buffs all enthrall missions.&lt;br /&gt;
* The average [[Aliens#Alien_Abductions|Abductions]] per region in a nation buffs all enthrall missions.&lt;br /&gt;
* The average [[Aliens#Alien_Xenoforming|Xenoforming]] per region in a nation buffs all enthrall missions except for {{MissionIcon|Enthrall Unaligned Elites}}[[Enthrall Unaligned Elites]].&lt;br /&gt;
&lt;br /&gt;
See [[Missions#Alien-Related_Missions]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Alien Terrorize ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Alien forces are attacking civilians in the ■■■■■ region of ■■■■■, causing widespread damage. Authorities there are pledging to seek conciliation with the aliens to prevent further attacks.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terrorize UI Notification, Terra Invicta, 0.4.88.&lt;br /&gt;
&lt;br /&gt;
Note: This section assumes that {{icon|appease}}[[The Protectorate]] faction exists. If it does not exist in the chosen [[Game_Options|Campaign Settings]], then {{icon|submit}}[[The Servants]] will be used instead of {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
&lt;br /&gt;
Occasionally, an alien agent may choose to forgo subtlety and simply attempt to {{MissionIcon|Terrorize}}[[Terrorize_Region|terrorize]] a region into submission. When successful, the leftmost control point that is not already owned by {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]] will be given to {{icon|appease}}[[The Protectorate]]. The executive can never be targeted unless it is the only control point in the nation.&lt;br /&gt;
&lt;br /&gt;
If a faction&#039;s CP is taken away by the {{MissionIcon|Terrorize}}[[Terrorize_Region|Terrorize]] mission, then the faction completes the [[Targeted By Terror Mission]] Milestone.&lt;br /&gt;
&lt;br /&gt;
Depending on the outcome of the {{MissionIcon|Terrorize}}[[Terrorize_Region|Terrorize]] mission, [[Nations#Changing_Public_Opinion|Propaganda]] for {{icon|appease}}[[The Protectorate]] may automatically be performed on the nation. The strength of the propaganda is:&lt;br /&gt;
* 40 on Critical Success&lt;br /&gt;
* 20 on Normal Success&lt;br /&gt;
* 0 (no propaganda) on Normal Failure&lt;br /&gt;
* -10 on Critical Failure&lt;br /&gt;
&lt;br /&gt;
Regardless of the Mission outcome, the region will suffer [[Regions#Region_Damage|damage]] of strength between 0.01 and 0.07.&lt;br /&gt;
&lt;br /&gt;
This mission is only granted by a unique alien org:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OrgLister|ListAlienOrgs}}&lt;br /&gt;
&lt;br /&gt;
== Alien Space Territory ==&lt;br /&gt;
&lt;br /&gt;
The aliens consider everything in or beyond Jupiter&#039;s orbit as their territory. They also claim any system where they have a [[Habs|hab]], except for [[Earth]].&lt;br /&gt;
&lt;br /&gt;
Any human space assets sent into alien territory will be attacked by the aliens, even if the aliens are not at war with the space assets&#039; owners. The only exceptions are:&lt;br /&gt;
* {{icon|submit}}[[The Servants]], who can never be attacked by the aliens in space.&lt;br /&gt;
* {{icon|appease}}[[The Protectorate]], after they establish a non-aggression pact with the aliens.&lt;br /&gt;
&lt;br /&gt;
== Alien Habs ==&lt;br /&gt;
&lt;br /&gt;
Apart from their [[Aliens#Earth_Surveillance_Habs|Earth Surveillance Habs]], Alien habs primarily serve two roles for the aliens: mining and building ships. Their nanofactories also produce {{TV|antimatter}}, though this {{TV|antimatter}} is not used for anything (except maybe trade).&lt;br /&gt;
&lt;br /&gt;
=== Capturing Alien Habs ===&lt;br /&gt;
&lt;br /&gt;
But for the human factions, the alien habs are full of goodies, just waiting to be cracked open and harvested. Bombarding an alien hab does not give anything. Destroying an alien hab just gives 10% of the resources used to build the hab as salvage and completes the [[Access Alien Tech]] milestone. But capturing an alien hab may give several rewards depending on the type of capture and mission outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Different Hab Capture Methods and Success Level&lt;br /&gt;
|-&lt;br /&gt;
! Success Level !! Capture Method !! Can Happen to Alien Habs?&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Normal Success on a {{icon|marine}}Marine Assault. || Yes &lt;br /&gt;
|-&lt;br /&gt;
| 0 || Critical Success on a {{icon|marine}}Marine Assault. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Normal Success on a Councilor {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 2 || Normal Success on a Councilor {{MissionIcon|Control Space Asset}}[[Control Space Asset]] mission. || No&lt;br /&gt;
|-&lt;br /&gt;
| Hab defects to faction in a random [[Events|event]]. || No&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Critical Success on a Councilor {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Critical Success on a Councilor {{MissionIcon|Control Space Asset}}[[Control Space Asset]] mission. || No&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Hab traded to faction. || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Rewards for Capturing an Alien Hab&lt;br /&gt;
|-&lt;br /&gt;
! Reward Category !! Reward Amount !! Minimum Success Level || Conditions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Reveal all [[Aliens#Alien_Agents|Alien Councilors]] to Capturing Faction || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Alien Tech]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Griffin Corpus]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Reset [[Diplomacy#Estimated_Alien_Hate_Level|Estimated Alien Hate Level]] || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| Gain Salvage || Hab Build Cost × (2 + Success Level) / 10 || -1 || None &lt;br /&gt;
|-&lt;br /&gt;
| Gain Bonus {{TV|exotics}} || Hab Tier × (1 + Success Level) × (2.4 to 3.6) || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| Gain Bonus {{TV|exotics}} from Under Construction [[Spaceships]] || Ship {{TV|exotics}} Cost × Success Level / 4 || 1 || Hab is currently building Ships&lt;br /&gt;
|-&lt;br /&gt;
| Gain Intel on {{icon|alien}}Alien Faction || 5 × Hab Tier × (1 + Success Level) || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Hydra Corpus]] milestone || -1 || &amp;gt;1 Hab Tier &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 colspan=2 | Complete [[Access Live Griffin]] milestone || 3 || None&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Hab contains Space Dock or Point Defense module&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 colspan=2 | Complete [[Access Live Hydra]] milestone || 3 || &amp;gt;1 Hab Tier&lt;br /&gt;
|-&lt;br /&gt;
| -1 || No [[Aliens#Alien_Agents|Alien Councilors]] on [[Earth]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Salamander Corpus]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Live Salamander]] milestone || -1 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access War Dog Corpus]] milestone || -1 || Hab contains Barracks or T2+ Point Defense Module&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Complete [[Access Alien Ship]] milestone || -1 || Hab is currently building [[Spaceships|Ship(s)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Mine Limit ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Original Mine Limit&lt;br /&gt;
| 10 || 12 || 18 || -&lt;br /&gt;
|-&lt;br /&gt;
! Years before Mine Limit Increase&lt;br /&gt;
| 25 || 20 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
! New Mine Limit&lt;br /&gt;
| 10 || 15 || 25 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These year values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Note: In some situations, the Aliens may exceed their Mine Limit by up to 50%.&lt;br /&gt;
&lt;br /&gt;
=== Alien Primary Hab ===&lt;br /&gt;
&lt;br /&gt;
The Aliens begin the game with one fully built t3 ground hab. This ground hab contains their wormhole module, which produces {{TV|volatiles|200}}, {{TV|metals|200}}, {{TV|nobles|50}}, {{TV|fissiles|10}}, {{TV|antimatter|0.01}}, and {{TV|exotics|10}} every month, as well as provides {{TV|mc|100}}.&lt;br /&gt;
&lt;br /&gt;
Note: The {{TV|exotics}} income is multiplied by campaign difficulty (1 for Cinematic, 2 for Normal, 3 for Veteran, and 4 for Brutal), and by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
The location of this Alien Primary Hab is always set to a Dwarf Planet beyond the orbit of Neptune, on a hab site that produces all 5 basic resources. The specific selection process is as follows:&lt;br /&gt;
# Consider all Dwarf Planet sites beyond the orbit of Neptune.&lt;br /&gt;
# Remove any that are missing one of the 5 basic resources.&lt;br /&gt;
# Let N be the highest {{icon|nobles}} produced by any of the remaining sites.&lt;br /&gt;
# Remove any site that does not produce at least 75% of N {{icon|nobles}}.&lt;br /&gt;
# Pick the remaining site whose total resource output sum is highest, but each of the 5 basic resources has the following weight multipliers:&lt;br /&gt;
#* {{TV|water}} = 10&lt;br /&gt;
#* {{TV|volatiles}} = 10&lt;br /&gt;
#* {{TV|metals}} = 20&lt;br /&gt;
#* {{TV|nobles}} = 60&lt;br /&gt;
#* {{TV|fissiles}} = 80&lt;br /&gt;
&lt;br /&gt;
== Alien Ships ==&lt;br /&gt;
&lt;br /&gt;
Killing an Alien ship in combat completes the [[Access Alien Ship]] milestone if the battle is won.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|CompareShipHulls}}&lt;br /&gt;
&lt;br /&gt;
== Alien Assault Carrier ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
An alien transport has set down in the ■■■■■ region in ■■■■■. Reconnaissance imagery shows it disgorging what appear to be troops and war machines. We believe we only have 30 days to stop it.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Any attempt to assault the landing using armies will surely be regarded as a declaration of war upon the aliens and their interests on Earth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
~ UFO Landing UI Notification, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
An Alien Assault Carrier is a slow transport ship that carries 3 Invader Armies to Earth. This is usually the first serious threat that a player has to face:&lt;br /&gt;
* Shooting down the Assault Carrier generates [[Diplomacy#Combat|roughly 31.5 alien hatred]], lighting the spark for a long and grueling war in space.&lt;br /&gt;
* Yet that is usually preferable to letting it land, because the aliens gain significant benefits from landing assault carriers on earth.&lt;br /&gt;
&lt;br /&gt;
=== Earliest Creation ===&lt;br /&gt;
&lt;br /&gt;
The aliens are not allowed to build Assault Carriers until a certain number of years have passed. The exact number of years depends on the campaign settings:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years since Campaign Began &lt;br /&gt;
| 16 || 12 || 6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These numbers are also divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
=== UFO Landing ===&lt;br /&gt;
&lt;br /&gt;
When the Assault Carrier arrives in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, it will begin a Land Army operation that takes 3 days. If intercepted while performing this operation, the assault carrier&#039;s fleet &#039;&#039;must&#039;&#039; accept combat.&lt;br /&gt;
&lt;br /&gt;
This Land army operation can target any [[Regions|Region]] of [[Earth]] that meets any of the following conditions:&lt;br /&gt;
* The region does not have {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]].&lt;br /&gt;
* The region&#039;s [[Nations|nation&#039;s]] executive [[Nations#Control_Points|control point]] is owned by {{icon|submit}}[[The Servants]] &#039;&#039;&#039;and&#039;&#039;&#039; the nation is allied to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* The region belongs to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
But a region cannot contain two assault carriers at the same time. So each Land Army operation will land only one of the assault carriers in the fleet. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The aliens appear to have moved to the next stage of their plan for Earth. This is no midnight visitation or surreptitious abduction: This is an open declaration that they are here, and they are powerful. We believe they are preparing to deploy an army of alien war machines -- our visitors having dispensed with all attempts at subterfuge, and arriving on Earth en masse, in plain sight and conspicuously well-armed. Whether this show of force is intended to be a deterrent or is but the vanguard of a full-scale invasion may well depend upon humanity&#039;s response to it. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Aliens Land Army Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
As soon as the first Assault Carrier touches the Earth, the Aliens Land Army milestone is completed for all human factions. Simultaneously, the &amp;lt;code&amp;gt;ManyAliensOnEarth&amp;lt;/code&amp;gt; flag is permanently set to true. This flag is used for many purposes, but its primary role is serving as one of two conditions needed for the alien faction to [[Aliens#Recruitment|recruit their councilors]] directly on earth. Consequently, any attempts to remove all alien councilors from Earth are henceforth significantly more difficult.&lt;br /&gt;
&lt;br /&gt;
The region that the Assault Carrier landed in also becomes a [[Aliens#Flight|valid source region]] for Alien Councilors to fly away from, since it contains a UFO landing marker. This UFO landing site can be attacked and destroyed by {{TV|armies}}, [[Councilors]], and [[Fleets]].&lt;br /&gt;
&lt;br /&gt;
If the ship is destroyed by an army or a councilor, then the responsible faction may complete the following campaign milestones:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Needs Critical Success? !! Milestone !! Conditions&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | No || [[Access Alien Ship]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Alien Tech]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Griffin Corpus]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Hydra Corpus]] || Faction can see Alien Councilors&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Yes || [[Access Live Griffin]] || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Access Live Hydra]] || Faction can detain Alien Councilors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the ship is not destroyed within 32 days, then the UFO landing marker disappears and is replaced by 3 Invader Armies that start at 50% health but will quickly recover to full if not immediately engaged in combat.&lt;br /&gt;
&lt;br /&gt;
=== Invader Armies ===&lt;br /&gt;
&lt;br /&gt;
An Invader Army mainly differs from normal armies in the following ways: &lt;br /&gt;
* It does not cost any {{icon|ip|bgcolor=DarkSlateGray}}[[Nations#Monthly_Investment_Points|Investment Points]] to upkeep.&lt;br /&gt;
* Its {{icon|miltech}}Miltech level is not attached to any nation. Instead, it is 6.75 + [[Aliens#Alien Abductions|Global Abductions]]  / 5000, but capped at 9. So it takes 11250 [[Aliens#Alien Abductions|Global Abductions]] to reach the {{icon|miltech}}Miltech cap of 9.&lt;br /&gt;
* Whenever it occupies a region, the region is immediately annexed by [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* It takes [[Terrestrial_Warfare#Nuclear_Warfare|far less splash damage from nukes]]. Though the nuke will still automatically kill the strongest army in the region.&lt;br /&gt;
* Whenever it increases its occupation of an enemy region, it also conducts 1 [[Aliens#Alien Abductions|Abduction]]. &lt;br /&gt;
* It does not need to be in a friendly region to heal. But [[Terrestrial_Warfare#Army_Healing|the other requirements]] still apply.&lt;br /&gt;
* When healing:&lt;br /&gt;
** If there is an active UFO landing in the same region, then the daily heal amount is set to 100%.&lt;br /&gt;
** Otherwise the daily heal amount is set to:&lt;br /&gt;
*** 1% Base&lt;br /&gt;
*** +0.5% if there are &amp;gt;75 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in the region.&lt;br /&gt;
*** +1% if there is an [[Aliens#Alien_Facility|Alien Facility]] in the region.&lt;br /&gt;
*** +1% if the region is owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
*** +0.5% if the region is owned by nation whose [[Nations#Control_Points|Executive Control Point]] is owned by {{icon|submit}}[[The Servants]].&lt;br /&gt;
&lt;br /&gt;
A nation that is being invaded by Invader Armies may find its [[Aliens#Alien Abductions| Abductions]] increasing once per day per Invader Army. So even if the Invader Armies eventually fail to conquer the nation, the sheer number of Abductions generated may open the doors for the [[Aliens#Alien_Agents|Alien Councilors]] to [[Enthrall_Elites|enthrall the nation&#039;s elites]], handing it over to {{icon|submit}}[[The Servants]].&lt;br /&gt;
&lt;br /&gt;
Killing an Invader Army unlocks the [[Destroy Alien Army Achievement]], and completes the following milestones:&lt;br /&gt;
* [[Access Alien Tech]]&lt;br /&gt;
* [[Access Salamander Corpus]]&lt;br /&gt;
* [[Access War Dog Corpus]]&lt;br /&gt;
* [[Alien Army Destroyed]]&lt;br /&gt;
* 40% Chance: [[Access Live Salamander]]&lt;br /&gt;
&lt;br /&gt;
== Alien Facility ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The aliens are moving forward with whatever their plans are for Earth and are establishing fixed, defended installations in what they must consider their territory.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Alien Infrastructure Milestone, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
An Alien Facility provides several beneficial effects for the Aliens:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors#Detection|Mission Detection]] || -6 Mission noise for [[Aliens#Alien_Agents|alien councilors]] in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Flight|Flight]] || Allow [[Aliens#Alien_Agents|alien councilors]] to fly to and from the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Recruitment|Alien Councilor Recruitment]] || Allow [[Aliens#Alien_Agents|alien councilors]] to be recruited on earth, if an [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has ever landed in the past.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Xenoflora]] || 2x cap on daily xenoflora growth in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Invader Armies|Invader Army]] Healing || Additional 1% HP regen per day for alien armies in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Administration|Alien Nation]] || One of the requirements for {{icon|submit}}[[The Servants]] to give the nation to the aliens via the {{MissionIcon|Grant Alien Control}}[[Grant Alien Control]] councilor mission.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
Alien Facilities are always visible to {{icon|alien}}aliens and {{icon|submit}}[[The Servants]]. Other factions can discover them by performing {{MissionIcon|Surveil Location}}[[Surveil Location]] [[Missions]] in the [[Regions|Region]] or adjacent [[Regions]], or by gaining the intel from another faction who has discovered them.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
&lt;br /&gt;
An Alien Facility is built wherever and whenever the {{MissionIcon|Build Facility}}[[Build Facility]] councilor mission is performed. All alien councilors can perform this mission. {{icon|submit}}[[The Servants]] unlock a special org that grants them this mission after researching [[The Alien Nation]] project.&lt;br /&gt;
&lt;br /&gt;
The following conditions need to be true for the {{MissionIcon|Build Facility}}[[Build Facility]] councilor mission to be used:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Cost || {{TV|money|500}} must be paid by councilor&#039;s [[Factions|Faction]].&lt;br /&gt;
|-&lt;br /&gt;
| Reach || The [[Councilors|councilor]] must be able to travel to the target [[Regions|region]].&lt;br /&gt;
|-&lt;br /&gt;
| Unique || The [[Regions|region]] cannot already have an alien facility.&lt;br /&gt;
|-&lt;br /&gt;
| Nation Control || {{icon|submit}} [[The Servants]] or {{icon|alien}} Aliens must own every control point in the [[Nations|nation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien Abductions|Abductions]] || The [[Regions|region]] must have at least 15 [[Aliens#Alien Abductions|Abductions]].&amp;lt;ref&amp;gt;These abductions are NOT used up when building the facility.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Occupation || The [[Regions|region]] cannot be occupied or being occupied by [[Terrestrial Warfare|war enemies]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
&lt;br /&gt;
An Alien Facility can be destroyed in the following ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attacker !! Mission !! Bonuses !! Conditions&lt;br /&gt;
|-&lt;br /&gt;
| Space [[Fleets|Fleet]] || [[Fleets#Orbital_Bombardment|Bombard]] || None || None&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | {{TV|army}} or [[Councilors|Councilor]] || rowspan=13 | {{MissionIcon|Assault Alien Asset}}[[Assault Alien Asset]] || Remove 20% of [[Aliens#Alien Abductions|Abductions]] in region (rounded down to nearest integer). || Normal Success&lt;br /&gt;
|-&lt;br /&gt;
| Remove 40% of [[Aliens#Alien Abductions|Abductions]] in region (rounded down to nearest integer). || Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Gain 2.25 to 3.75 {{TV|exotics}}. || Normal Success&lt;br /&gt;
|-&lt;br /&gt;
| Gain 4.5 to 7.5 {{TV|exotics}}. || Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Alien Tech]] Milestone. || None&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Salamander Corpus]] Milestone || An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Live Salamander]] Milestone &lt;br /&gt;
| &lt;br /&gt;
* An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
* Mission Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Hydra Corpus]] Milestone &lt;br /&gt;
|&lt;br /&gt;
* An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
* Faction can see Alien Councilors&lt;br /&gt;
* 50% Chance OR Mission Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Access Live Hydra]] Milestone &lt;br /&gt;
|&lt;br /&gt;
* An [[Aliens#Alien_Assault_Carrier|Assault Carrier]] has landed&lt;br /&gt;
* Faction can {{MissionIcon|Detain}}[[Detain]] Alien Councilors&lt;br /&gt;
* Mission Critical Success&lt;br /&gt;
* 50% Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alien Administration ==&lt;br /&gt;
[[File:Flag Alien Administration.png|thumb|150px|Flag of the Alien Administration]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The aliens have carved a nation out of the former territory of ■■■■■. Through human politicians there, the new alien nation is presenting itself to the world as a unifying force capable of solving Earth&#039;s problems.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;With the aliens as the power behind the throne, the nation appears invulnerable to usual attempts to assume political control - crackdowns, purges and coups simply will not succeed. Only an internal rebellion or an outright invasion has a chance to remove the aliens from power.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Alien Nation Founded UI Notification (war variant), Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
The Alien Administration is a nation that is created either when an [[Aliens#Invader_Armies|Invader Army]] occupies a region or when {{icon|submit}}[[The Servants]] give a nation to the aliens via the {{MissionIcon|Grant Alien Control}}[[Grant Alien Control]] mission. The control points of the Alien Nation are always under the alien faction&#039;s control, and ordinary coups cannot succeed. The only ways to remove regions from the Alien Nation are:&lt;br /&gt;
; Secession&lt;br /&gt;
: Raising {{TV|unrest}} and wrecking {{TV|cohesion}} in the Alien Nation can cause non-{{icon|capital|bgcolor=DarkSlateGray}}capital regions of the Alien Nation to randomly break off to form their own [[Nations]] or to join existing human nations that have [[Foreign_Relations#Claims|claims]] on them. &lt;br /&gt;
; Revolution&lt;br /&gt;
: The game [[Nations#Coups_and_revolutions|periodically]] checks whether {{TV|unrest}} in the Alien Nation is &amp;gt;9.9. &lt;br /&gt;
: If so, a revolution occurs. But in contrast to revolutions in human nations, revolutions in the Alien Nation do not change who owns the control points. &lt;br /&gt;
: Instead, regions within the Alien Nation may randomly break off to form their own nations or to join existing human nations that have claims on them. See [[Foreign_Relations#Alien_Related]] for details. &lt;br /&gt;
: And then the aliens will gain 80 hatred, split up among the factions responsible for [[Increase Unrest|raising unrest]] in the Alien Nation.&lt;br /&gt;
; [[Foreign_Relations#Wars|War]]&lt;br /&gt;
: Wars involving the Alien Nation differ from normal wars in that regions are never occupied.&lt;br /&gt;
: Instead, every time an alien nation&#039;s region is occupied, it breaks off to form its own nation or to join an existing human nation that has claims on it.&lt;br /&gt;
: If the {{icon|capital|bgcolor=DarkSlateGray}}capital of the alien nation is occupied, then all regions within the Alien Nation may randomly break off to form their own [[Nations]] or to join existing human nations that have claims on them. See [[Foreign_Relations#Alien_Related]] for details.&lt;br /&gt;
: And then the aliens will gain 80 hatred, split up among the factions responsible for conquering the Alien Nation.&lt;br /&gt;
&lt;br /&gt;
The creation of the Alien Nation can trigger a [[Diplomacy#Alien_Specific|massive shift in inter-faction relationships]], as humanity recognizes the growing threat that is now in their midst.&lt;br /&gt;
&lt;br /&gt;
If the Alien Nation has {{TV|miltech|&amp;gt;6}}, then killing Human {{TV|Armies}} that are under the control of the Alien Nation completes the following milestones:&lt;br /&gt;
* [[Access Alien Tech]]&lt;br /&gt;
* 50% Chance: [[Access Salamander Corpus]]&lt;br /&gt;
* 5% Chance: [[Access Live Salamander]]&lt;br /&gt;
&lt;br /&gt;
Overthrowing the Alien Nation, via revolution or war, completes the following milestones:&lt;br /&gt;
* 65% Chance: [[Access Alien Tech]]&lt;br /&gt;
* 50% Chance: [[Access Hydra Corpus]]&lt;br /&gt;
* 40% Chance: [[Access War Dog Corpus]]&lt;br /&gt;
* 37.5% Chance: [[Access Salamander Corpus]]&lt;br /&gt;
* 25% Chance: [[Access Live Salamander]]&lt;br /&gt;
If more than one faction was responsible for overthrowing the alien nation, then each of these milestones are given to a random faction, weighted by how much they contributed to overthrowing the alien nation.&lt;br /&gt;
&lt;br /&gt;
== Alien Total War ==&lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy#Alien_Total_War]].&lt;br /&gt;
&lt;br /&gt;
== Tier 3 Alien Technology ==&lt;br /&gt;
&lt;br /&gt;
After enough time passes, the aliens unlock their third tier of ship technology. This new tier includes upgrades to their drive, power plant, lasers, magnetic guns, and missiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Years before Aliens get T3 Tech&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years &lt;br /&gt;
| 35 || 25 || 16 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== Alien Progression Rate == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Controls the general rate of alien progression in the campaign. Affects invasion speed and aggression towards human factions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
- Alien Progression Rate tooltip, Terra Invicta, 0.4.86&lt;br /&gt;
&lt;br /&gt;
The actual effects of having X% Alien Progression Rate are:&lt;br /&gt;
* {{TV|exotics}} Income for the {{icon|alien}}Alien Faction is multiplied by X%.&lt;br /&gt;
* {{TV|exotics}} Salvage from battle is divided by X%.&lt;br /&gt;
* [[Aliens#Abductions|Abduction]] Bonus to Alien [[Missions]] is multiplied by X%.&lt;br /&gt;
* {{TV|research}} given by {{MissionIcon|Pass Technology}}[[Pass Technology]] councilor mission is multiplied by X%.&lt;br /&gt;
* Increase in [[Diplomacy#Alien_Maximum_Hate_Amount_(0.4.85+_only)|Alien Maximum Hate]] per Year is multiplied by X%.&lt;br /&gt;
* [[Diplomacy#Alien_Passive_Hate|Alien Passive Hate Gain]] is multiplied by X%.&lt;br /&gt;
* Every &amp;quot;Years Before Aliens Can Do Something&amp;quot; timer has its duration divided by X%.&lt;br /&gt;
&lt;br /&gt;
== Banned Orgs ==&lt;br /&gt;
&lt;br /&gt;
These orgs are somehow immune to alien takeover.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OrgLister|ListAntiAlienOrgs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Aliens]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=11799</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=11799"/>
		<updated>2026-09-03T04:40:08Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Passive Hate Change */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page covers diplomatic actions available to global [[Factions]]. For diplomatic interactions between [[Nations]], see [[Foreign Relations]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; is an act of contacting other factions&#039; councilors, usually to trade, or to bribe them to improve relationship. &lt;br /&gt;
&lt;br /&gt;
== Faction Hate ==&lt;br /&gt;
&lt;br /&gt;
[[Factions|Faction]] relationships are governed by &#039;&#039;&#039;FactionHate&#039;&#039;&#039; score. This is a float value that determines how poorly a faction feels about another; the higher the score for another faction, the more it&#039;s hated. Each faction has a separate hatred score for every other faction, including the {{icon|alien}} [[aliens]]. &lt;br /&gt;
&lt;br /&gt;
Each faction has a war threshold for every other faction. While the threshold is usually 50 hate, it may vary from 22.2 to 100 hate depending on ideological distance and [[Factions#Human_Faction_Threat_and_Self-Assessment|faction strength]]. The alien faction&#039;s war threshold for each faction is always 50 hate.&lt;br /&gt;
&lt;br /&gt;
In the intel window, there are 3 different tiers of hatred levels for human factions:&lt;br /&gt;
&lt;br /&gt;
* Tolerance: 0&lt;br /&gt;
* Conflicted: &amp;gt;0 but not above the war threshold.&lt;br /&gt;
* War: &amp;gt;0 and above the war threshold.&lt;br /&gt;
&lt;br /&gt;
Visiting the trade screen allows determining hate score more precisely. From there, faction attitudes can range between following values:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Trade Window Mood&lt;br /&gt;
! Hate Level&lt;br /&gt;
|-&lt;br /&gt;
| Pleased&lt;br /&gt;
| Only {{icon|alien}}[[Aliens]] feel this way to {{icon|submit}}[[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
| Tolerant&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Wary&lt;br /&gt;
| &amp;gt;0&lt;br /&gt;
|-&lt;br /&gt;
| Annoyed&lt;br /&gt;
| &amp;gt;10&lt;br /&gt;
|-&lt;br /&gt;
| Displeased&lt;br /&gt;
| &amp;gt;20&lt;br /&gt;
|-&lt;br /&gt;
| Aggreived&lt;br /&gt;
| &amp;gt;30&lt;br /&gt;
|-&lt;br /&gt;
| Angry&lt;br /&gt;
| &amp;gt;40&lt;br /&gt;
|-&lt;br /&gt;
| Furious&lt;br /&gt;
| &amp;gt;50&lt;br /&gt;
|-&lt;br /&gt;
| Outraged&lt;br /&gt;
| &amp;gt;60&lt;br /&gt;
|-&lt;br /&gt;
| Hate&lt;br /&gt;
| &amp;gt;70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As hate increases, factions will prioritize aggressive actions and target hated factions more. In addition, they&#039;ll also be harder to trade and cooperate with. Once the hate value increases beyond the war threshold, the faction will declare open war, and will begin serious attempts to kill [[Habs]], [[Spaceships]], and [[Councilors]] until the hate falls back down beneath the war threshold.&lt;br /&gt;
&lt;br /&gt;
Factions also have a minimum hatred score for each faction. Ideological differences affect this as well as used {{icon|mc|bgcolor=DarkSlateGray}} mission control (MC) cap in the case of alien hate. If the minimum level climbs above the current hate level, the hate level is moved up to the minimum.&lt;br /&gt;
&lt;br /&gt;
Aggressive actions and combat increases hatred against the attacking faction. There is a table of hatred increasing councilor and military actions below. &lt;br /&gt;
&lt;br /&gt;
Every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2. This means that the hatred score changes you get in-game can be between 80% to 120% of the values listed in this post.&lt;br /&gt;
&lt;br /&gt;
Human Faction hatred can grow pretty much infinitely, so if you piss off a human faction enough, it can become virtually impossible to get them back to Tolerance.&lt;br /&gt;
&lt;br /&gt;
== Minimum Hate Amount ==&lt;br /&gt;
&lt;br /&gt;
Factions whose ideologies are too opposing have a minimum level of hatred for each other.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Alien Pro-Alien Divide ===&lt;br /&gt;
&lt;br /&gt;
Non-moderate factions on opposite sides of the Anti-Alien Pro-Alien divide have a minimum hatred of 20 towards each other. Specifically, the following pairings will always have at least 20 hate for each other:&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|appease}} [[The Protectorate]]&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|submit}} [[The Servants]]&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|alien}} The [[Aliens]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|appease}} [[The Protectorate]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|submit}} [[The Servants]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|alien}} The [[Aliens]]&lt;br /&gt;
&lt;br /&gt;
=== Alien Hate for Mission Control Usage ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens|Alien]] faction has a minimum hatred level for all human factions except {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]]. This hatred level depends on the amount of mission control used by the human faction, which roughly represents the amount of human space assets that could be used to threaten the {{icon|alien}}[[Aliens]]&#039; dominance over space.&lt;br /&gt;
&lt;br /&gt;
This minimum hate level is calculated as follows:&lt;br /&gt;
* The amount of {{TV|mc}} currently used by the human faction.&lt;br /&gt;
* Multiply by Difficulty level Multiplier:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier&lt;br /&gt;
| 0.05 || 0.3 || 0.6 || 1&lt;br /&gt;
|}&lt;br /&gt;
* Multiply by 0.8 if [[Strategic Deception]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Maskirovka]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Operational Misdirection]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Operational Security]] has been researched (only available to {{icon|resist}}[[The Resistance]]).&lt;br /&gt;
&lt;br /&gt;
Only used {{TV|mc}}, and not {{TV|mc}} cap affects hate levels. This means that increasing your {{TV|mc}} usage enough will increase the minimum hatred level past the point of being at war with the aliens. &lt;br /&gt;
&lt;br /&gt;
For example, if you use {{TV|mc|167}} on normal and have not researched any of the {{TV|mc}} hate reducing projects, then it is impossible to be at peace with the aliens ({{TV|mc|167}} * 0.3 = 50.1). However, if their attacks destroy enough of your [[Spaceships]] and [[Habs]] to reduce your {{TV|mc}} usage below that critical value, then it is possible to return to peace. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|+ Maximum possible used {{TV|mc}} without {{icon|alien}}Aliens declaring war.&amp;lt;br&amp;gt;(Does not apply to {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].)&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! No Projects&lt;br /&gt;
| 999 || 166 || 83 || 49&lt;br /&gt;
|-&lt;br /&gt;
! With 1 out of 4 projects &lt;br /&gt;
| 1249 || 208 || 104 || 62&lt;br /&gt;
|-&lt;br /&gt;
! With 2 out of 4 projects &lt;br /&gt;
| 1562 || 260 || 130 || 78&lt;br /&gt;
|-&lt;br /&gt;
! With 3 out of 4 projects &lt;br /&gt;
| 1953 || 325 || 162 || 97&lt;br /&gt;
|-&lt;br /&gt;
! With 4 out of 4 projects &lt;br /&gt;
| 2441 || 406 || 203 || 122&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Alien Maximum Hate Amount ==&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a maximum amount of hate that it can have for other factions. This maximum hate amount is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Starting Amount&lt;br /&gt;
| 70 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! Yearly Increase&lt;br /&gt;
| 2 || 100 || 100 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, if at least 25 years have passed since the Campaign began and the hate maximum is below 200, then the hate maximum is increased to 200.&lt;br /&gt;
&lt;br /&gt;
Note: All Campaign Duration checks are multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]] in the [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. Accelerated Campaign mode sets this Alien Progression Slider to 200%, so every year that passes counts as 2 years.&lt;br /&gt;
&lt;br /&gt;
Note: Whenever the Minimum Hate level is greater than the Maximum Hate level, the Maximum Hate level will be set to the Minimum Hate level.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Passive Hate Change ==&lt;br /&gt;
&lt;br /&gt;
Hatred may also passively change over time. &lt;br /&gt;
&lt;br /&gt;
=== Known Turned Councilor ===&lt;br /&gt;
&lt;br /&gt;
Every {{MissionIcon|Turn Councilor}}[[Turn Councilor|Turned councilor]] that is known to its employing faction causes that employing faction to passively gain hate for the turning faction. This passive hate is triggered once a week during the first 4 weeks of each month, and is equivalent to the amount of hate that a critical failure on a {{MissionIcon|Turn Councilor}}[[Turn Councilor]] [[Missions|mission]] would generate.&lt;br /&gt;
&lt;br /&gt;
=== Envy-Based Human Hate ===&lt;br /&gt;
&lt;br /&gt;
[[File:CrabBucket.png|thumb|320px|Crabs in a Bucket - A Metaphor for Human Faction Relations]]&lt;br /&gt;
&lt;br /&gt;
Each human faction considers the human faction with the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]] other than itself as its &#039;&#039;rival&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The game simulates envy by making human factions slowly gain hatred for their rival based on how much better the rival is doing, while slowly losing hatred for everyone else. So human factions that are falling behind have a tendency to work together to bring down the strongest human faction, like crabs in a bucket.&lt;br /&gt;
&lt;br /&gt;
As a result, if you&#039;re doing better than the AI, they&#039;ll likely hate you regardless of what you do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: On difficulties below Brutal, AI factions cannot gain envy-based hatred for the player&#039;s faction if they are ideologically close enough. &lt;br /&gt;
&lt;br /&gt;
[[File:IdeologicalDistance.png]]&lt;br /&gt;
&lt;br /&gt;
Just after the start of each month, the following happens for every pair of human factions A and B:&lt;br /&gt;
# If B is not A&#039;s rival, or the month is even, then A loses 1 hate for B.&lt;br /&gt;
# If A and B share a rival, then A loses another 1 hate for B.&lt;br /&gt;
# If A&#039;s rival is on the opposite side of the anti-alien pro-alien divide, then A loses another 1 hate for B.&lt;br /&gt;
# If B is A&#039;s rival, then A gains X hate for B, where X is calculated as follows:&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|ahead]], then set X = 0.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|on par]], then set X = 1.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|losing]], then set X = 1.75.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|losing big]], then set X = 2.25.&lt;br /&gt;
## If A and B are non-moderates on opposite sides of the anti-alien pro-alien divide, then add 1.4 to X. (The moderates are {{icon|escape}}[[Project Exodus]], {{icon|exploit}}[[The Initiative]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
## If A and B are on the same side of the anti-alien pro-alien divide, then subtract 0.75 from X. Subtract another 2.25 if it has also been less than 7 years since the campaign began.&lt;br /&gt;
## If X is less than 0, then set X = 0.&lt;br /&gt;
# If B has unlocked their [[Factions#Victory_Objectives|Victory Objective]], then A gains another 1 hate for B.&lt;br /&gt;
&lt;br /&gt;
For example, suppose you are playing {{icon|resist}}[[The Resistance]]. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, {{icon|appease}}[[The Protectorate]] will:&lt;br /&gt;
# Lose 1 hate for you, because the month is even.&lt;br /&gt;
# Gain 2.25 + 1.4 = 3.65 hate for you, because you are their rival, they are [[Factions#Human_Faction_Threat_and_Self-Assessment|losing big]], and the two of you are non-moderates on opposite sides of the anti-alien pro-alien divide.&lt;br /&gt;
# Gain another 1 hate for you, because you have unlocked your victory objective.&lt;br /&gt;
On odd months, the first 1 hate loss doesn&#039;t happen. Thus {{icon|appease}}[[The Protectorate]] will gain 49.8 hate for you every year, even if you take absolutely no hostile actions against them.&lt;br /&gt;
&lt;br /&gt;
=== Alien Passive Hate ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens|Alien]] Faction sets their rival to be the human faction that possesses the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]], excluding {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]]. &lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens]] will slowly gain hate for their rival, as well as for all anti-alien factions. Unlike Human Envy however, Alien Frustration with Humanity&#039;s continued refusal to fall means that their passive hate gain rate &#039;&#039;&#039;constantly accelerates&#039;&#039;&#039; as the campaign continues.&lt;br /&gt;
&lt;br /&gt;
Just after the start of each month, the following happens for every human faction B that is not {{icon|submit}}[[The Servants]]:&lt;br /&gt;
# If B is not the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival, or the month is even, then the {{icon|alien}}[[Aliens|Alien]] Faction loses X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X = 0.8.&lt;br /&gt;
## If B is anti-alien, then set X = 0.64.&lt;br /&gt;
## If B is not the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival, and the {{icon|alien}}[[Aliens]] are already at war with at least 3 human factions, then multiply X by 1.5.&lt;br /&gt;
# If the {{icon|alien}}[[Aliens|Alien]] Faction and B share a rival, then the {{icon|alien}}[[Aliens|Alien]] Faction loses another 0.33 hate for B.&lt;br /&gt;
# If the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival is on the opposite side of the anti-alien pro-alien divide, then the {{icon|alien}}[[Aliens|Alien]] Faction loses another 1 hate for B.&lt;br /&gt;
# If B is {{icon|appease}}[[The Protectorate]], then the {{icon|alien}}[[Aliens|Alien]] Faction loses X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X to 1. &lt;br /&gt;
## If B can contact the {{icon|alien}}[[Aliens|Alien]], then increase X to 4.&lt;br /&gt;
## If B has unlocked its victory objective, then increase X to 10.&lt;br /&gt;
# If B is not {{icon|appease}}[[The Protectorate]], then the {{icon|alien}}[[Aliens|Alien]] Faction gains X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X to 0.&lt;br /&gt;
## If B is the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s Rival, then add 0.65 to X.&lt;br /&gt;
## If B is the human faction that possesses the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]], then add another 0.65 to X.&lt;br /&gt;
## If B has unlocked its victory objective, then add 0.5 to X.&lt;br /&gt;
## If B is {{icon|escape}}[[Project Exodus]], then add 0.07 to X.&lt;br /&gt;
## If B is {{icon|resist}}[[The Resistance]], then add 0.17 to X.&lt;br /&gt;
## If B is {{icon|destroy}}[[Humanity First]], then add 0.34 to X.&lt;br /&gt;
## If B is {{icon|cooperate}}[[The Academy]], then multiply X by 0.75.&lt;br /&gt;
## Multiply X by 0, 1, 1.9, and 3.3 for Cinematic, Normal, Veteran, and Brutal Difficulties respectively.&lt;br /&gt;
## Divide X by 60.&lt;br /&gt;
## Multiply X by the number of years since the Campaign began.&lt;br /&gt;
## Multiply X by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
For example, suppose you are playing {{icon|resist}}[[The Resistance]] on Normal Difficulty, Long Campaign mode. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, the {{icon|alien}}[[Aliens|Alien]] Faction will:&lt;br /&gt;
# Lose 0.64 hate for you, because the month is even and you are anti-alien.&lt;br /&gt;
# Gain (0.65+0.65+0.5+0.17) * 1 / 60 * 20 = roughly 0.66 hate for you, because you are their rival, the strongest human faction, have unlocked your victory objective, are the resistance, are on normal difficulty, and it has been 20 years since the Campaign began.&lt;br /&gt;
On odd months, the first 0.64 hate loss doesn&#039;t happen. Thus the {{icon|alien}}[[Aliens|Alien]] Faction will gain roughly 4.2 hate for you this year, even if you take absolutely no hostile actions against them.&lt;br /&gt;
&lt;br /&gt;
Furthermore, since Alien Frustration is constantly growing, they will gain roughly 4.6 hate for you next year, roughly 5 the next, and so on, accelerating by roughly 0.4 per year.&lt;br /&gt;
&lt;br /&gt;
In practice, the {{icon|alien}}[[Aliens|Alien]] Faction will usually pick the Player&#039;s faction as its rival simply because the player will be developing that much faster than the Human AI factions. So the best a player can do to avoid passive alien hate gain is to avoid unlocking their victory objective as long as possible.&lt;br /&gt;
&lt;br /&gt;
Under these conditions, there are two rough deadlines to keep in mind:&lt;br /&gt;
* Hate Start: The time after which you would be gaining passive alien hate faster than you lose it, on average.&lt;br /&gt;
* War Start: The time after which the aliens would declare war on you, assuming you never did a single thing to change their hate amount, not even use Mission Control.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! colspan=2 | Hate Decay !! colspan=3 | Hate Gain Per Month Per Month !! colspan=3 | Hate Start Year !! colspan=3 | War Start Year&lt;br /&gt;
|-&lt;br /&gt;
! Bimonthly !! Monthly !! Normal !! Veteran !! Brutal !! Normal !! Veteran !! Brutal !! Normal !! Veteran !! Brutal &lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}}[[The Academy]] || 0.8 || 0.4 || 0.00135 || 0.00257 || 0.00447 || 25 || 13 || 8 || 47 || 29 || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}}[[The Initiative]] || 0.8 || 0.4 || 0.00181 || 0.00343 || 0.00596 || 19 || 10 || 6 || 38 || 24 || 17&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}}[[Project Exodus]] || 0.64 || 0.32 || 0.00190 || 0.00362 || 0.00628 || 14 || 7 || 4 || 33 || 21 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}[[The Resistance]] || 0.64 || 0.32 || 0.00204 || 0.00388 || 0.00674 || 13 || 7 || 4 || 27 || 17 || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}[[Humanity First]] || 0.64 || 0.32 || 0.00228 || 0.00433 || 0.00752 || 12 || 6 || 4 || 25 || 16 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Actions that affect hatred ==&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
{{#invoke:MissionLister|ListHate|false}}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{{#invoke:MissionLister|ListHate|true}}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
When targeting a [[Regions|region]] or a [[Nations|nation]], each faction that has at least one control point in the nation (that owns the region) will gain the stated amount of hate. This applies even if the control point is abandoned or cracked.&lt;br /&gt;
&lt;br /&gt;
There are a number of [[Missions]] that may generate different amounts of hate depending on the situation:&lt;br /&gt;
* If the target [[Factions|Faction(s)]] is intel sharing with the Faction that performed the mission, and the hate gained would be 0, then the hate gained is instead the maximum hate that any outcome of the mission could give.&lt;br /&gt;
* If the target [[Factions|Faction(s)]] has a [[Councilors#Turn_councilor|mole]] in the Faction that performed the mission, and the hate gained would be 0, then the hate gained for successful outcomes is instead the maximum hate that any successful outcome of the mission could give, and the hate gained for failing outcomes is instead the maximum hate that any failing outcome of the mission could give.&lt;br /&gt;
* If the Faction that performed the mission is the {{icon|alien}}[[Aliens]] and the target [[Factions|Faction(s)]] cannot [[Councilors#Alien_Detection_Restrictions|detect]] the mission when it is done by {{icon|alien}}[[Aliens]], then the hate is gained towards {{icon|submit}}[[The Servants]] instead of the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* For the {{MissionIcon|Assault Alien Asset}}[[Assault Alien Asset]] mission, if the target is merely [[Aliens#Alien_Xenoforming|xenoflora]], then there is no hate gain.&lt;br /&gt;
* For the {{MissionIcon|Assassinate}}[[Assassinate]] mission, if the target is an {{icon|alien}}[[Aliens#Alien_Agents|Alien Councilor]] and the outcome is a critical success (that hides the culprit&#039;s identity), then the {{icon|alien}}[[Aliens]] will blame everyone equally, spreading 10 hate evenly among all human factions except {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* For the {{MissionIcon|Detain}}[[Detain Councilor]] mission, if the target is an {{icon|alien}}[[Aliens#Alien_Agents|Alien Councilor]], then normal successes give 10 hate, while critical successes give 0 hate.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred generated&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Spaceships|ship]]&lt;br /&gt;
| 0.35 × [[Ship Hull List|hull structural integrity]]&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|hab]] module&lt;br /&gt;
| hab tier level&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|hab]]&lt;br /&gt;
| 3 × hab tier level + all the hate for blowing up the hab modules on board.&lt;br /&gt;
|-&lt;br /&gt;
| Assaulting a [[Habs|hab]]&lt;br /&gt;
| 8 × hab tier level + all the hate for any hab modules that blow up as a result.&lt;br /&gt;
|-&lt;br /&gt;
| Initiating bombardment on any target&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| Entering combat against a [[Habs|hab]]&lt;br /&gt;
| 2 × hab tier&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Wars|Declaring war]] on another [[Nations|nation]]&lt;br /&gt;
| Number of CPs owned in nation × 3 (for faction with executive control of target nation only, dragged in [[Foreign_Relations#Alliances|allies]] don&#039;t count.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: As a general rule of thumb, factions will never gain hate for any assets that they destroy in &#039;&#039;&#039;self-defense&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
For example, if a faction A sends a [[Fleets|fleet]] of [[Spaceships|ships]] over to a faction B&#039;s hab, and faction B kills all of the [[Spaceships|ships]] in that [[Fleets|fleet]], faction A does not gain any hate for faction B.&lt;br /&gt;
&lt;br /&gt;
However, pre-emptive self-defense does not necessarily count. If faction B had seen this [[Fleets|fleet]] of [[Spaceships|ships]] coming from faction A, and sent its own [[Fleets|fleet]] of [[Spaceships|ships]] to intercept faction A&#039;s [[Fleets|fleet]] before it arrives at faction B&#039;s [[Habs|hab]], then any of faction A&#039;s [[Spaceships|ships]] that are killed in that battle could cause faction A to hate faction B. Also, if you send a fleet to encounter a rival fleet, you still count as the attacker even if you merely choose to &amp;quot;Accept&amp;quot; battle rather than &amp;quot;Engage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The exact rules are deliberately tricky to make them difficult to exploit. In general, if a player wishes to destroy enemy assets without incurring hate, they must first wait for the target faction to start an attack at the player, and then they must defeat that attack before that attack kills its target.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A destroyed ship gives no hate if any of the following are true:&lt;br /&gt;
* The combat that destroyed the ship occurred at the hab. &lt;br /&gt;
** Note: If the fleet pursues an evading fleet, then it might not count as being at the hab!&lt;br /&gt;
* The ship was part of a fleet that transferred to the hab or fleet that destroyed it.&lt;br /&gt;
* The ship was part of a fleet that has or had a goal to attack the faction that destroyed it within the last 14 days.&lt;br /&gt;
** Note: Attack goals are generally only used for starting transfers and bombardment operations. Deciding whether to use the Engage stance or the Destroy Hab operation could happen entirely without an attack goal. So this is much more iffy to rely on.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Specific ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align=center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred&lt;br /&gt;
|-&lt;br /&gt;
| Formation of the [[Aliens#Alien_Administration|Alien Nation]]&lt;br /&gt;
| &lt;br /&gt;
* {{icon|cooperate}} [[The Academy]] and {{icon|exploit}} [[The Initiative]] gain 40 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards [[The Servants]].&lt;br /&gt;
* {{icon|escape}} [[Project Exodus]] gains 70 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards {{icon|submit}} [[The Servants]].&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|resist}} [[The Resistance]] gain 100 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards {{icon|submit}} [[The Servants]].&lt;br /&gt;
* For every pair of human factions A and B that is not {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]]:&lt;br /&gt;
** If A was at war with B, then A&#039;s hate for B is set to 9, effectively ending the war.&lt;br /&gt;
** Otherwise if A&#039;s hate for B was at least 18, then that hate is set to 8.&lt;br /&gt;
** Otherwise A&#039;s hate for B is reduced by 10.&lt;br /&gt;
|-&lt;br /&gt;
| Destroying [[Aliens#Alien_Assault_Carrier|Landed UFO]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 80 hatred towards the faction responsible. (Only 10 hatred if a Councilor did it.)&lt;br /&gt;
|-&lt;br /&gt;
| Destroying [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 10 hatred towards the faction responsible.&lt;br /&gt;
|-&lt;br /&gt;
| Conquering or causing a revolution the [[Aliens#Alien_Administration|Alien Nation]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 80 hatred divided up among the factions responsible.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Hate Vent ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{{icon|alien}} [[Aliens|Aliens]] may lose hate when they destroy specific assets of their enemies:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align=center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Destroyed Target&lt;br /&gt;
! Conditions&lt;br /&gt;
! Hatred Vented&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors|Councilor]]&lt;br /&gt;
| Must be {{MissionIcon|Assassinate}}[[Assassinate|assassinated]].&lt;br /&gt;
| Average of all of the councilor&#039;s attributes &#039;&#039;without&#039;&#039; [[Orgs|orgs]] or traits.&lt;br /&gt;
|-&lt;br /&gt;
| Army&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War. &lt;br /&gt;
&amp;lt;br&amp;gt; Must be bombarded. &lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Space Facility&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be bombarded.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
&amp;lt;br&amp;gt; Nation is fully controlled by one faction.&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| [[Spaceships|Ship]]&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt;Must not be Trespassing.&amp;lt;ref name=TP&amp;gt;You are trespassing on {{icon|alien}}[[Aliens|Alien]] territory if you are in or beyond Jupiter&#039;s orbit, or in any area where the {{icon|alien}}[[Aliens|Aliens]] have a [[Habs|hab]], except for [[Earth]].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;Must be targeted by {{icon|alien}}[[Aliens|Aliens]].&lt;br /&gt;
| The [[Spaceships#Hull|Construction Tier]] of the Ship&#039;s Hull.&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Habs|Hab]] Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
Module Tier ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; +Module Tier if Module is a Mining Complex.&lt;br /&gt;
&amp;lt;br&amp;gt; +Module Tier if Module is a Construction Module.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete [[Habs|Hab]] Module with Previous Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
(Minimum of this Module and Previous Module Tier) ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete [[Habs|Hab]] Module with No Previous Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
&amp;lt;br&amp;gt; Hab Core must be complete at some point in the past.&lt;br /&gt;
| &lt;br /&gt;
Module Tier ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 16.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Entire [[Habs|Hab]]&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
The Maximum of:&lt;br /&gt;
* Sum of hate vented if each individual module was blown up.&lt;br /&gt;
* Hab tier if Hab Core was complete at some point in the past.&lt;br /&gt;
* Hab tier / 2 if Hab Core is not currently being boosted over from Earth.&lt;br /&gt;
|-&lt;br /&gt;
| Any of the Above&lt;br /&gt;
|&lt;br /&gt;
Must not be on Brutal Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt; [[Factions#Faction_Ownership_of_Humanity|Fractional Ownership over Space Humanity]] must have recently decreased by &amp;gt;35%&lt;br /&gt;
| &lt;br /&gt;
50% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Cinematic Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;35% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Normal Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;15% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Veteran Difficulty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, the {{icon|alien}} [[Aliens|Aliens]] will only vent hate after destroying a target if:&lt;br /&gt;
* They are not at total war with the target&#039;s faction.&lt;br /&gt;
* They actually wanted to kill the target (not self-defense against stuff being thrown at them or their territory).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Contact with Other Factions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
By using the &#039;&#039;&#039;Contact&#039;&#039;&#039; mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.&lt;br /&gt;
&lt;br /&gt;
However, all human factions ultimately have incompatible ideologies and antithetical goals, and they will regard any cordial relations as transient at best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
To conduct diplomacy, a [[Councilors|councilor]] needs to do {{MissionIcon|Contact}}[[Contact]] [[Missions|mission]] on an agent of target faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Trade.png|thumb|Trade interface]]&lt;br /&gt;
It&#039;s possible to trade following things:&lt;br /&gt;
&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Orgs]] (including assigned orgs)&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
* Engineering [[Technology|projects]]&lt;br /&gt;
* Truce, non-aggression pact, and intel sharing.&lt;br /&gt;
&lt;br /&gt;
For more detail on trading options, see [[Factions#Trade_Negotiations]].&lt;br /&gt;
&lt;br /&gt;
Trade is the only action that decreases hatred directly. Equal trades decrease hatred by -9 and favorable trades decrease hatred by -18. Having a hatred score above a 6 with a faction hampers your ability to trade with them, so it&#039;s important to trade early and often with factions you want to ally.&lt;br /&gt;
&lt;br /&gt;
Faction hatred significantly affects trade favorability:&lt;br /&gt;
* Each faction computes a score for a trade by weighing it against what they have, what they&#039;re prioritizing, etc.&lt;br /&gt;
* If hatred is greater than 6, that score is divided by hatred / 5, significantly reducing the trade&#039;s favorability score&lt;br /&gt;
&lt;br /&gt;
Faction hatred may also [[Factions#Resource_Trade_Limits|reduce the amount of resources]] that a faction is willing to sell to another.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Interpreting Trade Messages: What the other faction is really saying.&lt;br /&gt;
|-&lt;br /&gt;
! Trade Value !! Trade Messages&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || &lt;br /&gt;
* This isn&#039;t going to work. You need to offer more.&lt;br /&gt;
* This is insufficient.&lt;br /&gt;
* We will need more than that.&lt;br /&gt;
* Not a chance. We&#039;ll need more.&lt;br /&gt;
* Not even close.&lt;br /&gt;
* Unacceptable. &lt;br /&gt;
* We will need significantly more concessions to consider this offer.&lt;br /&gt;
|-&lt;br /&gt;
| Low ||&lt;br /&gt;
* We&#039;re going to need a little more from your end of the bargain.&lt;br /&gt;
* While this has some merit, we would need a bit more incentive to agree.&lt;br /&gt;
* This isn&#039;t quite in our interest to accept.&lt;br /&gt;
* We&#039;re getting there. What else can you throw in?&lt;br /&gt;
* Not bad. Just need a little more.&lt;br /&gt;
* Close, but not quite.&lt;br /&gt;
* Improve your offer, and we may be able to reach an agreement.&lt;br /&gt;
|-&lt;br /&gt;
| Equal ||&lt;br /&gt;
* This is a fair trade. I accept.&lt;br /&gt;
* Very well. We agree.&lt;br /&gt;
* This is adequate. Agreed.&lt;br /&gt;
* Not what we had hoped for, but good enough. We accept.&lt;br /&gt;
* Acceptable.&lt;br /&gt;
* Agreed.&lt;br /&gt;
* We would have preferred more, but this will suffice. Agreed.&lt;br /&gt;
|-&lt;br /&gt;
| High ||&lt;br /&gt;
* A generous trade! I accept.&lt;br /&gt;
* A beneficial agreement for both sides!&lt;br /&gt;
* Agreed. This is more than adequate.&lt;br /&gt;
* This is ample compensation. We agree.&lt;br /&gt;
* Agreed!&lt;br /&gt;
* We accept and will look forward to future discussions.&lt;br /&gt;
* Well done. We&#039;re pleased with this outcome.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact with Aliens ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
Pro-Alien Human Factions may contact [[Aliens#Alien_Agents|alien councilors]] after completing certain story objectives.&lt;br /&gt;
&lt;br /&gt;
In addition to opening up a trade window, this also resets the [[Diplomacy#Estimated_Alien_Hate_Level|estimated alien hate level]] to match the actual alien hate level. Furthermore, it completes the [[Access Alien Tech]] and [[Alien Diplomacy]] milestones if the Acting Faction is {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
&lt;br /&gt;
However, trade with Aliens is limited in some ways:&lt;br /&gt;
* [[Habs]] cannot be traded.&lt;br /&gt;
* Engineering Projects cannot be traded.&lt;br /&gt;
* Non-aggression pacts cannot be traded if one party is {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
&lt;br /&gt;
There are lines of alien diplomatic contact dialogue in game files:&lt;br /&gt;
&lt;br /&gt;
* [[File:FAC_SubmitCouncil_128.png|30px|link=]]Servants: Greetings, faithful servant (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Kneel, domestic animal&amp;lt;/font&amp;gt;). You are loved (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;you are nothing&amp;lt;/font&amp;gt;).  &lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/War: Yield (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;die&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/in conflict: Submission=survival (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Resistance=obliteration&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/Tolerance: You are tolerated (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;You present no threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/War: Undesired obstacle (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Expunge the threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/In conflict: Cease. Cease. Cease. (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Threat. Threat. Threat.&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/Tolerance: Communication=acceptable (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Human=persuadable?&amp;lt;/font&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Pro-Alien Hate Sharing ==&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{{icon|submit}}[[The Servants|Servant]] hatred and {{icon|alien}}[[Aliens|Alien]] hatred scores are related. Gaining hatred with one will increase hatred for the other according to the following relationships:&lt;br /&gt;
&lt;br /&gt;
* If {{icon|submit}}[[The Servants]] gain hatred on a faction and can contact the {{icon|alien}}[[Aliens|Aliens]], then the {{icon|alien}}[[Aliens|Aliens]] gain the same amount of hatred / 4.&lt;br /&gt;
* Otherwise, the {{icon|alien}}[[Aliens|Aliens]] gain the same amount of hatred / 8.&lt;br /&gt;
* If the {{icon|alien}}[[Aliens|Aliens]] gain hatred on a faction and can contact {{icon|submit}}[[The Servants]], then {{icon|submit}}[[The Servants]] gain the same amount of hatred / 2.&lt;br /&gt;
* Otherwise, {{icon|submit}}[[The Servants]] gain the same amount of hatred / 4.&lt;br /&gt;
&lt;br /&gt;
Same situation applies to {{icon|appease}}[[The Protectorate]], but only if they can contact the {{icon|alien}}[[Aliens|Aliens]] and to a much smaller extent:&lt;br /&gt;
&lt;br /&gt;
* Amount / 10 given to the {{icon|alien}}[[Aliens|Aliens]] for actions against {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* Amount / 3 given to {{icon|appease}}[[The Protectorate]] for actions against the {{icon|alien}}[[Aliens|Aliens]].&lt;br /&gt;
&lt;br /&gt;
For {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] factions, the {{icon|alien}}[[Aliens|Aliens]] can be contacted if either of these two conditions are true:&lt;br /&gt;
* The faction has researched [[Hydra Diplomacy]].&lt;br /&gt;
* The faction is has unlocked but not completed the [[Contact The Aliens]] objective (Called &amp;quot;Find the Alien Path&amp;quot; for {{icon|submit}}[[The Servants]]).&lt;br /&gt;
** This objective is unlocked the moment [[Alien Movements]] is researched.&lt;br /&gt;
** This objective is completed the moment the faction performs a Contact mission on an Alien Councilor. &lt;br /&gt;
&lt;br /&gt;
Note: This hate sharing mechanic only applies when gaining hate through action:&lt;br /&gt;
* Passive Hate Changes are never shared.&lt;br /&gt;
* Hate loss, such as from trade, is never shared.&lt;br /&gt;
* Hate changes that are the result of the minimum or maximum hate level changing are also never shared.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if {{icon|appease}}[[The Protectorate]] has unlocked its [[Factions#Victory_Objectives|Victory Objective]], then any hate gained by {{icon|submit}}[[The Servants]] towards {{icon|appease}}[[The Protectorate]] is no longer shared with {{icon|alien}}[[Aliens|The Aliens]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Estimated Alien Hate Level ==&lt;br /&gt;
&lt;br /&gt;
[[File:Alien threat meter.png|thumb|Estimated Alien Hate Level]]&lt;br /&gt;
&lt;br /&gt;
Each faction has a separate hatred score for every other faction, including the aliens. But while a human faction&#039;s hatred scores can be seen in the intel page, the alien faction&#039;s hatred scores are shrouded in mystery:&lt;br /&gt;
* A player can never see how much hatred the alien faction has for any faction other than the player&#039;s faction. &lt;br /&gt;
* An estimate of the alien faction&#039;s hatred score for the player&#039;s faction becomes visible after the [[Alien Operations]] project is researched. &lt;br /&gt;
&lt;br /&gt;
This estimated alien hate level is displayed as a meter with 5 diamonds that can be lit up one by one, from top to bottom, each with a different color:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Lit Diamonds&lt;br /&gt;
! (Estimated) Hate Level&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| ≥10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| ≥20&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| ≥30&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| ≥40&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| ≥50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Total war TI.JPG|thumb|Total War Declared]]&lt;br /&gt;
&lt;br /&gt;
In dire circumstances, all five diamonds on the meter will turn red. This indicates that the aliens have declared [[Diplomacy#Alien_Total_War|Total War]] upon the player&#039;s faction.&lt;br /&gt;
&lt;br /&gt;
=== Estimation Accuracy ===&lt;br /&gt;
&lt;br /&gt;
In practice, the estimated alien hate level is extremely accurate. Notably, if the aliens have declared war upon the player&#039;s faction, the estimated alien hate level can never lie about it.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, it is possible for the estimated alien hate level to be incorrect. The reason for this is that every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2 before it is applied to the actual hate level. This means that the actual hatred level changes can be between 80% to 120% of the values listed in this page. In contrast, the estimated alien hate level does not apply this randomization: the estimated hatred level changes are always exactly 100% of the values listed in this page.&lt;br /&gt;
&lt;br /&gt;
Therefore, if the player has exceptionally strange luck, then the actual hatred level may differ wildly from the estimated hatred level simply because the randomization factor rolled low for hate changes in one direction but rolled high for hate changes in the other direction.&lt;br /&gt;
&lt;br /&gt;
To address this, the estimated alien hatred level is reset to match the actual alien hatred level whenever any of the following happen:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* The {{icon|alien}}[[Aliens|Alien]] Faction declares a new war on the player&#039;s faction.&lt;br /&gt;
* The player researches [[Hydra Diplomacy]].&lt;br /&gt;
* The player researches [[Their Purpose]].&lt;br /&gt;
* The player researches [[Their Demands]].&lt;br /&gt;
* The player researches [[Coexistence Pact]].&lt;br /&gt;
* The player completes a [[Factions#Trade_Negotiations|trade]] with the Alien faction. (Does not count if the trade is cancelled.)&lt;br /&gt;
* The player captures an [[Aliens#Alien_Habs|alien hab]].&lt;br /&gt;
* The player {{MissionIcon|Detain}}[[Detain]]s an [[Aliens#Alien_Agents|alien councilor]].&lt;br /&gt;
* The player initiates {{MissionIcon|Contact}}[[Contact]] with an [[Aliens#Alien_Agents|alien councilor]]. (Does not count if it is the [[Aliens#Alien_Agents|alien councilor]] initiates {{MissionIcon|Contact}}[[Contact]].)&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
&lt;br /&gt;
When diplomacy breaks down, War is the result.&lt;br /&gt;
&lt;br /&gt;
Once a faction&#039;s hatred level for another faction becomes high enough, they will declare open war on that faction. For AI [[Factions]], open war enables several options that are normally locked away or only available in highly restrictive conditions (such as trespassing on [[Aliens#Alien_Space_Territory|alien territory]]). These options include but are not limited to:&lt;br /&gt;
* Conducting {{MissionIcon|Assassinate}}[[Assassinate]] [[Missions]] on the Enemy Faction&#039;s [[Councilors]].&lt;br /&gt;
* Conducting {{MissionIcon|Control Space Asset}}[[Control Space Asset]] [[Missions]] on the Enemy Faction&#039;s [[Habs]].&lt;br /&gt;
* Using [[Fleets]] to attacking the Enemy Faction&#039;s space assets.&lt;br /&gt;
&lt;br /&gt;
A player who is not prepared for such aggression should seriously consider taking measures to bring the hatred level back down when open war is declared upon them.&lt;br /&gt;
&lt;br /&gt;
=== Human War Threshold ===&lt;br /&gt;
&lt;br /&gt;
The amount of hate needed for a human faction to declare open war upon another faction varies dynamically throughout the game, and depends on three factors:&lt;br /&gt;
* Ideological distance between the two factions.&lt;br /&gt;
* The faction&#039;s [[Factions#Human_Faction_Threat_and_Self-Assessment|self assessment]] of how well it is doing.&lt;br /&gt;
* Whether the other faction is the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]] other than itself.&lt;br /&gt;
&lt;br /&gt;
More specifically, the threshold is 100 hate divided by X, where X is calculated as follows:&lt;br /&gt;
# Set X to the ideological distance between the two factions, but capped at 2.5.&lt;br /&gt;
# If the other faction is the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]] other than itself, then add to X:&lt;br /&gt;
## -2 if the faction believes itself to be way ahead.&lt;br /&gt;
## -1 if the faction believes itself to be ahead.&lt;br /&gt;
## 0 if the faction believes itself to be on par.&lt;br /&gt;
## 1 if the faction believes itself to be losing.&lt;br /&gt;
## 2 if the faction believes itself to be losing big.&lt;br /&gt;
# If X is less than 1, then set X = 1.&lt;br /&gt;
&lt;br /&gt;
As a result, the war threshold for a human faction can vary wildly, from 22.2 to 100 hatred.&lt;br /&gt;
&lt;br /&gt;
In practice, the human AI factions will usually believe themselves to be losing big and the player faction will be the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]]. This means that the human AI faction war thresholds against the player faction will be as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Faction !! {{icon|destroy}} [[Humanity First]] !! {{icon|resist}} [[The Resistance]] !! {{icon|escape}} [[Project Exodus]] !! {{icon|exploit}} [[The Initiative]] !! {{icon|cooperate}} [[The Academy]] !! {{icon|appease}} [[The Protectorate]] !! {{icon|submit}} [[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}} [[Humanity First]] ||  || 32.1 || 24.3 || 24.6 || 22.2 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}} [[The Resistance]] || 32.1 ||  || 32.1 || 29.3 || 26.3 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}} [[Project Exodus]] || 24.3 || 32.1 ||  || 24.6 || 33.3 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}} [[The Initiative]] || 24.6 || 29.3 || 24.6 ||  || 24.6 || 27.9 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}} [[The Academy]] || 22.2 || 26.3 || 33.3 || 24.6 ||  || 26.3 || 28.6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|appease}} [[The Protectorate]] || 22.2 || 22.2 || 22.2 || 27.9 || 26.3 ||  || 27.9&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}} [[The Servants]] || 22.2 || 22.2 || 22.2 || 22.2 || 28.6 || 27.9 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien War Threshold ===&lt;br /&gt;
&lt;br /&gt;
The Alien faction always has a war threshold of 50 hatred.&lt;br /&gt;
&lt;br /&gt;
=== Alien Total War ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}Alien faction will declare total war on a human faction if and only if two conditions are both met:&lt;br /&gt;
* The {{icon|alien}}Alien faction has at least 200 hate for that faction.&lt;br /&gt;
* It has been at least X years since the Campaign began, where X is determined by Campaign Difficulty as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Campaign Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years since Campaign Began &lt;br /&gt;
| 25 || 20 || 10 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Total war is a special state of war where the rules for alien hate venting become significantly more restrictive. This makes it extremely difficult to reduce the alien hate level, which usually means that the human faction will henceforth be stuck in an eternal war with the alien faction.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11783</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11783"/>
		<updated>2026-09-01T20:35:20Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Effects of a Revolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see [[Nation List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
&lt;br /&gt;
Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:Gray;&amp;quot;&lt;br /&gt;
| colspan=2| || {{icon|pop}} || {{icon|gdppc}} || {{icon|ip}} || {{icon|economy}} || {{icon|welfare}} || {{icon|knowledge}} || {{icon|government priority}} || {{icon|unity}} || {{icon|oppression}} || {{icon|inequality}} || {{icon|cohesion}} || {{icon|unrest}} || {{icon|education}} || {{icon|democracy}} || {{icon|spoils}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|pop}} || [[Nations#Population|Population]]&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|gdppc}} || [[Nations#Per_Capita_GDP|GDPPC]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|ip}} || [[Nations#Monthly_Investment_Points|IP]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|economy}} || Economy Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|welfare}} || Welfare Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|knowledge}} || Knowledge Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|government priority}} || Government Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unity}} || Unity Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|oppression}} || Oppression Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|inequality}} || [[Nations#Inequality|Inequality]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|cohesion}} || [[Nations#Cohesion|Cohesion]]&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| {{icon|star}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unrest}} || [[Nations#Unrest|Unrest]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|education}} || [[Nations#Education|Education]]&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|democracy}} || [[Nations#Government|Government]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|spoils}} || Spoils Priority&lt;br /&gt;
| style=&amp;quot;background-color:#110000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|research}} || [[Nations#Research|Research]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| {{icon|star}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|mc}} || [[Nations#Mission_Control|MC]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Each cell represents the effect of having higher amounts of the column stat on the row stat. &lt;br /&gt;
* Lighter background colors indicate stronger effects on the row stat.&lt;br /&gt;
* Empty cell indicates that the column stat has no direct effect on the row stat.&lt;br /&gt;
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
&lt;br /&gt;
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to:&lt;br /&gt;
* {{TV|IP}}.&lt;br /&gt;
* {{icon|research|bgcolor=DarkSlateGray}}[[Nations#Research|Research output]].&lt;br /&gt;
* The maximum amount of {{icon|mc|bgcolor=DarkSlateGray}}[[Nations#Mission_Control|Mission Control Cap]] that can be built in each region.&lt;br /&gt;
* The maximum amount of {{TV|armies}} that the nation can build.&lt;br /&gt;
* {{TV|Cohesion}}.&lt;br /&gt;
* {{TV|influence}} income from [[Nations#Public_Opinion|public support]].&lt;br /&gt;
* {{icon|sustainability}}[[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Pollution output]] and pollution removal from the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
As a result, nations with larger {{TV|pop}} tend to have far greater long-term potential. On the other hand, nations with larger {{TV|pop}} are also slower to change their nation stats, because of the need to apply these changes to a larger number of people.&lt;br /&gt;
&lt;br /&gt;
====Population Scaling for Nation Stat Changes====&lt;br /&gt;
&lt;br /&gt;
The following nation stats are considered to apply to the entire population of the nation:&lt;br /&gt;
* {{TV|democracy}}&lt;br /&gt;
* {{TV|unrest}}&lt;br /&gt;
* {{TV|cohesion}}&lt;br /&gt;
* {{TV|inequality}}&lt;br /&gt;
* {{TV|gdppc}}&lt;br /&gt;
* {{TV|education}}&lt;br /&gt;
* {{TV|sustainability}}&lt;br /&gt;
&lt;br /&gt;
As a result, most changes to these stats are slowed down in nations with larger {{TV|pop}}. Specifically, the amount of change is divided by ({{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Notably, the base monthly {{TV|ip}} production of a nation is the product of ({{TV|gdppc}} in thousands) ^ 0.35 and ({{TV|pop}} in millions) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Consequently, two nations with different {{TV|pop}} but otherwise identical stats would usually develop themselves at the same rate.&lt;br /&gt;
&lt;br /&gt;
====Population Growth====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the game calculates the annual {{TV|pop}} growth of a region as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TIRegionState&lt;br /&gt;
public double annualPopulationGrowth&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		double num = 4.49788037409348;&lt;br /&gt;
		return Mathd.Max(Mathd.Clamp(num + Mathd.Max(-num, -0.418190741 * (double)this.nation.education) + -0.0624798523403752 * (double)this.nation.cohesion + 9.80843732089162E-06 * (double)Mathf.Min(180000f, this.nation.perCapitaGDP) + -0.115739931206548 * (double)Mathf.Sqrt(Mathf.Abs(this.latitude)) + (double)(this.annualPopGrowthModifier * Mathf.Max(0f, (25f - TITimeState.CampaignDuration_years_Exact()) / 25f)) + (double)this.nation.template.popGrowthModifier - (double)(this.xenoforming.xenoformingLevel / 200f) - (double)(this.nuclearDetonations * 4), -10.0, 10.0) - (double)(Math.Max(0f, Mathf.Abs(GameStateManager.GlobalValues().temperatureAnomaly_C) - 8f) * ((this.template.environment == EnvironmentType.Beneficiary) ? 0.5f : ((this.template.environment == EnvironmentType.Vulnerable) ? 2f : 1f))), -100.0) * 0.01;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
* Lower {{TV|education}} increases {{TV|pop}} growth by roughly 0.42% for each point of education below roughly 11, up to a maximum of roughly 4.08%.&lt;br /&gt;
* Higher {{TV|cohesion}} decreases {{TV|pop}} growth by roughly 0.06% for each point of cohesion, up to a maximum of roughly 0.62%.&lt;br /&gt;
* Higher {{TV|gdppc}} increases {{TV|pop}} growth by roughly 0.098% for every 10k GDP per capita, up to a maximum of roughly 1.77%.&lt;br /&gt;
* Distance from the equator decreases {{TV|pop}} growth by 0.115739931206548% multiplied by the square root of the absolute latitude of the region.&lt;br /&gt;
* Every nation and region has a {{TV|pop}} growth modifier, which is defined in plain text in [[TINationTemplate CSV|TINationTemplate.json]] and [[Region List|TIRegionTemplate.json]] in the game files. These values are simply added directly to the annual {{TV|pop}} growth. But the region {{TV|pop}} growth modifiers slowly fades away over time. After 25 years, they are completely removed.&lt;br /&gt;
* [[Aliens#Alien Xenoforming|Xenoflora]] decreases {{TV|pop}} growth by -1% per 200 levels of xenoflora growth. For reference, whenever xenoflora growth exceeds 100 levels, 50 levels are spent to spawn a [[Aliens#Megafauna|megafauna]].&lt;br /&gt;
* Nuclear fallout decreases {{TV|pop}} growth by 4% per layer of nuclear fallout. These can be removed through massive investments into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
The above effects are summed up and then capped between -10% and +10% annual {{TV|pop}} growth.&lt;br /&gt;
&lt;br /&gt;
Then the effects of severe [[Climate Change]] are applied:&lt;br /&gt;
* For every degree of temperature anomaly above or below 8 degrees, population growth decreases by 1%.&lt;br /&gt;
* This effect is doubled for {{icon|ecologically vulnerable region|bgcolor=DarkSlateGray}}ecologically vulnerable regions.&lt;br /&gt;
* This effect is halved for {{icon|ecologically protected region}}ecologically protected regions.&lt;br /&gt;
&lt;br /&gt;
At the start of every month, the {{TV|pop}} of every region is changed to match its projected annual {{TV|pop}} growth rate. But a small amount of randomization between -0.0412% and +0.0412% is also added to this monthly {{TV|pop}} change.&lt;br /&gt;
&lt;br /&gt;
If the region population decreases, the nation&#039;s {{TV|education}} does too. If you lose more than 0.5 million {{TV|pop}} (no, it does not scale with total {{TV|pop}}), you get the maximum reduction of -0.005 {{TV|education}}. This can add up quickly in a large nation with many regions, each reducing the {{TV|education}} by a maximum of -0.005 every month.&lt;br /&gt;
&lt;br /&gt;
Note: This {{TV|education}} decrease is only applied by the automatic monthly {{TV|pop}} change. Loss of {{TV|pop}} from other sources such as [[Terrestrial_Warfare|war]] or [[Events|natural disasters]] has no effect on {{TV|education}}.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 1.0.29.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|government priority}} adds {{TV|democracy|0.001}} per {{TV|education}}.&lt;br /&gt;
* Each completion of the {{TV|oppression}} removes {{TV|democracy|0.0025}}.&lt;br /&gt;
* Each completion of the {{TV|spoils}} removes {{TV|democracy|0.0005}}.&lt;br /&gt;
* Every month, if the nation is at war, then remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation has less than 4 {{TV|cohesion}}, then there is a (1 - {{TV|cohesion}} / 4) chance to remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation and all of its neighbors are not at [[Foreign Relations#Wars|war]] and all of its neighbors have higher {{TV|democracy}} than the nation, then the nation gains {{TV|democracy|0.01}}.&lt;br /&gt;
&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} impacts {{TV|base cohesion}}:&lt;br /&gt;
* Low {{TV|democracy}} increases the {{TV|base cohesion}}.&lt;br /&gt;
* Middle {{TV|democracy}} lowers the {{TV|base cohesion}}.&lt;br /&gt;
* High {{TV|democracy}} draws the {{TV|base cohesion}} towards a central value of 5, and simultaneously increases {{icon|research}}[[Nations#Research|research production]]. &lt;br /&gt;
&lt;br /&gt;
Higher {{TV|democracy}} also lowers the {{TV|spoils}} requirement to keep the national [[Nations#Corruption|elites happy]] in order to avoid resetting of CPs by {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] and boosts [[Nations#Per_Capita_GDP|economic growth]]. &lt;br /&gt;
&lt;br /&gt;
Lower {{TV|democracy}} increases the effectiveness of the {{TV|oppression}} and armies at reducing {{TV|unrest}}. It also increases the {{TV|money}} output of the {{TV|spoils}}, and the [[Nations#Public_Support_Cap|Public Support Cap]].&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} also has effects on [[Foreign Relations]] and [[Terrestrial Warfare]].&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|democracy}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|unrest}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || &amp;lt;1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Subversion || &amp;lt;3 &lt;br /&gt;
|-&lt;br /&gt;
| Strife || &amp;lt;4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || &amp;lt;7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || ≥9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as:&lt;br /&gt;
* 10.5 &lt;br /&gt;
* -1 per {{TV|gdppc|10000}}.&lt;br /&gt;
* -1 per {{TV|cohesion}}.&lt;br /&gt;
* For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation:&lt;br /&gt;
** -0.5.&lt;br /&gt;
** Multiplied by the army health %.&lt;br /&gt;
** Multiplied by (10 - {{TV|democracy}}).&lt;br /&gt;
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65.&lt;br /&gt;
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}})&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation&#039;s [[Regions]]&#039; Xenoflora Growth Levels) / 20.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Unrest ====&lt;br /&gt;
&lt;br /&gt;
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}. &lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}.&lt;br /&gt;
&lt;br /&gt;
==== Coups and revolutions ====&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|&amp;gt;9.9}} when checked, but never otherwise. A naturally occurring coup will never happen if {{TV|democracy|≥8}} and {{TV|unrest|&amp;lt;8}}; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is (({{TV|unrest}} * 2 - {{TV|cohesion}} - {{TV|democracy}}) / 10 + conditional elite unhappiness) / 6000, where the elites&#039; unhappiness is {{TV|corruption}} percent - {{TV|spoils}} percent, but is ignored if any of the following conditions are true:&lt;br /&gt;
* {{TV|corruption}} percent &amp;lt; {{TV|spoils}} percent.&lt;br /&gt;
* Some faction owns all the nation&#039;s control points and that faction has {{TV|public support|≥65%}}.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering {{TV|unrest}} and increasing {{TV|cohesion}}, {{TV|democracy}} and {{TV|spoils}} (up to the {{TV|corruption}} level). The {{TV|spoils}} may often be ignored if the level of {{TV|unrest}} in a country is sufficiently low and the {{TV|cohesion}} and/or {{TV|democracy}} sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Coup =====&lt;br /&gt;
&lt;br /&gt;
When a nation undergoes a coup for any reason, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied, except for those owned by the faction whose councilor performed the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]], if any.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a random amount between -2 and 1.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a random amount between -3 and 0.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a random amount between -1 and 1.&lt;br /&gt;
# The nation&#039;s [[Nations#GDP|GDP]] is changed by a random amount between -10% and 0%.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.&lt;br /&gt;
# If the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was performed by a councilor of some faction F, then:&lt;br /&gt;
#* If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.&lt;br /&gt;
#* If there is exactly one empty control point in the nation and the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.&lt;br /&gt;
#* Otherwise, give the first empty control point in the nation to F, and if the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was a critical success, also give the control point immediately to the right of it to F.&lt;br /&gt;
# Empty out every control point that is to the right of an empty control point.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
# Every councilor that is still planning to perform a {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission on the nation this turn aborts their pending {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Revolution =====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
When a human nation undergoes a revolution, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied.&lt;br /&gt;
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a semi-random amount between -6 and -3, affected by {{TV|public support}}.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, affected by {{TV|public support}}.&lt;br /&gt;
# If the nation&#039;s {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, affected by {{TV|public support}}.&lt;br /&gt;
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is increased by the average [[Factions#Human_Factions|Idealism]] of the new control point owners.&lt;br /&gt;
#* Note: {{TV|democracy}} cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# X% chance for the number of loose nukes to increase by 1, where X is the number of {{TV|nukes}} the nation had. But note that this doesn&#039;t actually reduce the number of {{TV|nukes}} the nation has.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
The changes that are affected by {{TV|public support}} are multiplied by X, where X is calculated as follows:&lt;br /&gt;
# Set X to 0.&lt;br /&gt;
# For each non-empty control point before the revolution:&lt;br /&gt;
#* If this is not the executive control point, then reduce X by 0.5 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
#* If this is the executive control point, then reduce X by 1 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
# For each non-empty control point after the revolution:&lt;br /&gt;
#* If this is not the executive control point, then increase X by 1 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
#* If this is the executive control point, then increase X by 2 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
# Increase X by a random value between 0 and 0.25.&lt;br /&gt;
# If all control points are empty both before and after the revolution, then again increase X by a random value between 0 and 0.25.&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by purchasing power parity. The nation&#039;s GDP determines how many [[Nations#Control Points|Control Points]] a nation has, how many Investment Points it produces, and how difficult certain missions there are.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with [[Nations#Control_Points|Control Points]] in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of [[Nations#Armies|Armies]] and [[Nations#Navies|Navies]] it fields and by high levels of {{TV|unrest}}.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.35&amp;lt;/code&amp;gt;.&lt;br /&gt;
* {{TV|unrest}} removes {{TV|ip|1%}} for every {{TV|unrest|0.1}} above 2, capping at {{TV|ip|80%}} removed at {{TV|unrest|10}}.&lt;br /&gt;
* {{TV|navies}} remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Idle {{TV|armies}} in their home regions remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Other {{TV|armies}} remove {{TV|ip|1}} each.&lt;br /&gt;
&lt;br /&gt;
The overall formula is (GDP in billions)^0.35 × (1 - max({{TV|unrest}}-2, 0)/10) - 0.5 × ({{TV|navies}}) - 0.5 × (idle {{TV|armies}} at home) - (other {{TV|armies}}).&lt;br /&gt;
&lt;br /&gt;
The value can be significantly increased during a turn by assigning a [[Councilors|councilor]] to {{MissionIcon|Advise}}[[Advise]] the nation. The n-th advisor adds +(Advisor {{TV|administration}} / n)% to {{TV|ip}}.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s per-capita GDP is its &#039;&#039;&#039;Gross Domestic Product&#039;&#039;&#039; divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not being met.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}, the {{TV|economy}} increases the {{TV|gdppc}} by:&lt;br /&gt;
* 3 (Base value), slightly increased by certain global Techs.&lt;br /&gt;
* +1.5 per {{icon|oil}}Oil Region&lt;br /&gt;
* +1.5 per {{icon|resource region}}Mining Region.&lt;br /&gt;
* +1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region.&lt;br /&gt;
* +0.5 per {{TV|democracy}}.&lt;br /&gt;
* +1 per {{TV|education}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want higher {{TV|democracy}}, higher {{TV|education}}, as well as as many {{icon|core economic region|bgcolor=DarkSlateGray}}economic, {{icon|oil}}oil, and {{icon|resource region}}mining regions as possible.&lt;br /&gt;
&lt;br /&gt;
It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability. [[Climate Change]] has a negative effect on GDP that is increased by {{TV|inequality}}.&lt;br /&gt;
&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on region {{TV|pop}} and economic modifiers. It pretends {{icon|colony|bgcolor=DarkSlateGray}}colony regions have 50% the people who actually live there, and that {{icon|oil}}core oil, {{icon|resource region}}core mining, and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. &lt;br /&gt;
&lt;br /&gt;
This affects the amount of {{TV|mc}} capacity that can be built in each region.&lt;br /&gt;
&lt;br /&gt;
For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:&lt;br /&gt;
* A {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}}.&lt;br /&gt;
* A {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}}.&lt;br /&gt;
Then because of economic modifiers:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is treated as if it has {{TV|pop|50 million}}&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is treated as if it has {{TV|pop|10 million}}.&lt;br /&gt;
So the 60 billion GDP is divided up such that:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is given 50 billion GDP.&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is given 10 billion GDP.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s {{TV|education}} value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of {{TV|education}} there. Nations with higher {{TV|education}} scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.&lt;br /&gt;
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5.&lt;br /&gt;
** Multiplied by 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12.&lt;br /&gt;
* After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}.&lt;br /&gt;
* Each completion of the {{TV|unity}} removes {{TV|education|0.001}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|education}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 1-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} cannot be decreased below 1.&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} is one of the largest factors influencing {{TV|national research}} output aside from {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the {{TV|national research}} output is calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TINationState&lt;br /&gt;
public float research_month&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		float population_Millions = this.population_Millions;&lt;br /&gt;
		float perCapitaGDP = this.perCapitaGDP;&lt;br /&gt;
		return (population_Millions * ((perCapitaGDP &amp;lt;= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other words:&lt;br /&gt;
&lt;br /&gt;
A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000.&lt;br /&gt;
&lt;br /&gt;
B) {{TV|pop}} in millions.&lt;br /&gt;
&lt;br /&gt;
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6.&lt;br /&gt;
&lt;br /&gt;
If the {{TV|gdppc}} is higher than $30000, use 1.5157166 + 0.90942997 × (ln({{TV|gdppc}}/15000) - 0.6931472) instead.&lt;br /&gt;
&lt;br /&gt;
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is about 2^0.6 × (1 + 0.6 × ln({{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC/30000))&lt;br /&gt;
&lt;br /&gt;
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]]&lt;br /&gt;
&lt;br /&gt;
D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12)&lt;br /&gt;
&lt;br /&gt;
E) Scales by the sixth root of {{TV|democracy}}, with a floor of 1 at 1 {{TV|democracy}}: Max({{TV|democracy}}&amp;lt;sup&amp;gt;0.16666667&amp;lt;/sup&amp;gt;, 1) (maximum of ~1.4678).&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
G) 100% efficient at 0 {{TV|unrest}} and 0% efficient at 10 {{TV|unrest}}, scales with {{TV|unrest}} squared: 1-{{TV|unrest}}²/100&lt;br /&gt;
&lt;br /&gt;
H) n% per {{TV|science}} {{MissionIcon|Advise}}[[Advise|Advisor]] with diminishing return: 1% per {{TV|science}} of first {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.5% per {{TV|science}} of second {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.333333% from 3rd etc, always sorted by {{MissionIcon|Advise}}[[Advise|Advisor]] bonus, descending (best {{MissionIcon|Advise}}[[Advise|Advisor]] will count towards the first bonus).&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H&lt;br /&gt;
&lt;br /&gt;
=== Mission Control ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Completing the Mission Control priority grants one Mission Control to the nation. New facilities will tend to go in regions that already have Mission Control facilities. A region&#039;s Mission Control maximum capacity is a function of the region&#039;s GDP and education.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|mc}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|mission control priority}} is completed, a random region in the nation is selected to gain {{TV|mc|1}}. This random selection is slightly weighted to favor {{icon|capital|bgcolor=DarkSlateGray}}capital and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions over {{icon|colony|bgcolor=DarkSlateGray}}colony regions. It cannot select regions that are currently occupied by war enemies. It also cannot select any regions that have reached (or exceeded) their Maximum Mission Control.&lt;br /&gt;
&lt;br /&gt;
The Maximum Mission Control of a region is calculated as 1 + [[#GDP_Per_Region|Region GDP]] in billions / Max(200, 300 - 6 * {{TV|education}}), rounded down to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
In practice, this formula is dominated by the region {{TV|pop}} and nation {{TV|gdppc}} factors, so players who wish to rapidly increase their nation&#039;s Maximum Mission Control should focus on the {{TV|economy}} over the {{TV|knowledge}}.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation&#039;s total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|boost}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|boost priority}} is completed, a random region in the nation is selected to increase its {{TV|boost}} production. This random selection is heavily weighted to favor the regions that already produce the most {{TV|boost}}, with a slight preference for regions that would gain more {{TV|boost}} production when selected. It also heavily prefers regions that are not currently occupied by war enemies.&lt;br /&gt;
&lt;br /&gt;
The amount of {{TV|boost}} production a region gains depends on the latitude of its Launch Facility. Specifically, the region&#039;s annual {{TV|boost}} production increases by 0.4 - (Launch Facility Latitude / 250). &lt;br /&gt;
&lt;br /&gt;
So the worst regions are Iceland and Arkhangelsk, whose Launch Facility Latitudes of 65 mean that each only gains {{TV|boost|0.14}} to annual production when selected. Whereas the best regions are the 26 regions with Launch Facilities that are practically on the Equator: each gains {{TV|boost|0.4}} to annual production when selected. See [[Region List]] for a full list of [[Regions]] and how much {{TV|boost}} each gains per {{TV|boost priority}} completion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their {{TV|boost}} with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total {{TV|boost}}, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Funding ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|funding}} is completed, the nation&#039;s annual funding grows by 10 + (the nation&#039;s GDP in billions)^0.25 / 2, rounded to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the {{TV|funding}} is completed.&lt;br /&gt;
&lt;br /&gt;
The annual funding of a nation is capped at the nation&#039;s [[Nations#GDP|GDP]] in billions multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their funding with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total funding, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology {{TV|miltech}} value represents the capability of the nation&#039;s armed forces. &lt;br /&gt;
&lt;br /&gt;
Each completion of the {{TV|military priority}} adds {{TV|miltech|0.00125}}. This is further increased for nations that are falling behind on {{TV|miltech}}. Specifically, the effect is multiplied by (best Human Nation&#039;s {{TV|miltech}}/ this nation&#039;s {{TV|miltech}}).&lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the {{TV|miltech}} between the two nations. {{{TV|miltech}} applies to both army strength, which changes together with national {{{TV|miltech}}, and regional defense power.&lt;br /&gt;
&lt;br /&gt;
{{TV|miltech}} ranges from 2 to infinity. The {{TV|miltech}} &#039;age&#039; also determines the visual appearance of armies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{TV|miltech}} range&lt;br /&gt;
| 2-3 || 3-4 || 4-5 || 5-6 || 6-7 || 7-infinity&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|miltech}} age&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|x55px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the {{TV|miltech}} is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Cybernetics]]&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Applied Artificial Intelligence]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Next-Generation Aerospace]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Diamondoids]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Terrestrial Military Science]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Networked Global Defense]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Coilguns]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Trans-Interface Warfare]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Future Tech: Military Science]]&lt;br /&gt;
&lt;br /&gt;
=== Armies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Armies are powerful and expensive assets that belong to nations. Each army represents multiple divisions of troops, air support, and a logistics train sufficient for the unit to take and hold territory outside their home nation&#039;s borders.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Naval armies are supported by a combat and transport fleet, and are able to cross oceans if the nation&#039;s naval score exceeds that of its enemies.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Armies are bound to a particular control point in a nation; the owner of that control point commands the army&#039;s actions. Use of armies on foreign soil are subject the nation&#039;s relations; they may be stationed in allied nations and only enter the territory of hostile nations during war.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Each nation may have one army per region it controls; if a region joins another nation, any armies based in that region will belong to the new nation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Armies, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
An army needs two things: {{TV|pop}} and land.&lt;br /&gt;
* Each army needs its own unique home region that is:&lt;br /&gt;
** Not shared by any other army.&lt;br /&gt;
** Not a {{icon|colony|bgcolor=DarkSlateGray}}colony region.&lt;br /&gt;
** Not occupied by enemy forces.&lt;br /&gt;
* Each army needs {{TV|pop|25 million}} in the nation.&lt;br /&gt;
** Except the first army of each nation gets a discount: it only needs {{TV|pop|5 million}}.&lt;br /&gt;
&lt;br /&gt;
Some nations do not begin with any military, and must first complete the {{TV|found military}} before they can use the {{TV|build army}} to build any armies.&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation&#039;s {{TV|miltech}}.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur.&lt;br /&gt;
&lt;br /&gt;
{{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true:&lt;br /&gt;
* The nation has completed the {{TV|found military}} (or started with it already complete).&lt;br /&gt;
* The nation has more {{TV|armies}} than {{TV|navies}}.&lt;br /&gt;
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]].&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The nation has at least 4 [[Nations#Control_Points|control points]].&lt;br /&gt;
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack.&lt;br /&gt;
&lt;br /&gt;
=== Estimated Military Strength ===&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation X is calculated as the sum of the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Multipliers&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For Alien Invader Armies, use their {{TV|miltech}} instead of the {{TV|miltech}} of the Alien Nation.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Navies|Navies]] of X || || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} Value of X || || -1&lt;br /&gt;
|-&lt;br /&gt;
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100&lt;br /&gt;
|-&lt;br /&gt;
| Number {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, at the start of the game, the nation of North Korea has {{TV|miltech|2.8}}, 1 region, {{TV|armies|1}}, {{TV|navies|0}}, {{TV|unrest|0}}, and {{TV|nuke|1}}. So its estimated military strength is the sum of:&lt;br /&gt;
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96&lt;br /&gt;
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4&lt;br /&gt;
* {{TV|navies|0}} × 1 = 0&lt;br /&gt;
* {{TV|unrest|0}} × -1 = 0&lt;br /&gt;
* 1 (has nukes) × 100 = 100&lt;br /&gt;
* {{TV|nuke|1}} × 5 = 5&lt;br /&gt;
So it has an estimated military strength of 115.36.&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation is important because when multiple nations fight on the same side of a [[Foreign_Relations#Wars|war]], the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.&lt;br /&gt;
&lt;br /&gt;
In addition, the estimated military strength of a nation is often used by the AI to determine their [[Foreign_Relations|international relations]]. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.&lt;br /&gt;
&lt;br /&gt;
=== Space Defenses ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
Human Nations can build Space Defenses after [[Trans-Interface Warfare]] is researched.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are built in the following order:&lt;br /&gt;
# The {{icon|capital|bgcolor=DarkSlateGray}}Capital region.&lt;br /&gt;
# The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|oil|bgcolor=DarkSlateGray}}{{icon|resource region|bgcolor=DarkSlateGray}}Resource regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The Non-Colony regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
&lt;br /&gt;
The amount of IP needed by the {{icon|space defenses}}Space Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See [[Region List]] for a list of all regions and their areas.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are armed with a giant 1-GJ, 3600-cm laser (this is bigger than the Alien T3 base defense laser). Color will be best available of IR or green, and type, of laser, arc laser or phaser.&lt;br /&gt;
&lt;br /&gt;
=== Exofighters ===&lt;br /&gt;
&lt;br /&gt;
Human nations can build {{icon|exofighter}}exofighters after [[Exoatmospheric Fighters]] is researched.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{icon|build exofighter}}Build Exofighter priority is completed, a region in the nation is selected to increase its {{icon|exofighter}}exofighters by 1. The region is selected as follows:&lt;br /&gt;
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters.&lt;br /&gt;
* If any remaining region has zero {{icon|exofighter}}exofighters, then pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production.&lt;br /&gt;
* Pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production divided by the number of {{icon|exofighter}}exofighters already in the region.&lt;br /&gt;
&lt;br /&gt;
The Maximum {{icon|exofighter}}exofighters of a region is calculated as:&lt;br /&gt;
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1.&lt;br /&gt;
* Min(64, Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production / 4), rounded up to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal. High values keep unrest in check and increase the nation&#039;s ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed.&lt;br /&gt;
* Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|education}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|democracy}}.&lt;br /&gt;
** This cannot be reduced below 0.025.&lt;br /&gt;
* If {{TV|democracy}} &amp;gt; 5, then each completion of the {{TV|oppression}} removes {{TV|cohesion|0.025}} per {{TV|democracy}} over 5.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} moves by 0.1 per month towards {{TV|base cohesion}}. It can decrease faster, up to 0.25 per month towards its resting point, depending on {{TV|inequality}} (this acceleration occurs for {{TV|inequality}} values between 4 to 4.6). Specifically, when {{TV|base cohesion}} is lower than {{TV|cohesion}}, the {{TV|cohesion}} decrease per month is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is not affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] and is rapid enough that it is usually better to move {{TV|base cohesion}} rather than trying to fight the tide. See [[Nations#Resting_Cohesion]] for details on how to achieve this.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} is also commonly changed by [[Events]], and can be strongly affected by [[Foreign Relations#Declaring_Wars|War Declarations]] and the [[Terrestrial_Warfare#Army_Death|Destruction of armies]].&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|cohesion}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || &amp;lt;1 &lt;br /&gt;
|-&lt;br /&gt;
| Fractured || &amp;lt;2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || &amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || &amp;lt;4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || &amp;lt;5 &lt;br /&gt;
|-&lt;br /&gt;
| Diverse || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || &amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || &amp;lt;8 &lt;br /&gt;
|-&lt;br /&gt;
| Dominated || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Resting Cohesion ====&lt;br /&gt;
&lt;br /&gt;
{{TV|base cohesion}} depends on the following factors:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{TV|inequality}}&lt;br /&gt;
| ≤ 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × 2.25 × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × (3.25 × {{TV|inequality}} - 4.75)&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|gdppc}}&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by (1 - ({{TV|gdppc}} / Highest {{TV|gdppc}} in last 10 years)) × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{TV|pop}}&lt;br /&gt;
| 1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|pop}}Population Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.0025/km × {{TV|pop}}-weighted average distance from each [[Regions|Region]] to the nation&#039;s capital. Capped at 7.5 Reduction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Foreign Relations#Wars|Wars]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Peer [[Foreign Relations#Rivals|Rivals]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners.&lt;br /&gt;
|-&lt;br /&gt;
| Public Opinion Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Change&amp;lt;/span&amp;gt; by -6 × ([[#Public_Opinion|Standard Deviation]] of Public Opinion / Worst Possible Standard Deviation - 0.5).&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{TV|democracy}}&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by (3.5&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt; - {{TV|democracy}}&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt;) × ((10 - {{TV|unrest}}) / 10)&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - {{TV|democracy}})&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × ({{TV|democracy}} - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × ({{TV|democracy}} - 6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Owning [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1.6 × {{TV|democracy}} × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In other words, {{TV|base cohesion}} is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high.&lt;br /&gt;
* War enemies that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3.&lt;br /&gt;
* Rivalries with nations no more than 1 control point smaller, that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3 - the amount already given by the War {{TV|base cohesion}} Bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High {{TV|democracy}} score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;changed by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Public Opinion [[#Public_Opinion|distribution]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium {{TV|democracy}} score.&lt;br /&gt;
* High {{TV|inequality}} score, stronger when {{TV|education}} is high.&lt;br /&gt;
* Loss of {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDP per Capita]] within the last 10 years.&lt;br /&gt;
* {{TV|pop}}, worse when the entire {{TV|pop}} is confined to just one [[Region]] because the nation has no other [[Regions]].&lt;br /&gt;
* Geographic {{icon|pop}}Population Distribution.&lt;br /&gt;
* Difference between [[#Public_Opinion|average public opinion]] and the [[Factions]] that own the control points.&lt;br /&gt;
* Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]], multiplied by {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Cohesion ====&lt;br /&gt;
&lt;br /&gt;
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}.&lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1.25 - |{{TV|cohesion}} - 5| / 10). So it is multiplied by 75% at {{TV|cohesion|0}} and at {{TV|cohesion|10}}, whereas it is multiplied by 125% at {{TV|cohesion|5}}.&lt;br /&gt;
* The [[Nations#Public_Support_Cap|Public Support Cap]] of a Nation is increased by its {{TV|cohesion}}.&lt;br /&gt;
* The [[Nations#Population_Growth|Population Growth]] of a Nation is decreased by its {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
==== Underflowing Cohesion ====&lt;br /&gt;
&lt;br /&gt;
If {{TV|cohesion}} would ever be reduced below 0, then it &#039;&#039;&#039;underflows&#039;&#039;&#039;. This section discusses the effects of such an underflow.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|democracy}} is reduced by &amp;lt;code&amp;gt;Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
* {{TV|unrest}} is increased by &amp;lt;code&amp;gt;({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount - Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0))) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The people of Earth all hold a particular viewpoint about the alien arrival. But people are malleable, and events and propaganda can sway them to a different point of view.&lt;br /&gt;
&lt;br /&gt;
These viewpoints track with the ideologies of each faction, along with an &amp;quot;undecided&amp;quot; viewpoint in the middle of all of them. Ideologies have a position relative to each other; when events have a chance to change someone&#039;s opinion, they will typically move to something nearby -- a Resistance supporter could see their views radicalize to those of Humanity First, or soften to being simply undecided, for example.&lt;br /&gt;
&lt;br /&gt;
Public support for your faction is a primary source of the influence resource. You will also receive bonuses on missions in nations where a large portion of the public is on your side.&lt;br /&gt;
&lt;br /&gt;
A potential mover of public opinion are atrocities committed by a faction. Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the public opinion penalty increases dramatically.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
Public support for a faction provides many benefits, including but not limited to:&lt;br /&gt;
; {{TV|influence}} Income&lt;br /&gt;
: For every one million supporters a faction possesses, their annual {{TV|influence}} income is increased by 0.5.&lt;br /&gt;
: This bonus applies even if the faction does not possess any of the nation&#039;s control points.&lt;br /&gt;
: With over 8 billion people on Earth, a faction with high public support around the globe could earn more than 200 {{TV|influence}} every month, just from their public support.&lt;br /&gt;
; Councilor [[Missions#Mission_Modifiers|Mission Support]]&lt;br /&gt;
: Most councilor missions that attempt to gain or maintain control of the nation have mission modifiers based on the nation&#039;s public opinion. Public support for a faction makes such missions significantly easier for them, and significantly harder against them.&lt;br /&gt;
: This is especially true in highly democratic nations.&lt;br /&gt;
: Specifically, the [[Missions#Mission_Modifiers|mission modifier]] has X points, where X = (10 + {{icon|democracy|bgcolor=DarkSlateGray}}Government) * public support fraction for the faction.&lt;br /&gt;
; Preventing [[Nations#Coups_and_revolutions|Organic Coups]]&lt;br /&gt;
: In very rare cases, high [[Nations#Corruption|Corruption]] in a nation can lead its elites to organically launch a [[Nations#Coups_and_revolutions|coup]] even without outside intervention, if they are not sufficiently appeased by investments into the {{icon|spoils}}Spoils priority.&lt;br /&gt;
: But high public support (&amp;gt;65%) for the faction that owns the nation automatically prevents such [[Nations#Coups_and_revolutions|organic coups]] from occurring.&lt;br /&gt;
; Post-Revolution Changes&lt;br /&gt;
: Whenever a [[Nations#Coups_and_revolutions|revolution]] occurs in a human nation, public support for the old control point owners is compared to public support for the new control point owners. If the new owners are significantly more popular with the public, the nation can experience large benefits: increased {{TV|cohesion}}, reduced {{TV|unrest}}, and reduced {{TV|inequality}}.&lt;br /&gt;
; {{TV|base cohesion}}&lt;br /&gt;
: Public opinion affects the {{TV|base cohesion}} of a nation in two ways.&lt;br /&gt;
: First, [[Factions]] that own a nation will find the nation to be significantly less cohesive when the public does not support them. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is twice the ideological distance between the average ideology of the factions that own the nation&#039;s control points and the population-weighted average ideology of the public. &lt;br /&gt;
: Note: ideological distance is calculated using good old pythagoras. &lt;br /&gt;
: Second, a public with wildly differing views is naturally far less cohesive than a public that bands together to support one ideology. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is calculated as follows:&lt;br /&gt;
: 1. Set X to be the public opinion&#039;s standard deviation.&lt;br /&gt;
: 2. Divide X by the worst possible standard deviation (this is when the two most different ideologies are each supported by exactly half the public).&lt;br /&gt;
: 3. Subtract 0.5 from X.&lt;br /&gt;
: 4. Multiply X by 6.&lt;br /&gt;
: Note: X can actually be negative, meaning that the {{TV|base cohesion}} can actually be increased by a highly unified public opinion.&lt;br /&gt;
&lt;br /&gt;
==== Changing Public Opinion ====&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s public opinion can be changed by applying Propaganda to it. Each piece of propaganda is defined by two things: the &#039;&#039;&#039;faction ideology&#039;&#039;&#039; it is aimed at, and the &#039;&#039;&#039;strength&#039;&#039;&#039; of the propaganda. For example, a typical public campaign mission applies Propaganda for the councilor&#039;s faction, with a strength of roughly 10.&lt;br /&gt;
&lt;br /&gt;
===== How Propaganda Works =====&lt;br /&gt;
&lt;br /&gt;
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Faction Ideology Chart]]&lt;br /&gt;
&lt;br /&gt;
Whenever Propaganda of strength X for a faction F is applied on a nation, the {{TV|pop}} of the nation is split into roughly ({{TV|pop}} / 100) ^ 0.5 groups, where each group fully supports one ideology. Then for each group, a random value Y between 0 and 100 is rolled, and then:&lt;br /&gt;
* Nothing happens if any of the following are true:&lt;br /&gt;
** X &amp;gt;= 0 and the group already supports faction F. Because this is just preaching to the choir.&lt;br /&gt;
** X &amp;lt; 0 and the group does not support faction F.&lt;br /&gt;
** Y &amp;gt; X and Y &amp;gt; -X, indicating that the propaganda failed to convince the group.&lt;br /&gt;
* Otherwise:&lt;br /&gt;
** If X &amp;gt;= 0, then:&lt;br /&gt;
*** If X - Y &amp;gt; 10, the group&#039;s ideology moves towards F&#039;s ideology by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards F&#039;s ideology by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
** If X &amp;lt; 0, then a completely random coordinate is selected from within a cube of length 2 that is centered on the group&#039;s original ideology, and then:&lt;br /&gt;
*** If (-X) - Y &amp;gt; 10, the group&#039;s ideology moves towards the coordinate by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards the coordinate by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
&lt;br /&gt;
====== Public Support Cap ======&lt;br /&gt;
&lt;br /&gt;
Within each nation, the public support for any faction is capped at (90 - {{TV|democracy}} + {{TV|cohesion}})%. But this cap is implemented in a somewhat counter-intuitive manner: whenever a propaganda is about to be applied, the game will first check if any faction&#039;s public support has surpassed the cap. If so, then during the application of the propaganda, every attempt by a {{TV|pop}} group to move to the closest matching ideology will behave as if the capped faction&#039;s ideology does not exist.&lt;br /&gt;
&lt;br /&gt;
Consequently, once a faction goes over the public support cap, it can no longer gain public support from any kind of propaganda. But if a faction is below the public support cap, there is nothing preventing it from gaining enough public support from one propaganda application to far exceed the public support cap.&lt;br /&gt;
&lt;br /&gt;
===== Sources of Propaganda =====&lt;br /&gt;
&lt;br /&gt;
These include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
====== A Successful Councilor [[Public Campaign]] ======&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction with strength X, where X is calculated as: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| ×2 || On critical success.&lt;br /&gt;
|-&lt;br /&gt;
| Up to +9 || Earth Interface Hab Module bonus &amp;lt;br&amp;gt; (Broadcast Outlets, Communications Hubs, and Media Centers.)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.15 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Hope Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|resist}}[[The Resistance]], {{icon|escape}}[[Project Exodus]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Fear Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], {{icon|appease}}[[The Protectorate]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Enslave the Masters]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
(Available to {{icon|exploit}}[[The Initiative]].) &lt;br /&gt;
|- &lt;br /&gt;
| -3.5 to +3.5 || Random.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== A Unity Priority Completion ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points. (Empty control points do not count.)&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 5 multiplied by the number of control points owned by the faction, but the Religion control point counts as 4 control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is also affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].&lt;br /&gt;
&lt;br /&gt;
Abandoned or {{MissionIcon|Crackdown}}[[Crackdown|Cracked]] control points do not count.&lt;br /&gt;
&lt;br /&gt;
Note: Ordering matters. The last faction to get propaganda applied on each unity completion would get more public support and influence income on average.&lt;br /&gt;
&lt;br /&gt;
The ordering here is determined by the control point ownership: the faction that owns the leftmost control point goes first, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous faction, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous factions, and so on. Thus when sharing nations with other factions, one should try to avoid owning the leftmost control points.&lt;br /&gt;
&lt;br /&gt;
====== A Spoils Priority Completion ======&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is ({{TV|education}} + {{TV|democracy}}) multiplied by -0.125 multiplied by the fraction of the nation&#039;s control points owned by the faction.&lt;br /&gt;
&lt;br /&gt;
====== An Army Destroyed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the faction that controlled the army on the home nation of the army.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is {{TV|democracy}} multiplied by -1.&lt;br /&gt;
&lt;br /&gt;
====== A Martyr Councilor Killed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction on every nation.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 35.&lt;br /&gt;
&lt;br /&gt;
====== An [[Factions#Atrocity|Atrocity]] Committed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength X for the faction responsible on every nation, where X is calculated as:&lt;br /&gt;
# Set X to the total number of atrocities committed by the faction, including the newest atrocity.&lt;br /&gt;
# Multiply X by -0.333.&lt;br /&gt;
# Divide X by 2 if [[Total War Framing]] has been researched. (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
&lt;br /&gt;
====== [[Publicize Alien Threat]] Researched ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength 10 for the faction responsible on every nation.&lt;br /&gt;
&lt;br /&gt;
Available to {{icon|destroy}}[[Humanity First]], {{icon|resist}}[[The Resistance]], and {{icon|escape}}[[Project Exodus]].&lt;br /&gt;
&lt;br /&gt;
=== Sustainability ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation&#039;s GDP, population, and presence of oil resource regions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies:&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation passively produces each month.&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}.&lt;br /&gt;
&lt;br /&gt;
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0:&lt;br /&gt;
* [[Arrival International Development]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Designer Lifeforms]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Integrated Earth-Space Economy]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Clean Energy]] reduces the minimum by 0.1.&lt;br /&gt;
* [[Climate Change Mitigation]] reduces the minimum by 0.1.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}: &lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.&lt;br /&gt;
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.&lt;br /&gt;
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.&lt;br /&gt;
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} &amp;gt; 2.&lt;br /&gt;
** Multiplied by Max(0.25, {{TV|pollution multiplier}} / 0.5) if the {{TV|pollution multiplier}} &amp;lt; 0.5.&lt;br /&gt;
** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.&lt;br /&gt;
 &lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation&#039;s Pollution Multiplier.&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s {{TV|sustainability}}value is calculated as:&lt;br /&gt;
* 10 if {{TV|pollution multiplier}} = 0.&lt;br /&gt;
* 9.99+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.99.&lt;br /&gt;
* 9.9+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.9.&lt;br /&gt;
* 1 / {{TV|pollution multiplier}} otherwise.&lt;br /&gt;
&lt;br /&gt;
Once a nation reaches {{TV|sustainability|10}} ({{TV|pollution multiplier|0}}), the {{TV|environment}} will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere. &lt;br /&gt;
&lt;br /&gt;
At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes |population scaling]] effect gets inverted. A larger {{TV|pop}} is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the {{TV|environment}} is completed is now multiplied by (the nation&#039;s {{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Hence, a player who wishes to fix the [[Climate_Change|Climate]] should aim to make the most populated nations reach {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}.&lt;br /&gt;
** This is further increased by 0.0001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}.&lt;br /&gt;
** This is further increased by 0.001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 9:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|inequality}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Whenever a nation&#039;s {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}.&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
&lt;br /&gt;
Corruption (shown in the {{TV|spoils}} tooltip) determines what percentage of the nation&#039;s {{TV|ip}} the elites want diverted to the {{TV|spoils}} (Note: Does not account for priority bonuses). If this is not done then {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]s become easier to perform against the nation, to the point where they might even [[Nations#Coups_and_revolutions|naturally occur]] without any faction&#039;s involvement. Conversely, assigning more to the {{TV|spoils}} than the elites want will cause them to protect your nation from councilor {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] attempts.&lt;br /&gt;
&lt;br /&gt;
Corruption for human nations is calculated as follows:&lt;br /&gt;
* 50% base value.&lt;br /&gt;
* Decreased by 2.65515% for every point of {{TV|democracy}}.&lt;br /&gt;
* Decreased by 0.57342% for every point of {{TV|cohesion}}.&lt;br /&gt;
* Decreased by 0.824624% for every {{TV|gdppc|3000}}.&lt;br /&gt;
* Multiplied by 0.8 if the [[A Common Concern]] project has been researched. &lt;br /&gt;
** Note: Only available to {{icon|resist}}[[The Resistance]], {{icon|cooperate}}[[The Academy]], {{icon|escape}}[[Project Exodus]], and {{icon|submit}}[[The Servants]].&lt;br /&gt;
* Capped from below at 5%.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Administration]] always has 0% corruption.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of {{TV|ip}}, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each [[Nations#Control_Points|control point]] may direct a share of {{TV|ip}} into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of {{TV|ip}} going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
=== List of Priorities ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Priority !! {{TV|ip}} cost !! Requirements !! Effects !! [[Nations#Population_Scaling_for_Nation_Stat_Changes|Pop Scaled]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO economy priority.png|50px]] Economy || rowspan=4 | 1 || rowspan=4 | None&lt;br /&gt;
| {{TV|gdppc}} [[File:ICO arrow green.png|24px]] by 3 + (1.5 per {{icon|resource region}}Mining Region) + (1.5 per {{icon|oil}}Oil Region) + (1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region) + (0.5 per {{TV|democracy}}) + {{TV|education}} &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per {{icon|resource region}}Mining Region + 0.0001 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]] may be [[Regions#Improving_Regions|Improved]] into {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic, {{icon|resource region}}Mining or {{icon|oil}}Oil Regions after sufficient investment || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions]] || One {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions|Region]] loses {{icon|colony|bgcolor=DarkSlateGray}}Colony status every 1000 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO environment priority.png|50px]] Environment || rowspan=3 | 1&lt;br /&gt;
| {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|sustainability|&amp;lt;10}}&lt;br /&gt;
| &lt;br /&gt;
[[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow green down.png|24px]] by -0.005 / Max(1, total layers of Fallout)&lt;br /&gt;
* × [[Nations#Sustainability|Pollution Multiplier]] / 2 if the [[Nations#Sustainability|Pollution Multiplier]] &amp;gt; 2&lt;br /&gt;
* × Max(0.25, the [[Nations#Sustainability|Pollution Multiplier]] / 0.5) if the [[Nations#Sustainability|Pollution Multiplier]] &amp;lt; 0.5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* {{icon|life}}[[Transform Phages]] researched&lt;br /&gt;
* At least one [[Regions|Region]] has {{icon|fallout}}Fallout &lt;br /&gt;
| One [[Regions|Region]] loses a layer of {{icon|fallout}}Fallout every 100 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO knowledge priority.png|50px]] Knowledge || rowspan=2 | 1 || rowspan=2 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005 &lt;br /&gt;
* × 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5&lt;br /&gt;
* × 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cohesion}} centered by 0.01 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO government priority.png|50px]] Government || rowspan=3 | 1 || {{TV|democracy|&amp;lt;10}} || {{TV|democracy}} [[File:ICO arrow green.png|24px]] by 0.001 per {{TV|education}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy|10}} || Same as {{TV|knowledge}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|unity}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}})&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength 5 × number of control points owned by faction &amp;lt;br&amp;gt;&lt;br /&gt;
(Religion counts as 4 control points)&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|government priority}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || {{TV|miltech}} [[File:ICO arrow green.png|24px]] by 0.00125 / {{TV|miltech}} × Best Human Nation&#039;s {{TV|miltech}} || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO oppression priority.png|50px]] Oppression || rowspan=3 | 1 || rowspan=2 | Found Military Completed in Nation&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} [[File:ICO arrow green down.png|24px]] by (0.1 - {{TV|democracy}} / 100) × 3 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Found Military Completed in Nation and &amp;gt;5 {{TV|democracy}} || {{TV|cohesion}} [[File:ICO arrow red down.png|24px]] by 0.025 × ({{TV|democracy}} - 5) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[File:ICO spoils priority.png|50px]] Spoils || rowspan=6 | 1 || rowspan=5 | None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.0025 + 0.0015 per {{icon|resource region}}Mining Region + 0.0015 per {{icon|oil}}Oil Region || Yes &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength - 0.125 × ({{TV|education}} + {{TV|democracy}}) × fraction of control points owned by faction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow red.png|24px]] by 0.0005 + 0.00075 per {{icon|resource region}}Mining Region + 0.00075 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow red.png|24px]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Control Points Not Cracked&lt;br /&gt;
|&lt;br /&gt;
Each Faction&#039;s {{TV|money}} [[File:ICO arrow green.png|24px]] by (5 × Monthly {{TV|ip}} + 5 per {{icon|resource region}}Mining Region + 5 per {{icon|oil}}Oil Region + 2.5 × (10 - {{TV|democracy}})) × fraction of control points owned by faction &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO funding priority.png|50px]] Funding || 1 || None || Annual {{TV|money}} Production [[File:ICO arrow green.png|24px]] by 10 + max(round(((GDP in billions)^0.18)/1.09),1) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO_launchFacilities_Priority.png|50px]] Boost || 2 || Found Space Program Completed in Nation || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.4 - (Launch Facility Latitude / 250) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO missionControl priority.png|50px]] Mission Control || 25 || Found Space Program Completed in [[Foreign Relations#Federations|Federation]] || {{icon|mc}}Mission Control [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO spaceflightProgram priority.png|50px]] Found Space Program || 50 || None || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO found military priority.png|50px]] Found Military || 40 || None &lt;br /&gt;
|&lt;br /&gt;
Set {{TV|miltech}} to the Max of:&lt;br /&gt;
* 2&lt;br /&gt;
* Worst [[Foreign Relations#Federations|Federation]] Member&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst [[Foreign Relations#Alliances|Ally]]&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst Human Nation&#039;s {{TV|miltech}}&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;(5 + 25 × {{TV|Armies}}) {{TV|pop}} in Millions&lt;br /&gt;
* Has a non-colony Region without its own [[Nations#Armies|Army]]&lt;br /&gt;
| Builds an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;4 Control Points, or 3 Control Points and {{TV|gdppc|&amp;gt;40000}}&lt;br /&gt;
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]]&lt;br /&gt;
| Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO develop atomic bomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 |  80 || rowspan=4 | None || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No&lt;br /&gt;
|- &lt;br /&gt;
| Each Owning Faction Commits 1 [[Factions#Atrocity|Atrocity]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNuclearWeapons priority.png|50px]] Nuclear Weapons || rowspan=2 | 40 || rowspan=2 | Develop Atomic Bomb Completed in Nation || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || {{icon|military}}[[Trans-Interface Warfare]] researched || Builds a {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense Facility]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10 &lt;br /&gt;
| &lt;br /&gt;
* {{icon|military}}[[Exoatmospheric Fighters]] researched &lt;br /&gt;
* Has a Region not at [[Nations#Exofighters|Maximum Exofighters]]&lt;br /&gt;
|| Builds an {{icon|exofighter}}[[Nations#Exofighters|Exofighter]] || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Diversity Bonus ===&lt;br /&gt;
&lt;br /&gt;
Each control point &#039;&#039;&#039;independently&#039;&#039;&#039;&amp;lt;ref&amp;gt;The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.&amp;lt;/ref&amp;gt; gains a small diversity bonus to each of its priorities based on how much it is personally investing into &#039;&#039;&#039;other&#039;&#039;&#039;&amp;lt;ref&amp;gt;A priority cannot give itself its own diversity bonus&amp;lt;/ref&amp;gt; nation building priorities. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! Diversity Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|military priority}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of these nation building priorities adds a diversity bonus of X% to all &#039;&#039;&#039;other&#039;&#039;&#039; priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).&lt;br /&gt;
&lt;br /&gt;
For example, suppose a control point has 3 pips in the {{TV|economy}}, 1 pip in the {{TV|welfare}}, and 1 pip in the {{TV|spoils}}, for a total of 5 pips. Then:&lt;br /&gt;
* The {{TV|economy}} adds a diversity bonus of 50% × 3 ÷ 5 = 30%.&lt;br /&gt;
* The {{TV|welfare}} adds a diversity bonus of 20% × 1 ÷ 5 = 4%.&lt;br /&gt;
* The {{TV|spoils}} adds no diversity bonus, because it is not a nation building priority.&lt;br /&gt;
&lt;br /&gt;
Thus:&lt;br /&gt;
* The {{TV|economy}} receives a diversity bonus of 4% (because it cannot receive the 30% from itself).&lt;br /&gt;
* The {{TV|welfare}} receives a diversity bonus of 30% (because it cannot receive the 4% from itself).&lt;br /&gt;
* The {{TV|spoils}} receives a diversity bonus of 30% + 4% = 34%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This diversity bonus is &#039;&#039;&#039;additive&#039;&#039;&#039; with other bonuses to nation priorities. Specifically, whenever a control point would put any {{TV|IP}} into any priority, the amount of {{TV|IP}} that is actually put into the priority is multiplied by:&lt;br /&gt;
&amp;lt;pre&amp;gt;100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase {{TV|ip}} in a certain priority with {{TV|money}}, {{TV|influence}}, and/or {{TV|ops}}. The number of {{TV|ip}} that may be purchased each calendar year in any nation is capped at 12 × ({{TV|pop}} in Millions × 48.75) ^ 0.175 × ([[Nations#GDP|GDP]] in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Base Direct Investment Costs for each Nation Priority&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 150000 × [[Nations#Sustainability|Pollution Multiplier]] Decrease Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 625 / 41 × {{TV|pop}} in Millions / ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|oppression}} || 0 || 50 × Max(1, {{TV|democracy}}) × Required {{icon|ip|bgcolor=DarkSlateGray}}IP / ({{TV|pop}} / 50 million) ^ 0.35 || 30 / (1 + Min(2, {{TV|miltech}} / 10))&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|military priority}} || 250 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 30 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build army}} || 10000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build navy}} || 1200 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|develop atomic bomb}} || 30000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|nuclear weapons}} || 5000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|space defenses}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 600 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|build exofighter}} || 1000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 200 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Direct Investment Cost Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! {{TV|money}} Cost Multiplier !! {{TV|influence}} Cost Multiplier !! {{TV|ops}} Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Technology|Projects]] || Researched || 1 - 0.15 for [[Transnational Investments]] - 0.15 for [[Adaptive FDI Modeling]] || 1 - 0.25 for [[Strategic Lobbying]] - 0.25 for [[Regulatory Capture]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| Recently Conquered || Within 365.25 days &amp;lt;br&amp;gt; Not {{TV|oppression}}&amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.5 || 1&lt;br /&gt;
|- &lt;br /&gt;
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1 &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cp}} Cost || Not Alien Nation &amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.1 × Single Control Point {{TV|cp}} Cost || 1  &lt;br /&gt;
|- &lt;br /&gt;
| National Priority Bonuses || Not from [[Foreign Relations#Federations|Federation]] &amp;lt;br&amp;gt; Not from [[Nations#Diversity_Bonus|Diversity]] || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign Relations#Federations|Federation]] Bonus || {{TV|economy}} Only || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| Nation {{icon|resource region}}Mining Regions || {{TV|build army}} and {{TV|build navy}} Only || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
&lt;br /&gt;
Each nation requires a certain percentage of {{TV|ip}} to be put into the {{TV|spoils}}. Failing to provide enough {{TV|ip}} into {{TV|spoils}}, shown by the priority becoming red, increases the chance of a [[Nations#Coups_and_revolutions|coup]]. See [[Nations#Corruption]] for details on how this percentage is calculated.&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. &lt;br /&gt;
&lt;br /&gt;
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical [[Resources|resources]], control over the nation&#039;s [[Nations#Armies|armies]], and the ability to direct [[Nations#Priorities|investment priorities]].&lt;br /&gt;
&lt;br /&gt;
The {{TV|research}}, {{TV|boost}}, {{TV|mc}} and {{TV|money}} (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned still get their share, but the owning faction does not receive it.&lt;br /&gt;
&lt;br /&gt;
If there are [[Nations#Armies|Armies]] controlled by the nation, owning a control point may also grant you direct control of said [[Nations#Armies|Armies]]. Control Points with [[Nations#Armies|Armies]] attached to them are shown with the {{TVS|army}} symbol. If there is more than one [[Nations#Armies|Army]] attached to a control point then the number of attached [[Nations#Armies|Armies]] is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving [[Foreign Relations#Federations|federations]] and [[Foreign Relations#Peaceful_Unification|merging nations]], require Consolidated control of the executive, which means the executive faction either gained control of the nation through violent means such as [[Foreign Relations#War_Conquest|war]] or [[Nations#Coups_and_revolutions|revolution]], or must have held continuous control of the executive control point for 180 days.&lt;br /&gt;
&lt;br /&gt;
=== Number of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The number of control points is based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-15.4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15.4-263 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 263-1701 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1701-6869 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6869-20944 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 20944+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The {{TV|cp}} cost of a control point is also based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
When a faction exceeds their {{TV|cp}}, they suffer the following penalties:&lt;br /&gt;
* Certain [[Missions]] against the faction gain a bonus attack mission modifier of {{TV|cp}} overcap / 3. These [[Missions]] are:&lt;br /&gt;
** {{MissionIcon|Crackdown}}[[Crackdown]]&lt;br /&gt;
** {{MissionIcon|Purge}}[[Purge]]&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
** {{MissionIcon|Dominate}}[[Dominate Nation]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* The faction&#039;s annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2.&lt;br /&gt;
&lt;br /&gt;
=== Taking Control Points ===&lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral Control Point, one usually performs a successful {{MissionIcon|Control Nation}}[[Control Nation]] mission with one of their [[Councilors]]. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by [[Factions]], then the {{MissionIcon|Control Nation}}[[Control Nation]] mission becomes unavailable. In that case you would need to perform a successful {{MissionIcon|Purge}}[[Purge]] mission on an enemy Control Point.&lt;br /&gt;
&lt;br /&gt;
To increase {{MissionIcon|Purge}}[[Purge]] success chances, it is recommended to conduct {{MissionIcon|Crackdown}}[[Crackdown]] on these Control Points first. Another alternative to Control Nation is {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]. It can either be performed with your councilor or happen naturally. See [[Nations#Effects_of_a_Coup]] for the effects of a coup, including the distribution of control points when a coup occurs. {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] has a higher success chance in nations with high {{TV|unrest}}, so {{MissionIcon|Unrest}}[[Increase Unrest]] missions can be very helpful.&lt;br /&gt;
&lt;br /&gt;
One more alternative is to simply use [[Foreign Relations#Wars|war]]. When armies [[Foreign Relations#War_Conquest|conquer]] a nation&#039;s {{icon|capital|bgcolor=DarkSlateGray}}capital region, all control points in the nation switch owners to whichever [[Factions|faction]] [[Foreign Relations#War_Conquest|conquered]] them.&lt;br /&gt;
&lt;br /&gt;
=== Control Point Types ===&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national {{TV|democracy}} and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.&lt;br /&gt;
|-&lt;br /&gt;
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits&lt;br /&gt;
|-&lt;br /&gt;
| 1st || None || Executive || &lt;br /&gt;
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions.&lt;br /&gt;
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]].&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|nukes}}.&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|exofighters}}.&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to [[Events]].&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to incoming requests for [[Foreign Relations#Declaring_Wars|joining wars]], [[Foreign Relations#Proposing_Alliances|allying]], and [[Foreign Relations#Joining_Federations|federating]].&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting the Executive.&lt;br /&gt;
* Otherwise, the faction gains +3 Bonus Attack on its {{MissionIcon|Purge}}[[Purge]] Missions targeting the Executive.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Purge}}[[Purge]] Missions targeting each non-Executive control point.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and &amp;lt;7 {{TV|cohesion}} || Oligarchs ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions&#039; {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3rd || &amp;lt;5 {{TV|democracy}} || Security Apparatus || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Extract}}[[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Crackdown}}[[Crackdown]], {{MissionIcon|Detain}}[[Detain]], and {{MissionIcon|Extract}}[[Extract Councilor]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| ≥7 {{TV|education}} || Mass Media || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Public Campaign}}[[Public Campaign]] and {{MissionIcon|Dominate}}[[Dominate Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for {{icon|unity}}Unity Priority&#039;s Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 4th || &amp;lt;4 {{TV|democracy}} || National Industries || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions targeting [[Orgs]] owned by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;3.5 {{TV|inequality}} and &amp;gt;10000 {{TV|gdppc}} and &amp;gt;7 {{TV|education}} || Trade Unions || [[Orgs]] based in the same nation cost 20% less {{TV|influence}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 5th || &amp;gt;6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 {{TV|cohesion}} or &amp;lt;7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Warlords || +6 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 6th || &amp;gt;9 {{TV|democracy}} and &amp;gt;9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|cohesion}} and Nation has a [[Foreign Relations#Rivals|rival]] or [[Foreign Relations#Wars|war enemy]] which has at least the same number of control points. || Defense Sector || Faction&#039;s {{TV|armies}} that belong to this Nation gain +0.005 [[Terrestrial_Warfare#Army_Healing|daily heal rate]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|democracy}} and &amp;gt;7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| Nation has at least 1 {{icon|oil}}Oil or {{icon|resource region}}Mining Region || Extractive Sector || Nation {{icon|spoils}}Spoils Money Output for Faction increased by 2 × Number of {{icon|oil}}Oil or {{icon|resource region}}Mining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Agricultural Sector || Nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] does not have any special control point types or bonuses. Though naturally the [[Aliens]] still receive all of the benefits that an Executive Control Point grants.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Nations]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11782</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11782"/>
		<updated>2026-09-01T20:34:53Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Effects of a Revolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see [[Nation List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
&lt;br /&gt;
Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:Gray;&amp;quot;&lt;br /&gt;
| colspan=2| || {{icon|pop}} || {{icon|gdppc}} || {{icon|ip}} || {{icon|economy}} || {{icon|welfare}} || {{icon|knowledge}} || {{icon|government priority}} || {{icon|unity}} || {{icon|oppression}} || {{icon|inequality}} || {{icon|cohesion}} || {{icon|unrest}} || {{icon|education}} || {{icon|democracy}} || {{icon|spoils}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|pop}} || [[Nations#Population|Population]]&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|gdppc}} || [[Nations#Per_Capita_GDP|GDPPC]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|ip}} || [[Nations#Monthly_Investment_Points|IP]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|economy}} || Economy Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|welfare}} || Welfare Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|knowledge}} || Knowledge Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|government priority}} || Government Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unity}} || Unity Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|oppression}} || Oppression Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|inequality}} || [[Nations#Inequality|Inequality]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|cohesion}} || [[Nations#Cohesion|Cohesion]]&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| {{icon|star}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unrest}} || [[Nations#Unrest|Unrest]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|education}} || [[Nations#Education|Education]]&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|democracy}} || [[Nations#Government|Government]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|spoils}} || Spoils Priority&lt;br /&gt;
| style=&amp;quot;background-color:#110000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|research}} || [[Nations#Research|Research]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| {{icon|star}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|mc}} || [[Nations#Mission_Control|MC]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Each cell represents the effect of having higher amounts of the column stat on the row stat. &lt;br /&gt;
* Lighter background colors indicate stronger effects on the row stat.&lt;br /&gt;
* Empty cell indicates that the column stat has no direct effect on the row stat.&lt;br /&gt;
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
&lt;br /&gt;
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to:&lt;br /&gt;
* {{TV|IP}}.&lt;br /&gt;
* {{icon|research|bgcolor=DarkSlateGray}}[[Nations#Research|Research output]].&lt;br /&gt;
* The maximum amount of {{icon|mc|bgcolor=DarkSlateGray}}[[Nations#Mission_Control|Mission Control Cap]] that can be built in each region.&lt;br /&gt;
* The maximum amount of {{TV|armies}} that the nation can build.&lt;br /&gt;
* {{TV|Cohesion}}.&lt;br /&gt;
* {{TV|influence}} income from [[Nations#Public_Opinion|public support]].&lt;br /&gt;
* {{icon|sustainability}}[[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Pollution output]] and pollution removal from the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
As a result, nations with larger {{TV|pop}} tend to have far greater long-term potential. On the other hand, nations with larger {{TV|pop}} are also slower to change their nation stats, because of the need to apply these changes to a larger number of people.&lt;br /&gt;
&lt;br /&gt;
====Population Scaling for Nation Stat Changes====&lt;br /&gt;
&lt;br /&gt;
The following nation stats are considered to apply to the entire population of the nation:&lt;br /&gt;
* {{TV|democracy}}&lt;br /&gt;
* {{TV|unrest}}&lt;br /&gt;
* {{TV|cohesion}}&lt;br /&gt;
* {{TV|inequality}}&lt;br /&gt;
* {{TV|gdppc}}&lt;br /&gt;
* {{TV|education}}&lt;br /&gt;
* {{TV|sustainability}}&lt;br /&gt;
&lt;br /&gt;
As a result, most changes to these stats are slowed down in nations with larger {{TV|pop}}. Specifically, the amount of change is divided by ({{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Notably, the base monthly {{TV|ip}} production of a nation is the product of ({{TV|gdppc}} in thousands) ^ 0.35 and ({{TV|pop}} in millions) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Consequently, two nations with different {{TV|pop}} but otherwise identical stats would usually develop themselves at the same rate.&lt;br /&gt;
&lt;br /&gt;
====Population Growth====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the game calculates the annual {{TV|pop}} growth of a region as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TIRegionState&lt;br /&gt;
public double annualPopulationGrowth&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		double num = 4.49788037409348;&lt;br /&gt;
		return Mathd.Max(Mathd.Clamp(num + Mathd.Max(-num, -0.418190741 * (double)this.nation.education) + -0.0624798523403752 * (double)this.nation.cohesion + 9.80843732089162E-06 * (double)Mathf.Min(180000f, this.nation.perCapitaGDP) + -0.115739931206548 * (double)Mathf.Sqrt(Mathf.Abs(this.latitude)) + (double)(this.annualPopGrowthModifier * Mathf.Max(0f, (25f - TITimeState.CampaignDuration_years_Exact()) / 25f)) + (double)this.nation.template.popGrowthModifier - (double)(this.xenoforming.xenoformingLevel / 200f) - (double)(this.nuclearDetonations * 4), -10.0, 10.0) - (double)(Math.Max(0f, Mathf.Abs(GameStateManager.GlobalValues().temperatureAnomaly_C) - 8f) * ((this.template.environment == EnvironmentType.Beneficiary) ? 0.5f : ((this.template.environment == EnvironmentType.Vulnerable) ? 2f : 1f))), -100.0) * 0.01;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
* Lower {{TV|education}} increases {{TV|pop}} growth by roughly 0.42% for each point of education below roughly 11, up to a maximum of roughly 4.08%.&lt;br /&gt;
* Higher {{TV|cohesion}} decreases {{TV|pop}} growth by roughly 0.06% for each point of cohesion, up to a maximum of roughly 0.62%.&lt;br /&gt;
* Higher {{TV|gdppc}} increases {{TV|pop}} growth by roughly 0.098% for every 10k GDP per capita, up to a maximum of roughly 1.77%.&lt;br /&gt;
* Distance from the equator decreases {{TV|pop}} growth by 0.115739931206548% multiplied by the square root of the absolute latitude of the region.&lt;br /&gt;
* Every nation and region has a {{TV|pop}} growth modifier, which is defined in plain text in [[TINationTemplate CSV|TINationTemplate.json]] and [[Region List|TIRegionTemplate.json]] in the game files. These values are simply added directly to the annual {{TV|pop}} growth. But the region {{TV|pop}} growth modifiers slowly fades away over time. After 25 years, they are completely removed.&lt;br /&gt;
* [[Aliens#Alien Xenoforming|Xenoflora]] decreases {{TV|pop}} growth by -1% per 200 levels of xenoflora growth. For reference, whenever xenoflora growth exceeds 100 levels, 50 levels are spent to spawn a [[Aliens#Megafauna|megafauna]].&lt;br /&gt;
* Nuclear fallout decreases {{TV|pop}} growth by 4% per layer of nuclear fallout. These can be removed through massive investments into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
The above effects are summed up and then capped between -10% and +10% annual {{TV|pop}} growth.&lt;br /&gt;
&lt;br /&gt;
Then the effects of severe [[Climate Change]] are applied:&lt;br /&gt;
* For every degree of temperature anomaly above or below 8 degrees, population growth decreases by 1%.&lt;br /&gt;
* This effect is doubled for {{icon|ecologically vulnerable region|bgcolor=DarkSlateGray}}ecologically vulnerable regions.&lt;br /&gt;
* This effect is halved for {{icon|ecologically protected region}}ecologically protected regions.&lt;br /&gt;
&lt;br /&gt;
At the start of every month, the {{TV|pop}} of every region is changed to match its projected annual {{TV|pop}} growth rate. But a small amount of randomization between -0.0412% and +0.0412% is also added to this monthly {{TV|pop}} change.&lt;br /&gt;
&lt;br /&gt;
If the region population decreases, the nation&#039;s {{TV|education}} does too. If you lose more than 0.5 million {{TV|pop}} (no, it does not scale with total {{TV|pop}}), you get the maximum reduction of -0.005 {{TV|education}}. This can add up quickly in a large nation with many regions, each reducing the {{TV|education}} by a maximum of -0.005 every month.&lt;br /&gt;
&lt;br /&gt;
Note: This {{TV|education}} decrease is only applied by the automatic monthly {{TV|pop}} change. Loss of {{TV|pop}} from other sources such as [[Terrestrial_Warfare|war]] or [[Events|natural disasters]] has no effect on {{TV|education}}.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 1.0.29.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|government priority}} adds {{TV|democracy|0.001}} per {{TV|education}}.&lt;br /&gt;
* Each completion of the {{TV|oppression}} removes {{TV|democracy|0.0025}}.&lt;br /&gt;
* Each completion of the {{TV|spoils}} removes {{TV|democracy|0.0005}}.&lt;br /&gt;
* Every month, if the nation is at war, then remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation has less than 4 {{TV|cohesion}}, then there is a (1 - {{TV|cohesion}} / 4) chance to remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation and all of its neighbors are not at [[Foreign Relations#Wars|war]] and all of its neighbors have higher {{TV|democracy}} than the nation, then the nation gains {{TV|democracy|0.01}}.&lt;br /&gt;
&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} impacts {{TV|base cohesion}}:&lt;br /&gt;
* Low {{TV|democracy}} increases the {{TV|base cohesion}}.&lt;br /&gt;
* Middle {{TV|democracy}} lowers the {{TV|base cohesion}}.&lt;br /&gt;
* High {{TV|democracy}} draws the {{TV|base cohesion}} towards a central value of 5, and simultaneously increases {{icon|research}}[[Nations#Research|research production]]. &lt;br /&gt;
&lt;br /&gt;
Higher {{TV|democracy}} also lowers the {{TV|spoils}} requirement to keep the national [[Nations#Corruption|elites happy]] in order to avoid resetting of CPs by {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] and boosts [[Nations#Per_Capita_GDP|economic growth]]. &lt;br /&gt;
&lt;br /&gt;
Lower {{TV|democracy}} increases the effectiveness of the {{TV|oppression}} and armies at reducing {{TV|unrest}}. It also increases the {{TV|money}} output of the {{TV|spoils}}, and the [[Nations#Public_Support_Cap|Public Support Cap]].&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} also has effects on [[Foreign Relations]] and [[Terrestrial Warfare]].&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|democracy}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|unrest}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || &amp;lt;1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Subversion || &amp;lt;3 &lt;br /&gt;
|-&lt;br /&gt;
| Strife || &amp;lt;4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || &amp;lt;7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || ≥9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as:&lt;br /&gt;
* 10.5 &lt;br /&gt;
* -1 per {{TV|gdppc|10000}}.&lt;br /&gt;
* -1 per {{TV|cohesion}}.&lt;br /&gt;
* For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation:&lt;br /&gt;
** -0.5.&lt;br /&gt;
** Multiplied by the army health %.&lt;br /&gt;
** Multiplied by (10 - {{TV|democracy}}).&lt;br /&gt;
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65.&lt;br /&gt;
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}})&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation&#039;s [[Regions]]&#039; Xenoflora Growth Levels) / 20.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Unrest ====&lt;br /&gt;
&lt;br /&gt;
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}. &lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}.&lt;br /&gt;
&lt;br /&gt;
==== Coups and revolutions ====&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|&amp;gt;9.9}} when checked, but never otherwise. A naturally occurring coup will never happen if {{TV|democracy|≥8}} and {{TV|unrest|&amp;lt;8}}; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is (({{TV|unrest}} * 2 - {{TV|cohesion}} - {{TV|democracy}}) / 10 + conditional elite unhappiness) / 6000, where the elites&#039; unhappiness is {{TV|corruption}} percent - {{TV|spoils}} percent, but is ignored if any of the following conditions are true:&lt;br /&gt;
* {{TV|corruption}} percent &amp;lt; {{TV|spoils}} percent.&lt;br /&gt;
* Some faction owns all the nation&#039;s control points and that faction has {{TV|public support|≥65%}}.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering {{TV|unrest}} and increasing {{TV|cohesion}}, {{TV|democracy}} and {{TV|spoils}} (up to the {{TV|corruption}} level). The {{TV|spoils}} may often be ignored if the level of {{TV|unrest}} in a country is sufficiently low and the {{TV|cohesion}} and/or {{TV|democracy}} sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Coup =====&lt;br /&gt;
&lt;br /&gt;
When a nation undergoes a coup for any reason, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied, except for those owned by the faction whose councilor performed the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]], if any.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a random amount between -2 and 1.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a random amount between -3 and 0.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a random amount between -1 and 1.&lt;br /&gt;
# The nation&#039;s [[Nations#GDP|GDP]] is changed by a random amount between -10% and 0%.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.&lt;br /&gt;
# If the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was performed by a councilor of some faction F, then:&lt;br /&gt;
#* If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.&lt;br /&gt;
#* If there is exactly one empty control point in the nation and the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.&lt;br /&gt;
#* Otherwise, give the first empty control point in the nation to F, and if the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was a critical success, also give the control point immediately to the right of it to F.&lt;br /&gt;
# Empty out every control point that is to the right of an empty control point.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
# Every councilor that is still planning to perform a {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission on the nation this turn aborts their pending {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Revolution =====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
When a human nation undergoes a revolution, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied.&lt;br /&gt;
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a semi-random amount between -6 and -3, affected by {{TV|public support}}.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, where the likelihood of positive changes is increased by how much {{TV|public support}} the new control point owners have compared to the old control point owners.&lt;br /&gt;
# If the nation&#039;s {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, where the likelihood of larger reductions is increased by how much {{TV|public support}} the new control point owners have compared to the old control point owners.&lt;br /&gt;
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is increased by the average [[Factions#Human_Factions|Idealism]] of the new control point owners.&lt;br /&gt;
#* Note: {{TV|democracy}} cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# X% chance for the number of loose nukes to increase by 1, where X is the number of {{TV|nukes}} the nation had. But note that this doesn&#039;t actually reduce the number of {{TV|nukes}} the nation has.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
The changes that are affected by {{TV|public support}} are multiplied by X, where X is calculated as follows:&lt;br /&gt;
# Set X to 0.&lt;br /&gt;
# For each non-empty control point before the revolution:&lt;br /&gt;
#* If this is not the executive control point, then reduce X by 0.5 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
#* If this is the executive control point, then reduce X by 1 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
# For each non-empty control point after the revolution:&lt;br /&gt;
#* If this is not the executive control point, then increase X by 1 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
#* If this is the executive control point, then increase X by 2 × the {{TV|public support}} of the control point&#039;s faction. &lt;br /&gt;
# Increase X by a random value between 0 and 0.25.&lt;br /&gt;
# If all control points are empty both before and after the revolution, then again increase X by a random value between 0 and 0.25.&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by purchasing power parity. The nation&#039;s GDP determines how many [[Nations#Control Points|Control Points]] a nation has, how many Investment Points it produces, and how difficult certain missions there are.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with [[Nations#Control_Points|Control Points]] in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of [[Nations#Armies|Armies]] and [[Nations#Navies|Navies]] it fields and by high levels of {{TV|unrest}}.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.35&amp;lt;/code&amp;gt;.&lt;br /&gt;
* {{TV|unrest}} removes {{TV|ip|1%}} for every {{TV|unrest|0.1}} above 2, capping at {{TV|ip|80%}} removed at {{TV|unrest|10}}.&lt;br /&gt;
* {{TV|navies}} remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Idle {{TV|armies}} in their home regions remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Other {{TV|armies}} remove {{TV|ip|1}} each.&lt;br /&gt;
&lt;br /&gt;
The overall formula is (GDP in billions)^0.35 × (1 - max({{TV|unrest}}-2, 0)/10) - 0.5 × ({{TV|navies}}) - 0.5 × (idle {{TV|armies}} at home) - (other {{TV|armies}}).&lt;br /&gt;
&lt;br /&gt;
The value can be significantly increased during a turn by assigning a [[Councilors|councilor]] to {{MissionIcon|Advise}}[[Advise]] the nation. The n-th advisor adds +(Advisor {{TV|administration}} / n)% to {{TV|ip}}.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s per-capita GDP is its &#039;&#039;&#039;Gross Domestic Product&#039;&#039;&#039; divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not being met.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}, the {{TV|economy}} increases the {{TV|gdppc}} by:&lt;br /&gt;
* 3 (Base value), slightly increased by certain global Techs.&lt;br /&gt;
* +1.5 per {{icon|oil}}Oil Region&lt;br /&gt;
* +1.5 per {{icon|resource region}}Mining Region.&lt;br /&gt;
* +1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region.&lt;br /&gt;
* +0.5 per {{TV|democracy}}.&lt;br /&gt;
* +1 per {{TV|education}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want higher {{TV|democracy}}, higher {{TV|education}}, as well as as many {{icon|core economic region|bgcolor=DarkSlateGray}}economic, {{icon|oil}}oil, and {{icon|resource region}}mining regions as possible.&lt;br /&gt;
&lt;br /&gt;
It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability. [[Climate Change]] has a negative effect on GDP that is increased by {{TV|inequality}}.&lt;br /&gt;
&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on region {{TV|pop}} and economic modifiers. It pretends {{icon|colony|bgcolor=DarkSlateGray}}colony regions have 50% the people who actually live there, and that {{icon|oil}}core oil, {{icon|resource region}}core mining, and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. &lt;br /&gt;
&lt;br /&gt;
This affects the amount of {{TV|mc}} capacity that can be built in each region.&lt;br /&gt;
&lt;br /&gt;
For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:&lt;br /&gt;
* A {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}}.&lt;br /&gt;
* A {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}}.&lt;br /&gt;
Then because of economic modifiers:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is treated as if it has {{TV|pop|50 million}}&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is treated as if it has {{TV|pop|10 million}}.&lt;br /&gt;
So the 60 billion GDP is divided up such that:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is given 50 billion GDP.&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is given 10 billion GDP.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s {{TV|education}} value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of {{TV|education}} there. Nations with higher {{TV|education}} scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.&lt;br /&gt;
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5.&lt;br /&gt;
** Multiplied by 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12.&lt;br /&gt;
* After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}.&lt;br /&gt;
* Each completion of the {{TV|unity}} removes {{TV|education|0.001}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|education}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 1-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} cannot be decreased below 1.&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} is one of the largest factors influencing {{TV|national research}} output aside from {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the {{TV|national research}} output is calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TINationState&lt;br /&gt;
public float research_month&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		float population_Millions = this.population_Millions;&lt;br /&gt;
		float perCapitaGDP = this.perCapitaGDP;&lt;br /&gt;
		return (population_Millions * ((perCapitaGDP &amp;lt;= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other words:&lt;br /&gt;
&lt;br /&gt;
A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000.&lt;br /&gt;
&lt;br /&gt;
B) {{TV|pop}} in millions.&lt;br /&gt;
&lt;br /&gt;
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6.&lt;br /&gt;
&lt;br /&gt;
If the {{TV|gdppc}} is higher than $30000, use 1.5157166 + 0.90942997 × (ln({{TV|gdppc}}/15000) - 0.6931472) instead.&lt;br /&gt;
&lt;br /&gt;
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is about 2^0.6 × (1 + 0.6 × ln({{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC/30000))&lt;br /&gt;
&lt;br /&gt;
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]]&lt;br /&gt;
&lt;br /&gt;
D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12)&lt;br /&gt;
&lt;br /&gt;
E) Scales by the sixth root of {{TV|democracy}}, with a floor of 1 at 1 {{TV|democracy}}: Max({{TV|democracy}}&amp;lt;sup&amp;gt;0.16666667&amp;lt;/sup&amp;gt;, 1) (maximum of ~1.4678).&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
G) 100% efficient at 0 {{TV|unrest}} and 0% efficient at 10 {{TV|unrest}}, scales with {{TV|unrest}} squared: 1-{{TV|unrest}}²/100&lt;br /&gt;
&lt;br /&gt;
H) n% per {{TV|science}} {{MissionIcon|Advise}}[[Advise|Advisor]] with diminishing return: 1% per {{TV|science}} of first {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.5% per {{TV|science}} of second {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.333333% from 3rd etc, always sorted by {{MissionIcon|Advise}}[[Advise|Advisor]] bonus, descending (best {{MissionIcon|Advise}}[[Advise|Advisor]] will count towards the first bonus).&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H&lt;br /&gt;
&lt;br /&gt;
=== Mission Control ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Completing the Mission Control priority grants one Mission Control to the nation. New facilities will tend to go in regions that already have Mission Control facilities. A region&#039;s Mission Control maximum capacity is a function of the region&#039;s GDP and education.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|mc}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|mission control priority}} is completed, a random region in the nation is selected to gain {{TV|mc|1}}. This random selection is slightly weighted to favor {{icon|capital|bgcolor=DarkSlateGray}}capital and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions over {{icon|colony|bgcolor=DarkSlateGray}}colony regions. It cannot select regions that are currently occupied by war enemies. It also cannot select any regions that have reached (or exceeded) their Maximum Mission Control.&lt;br /&gt;
&lt;br /&gt;
The Maximum Mission Control of a region is calculated as 1 + [[#GDP_Per_Region|Region GDP]] in billions / Max(200, 300 - 6 * {{TV|education}}), rounded down to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
In practice, this formula is dominated by the region {{TV|pop}} and nation {{TV|gdppc}} factors, so players who wish to rapidly increase their nation&#039;s Maximum Mission Control should focus on the {{TV|economy}} over the {{TV|knowledge}}.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation&#039;s total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|boost}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|boost priority}} is completed, a random region in the nation is selected to increase its {{TV|boost}} production. This random selection is heavily weighted to favor the regions that already produce the most {{TV|boost}}, with a slight preference for regions that would gain more {{TV|boost}} production when selected. It also heavily prefers regions that are not currently occupied by war enemies.&lt;br /&gt;
&lt;br /&gt;
The amount of {{TV|boost}} production a region gains depends on the latitude of its Launch Facility. Specifically, the region&#039;s annual {{TV|boost}} production increases by 0.4 - (Launch Facility Latitude / 250). &lt;br /&gt;
&lt;br /&gt;
So the worst regions are Iceland and Arkhangelsk, whose Launch Facility Latitudes of 65 mean that each only gains {{TV|boost|0.14}} to annual production when selected. Whereas the best regions are the 26 regions with Launch Facilities that are practically on the Equator: each gains {{TV|boost|0.4}} to annual production when selected. See [[Region List]] for a full list of [[Regions]] and how much {{TV|boost}} each gains per {{TV|boost priority}} completion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their {{TV|boost}} with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total {{TV|boost}}, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Funding ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|funding}} is completed, the nation&#039;s annual funding grows by 10 + (the nation&#039;s GDP in billions)^0.25 / 2, rounded to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the {{TV|funding}} is completed.&lt;br /&gt;
&lt;br /&gt;
The annual funding of a nation is capped at the nation&#039;s [[Nations#GDP|GDP]] in billions multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their funding with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total funding, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology {{TV|miltech}} value represents the capability of the nation&#039;s armed forces. &lt;br /&gt;
&lt;br /&gt;
Each completion of the {{TV|military priority}} adds {{TV|miltech|0.00125}}. This is further increased for nations that are falling behind on {{TV|miltech}}. Specifically, the effect is multiplied by (best Human Nation&#039;s {{TV|miltech}}/ this nation&#039;s {{TV|miltech}}).&lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the {{TV|miltech}} between the two nations. {{{TV|miltech}} applies to both army strength, which changes together with national {{{TV|miltech}}, and regional defense power.&lt;br /&gt;
&lt;br /&gt;
{{TV|miltech}} ranges from 2 to infinity. The {{TV|miltech}} &#039;age&#039; also determines the visual appearance of armies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{TV|miltech}} range&lt;br /&gt;
| 2-3 || 3-4 || 4-5 || 5-6 || 6-7 || 7-infinity&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|miltech}} age&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|x55px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the {{TV|miltech}} is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Cybernetics]]&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Applied Artificial Intelligence]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Next-Generation Aerospace]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Diamondoids]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Terrestrial Military Science]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Networked Global Defense]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Coilguns]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Trans-Interface Warfare]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Future Tech: Military Science]]&lt;br /&gt;
&lt;br /&gt;
=== Armies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Armies are powerful and expensive assets that belong to nations. Each army represents multiple divisions of troops, air support, and a logistics train sufficient for the unit to take and hold territory outside their home nation&#039;s borders.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Naval armies are supported by a combat and transport fleet, and are able to cross oceans if the nation&#039;s naval score exceeds that of its enemies.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Armies are bound to a particular control point in a nation; the owner of that control point commands the army&#039;s actions. Use of armies on foreign soil are subject the nation&#039;s relations; they may be stationed in allied nations and only enter the territory of hostile nations during war.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Each nation may have one army per region it controls; if a region joins another nation, any armies based in that region will belong to the new nation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Armies, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
An army needs two things: {{TV|pop}} and land.&lt;br /&gt;
* Each army needs its own unique home region that is:&lt;br /&gt;
** Not shared by any other army.&lt;br /&gt;
** Not a {{icon|colony|bgcolor=DarkSlateGray}}colony region.&lt;br /&gt;
** Not occupied by enemy forces.&lt;br /&gt;
* Each army needs {{TV|pop|25 million}} in the nation.&lt;br /&gt;
** Except the first army of each nation gets a discount: it only needs {{TV|pop|5 million}}.&lt;br /&gt;
&lt;br /&gt;
Some nations do not begin with any military, and must first complete the {{TV|found military}} before they can use the {{TV|build army}} to build any armies.&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation&#039;s {{TV|miltech}}.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur.&lt;br /&gt;
&lt;br /&gt;
{{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true:&lt;br /&gt;
* The nation has completed the {{TV|found military}} (or started with it already complete).&lt;br /&gt;
* The nation has more {{TV|armies}} than {{TV|navies}}.&lt;br /&gt;
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]].&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The nation has at least 4 [[Nations#Control_Points|control points]].&lt;br /&gt;
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack.&lt;br /&gt;
&lt;br /&gt;
=== Estimated Military Strength ===&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation X is calculated as the sum of the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Multipliers&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For Alien Invader Armies, use their {{TV|miltech}} instead of the {{TV|miltech}} of the Alien Nation.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Navies|Navies]] of X || || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} Value of X || || -1&lt;br /&gt;
|-&lt;br /&gt;
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100&lt;br /&gt;
|-&lt;br /&gt;
| Number {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, at the start of the game, the nation of North Korea has {{TV|miltech|2.8}}, 1 region, {{TV|armies|1}}, {{TV|navies|0}}, {{TV|unrest|0}}, and {{TV|nuke|1}}. So its estimated military strength is the sum of:&lt;br /&gt;
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96&lt;br /&gt;
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4&lt;br /&gt;
* {{TV|navies|0}} × 1 = 0&lt;br /&gt;
* {{TV|unrest|0}} × -1 = 0&lt;br /&gt;
* 1 (has nukes) × 100 = 100&lt;br /&gt;
* {{TV|nuke|1}} × 5 = 5&lt;br /&gt;
So it has an estimated military strength of 115.36.&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation is important because when multiple nations fight on the same side of a [[Foreign_Relations#Wars|war]], the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.&lt;br /&gt;
&lt;br /&gt;
In addition, the estimated military strength of a nation is often used by the AI to determine their [[Foreign_Relations|international relations]]. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.&lt;br /&gt;
&lt;br /&gt;
=== Space Defenses ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
Human Nations can build Space Defenses after [[Trans-Interface Warfare]] is researched.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are built in the following order:&lt;br /&gt;
# The {{icon|capital|bgcolor=DarkSlateGray}}Capital region.&lt;br /&gt;
# The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|oil|bgcolor=DarkSlateGray}}{{icon|resource region|bgcolor=DarkSlateGray}}Resource regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The Non-Colony regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
&lt;br /&gt;
The amount of IP needed by the {{icon|space defenses}}Space Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See [[Region List]] for a list of all regions and their areas.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are armed with a giant 1-GJ, 3600-cm laser (this is bigger than the Alien T3 base defense laser). Color will be best available of IR or green, and type, of laser, arc laser or phaser.&lt;br /&gt;
&lt;br /&gt;
=== Exofighters ===&lt;br /&gt;
&lt;br /&gt;
Human nations can build {{icon|exofighter}}exofighters after [[Exoatmospheric Fighters]] is researched.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{icon|build exofighter}}Build Exofighter priority is completed, a region in the nation is selected to increase its {{icon|exofighter}}exofighters by 1. The region is selected as follows:&lt;br /&gt;
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters.&lt;br /&gt;
* If any remaining region has zero {{icon|exofighter}}exofighters, then pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production.&lt;br /&gt;
* Pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production divided by the number of {{icon|exofighter}}exofighters already in the region.&lt;br /&gt;
&lt;br /&gt;
The Maximum {{icon|exofighter}}exofighters of a region is calculated as:&lt;br /&gt;
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1.&lt;br /&gt;
* Min(64, Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production / 4), rounded up to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal. High values keep unrest in check and increase the nation&#039;s ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed.&lt;br /&gt;
* Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|education}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|democracy}}.&lt;br /&gt;
** This cannot be reduced below 0.025.&lt;br /&gt;
* If {{TV|democracy}} &amp;gt; 5, then each completion of the {{TV|oppression}} removes {{TV|cohesion|0.025}} per {{TV|democracy}} over 5.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} moves by 0.1 per month towards {{TV|base cohesion}}. It can decrease faster, up to 0.25 per month towards its resting point, depending on {{TV|inequality}} (this acceleration occurs for {{TV|inequality}} values between 4 to 4.6). Specifically, when {{TV|base cohesion}} is lower than {{TV|cohesion}}, the {{TV|cohesion}} decrease per month is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is not affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] and is rapid enough that it is usually better to move {{TV|base cohesion}} rather than trying to fight the tide. See [[Nations#Resting_Cohesion]] for details on how to achieve this.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} is also commonly changed by [[Events]], and can be strongly affected by [[Foreign Relations#Declaring_Wars|War Declarations]] and the [[Terrestrial_Warfare#Army_Death|Destruction of armies]].&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|cohesion}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || &amp;lt;1 &lt;br /&gt;
|-&lt;br /&gt;
| Fractured || &amp;lt;2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || &amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || &amp;lt;4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || &amp;lt;5 &lt;br /&gt;
|-&lt;br /&gt;
| Diverse || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || &amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || &amp;lt;8 &lt;br /&gt;
|-&lt;br /&gt;
| Dominated || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Resting Cohesion ====&lt;br /&gt;
&lt;br /&gt;
{{TV|base cohesion}} depends on the following factors:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{TV|inequality}}&lt;br /&gt;
| ≤ 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × 2.25 × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × (3.25 × {{TV|inequality}} - 4.75)&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|gdppc}}&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by (1 - ({{TV|gdppc}} / Highest {{TV|gdppc}} in last 10 years)) × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{TV|pop}}&lt;br /&gt;
| 1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|pop}}Population Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.0025/km × {{TV|pop}}-weighted average distance from each [[Regions|Region]] to the nation&#039;s capital. Capped at 7.5 Reduction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Foreign Relations#Wars|Wars]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Peer [[Foreign Relations#Rivals|Rivals]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners.&lt;br /&gt;
|-&lt;br /&gt;
| Public Opinion Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Change&amp;lt;/span&amp;gt; by -6 × ([[#Public_Opinion|Standard Deviation]] of Public Opinion / Worst Possible Standard Deviation - 0.5).&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{TV|democracy}}&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by (3.5&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt; - {{TV|democracy}}&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt;) × ((10 - {{TV|unrest}}) / 10)&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - {{TV|democracy}})&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × ({{TV|democracy}} - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × ({{TV|democracy}} - 6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Owning [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1.6 × {{TV|democracy}} × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In other words, {{TV|base cohesion}} is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high.&lt;br /&gt;
* War enemies that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3.&lt;br /&gt;
* Rivalries with nations no more than 1 control point smaller, that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3 - the amount already given by the War {{TV|base cohesion}} Bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High {{TV|democracy}} score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;changed by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Public Opinion [[#Public_Opinion|distribution]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium {{TV|democracy}} score.&lt;br /&gt;
* High {{TV|inequality}} score, stronger when {{TV|education}} is high.&lt;br /&gt;
* Loss of {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDP per Capita]] within the last 10 years.&lt;br /&gt;
* {{TV|pop}}, worse when the entire {{TV|pop}} is confined to just one [[Region]] because the nation has no other [[Regions]].&lt;br /&gt;
* Geographic {{icon|pop}}Population Distribution.&lt;br /&gt;
* Difference between [[#Public_Opinion|average public opinion]] and the [[Factions]] that own the control points.&lt;br /&gt;
* Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]], multiplied by {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Cohesion ====&lt;br /&gt;
&lt;br /&gt;
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}.&lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1.25 - |{{TV|cohesion}} - 5| / 10). So it is multiplied by 75% at {{TV|cohesion|0}} and at {{TV|cohesion|10}}, whereas it is multiplied by 125% at {{TV|cohesion|5}}.&lt;br /&gt;
* The [[Nations#Public_Support_Cap|Public Support Cap]] of a Nation is increased by its {{TV|cohesion}}.&lt;br /&gt;
* The [[Nations#Population_Growth|Population Growth]] of a Nation is decreased by its {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
==== Underflowing Cohesion ====&lt;br /&gt;
&lt;br /&gt;
If {{TV|cohesion}} would ever be reduced below 0, then it &#039;&#039;&#039;underflows&#039;&#039;&#039;. This section discusses the effects of such an underflow.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|democracy}} is reduced by &amp;lt;code&amp;gt;Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
* {{TV|unrest}} is increased by &amp;lt;code&amp;gt;({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount - Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0))) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The people of Earth all hold a particular viewpoint about the alien arrival. But people are malleable, and events and propaganda can sway them to a different point of view.&lt;br /&gt;
&lt;br /&gt;
These viewpoints track with the ideologies of each faction, along with an &amp;quot;undecided&amp;quot; viewpoint in the middle of all of them. Ideologies have a position relative to each other; when events have a chance to change someone&#039;s opinion, they will typically move to something nearby -- a Resistance supporter could see their views radicalize to those of Humanity First, or soften to being simply undecided, for example.&lt;br /&gt;
&lt;br /&gt;
Public support for your faction is a primary source of the influence resource. You will also receive bonuses on missions in nations where a large portion of the public is on your side.&lt;br /&gt;
&lt;br /&gt;
A potential mover of public opinion are atrocities committed by a faction. Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the public opinion penalty increases dramatically.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
Public support for a faction provides many benefits, including but not limited to:&lt;br /&gt;
; {{TV|influence}} Income&lt;br /&gt;
: For every one million supporters a faction possesses, their annual {{TV|influence}} income is increased by 0.5.&lt;br /&gt;
: This bonus applies even if the faction does not possess any of the nation&#039;s control points.&lt;br /&gt;
: With over 8 billion people on Earth, a faction with high public support around the globe could earn more than 200 {{TV|influence}} every month, just from their public support.&lt;br /&gt;
; Councilor [[Missions#Mission_Modifiers|Mission Support]]&lt;br /&gt;
: Most councilor missions that attempt to gain or maintain control of the nation have mission modifiers based on the nation&#039;s public opinion. Public support for a faction makes such missions significantly easier for them, and significantly harder against them.&lt;br /&gt;
: This is especially true in highly democratic nations.&lt;br /&gt;
: Specifically, the [[Missions#Mission_Modifiers|mission modifier]] has X points, where X = (10 + {{icon|democracy|bgcolor=DarkSlateGray}}Government) * public support fraction for the faction.&lt;br /&gt;
; Preventing [[Nations#Coups_and_revolutions|Organic Coups]]&lt;br /&gt;
: In very rare cases, high [[Nations#Corruption|Corruption]] in a nation can lead its elites to organically launch a [[Nations#Coups_and_revolutions|coup]] even without outside intervention, if they are not sufficiently appeased by investments into the {{icon|spoils}}Spoils priority.&lt;br /&gt;
: But high public support (&amp;gt;65%) for the faction that owns the nation automatically prevents such [[Nations#Coups_and_revolutions|organic coups]] from occurring.&lt;br /&gt;
; Post-Revolution Changes&lt;br /&gt;
: Whenever a [[Nations#Coups_and_revolutions|revolution]] occurs in a human nation, public support for the old control point owners is compared to public support for the new control point owners. If the new owners are significantly more popular with the public, the nation can experience large benefits: increased {{TV|cohesion}}, reduced {{TV|unrest}}, and reduced {{TV|inequality}}.&lt;br /&gt;
; {{TV|base cohesion}}&lt;br /&gt;
: Public opinion affects the {{TV|base cohesion}} of a nation in two ways.&lt;br /&gt;
: First, [[Factions]] that own a nation will find the nation to be significantly less cohesive when the public does not support them. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is twice the ideological distance between the average ideology of the factions that own the nation&#039;s control points and the population-weighted average ideology of the public. &lt;br /&gt;
: Note: ideological distance is calculated using good old pythagoras. &lt;br /&gt;
: Second, a public with wildly differing views is naturally far less cohesive than a public that bands together to support one ideology. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is calculated as follows:&lt;br /&gt;
: 1. Set X to be the public opinion&#039;s standard deviation.&lt;br /&gt;
: 2. Divide X by the worst possible standard deviation (this is when the two most different ideologies are each supported by exactly half the public).&lt;br /&gt;
: 3. Subtract 0.5 from X.&lt;br /&gt;
: 4. Multiply X by 6.&lt;br /&gt;
: Note: X can actually be negative, meaning that the {{TV|base cohesion}} can actually be increased by a highly unified public opinion.&lt;br /&gt;
&lt;br /&gt;
==== Changing Public Opinion ====&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s public opinion can be changed by applying Propaganda to it. Each piece of propaganda is defined by two things: the &#039;&#039;&#039;faction ideology&#039;&#039;&#039; it is aimed at, and the &#039;&#039;&#039;strength&#039;&#039;&#039; of the propaganda. For example, a typical public campaign mission applies Propaganda for the councilor&#039;s faction, with a strength of roughly 10.&lt;br /&gt;
&lt;br /&gt;
===== How Propaganda Works =====&lt;br /&gt;
&lt;br /&gt;
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Faction Ideology Chart]]&lt;br /&gt;
&lt;br /&gt;
Whenever Propaganda of strength X for a faction F is applied on a nation, the {{TV|pop}} of the nation is split into roughly ({{TV|pop}} / 100) ^ 0.5 groups, where each group fully supports one ideology. Then for each group, a random value Y between 0 and 100 is rolled, and then:&lt;br /&gt;
* Nothing happens if any of the following are true:&lt;br /&gt;
** X &amp;gt;= 0 and the group already supports faction F. Because this is just preaching to the choir.&lt;br /&gt;
** X &amp;lt; 0 and the group does not support faction F.&lt;br /&gt;
** Y &amp;gt; X and Y &amp;gt; -X, indicating that the propaganda failed to convince the group.&lt;br /&gt;
* Otherwise:&lt;br /&gt;
** If X &amp;gt;= 0, then:&lt;br /&gt;
*** If X - Y &amp;gt; 10, the group&#039;s ideology moves towards F&#039;s ideology by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards F&#039;s ideology by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
** If X &amp;lt; 0, then a completely random coordinate is selected from within a cube of length 2 that is centered on the group&#039;s original ideology, and then:&lt;br /&gt;
*** If (-X) - Y &amp;gt; 10, the group&#039;s ideology moves towards the coordinate by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards the coordinate by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
&lt;br /&gt;
====== Public Support Cap ======&lt;br /&gt;
&lt;br /&gt;
Within each nation, the public support for any faction is capped at (90 - {{TV|democracy}} + {{TV|cohesion}})%. But this cap is implemented in a somewhat counter-intuitive manner: whenever a propaganda is about to be applied, the game will first check if any faction&#039;s public support has surpassed the cap. If so, then during the application of the propaganda, every attempt by a {{TV|pop}} group to move to the closest matching ideology will behave as if the capped faction&#039;s ideology does not exist.&lt;br /&gt;
&lt;br /&gt;
Consequently, once a faction goes over the public support cap, it can no longer gain public support from any kind of propaganda. But if a faction is below the public support cap, there is nothing preventing it from gaining enough public support from one propaganda application to far exceed the public support cap.&lt;br /&gt;
&lt;br /&gt;
===== Sources of Propaganda =====&lt;br /&gt;
&lt;br /&gt;
These include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
====== A Successful Councilor [[Public Campaign]] ======&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction with strength X, where X is calculated as: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| ×2 || On critical success.&lt;br /&gt;
|-&lt;br /&gt;
| Up to +9 || Earth Interface Hab Module bonus &amp;lt;br&amp;gt; (Broadcast Outlets, Communications Hubs, and Media Centers.)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.15 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Hope Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|resist}}[[The Resistance]], {{icon|escape}}[[Project Exodus]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Fear Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], {{icon|appease}}[[The Protectorate]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Enslave the Masters]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
(Available to {{icon|exploit}}[[The Initiative]].) &lt;br /&gt;
|- &lt;br /&gt;
| -3.5 to +3.5 || Random.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== A Unity Priority Completion ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points. (Empty control points do not count.)&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 5 multiplied by the number of control points owned by the faction, but the Religion control point counts as 4 control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is also affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].&lt;br /&gt;
&lt;br /&gt;
Abandoned or {{MissionIcon|Crackdown}}[[Crackdown|Cracked]] control points do not count.&lt;br /&gt;
&lt;br /&gt;
Note: Ordering matters. The last faction to get propaganda applied on each unity completion would get more public support and influence income on average.&lt;br /&gt;
&lt;br /&gt;
The ordering here is determined by the control point ownership: the faction that owns the leftmost control point goes first, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous faction, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous factions, and so on. Thus when sharing nations with other factions, one should try to avoid owning the leftmost control points.&lt;br /&gt;
&lt;br /&gt;
====== A Spoils Priority Completion ======&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is ({{TV|education}} + {{TV|democracy}}) multiplied by -0.125 multiplied by the fraction of the nation&#039;s control points owned by the faction.&lt;br /&gt;
&lt;br /&gt;
====== An Army Destroyed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the faction that controlled the army on the home nation of the army.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is {{TV|democracy}} multiplied by -1.&lt;br /&gt;
&lt;br /&gt;
====== A Martyr Councilor Killed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction on every nation.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 35.&lt;br /&gt;
&lt;br /&gt;
====== An [[Factions#Atrocity|Atrocity]] Committed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength X for the faction responsible on every nation, where X is calculated as:&lt;br /&gt;
# Set X to the total number of atrocities committed by the faction, including the newest atrocity.&lt;br /&gt;
# Multiply X by -0.333.&lt;br /&gt;
# Divide X by 2 if [[Total War Framing]] has been researched. (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
&lt;br /&gt;
====== [[Publicize Alien Threat]] Researched ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength 10 for the faction responsible on every nation.&lt;br /&gt;
&lt;br /&gt;
Available to {{icon|destroy}}[[Humanity First]], {{icon|resist}}[[The Resistance]], and {{icon|escape}}[[Project Exodus]].&lt;br /&gt;
&lt;br /&gt;
=== Sustainability ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation&#039;s GDP, population, and presence of oil resource regions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies:&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation passively produces each month.&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}.&lt;br /&gt;
&lt;br /&gt;
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0:&lt;br /&gt;
* [[Arrival International Development]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Designer Lifeforms]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Integrated Earth-Space Economy]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Clean Energy]] reduces the minimum by 0.1.&lt;br /&gt;
* [[Climate Change Mitigation]] reduces the minimum by 0.1.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}: &lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.&lt;br /&gt;
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.&lt;br /&gt;
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.&lt;br /&gt;
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} &amp;gt; 2.&lt;br /&gt;
** Multiplied by Max(0.25, {{TV|pollution multiplier}} / 0.5) if the {{TV|pollution multiplier}} &amp;lt; 0.5.&lt;br /&gt;
** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.&lt;br /&gt;
 &lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation&#039;s Pollution Multiplier.&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s {{TV|sustainability}}value is calculated as:&lt;br /&gt;
* 10 if {{TV|pollution multiplier}} = 0.&lt;br /&gt;
* 9.99+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.99.&lt;br /&gt;
* 9.9+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.9.&lt;br /&gt;
* 1 / {{TV|pollution multiplier}} otherwise.&lt;br /&gt;
&lt;br /&gt;
Once a nation reaches {{TV|sustainability|10}} ({{TV|pollution multiplier|0}}), the {{TV|environment}} will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere. &lt;br /&gt;
&lt;br /&gt;
At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes |population scaling]] effect gets inverted. A larger {{TV|pop}} is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the {{TV|environment}} is completed is now multiplied by (the nation&#039;s {{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Hence, a player who wishes to fix the [[Climate_Change|Climate]] should aim to make the most populated nations reach {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}.&lt;br /&gt;
** This is further increased by 0.0001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}.&lt;br /&gt;
** This is further increased by 0.001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 9:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|inequality}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Whenever a nation&#039;s {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}.&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
&lt;br /&gt;
Corruption (shown in the {{TV|spoils}} tooltip) determines what percentage of the nation&#039;s {{TV|ip}} the elites want diverted to the {{TV|spoils}} (Note: Does not account for priority bonuses). If this is not done then {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]s become easier to perform against the nation, to the point where they might even [[Nations#Coups_and_revolutions|naturally occur]] without any faction&#039;s involvement. Conversely, assigning more to the {{TV|spoils}} than the elites want will cause them to protect your nation from councilor {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] attempts.&lt;br /&gt;
&lt;br /&gt;
Corruption for human nations is calculated as follows:&lt;br /&gt;
* 50% base value.&lt;br /&gt;
* Decreased by 2.65515% for every point of {{TV|democracy}}.&lt;br /&gt;
* Decreased by 0.57342% for every point of {{TV|cohesion}}.&lt;br /&gt;
* Decreased by 0.824624% for every {{TV|gdppc|3000}}.&lt;br /&gt;
* Multiplied by 0.8 if the [[A Common Concern]] project has been researched. &lt;br /&gt;
** Note: Only available to {{icon|resist}}[[The Resistance]], {{icon|cooperate}}[[The Academy]], {{icon|escape}}[[Project Exodus]], and {{icon|submit}}[[The Servants]].&lt;br /&gt;
* Capped from below at 5%.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Administration]] always has 0% corruption.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of {{TV|ip}}, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each [[Nations#Control_Points|control point]] may direct a share of {{TV|ip}} into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of {{TV|ip}} going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
=== List of Priorities ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Priority !! {{TV|ip}} cost !! Requirements !! Effects !! [[Nations#Population_Scaling_for_Nation_Stat_Changes|Pop Scaled]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO economy priority.png|50px]] Economy || rowspan=4 | 1 || rowspan=4 | None&lt;br /&gt;
| {{TV|gdppc}} [[File:ICO arrow green.png|24px]] by 3 + (1.5 per {{icon|resource region}}Mining Region) + (1.5 per {{icon|oil}}Oil Region) + (1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region) + (0.5 per {{TV|democracy}}) + {{TV|education}} &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per {{icon|resource region}}Mining Region + 0.0001 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]] may be [[Regions#Improving_Regions|Improved]] into {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic, {{icon|resource region}}Mining or {{icon|oil}}Oil Regions after sufficient investment || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions]] || One {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions|Region]] loses {{icon|colony|bgcolor=DarkSlateGray}}Colony status every 1000 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO environment priority.png|50px]] Environment || rowspan=3 | 1&lt;br /&gt;
| {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|sustainability|&amp;lt;10}}&lt;br /&gt;
| &lt;br /&gt;
[[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow green down.png|24px]] by -0.005 / Max(1, total layers of Fallout)&lt;br /&gt;
* × [[Nations#Sustainability|Pollution Multiplier]] / 2 if the [[Nations#Sustainability|Pollution Multiplier]] &amp;gt; 2&lt;br /&gt;
* × Max(0.25, the [[Nations#Sustainability|Pollution Multiplier]] / 0.5) if the [[Nations#Sustainability|Pollution Multiplier]] &amp;lt; 0.5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* {{icon|life}}[[Transform Phages]] researched&lt;br /&gt;
* At least one [[Regions|Region]] has {{icon|fallout}}Fallout &lt;br /&gt;
| One [[Regions|Region]] loses a layer of {{icon|fallout}}Fallout every 100 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO knowledge priority.png|50px]] Knowledge || rowspan=2 | 1 || rowspan=2 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005 &lt;br /&gt;
* × 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5&lt;br /&gt;
* × 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cohesion}} centered by 0.01 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO government priority.png|50px]] Government || rowspan=3 | 1 || {{TV|democracy|&amp;lt;10}} || {{TV|democracy}} [[File:ICO arrow green.png|24px]] by 0.001 per {{TV|education}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy|10}} || Same as {{TV|knowledge}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|unity}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}})&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength 5 × number of control points owned by faction &amp;lt;br&amp;gt;&lt;br /&gt;
(Religion counts as 4 control points)&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|government priority}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || {{TV|miltech}} [[File:ICO arrow green.png|24px]] by 0.00125 / {{TV|miltech}} × Best Human Nation&#039;s {{TV|miltech}} || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO oppression priority.png|50px]] Oppression || rowspan=3 | 1 || rowspan=2 | Found Military Completed in Nation&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} [[File:ICO arrow green down.png|24px]] by (0.1 - {{TV|democracy}} / 100) × 3 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Found Military Completed in Nation and &amp;gt;5 {{TV|democracy}} || {{TV|cohesion}} [[File:ICO arrow red down.png|24px]] by 0.025 × ({{TV|democracy}} - 5) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[File:ICO spoils priority.png|50px]] Spoils || rowspan=6 | 1 || rowspan=5 | None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.0025 + 0.0015 per {{icon|resource region}}Mining Region + 0.0015 per {{icon|oil}}Oil Region || Yes &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength - 0.125 × ({{TV|education}} + {{TV|democracy}}) × fraction of control points owned by faction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow red.png|24px]] by 0.0005 + 0.00075 per {{icon|resource region}}Mining Region + 0.00075 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow red.png|24px]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Control Points Not Cracked&lt;br /&gt;
|&lt;br /&gt;
Each Faction&#039;s {{TV|money}} [[File:ICO arrow green.png|24px]] by (5 × Monthly {{TV|ip}} + 5 per {{icon|resource region}}Mining Region + 5 per {{icon|oil}}Oil Region + 2.5 × (10 - {{TV|democracy}})) × fraction of control points owned by faction &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO funding priority.png|50px]] Funding || 1 || None || Annual {{TV|money}} Production [[File:ICO arrow green.png|24px]] by 10 + max(round(((GDP in billions)^0.18)/1.09),1) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO_launchFacilities_Priority.png|50px]] Boost || 2 || Found Space Program Completed in Nation || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.4 - (Launch Facility Latitude / 250) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO missionControl priority.png|50px]] Mission Control || 25 || Found Space Program Completed in [[Foreign Relations#Federations|Federation]] || {{icon|mc}}Mission Control [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO spaceflightProgram priority.png|50px]] Found Space Program || 50 || None || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO found military priority.png|50px]] Found Military || 40 || None &lt;br /&gt;
|&lt;br /&gt;
Set {{TV|miltech}} to the Max of:&lt;br /&gt;
* 2&lt;br /&gt;
* Worst [[Foreign Relations#Federations|Federation]] Member&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst [[Foreign Relations#Alliances|Ally]]&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst Human Nation&#039;s {{TV|miltech}}&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;(5 + 25 × {{TV|Armies}}) {{TV|pop}} in Millions&lt;br /&gt;
* Has a non-colony Region without its own [[Nations#Armies|Army]]&lt;br /&gt;
| Builds an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;4 Control Points, or 3 Control Points and {{TV|gdppc|&amp;gt;40000}}&lt;br /&gt;
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]]&lt;br /&gt;
| Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO develop atomic bomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 |  80 || rowspan=4 | None || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No&lt;br /&gt;
|- &lt;br /&gt;
| Each Owning Faction Commits 1 [[Factions#Atrocity|Atrocity]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNuclearWeapons priority.png|50px]] Nuclear Weapons || rowspan=2 | 40 || rowspan=2 | Develop Atomic Bomb Completed in Nation || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || {{icon|military}}[[Trans-Interface Warfare]] researched || Builds a {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense Facility]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10 &lt;br /&gt;
| &lt;br /&gt;
* {{icon|military}}[[Exoatmospheric Fighters]] researched &lt;br /&gt;
* Has a Region not at [[Nations#Exofighters|Maximum Exofighters]]&lt;br /&gt;
|| Builds an {{icon|exofighter}}[[Nations#Exofighters|Exofighter]] || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Diversity Bonus ===&lt;br /&gt;
&lt;br /&gt;
Each control point &#039;&#039;&#039;independently&#039;&#039;&#039;&amp;lt;ref&amp;gt;The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.&amp;lt;/ref&amp;gt; gains a small diversity bonus to each of its priorities based on how much it is personally investing into &#039;&#039;&#039;other&#039;&#039;&#039;&amp;lt;ref&amp;gt;A priority cannot give itself its own diversity bonus&amp;lt;/ref&amp;gt; nation building priorities. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! Diversity Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|military priority}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of these nation building priorities adds a diversity bonus of X% to all &#039;&#039;&#039;other&#039;&#039;&#039; priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).&lt;br /&gt;
&lt;br /&gt;
For example, suppose a control point has 3 pips in the {{TV|economy}}, 1 pip in the {{TV|welfare}}, and 1 pip in the {{TV|spoils}}, for a total of 5 pips. Then:&lt;br /&gt;
* The {{TV|economy}} adds a diversity bonus of 50% × 3 ÷ 5 = 30%.&lt;br /&gt;
* The {{TV|welfare}} adds a diversity bonus of 20% × 1 ÷ 5 = 4%.&lt;br /&gt;
* The {{TV|spoils}} adds no diversity bonus, because it is not a nation building priority.&lt;br /&gt;
&lt;br /&gt;
Thus:&lt;br /&gt;
* The {{TV|economy}} receives a diversity bonus of 4% (because it cannot receive the 30% from itself).&lt;br /&gt;
* The {{TV|welfare}} receives a diversity bonus of 30% (because it cannot receive the 4% from itself).&lt;br /&gt;
* The {{TV|spoils}} receives a diversity bonus of 30% + 4% = 34%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This diversity bonus is &#039;&#039;&#039;additive&#039;&#039;&#039; with other bonuses to nation priorities. Specifically, whenever a control point would put any {{TV|IP}} into any priority, the amount of {{TV|IP}} that is actually put into the priority is multiplied by:&lt;br /&gt;
&amp;lt;pre&amp;gt;100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase {{TV|ip}} in a certain priority with {{TV|money}}, {{TV|influence}}, and/or {{TV|ops}}. The number of {{TV|ip}} that may be purchased each calendar year in any nation is capped at 12 × ({{TV|pop}} in Millions × 48.75) ^ 0.175 × ([[Nations#GDP|GDP]] in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Base Direct Investment Costs for each Nation Priority&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 150000 × [[Nations#Sustainability|Pollution Multiplier]] Decrease Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 625 / 41 × {{TV|pop}} in Millions / ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|oppression}} || 0 || 50 × Max(1, {{TV|democracy}}) × Required {{icon|ip|bgcolor=DarkSlateGray}}IP / ({{TV|pop}} / 50 million) ^ 0.35 || 30 / (1 + Min(2, {{TV|miltech}} / 10))&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|military priority}} || 250 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 30 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build army}} || 10000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build navy}} || 1200 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|develop atomic bomb}} || 30000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|nuclear weapons}} || 5000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|space defenses}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 600 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|build exofighter}} || 1000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 200 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Direct Investment Cost Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! {{TV|money}} Cost Multiplier !! {{TV|influence}} Cost Multiplier !! {{TV|ops}} Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Technology|Projects]] || Researched || 1 - 0.15 for [[Transnational Investments]] - 0.15 for [[Adaptive FDI Modeling]] || 1 - 0.25 for [[Strategic Lobbying]] - 0.25 for [[Regulatory Capture]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| Recently Conquered || Within 365.25 days &amp;lt;br&amp;gt; Not {{TV|oppression}}&amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.5 || 1&lt;br /&gt;
|- &lt;br /&gt;
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1 &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cp}} Cost || Not Alien Nation &amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.1 × Single Control Point {{TV|cp}} Cost || 1  &lt;br /&gt;
|- &lt;br /&gt;
| National Priority Bonuses || Not from [[Foreign Relations#Federations|Federation]] &amp;lt;br&amp;gt; Not from [[Nations#Diversity_Bonus|Diversity]] || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign Relations#Federations|Federation]] Bonus || {{TV|economy}} Only || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| Nation {{icon|resource region}}Mining Regions || {{TV|build army}} and {{TV|build navy}} Only || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
&lt;br /&gt;
Each nation requires a certain percentage of {{TV|ip}} to be put into the {{TV|spoils}}. Failing to provide enough {{TV|ip}} into {{TV|spoils}}, shown by the priority becoming red, increases the chance of a [[Nations#Coups_and_revolutions|coup]]. See [[Nations#Corruption]] for details on how this percentage is calculated.&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. &lt;br /&gt;
&lt;br /&gt;
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical [[Resources|resources]], control over the nation&#039;s [[Nations#Armies|armies]], and the ability to direct [[Nations#Priorities|investment priorities]].&lt;br /&gt;
&lt;br /&gt;
The {{TV|research}}, {{TV|boost}}, {{TV|mc}} and {{TV|money}} (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned still get their share, but the owning faction does not receive it.&lt;br /&gt;
&lt;br /&gt;
If there are [[Nations#Armies|Armies]] controlled by the nation, owning a control point may also grant you direct control of said [[Nations#Armies|Armies]]. Control Points with [[Nations#Armies|Armies]] attached to them are shown with the {{TVS|army}} symbol. If there is more than one [[Nations#Armies|Army]] attached to a control point then the number of attached [[Nations#Armies|Armies]] is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving [[Foreign Relations#Federations|federations]] and [[Foreign Relations#Peaceful_Unification|merging nations]], require Consolidated control of the executive, which means the executive faction either gained control of the nation through violent means such as [[Foreign Relations#War_Conquest|war]] or [[Nations#Coups_and_revolutions|revolution]], or must have held continuous control of the executive control point for 180 days.&lt;br /&gt;
&lt;br /&gt;
=== Number of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The number of control points is based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-15.4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15.4-263 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 263-1701 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1701-6869 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6869-20944 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 20944+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The {{TV|cp}} cost of a control point is also based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
When a faction exceeds their {{TV|cp}}, they suffer the following penalties:&lt;br /&gt;
* Certain [[Missions]] against the faction gain a bonus attack mission modifier of {{TV|cp}} overcap / 3. These [[Missions]] are:&lt;br /&gt;
** {{MissionIcon|Crackdown}}[[Crackdown]]&lt;br /&gt;
** {{MissionIcon|Purge}}[[Purge]]&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
** {{MissionIcon|Dominate}}[[Dominate Nation]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* The faction&#039;s annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2.&lt;br /&gt;
&lt;br /&gt;
=== Taking Control Points ===&lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral Control Point, one usually performs a successful {{MissionIcon|Control Nation}}[[Control Nation]] mission with one of their [[Councilors]]. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by [[Factions]], then the {{MissionIcon|Control Nation}}[[Control Nation]] mission becomes unavailable. In that case you would need to perform a successful {{MissionIcon|Purge}}[[Purge]] mission on an enemy Control Point.&lt;br /&gt;
&lt;br /&gt;
To increase {{MissionIcon|Purge}}[[Purge]] success chances, it is recommended to conduct {{MissionIcon|Crackdown}}[[Crackdown]] on these Control Points first. Another alternative to Control Nation is {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]. It can either be performed with your councilor or happen naturally. See [[Nations#Effects_of_a_Coup]] for the effects of a coup, including the distribution of control points when a coup occurs. {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] has a higher success chance in nations with high {{TV|unrest}}, so {{MissionIcon|Unrest}}[[Increase Unrest]] missions can be very helpful.&lt;br /&gt;
&lt;br /&gt;
One more alternative is to simply use [[Foreign Relations#Wars|war]]. When armies [[Foreign Relations#War_Conquest|conquer]] a nation&#039;s {{icon|capital|bgcolor=DarkSlateGray}}capital region, all control points in the nation switch owners to whichever [[Factions|faction]] [[Foreign Relations#War_Conquest|conquered]] them.&lt;br /&gt;
&lt;br /&gt;
=== Control Point Types ===&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national {{TV|democracy}} and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.&lt;br /&gt;
|-&lt;br /&gt;
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits&lt;br /&gt;
|-&lt;br /&gt;
| 1st || None || Executive || &lt;br /&gt;
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions.&lt;br /&gt;
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]].&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|nukes}}.&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|exofighters}}.&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to [[Events]].&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to incoming requests for [[Foreign Relations#Declaring_Wars|joining wars]], [[Foreign Relations#Proposing_Alliances|allying]], and [[Foreign Relations#Joining_Federations|federating]].&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting the Executive.&lt;br /&gt;
* Otherwise, the faction gains +3 Bonus Attack on its {{MissionIcon|Purge}}[[Purge]] Missions targeting the Executive.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Purge}}[[Purge]] Missions targeting each non-Executive control point.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and &amp;lt;7 {{TV|cohesion}} || Oligarchs ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions&#039; {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3rd || &amp;lt;5 {{TV|democracy}} || Security Apparatus || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Extract}}[[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Crackdown}}[[Crackdown]], {{MissionIcon|Detain}}[[Detain]], and {{MissionIcon|Extract}}[[Extract Councilor]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| ≥7 {{TV|education}} || Mass Media || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Public Campaign}}[[Public Campaign]] and {{MissionIcon|Dominate}}[[Dominate Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for {{icon|unity}}Unity Priority&#039;s Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 4th || &amp;lt;4 {{TV|democracy}} || National Industries || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions targeting [[Orgs]] owned by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;3.5 {{TV|inequality}} and &amp;gt;10000 {{TV|gdppc}} and &amp;gt;7 {{TV|education}} || Trade Unions || [[Orgs]] based in the same nation cost 20% less {{TV|influence}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 5th || &amp;gt;6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 {{TV|cohesion}} or &amp;lt;7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Warlords || +6 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 6th || &amp;gt;9 {{TV|democracy}} and &amp;gt;9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|cohesion}} and Nation has a [[Foreign Relations#Rivals|rival]] or [[Foreign Relations#Wars|war enemy]] which has at least the same number of control points. || Defense Sector || Faction&#039;s {{TV|armies}} that belong to this Nation gain +0.005 [[Terrestrial_Warfare#Army_Healing|daily heal rate]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|democracy}} and &amp;gt;7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| Nation has at least 1 {{icon|oil}}Oil or {{icon|resource region}}Mining Region || Extractive Sector || Nation {{icon|spoils}}Spoils Money Output for Faction increased by 2 × Number of {{icon|oil}}Oil or {{icon|resource region}}Mining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Agricultural Sector || Nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] does not have any special control point types or bonuses. Though naturally the [[Aliens]] still receive all of the benefits that an Executive Control Point grants.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Nations]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:MissionList&amp;diff=11781</id>
		<title>Template:MissionList</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:MissionList&amp;diff=11781"/>
		<updated>2026-08-30T14:03:03Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: &lt;/p&gt;
&lt;hr /&gt;
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{{#switch: {{{1}}}&lt;br /&gt;
| AssumeControl= {{Mission &lt;br /&gt;
| AssumeControl &lt;br /&gt;
| Grant Alien Control &lt;br /&gt;
| We transfer a nation under our control to the Alien Administration. We must have built a facility there. This mission will create a new alien nation if none exists. They will aid us with resources in return. &lt;br /&gt;
| [[File:ICO_assumecontrol_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
| TIMissionCondition_AlienFacilityInNation &lt;br /&gt;
| TIMissionCondition_HumanFactionsPermitControl &lt;br /&gt;
| TIMissionCost_Flat &lt;br /&gt;
| influence &lt;br /&gt;
| 100 &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Grant Alien Control &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| Their Purpose &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
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| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
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| 4 &lt;br /&gt;
| TIMissionTarget_Nation &lt;br /&gt;
| TIMissionEffect_AssumeControl &lt;br /&gt;
| TIMissionTargeting_Nation &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_submit_mid.png|20px]]Alien Administration Transition Team&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Transfers all regions in the Target Nation to the [[Aliens#Alien_Administration|Alien Nation]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the Acting Faction has unlocked {{TV|exotics}}, then transfer up to roughly (10 × (Target Nation GDP in Billions ^ 0.25 / 2) ^ 2) {{TV|exotics}} from the [[Aliens]] to the Acting Faction. Otherwise, the Acting Faction gains roughly (100 × (Target Nation GDP in Billions ^ 0.25 / 2) ^ 2) {{TV|research}} instead. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | BuildFacility= {{Mission &lt;br /&gt;
| BuildFacility &lt;br /&gt;
| Build Facility &lt;br /&gt;
| Construct a research base to support alien operations and transportation and allow us to transfer them direct control of Earth&#039;s nations. Requires at least 15 abductions in the region. &lt;br /&gt;
| [[File:ICO_buildfacility_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
| TIMissionCondition_CanConstructFacility &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Flat &lt;br /&gt;
| money &lt;br /&gt;
| 500 &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Build Facility &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
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| Their Purpose &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
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| 4 &lt;br /&gt;
| TIMissionTarget_Region &lt;br /&gt;
| TIMissionEffect_BuildFacility &lt;br /&gt;
| TIMissionTargeting_Region &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_submit_mid.png|20px]]Alien Administration Transition Team&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Builds an [[Aliens#Alien_Facility|Alien Facility]] in the Target Region. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | PassTechnology= {{Mission &lt;br /&gt;
| PassTechnology &lt;br /&gt;
| Pass Technology &lt;br /&gt;
| Grant some of our technology to assist our human allies. &lt;br /&gt;
| [[File:ICO_passtechnology_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Alien &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
| TIMissionCondition_ContactableHuman &lt;br /&gt;
| TIMissionCondition_FreeCouncilor &lt;br /&gt;
| TIMissionCost_Flat &lt;br /&gt;
| influence &lt;br /&gt;
| 10 &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Pass Technology &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| Alien Technology &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
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| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
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| 1 &lt;br /&gt;
| TIMissionTarget_Councilor &lt;br /&gt;
| TIMissionEffect_PassTechnology &lt;br /&gt;
| TIMissionTargeting_Councilor &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Gives the Target Faction (40 × Campaign Duration in Years × [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]) {{icon|research}} Research. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If the Target Faction has unlocked {{TV|exotics}}, then also transfer up to {{TV|exotics|10}} from Acting Faction to Target Faction. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | Advise= {{Mission &lt;br /&gt;
| Advise &lt;br /&gt;
| Advise &lt;br /&gt;
| Provide expertise to a nation or hab. The councilor&#039;s Science, Command and Administration attributes will improve the target&#039;s research output, combat capabilities, and financial performance. Additional advising councilors provide diminishing benefits. &lt;br /&gt;
| [[File:ICO_advise_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_ScannableObjectWithMyControlPoints &lt;br /&gt;
|  &lt;br /&gt;
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| TIMissionCost_Flat &lt;br /&gt;
| influence &lt;br /&gt;
| 10 &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Advise &lt;br /&gt;
| 0 &lt;br /&gt;
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| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
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| TRUE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
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| 0 &lt;br /&gt;
| TIMissionTarget_NationHab &lt;br /&gt;
| TIMissionEffect_Advise &lt;br /&gt;
| TIMissionTargeting_NationHab &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| Astronaut&amp;lt;br&amp;gt;Attorney&amp;lt;br&amp;gt;Diplomat&amp;lt;br&amp;gt;Engineer&amp;lt;br&amp;gt;Evangelist&amp;lt;br&amp;gt;Executive&amp;lt;br&amp;gt;Inspector&amp;lt;br&amp;gt;Judge&amp;lt;br&amp;gt;Officer&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Politician&amp;lt;br&amp;gt;Professor&amp;lt;br&amp;gt;Scientist&amp;lt;br&amp;gt;TechMogul&amp;lt;br&amp;gt;Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| Counselor&amp;lt;br&amp;gt;Unifier&amp;lt;br&amp;gt;Expert&amp;lt;br&amp;gt;Academic&amp;lt;br&amp;gt;Technocrat&amp;lt;br&amp;gt;Project Director&amp;lt;br&amp;gt;Project Administrator&amp;lt;br&amp;gt;Industrial Engineer II&amp;lt;br&amp;gt;Environmental Engineer&amp;lt;br&amp;gt;Educator&amp;lt;br&amp;gt;Nation Builder&amp;lt;br&amp;gt;Aerospace Engineer II&amp;lt;br&amp;gt;Systems Engineer II&amp;lt;br&amp;gt;Military Engineer II&amp;lt;br&amp;gt;Defense Contractor II&amp;lt;br&amp;gt;Naval Architect&amp;lt;br&amp;gt;Nuclear Mastermind&amp;lt;br&amp;gt; &lt;br /&gt;
| [[File:Org_IMF.png|20px]]International Monetary Fund&amp;lt;br&amp;gt;[[File:Org_UNOOSA.png|20px]]U.N. Office for Outer Space Affairs&amp;lt;br&amp;gt;[[File:Org_resist_mid.png|20px]]Special Activities Section&amp;lt;br&amp;gt;[[File:Org_cooperate_mid.png|20px]]Academy Envoys&amp;lt;br&amp;gt;[[File:Org_escape_mid.png|20px]]Project Exodus Engineers&amp;lt;br&amp;gt;RandomSecurity14&amp;lt;br&amp;gt;RandomSecurity24&amp;lt;br&amp;gt;RandomSecurity34&amp;lt;br&amp;gt;RandomInvestigations31&amp;lt;br&amp;gt;RandomInvestigations32&amp;lt;br&amp;gt;RandomInvestigations33&amp;lt;br&amp;gt;RandomInfluence23&amp;lt;br&amp;gt;RandomNGO21&amp;lt;br&amp;gt;RandomNGO22&amp;lt;br&amp;gt;RandomNGO23&amp;lt;br&amp;gt;RandomNGO41&amp;lt;br&amp;gt;RandomNGO42&amp;lt;br&amp;gt;RandomNGO43&amp;lt;br&amp;gt;[[File:Org_Fondation_Hyde_Et_Hildr.png|20px]]Fondation Hyde et Hildr&amp;lt;br&amp;gt;[[File:Org_MMS.png|20px]]Mechanised Motor Supplies&amp;lt;br&amp;gt;[[File:Org_CE_Heavy_Industries.png|20px]]CE Heavy Industries Inc.&amp;lt;br&amp;gt;[[File:Org_Intrepid_Consulting.png|20px]]Intrepid Consulting&amp;lt;br&amp;gt;[[File:Org_Filfla_Aeronautics.png|20px]]Filfla Aeronautics&amp;lt;br&amp;gt;[[File:Org_Steak4all.png|20px]]steak4all&amp;lt;br&amp;gt;[[File:Org_EPU.png|20px]]Environmental Preservation Union&amp;lt;br&amp;gt;[[File:Org_HAAL.png|20px]]Harper Analytics and Logistics&amp;lt;br&amp;gt;[[File:Org_Kinetic_Pressure_Control_Limited.png|20px]]Kinetic Pressure Control Limited&amp;lt;br&amp;gt;[[File:Org_Ryan_Co.png|20px]]Ryan &amp;amp; Company&amp;lt;br&amp;gt;[[File:Org_Energy Independence Initiative.png|20px]]Energy Independence Initiative&amp;lt;br&amp;gt;[[File:Org_AdAstraGames.png|20px]]Ad Astra Games&amp;lt;br&amp;gt;[[File:Org_ShieldInitative.png|20px]]Shield Initative&amp;lt;br&amp;gt;[[File:Org_Far_Horizons_OU.png|20px]]Far Horizons OÜ&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Applies the Acting Councilor&#039;s {{icon|administration}} Administration, {{icon|science}} Science, and {{icon|command}} Command Attributes to the Target in the form of bonuses for the rest of the turn. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Nations receive +({{icon|administration}} Administration)% to [[Nations#Nations#Monthly_Investment_Points|IP production]], +( {{icon|science}} Science)% to [[Nations#Research|Research]] output, and +({{icon|command}} Command / 100) to their [[Nations#Miltech|Miltech]]. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Habs receive +({{icon|administration}} Administration)% to their {{icon|money}} Money, {{icon|water}} Water, {{icon|volatiles}} Volatiles, {{icon|metals}} Metals, {{icon|nobles}} Noble Metals, and {{icon|fissiles}} Fissile outputs, +( {{icon|science}} Science)% to their {{icon|research}} Research output, and  +({{icon|command}} Command)% to their Marine Assault Combat Value. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Multiple Advisors on the same target give diminishing returns, with the x-th advisor giving only 1/x of their bonus. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | Contact= {{Mission &lt;br /&gt;
| Contact &lt;br /&gt;
| Contact &lt;br /&gt;
| Contact an identified councilor from another faction to initiate a diplomatic exchange. &lt;br /&gt;
| [[File:ICO_contact_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| TRUE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_BasicCouncilorIntel &lt;br /&gt;
| TIMissionCondition_ContactableTarget &lt;br /&gt;
| TIMissionCondition_FreeCouncilor &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Flat &lt;br /&gt;
| influence &lt;br /&gt;
| 10 &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Contact Councilor &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 0 &lt;br /&gt;
| TIMissionTarget_Councilor &lt;br /&gt;
| TIMissionEffect_InitiateContact &lt;br /&gt;
| TIMissionTargeting_Councilor &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| All &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Attempts to [[Diplomacy#Contact_with_Other_Factions|Contact]] the Target Faction. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; May allow trading. &amp;lt;br&amp;gt; May allow completion of story milestones and objectives if the Target Faction is the [[Aliens]]. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | DefendInterests= {{Mission &lt;br /&gt;
| DefendInterests &lt;br /&gt;
| Defend Interests &lt;br /&gt;
| Fortify our control points in this nation against enemy Crackdowns, Purges and Coups. Duration decreases with the number of control points we are protecting. &lt;br /&gt;
| [[File:ICO_defendinterest_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_DefendableAsset &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Flat &lt;br /&gt;
| influence &lt;br /&gt;
| 20 &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Defend Interests &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 0 &lt;br /&gt;
| TIMissionTarget_NationFleetHab &lt;br /&gt;
| TIMissionEffect_DefendInterests &lt;br /&gt;
| TIMissionTargeting_NationFleetHab &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| Attorney&amp;lt;br&amp;gt;Diplomat&amp;lt;br&amp;gt;Executive&amp;lt;br&amp;gt;Fixer&amp;lt;br&amp;gt;Inspector&amp;lt;br&amp;gt;Judge&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;Officer&amp;lt;br&amp;gt;Politician&amp;lt;br&amp;gt;Tycoon&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_USSS.png|20px]]Secret Service&amp;lt;br&amp;gt;[[File:Org_FPS.png|20px]]Federal Protective Service&amp;lt;br&amp;gt;[[File:Org_IndianResearchAnalysisWing.png|20px]]Research and Analysis Wing&amp;lt;br&amp;gt;[[File:Org_NationalIntelligenceService.png|20px]]National Intelligence Service&amp;lt;br&amp;gt;[[File:Org_ROCNSB.png|20px]]National Security Bureau&amp;lt;br&amp;gt;[[File:Org_cooperate_mid.png|20px]]Academy Envoys&amp;lt;br&amp;gt;[[File:Org_submit_mid.png|20px]]The Shield of the Devoted&amp;lt;br&amp;gt;[[File:Org_appease_mid.png|20px]]Reeducation Team&amp;lt;br&amp;gt;RandomInfluence22&amp;lt;br&amp;gt;RandomInfluence23&amp;lt;br&amp;gt;RandomCriminal12&amp;lt;br&amp;gt;RandomCriminal13&amp;lt;br&amp;gt;[[File:Org_Madisonian_Society.png|20px]]Madisonian Society&amp;lt;br&amp;gt;[[File:Org_ShieldInitative.png|20px]]Shield Initative&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| If the target is a hab, then set the hab status to defended, and add 60 months to the defense duration.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If the target is a nation, then set the status of each non-disabled control point owned by the faction to defended, and distribute (90 × number of such control points + 360) days of defense duration among the control points so that their expiry dates are as close as possible. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | Deorbit= {{Mission &lt;br /&gt;
| Deorbit &lt;br /&gt;
| Deorbit &lt;br /&gt;
| Move from a hab or ship in an interface orbit to the surface of a space body, or from any location in the Earth-Luna system to Earth&#039;s surface. &lt;br /&gt;
| [[File:ICO_deorbit_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| TRUE &lt;br /&gt;
| TIMissionCondition_CanDeorbit &lt;br /&gt;
| TIMissionCondition_AllowedDeorbitTarget &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Deorbit &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| SpaceOnly &lt;br /&gt;
| none &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 3 &lt;br /&gt;
| TIMissionTarget_RegionBase &lt;br /&gt;
| TIMissionEffect_Deorbit &lt;br /&gt;
| TIMissionTargeting_RegionBase &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| All &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| Earthbound&amp;lt;br&amp;gt; &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| The Acting Councilor moves from its location in orbit to the Target Region. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | DetectCouncilActivity= {{Mission &lt;br /&gt;
| DetectCouncilActivity &lt;br /&gt;
| Surveil Location &lt;br /&gt;
| Significantly increase the likelihood enemy councilors and aliens will be detected in the councilor&#039;s region and adjacent regions, or in a hab or fleet. May also detect hidden alien assets in nearby Earth regions. &lt;br /&gt;
| [[File:ICO_detectcouncilactivity_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Surveil Location &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| 0 &lt;br /&gt;
| TRUE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 0 &lt;br /&gt;
| TIMissionTarget_RegionFleetHab &lt;br /&gt;
| TIMissionEffect_DetectCouncilActivity &lt;br /&gt;
| TIMissionTargeting_RegionFleetHab &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| Attorney&amp;lt;br&amp;gt;Commando&amp;lt;br&amp;gt;Diplomat&amp;lt;br&amp;gt;Fixer&amp;lt;br&amp;gt;Hacker&amp;lt;br&amp;gt;Inspector&amp;lt;br&amp;gt;Investigator&amp;lt;br&amp;gt;Journalist&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;Officer&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Professor&amp;lt;br&amp;gt;Rebel&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt;TechMogul&amp;lt;br&amp;gt;Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_FBI.png|20px]]Federal Bureau of Investigation&amp;lt;br&amp;gt;[[File:Org_DGSE.png|20px]]Directorate General for External Security&amp;lt;br&amp;gt;[[File:Org_MI5.png|20px]]Security Service MI5&amp;lt;br&amp;gt;[[File:Org_MI6.png|20px]]Secret Intelligence Service MI6&amp;lt;br&amp;gt;[[File:Org_GCHQ.png|20px]]Government Communications Headquarters&amp;lt;br&amp;gt;[[File:Org_Bundesnachrichtendienst.png|20px]]Bundesnachrichtendienst&amp;lt;br&amp;gt;[[File:Org_NSA.png|20px]]National Security Agency&amp;lt;br&amp;gt;[[File:Org_FSS.png|20px]]Federal Security Service&amp;lt;br&amp;gt;[[File:Org_FIS.png|20px]]Foreign Intelligence Service&amp;lt;br&amp;gt;[[File:Org_NRO.png|20px]]National Reconnaissance Office&amp;lt;br&amp;gt;[[File:Org_NGIA.png|20px]]National Geospatial Intelligence Agency&amp;lt;br&amp;gt;[[File:Org_MinistryofStateSecurity.png|20px]]Ministry of State Security&amp;lt;br&amp;gt;[[File:Org_IndianResearchAnalysisWing.png|20px]]Research and Analysis Wing&amp;lt;br&amp;gt;[[File:Org_Koanchosacho.png|20px]]Koanchosacho&amp;lt;br&amp;gt;[[File:Org_PakistanInter-ServicesIntelligence.png|20px]]Inter-Services Intelligence&amp;lt;br&amp;gt;[[File:Org_ASIS.png|20px]]Australian Secret Intelligence Service&amp;lt;br&amp;gt;[[File:Org_SaudiIntelligence.png|20px]]Al Mukhabarat Al Aamah&amp;lt;br&amp;gt;[[File:Org_EgyptianIntelligence.png|20px]]Gihaz El Mukhabarat El Amma&amp;lt;br&amp;gt;[[File:Org_TurkishIntelligence.png|20px]]Milli Istihbarat Teskilati&amp;lt;br&amp;gt;[[File:Org_CSIS.png|20px]]Canadian Security Intelligence Service&amp;lt;br&amp;gt;[[File:Org_NationalIntelligenceService.png|20px]]National Intelligence Service&amp;lt;br&amp;gt;[[File:Org_ROCNSB.png|20px]]National Security Bureau&amp;lt;br&amp;gt;[[File:Org_Interpol.png|20px]]Interpol&amp;lt;br&amp;gt;[[File:Org_SayeretMatkal.png|20px]]Sayeret Matkal&amp;lt;br&amp;gt;[[File:Org_CSEC.png|20px]]Communications Security Establishment&amp;lt;br&amp;gt;[[File:Org_DGSI.png|20px]]Directorate General for Internal Security&amp;lt;br&amp;gt;[[File:Org_ASIO.png|20px]]Australian Security Intelligence Organization&amp;lt;br&amp;gt;[[File:Org_AusSD.png|20px]]Australian Signals Directorate&amp;lt;br&amp;gt;RandomInvestigations11&amp;lt;br&amp;gt;RandomInvestigations12&amp;lt;br&amp;gt;RandomInvestigations13&amp;lt;br&amp;gt;RandomInvestigations31&amp;lt;br&amp;gt;RandomInvestigations32&amp;lt;br&amp;gt;RandomInvestigations33&amp;lt;br&amp;gt;RandomCriminal13&amp;lt;br&amp;gt;RandomVigilante11&amp;lt;br&amp;gt;[[File:Org_Oliver_Project.png|20px]]OLIVER Project&amp;lt;br&amp;gt;[[File:Org_children_of_the_cog.png|20px]]Children of the Cog&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Reveal all [[Aliens#Alien_Xenoforming|Xenoforming]] and [[Aliens#Alien_Facility|Alien Facilities]] in the Target Region and its Adjacent Regions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For the rest of the turn, all other faction&#039;s councilor missions within those regions are significantly easier to [[Councilors#Detection|detect]]. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | GoToGround= {{Mission &lt;br /&gt;
| GoToGround &lt;br /&gt;
| Go To Ground &lt;br /&gt;
| Go into hiding in an Earth region to escape enemy detection and attacks. &lt;br /&gt;
| [[File:ICO_gotoground_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| TRUE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionEffect_GoToGround &lt;br /&gt;
| None &lt;br /&gt;
| Go To Ground &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -8 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 0 &lt;br /&gt;
| TIMissionTarget_Region &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionTargeting_Region &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| All &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| Megastar&amp;lt;br&amp;gt; &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Reduces the amount of [[Councilors#Intel_on_target|intel]] that every faction has on the Acting Councilor by 50% + 3% per {{icon|espionage}} Espionage. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | InvestigateAlienActivity= {{Mission &lt;br /&gt;
| InvestigateAlienActivity &lt;br /&gt;
| Investigate Alien Activity &lt;br /&gt;
| Target a site of suspected alien activity to learn more about the aliens&#039; methods and motives. &lt;br /&gt;
| [[File:ICO_investigatealienactivity_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Flat &lt;br /&gt;
| ops &lt;br /&gt;
| 5 &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Investigate Alien Activity &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -2 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 4 &lt;br /&gt;
| TIMissionTarget_AlienActivity &lt;br /&gt;
| TIMissionEffect_InvestigateAlienActivity &lt;br /&gt;
| TIMissionTargeting_AlienActivity &lt;br /&gt;
| FALSE &lt;br /&gt;
| 2 &lt;br /&gt;
| Astronaut&amp;lt;br&amp;gt;Attorney&amp;lt;br&amp;gt;Commando&amp;lt;br&amp;gt;Diplomat&amp;lt;br&amp;gt;Engineer&amp;lt;br&amp;gt;Fixer&amp;lt;br&amp;gt;Inspector&amp;lt;br&amp;gt;Investigator&amp;lt;br&amp;gt;Journalist&amp;lt;br&amp;gt;Judge&amp;lt;br&amp;gt;Officer&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Professor&amp;lt;br&amp;gt;Rebel&amp;lt;br&amp;gt;Scientist&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt;TechMogul&amp;lt;br&amp;gt; &lt;br /&gt;
| Conspiracy Theorist&amp;lt;br&amp;gt; &lt;br /&gt;
| [[File:Org_DGSI.png|20px]]Directorate General for Internal Security&amp;lt;br&amp;gt;[[File:Org_ASIO.png|20px]]Australian Security Intelligence Organization&amp;lt;br&amp;gt;RandomInvestigations11&amp;lt;br&amp;gt;RandomInvestigations12&amp;lt;br&amp;gt;RandomInvestigations13&amp;lt;br&amp;gt;RandomInvestigations31&amp;lt;br&amp;gt;RandomInvestigations32&amp;lt;br&amp;gt;RandomInvestigations33&amp;lt;br&amp;gt;[[File:Org_Oliver_Project.png|20px]]OLIVER Project&amp;lt;br&amp;gt;[[File:Org_children_of_the_cog.png|20px]]Children of the Cog&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Investigates the Target Alien Activity, increasing the Acting Faction&#039;s [[Aliens#Alien_Activity_Investigation|Alien Activity Investigations]] by 1. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; May complete certain story milestones and objectives. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | Orbit= {{Mission &lt;br /&gt;
| Orbit &lt;br /&gt;
| Orbit &lt;br /&gt;
| Move from the surface of Earth to any orbit in the Earth-Luna system, or from the surface of any space body to a station or ship in an interface orbit. The Undercover trait is only required to travel to enemy Tier 1 Habs (outposts and platforms) and fleets. &lt;br /&gt;
| [[File:ICO_orbit_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| TRUE &lt;br /&gt;
| TIMissionCondition_CanLaunchToOrbit &lt;br /&gt;
| TIMissionCondition_AllowedOrbitTarget &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_FlatOnEarth &lt;br /&gt;
| boost &lt;br /&gt;
| 0.1 &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Orbit &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToLaunchSite &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 3 &lt;br /&gt;
| TIMissionTarget_ShipHab &lt;br /&gt;
| TIMissionEffect_Orbit &lt;br /&gt;
| TIMissionTargeting_ShipHab &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| All &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| Earthbound&amp;lt;br&amp;gt; &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| The Acting Councilor moves from its location on earth to the Target. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | Protect= {{Mission &lt;br /&gt;
| Protect &lt;br /&gt;
| Protect Target &lt;br /&gt;
| Apply the councilor&#039;s Security or Command attribute to shield a targeted region, hab, or allied councilor against physical attacks and other operations. Will also prevent the targeted councilor from dying in failed assault missions. &lt;br /&gt;
| [[File:ICO_protect_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_ProtectTarget &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Protect Councilor &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| TRUE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 0 &lt;br /&gt;
| TIMissionTarget_RegionCouncilorHab &lt;br /&gt;
| TIMissionEffect_Protect &lt;br /&gt;
| TIMissionTargeting_RegionCouncilorHab &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| Commando&amp;lt;br&amp;gt;Fixer&amp;lt;br&amp;gt;Inspector&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;Officer&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Rebel&amp;lt;br&amp;gt;Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_USSS.png|20px]]Secret Service&amp;lt;br&amp;gt;[[File:Org_GSG9.png|20px]]GSG 9 der Bundespolizei&amp;lt;br&amp;gt;[[File:Org_FPS.png|20px]]Federal Protective Service&amp;lt;br&amp;gt;[[File:Org_SeaDragon.png|20px]]Sea Dragon&amp;lt;br&amp;gt;[[File:Org_SnowLeopardCommandoGroup.png|20px]]Snow Leopard Commando Group&amp;lt;br&amp;gt;[[File:Org_Shayetet13.png|20px]]Shayetet 13&amp;lt;br&amp;gt;[[File:Org_UKSpecialBoatService.png|20px]]Special Boat Service&amp;lt;br&amp;gt;[[File:Org_CanadaJTF2.png|20px]]Joint Task Force 2&amp;lt;br&amp;gt;[[File:Org_SerbianCobras.png|20px]]Serbian Cobras&amp;lt;br&amp;gt;[[File:Org_LifeRegimentHussars.png|20px]]Life Regiment Hussars&amp;lt;br&amp;gt;[[File:Org_KingsGuard.png|20px]]King&#039;s Guard&amp;lt;br&amp;gt;RandomSecurity11&amp;lt;br&amp;gt;RandomSecurity12&amp;lt;br&amp;gt;RandomSecurity13&amp;lt;br&amp;gt;RandomSecurity21&amp;lt;br&amp;gt;RandomSecurity22&amp;lt;br&amp;gt;RandomSecurity23&amp;lt;br&amp;gt;[[File:Org_HM.png|20px]]Hyjinks&#039; Minions&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Applies the Acting Councilor&#039;s {{icon|command}} Command and {{icon|security}} Security Attributes to the Target in the form of bonuses for the rest of the turn. This typically greatly increases the [[Missions#Mission_Modifiers|defense modifiers]] of the target against Enemy Councilor Missions. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | SetNationalPolicy= {{Mission &lt;br /&gt;
| SetNationalPolicy &lt;br /&gt;
| Set National Policy &lt;br /&gt;
| Set a major policy for the targeted nation, such as initiating a war. You will select the policy when the mission resolves. Requires executive control. &lt;br /&gt;
| [[File:ICO_setnationalpolicy_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| TRUE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
| TIMissionCondition_ExecutiveControl &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Flat &lt;br /&gt;
| influence &lt;br /&gt;
| 10 &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Set National Policy &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 10 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 3 &lt;br /&gt;
| TIMissionTarget_Nation &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionTargeting_Nation &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| All &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_Madisonian_Society.png|20px]]Madisonian Society&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Allows the Acting Faction to [[Foreign_Relations#Policies|set a policy]] in the Target Nation. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | Transfer= {{Mission &lt;br /&gt;
| Transfer &lt;br /&gt;
| Transfer &lt;br /&gt;
| Relocate from one hab or fleet to another anywhere in space in the Earth-Luna system. Away from Earth, move to any hab or fleet in same orbit, or on the same space body. The Undercover trait is only required to travel to enemy Tier 1 Habs (outposts and platforms) and fleets. &lt;br /&gt;
| [[File:ICO_transfer_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| TRUE &lt;br /&gt;
| TIMissionCondition_CanTransfer &lt;br /&gt;
| TIMissionCondition_AllowedTransferTarget &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Transfer &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| SpaceOnly &lt;br /&gt;
| none &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 3 &lt;br /&gt;
| TIMissionTarget_ShipHab &lt;br /&gt;
| TIMissionEffect_Transfer &lt;br /&gt;
| TIMissionTargeting_ShipHab &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| All &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| Earthbound&amp;lt;br&amp;gt; &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| The Acting Councilor moves from its location to the Target. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | ResistWin= {{Mission &lt;br /&gt;
| ResistWin &lt;br /&gt;
| Close the Gate &lt;br /&gt;
| Activate the device to shut down the alien wormhole. We must assault the alien base and land first. Requires we have met our victory objectives. &lt;br /&gt;
| [[File:ICO_mission_resist_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_VictoryCondition &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionEffect_Win &lt;br /&gt;
| None &lt;br /&gt;
| Close the Gate &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| none &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 0 &lt;br /&gt;
| TIMissionTarget_VictoryMissionTarget &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionTargeting_HabModule &lt;br /&gt;
| FALSE &lt;br /&gt;
| 4 &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_resist_win.png|20px]]Janus Section&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| The Acting Faction wins the game. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | DestroyWin= {{Mission &lt;br /&gt;
| DestroyWin &lt;br /&gt;
| Trigger the Weapon &lt;br /&gt;
| Send our biological weapon through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives. &lt;br /&gt;
| [[File:ICO_mission_destroy_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_VictoryCondition &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionEffect_Win &lt;br /&gt;
| None &lt;br /&gt;
| Trigger the Weapon &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| none &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 0 &lt;br /&gt;
| TIMissionTarget_VictoryMissionTarget &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionTargeting_HabModule &lt;br /&gt;
| FALSE &lt;br /&gt;
| 4 &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_destroy_win.png|20px]]The Omega Solution&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| The Acting Faction wins the game. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | AppeaseWin= {{Mission &lt;br /&gt;
| AppeaseWin &lt;br /&gt;
| Claim Hegemony &lt;br /&gt;
| Activate our network of Sentinel stations to establish our dominance of world affairs, placating the aliens. All human nations will surrender to us. Requires we have met our victory objectives. &lt;br /&gt;
| [[File:ICO_mission_appease_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_VictoryCondition &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionEffect_Win &lt;br /&gt;
| None &lt;br /&gt;
| Claim Hegemony &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| none &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 0 &lt;br /&gt;
| TIMissionTarget_VictoryMissionTarget &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionTargeting_HabModule &lt;br /&gt;
| FALSE &lt;br /&gt;
| 4 &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_appease_win.png|20px]]The Protectorate Authority&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| The Acting Faction wins the game. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | EscapeWin= {{Mission &lt;br /&gt;
| EscapeWin &lt;br /&gt;
| Launch the Bifrost &lt;br /&gt;
| Issue the launch order to begin our interstellar journey. &lt;br /&gt;
| [[File:ICO_mission_escape_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_VictoryCondition &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionEffect_Win &lt;br /&gt;
| None &lt;br /&gt;
| Launch the Bifrost &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| none &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 0 &lt;br /&gt;
| TIMissionTarget_VictoryMissionTarget &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionTargeting_HabModule &lt;br /&gt;
| FALSE &lt;br /&gt;
| 4 &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_escape_win.png|20px]]Bifrost Command Staff&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| The Acting Faction wins the game. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | SubmitWin= {{Mission &lt;br /&gt;
| SubmitWin &lt;br /&gt;
| Herald Our Masters &lt;br /&gt;
| Assert the aliens&#039; dominance on Earth. Requires we have met our victory objectives. &lt;br /&gt;
| [[File:ICO_mission_submit_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_VictoryCondition &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionEffect_Win &lt;br /&gt;
| None &lt;br /&gt;
| Herald Our Masters &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 0 &lt;br /&gt;
| TIMissionTarget_VictoryMissionTarget &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionTargeting_Region &lt;br /&gt;
| FALSE &lt;br /&gt;
| 4 &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_submit_win.png|20px]]The Sword of the Devoted&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| The Acting Faction wins the game. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | CooperateWin= {{Mission &lt;br /&gt;
| CooperateWin &lt;br /&gt;
| Forge an Alliance &lt;br /&gt;
| Send our pherocyte-resistant diplomats through the wormhole to establish relations and end this conflict. We must assault the alien base and land first. Requires we have met our victory objectives. &lt;br /&gt;
| [[File:ICO_mission_cooperate_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_VictoryCondition &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionEffect_Win &lt;br /&gt;
| None &lt;br /&gt;
| Forge an Alliance &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| none &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 0 &lt;br /&gt;
| TIMissionTarget_VictoryMissionTarget &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionTargeting_HabModule &lt;br /&gt;
| FALSE &lt;br /&gt;
| 4 &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_cooperate_win.png|20px]]Mission to the Hydra&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| The Acting Faction wins the game. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | ExploitWin= {{Mission &lt;br /&gt;
| ExploitWin &lt;br /&gt;
| Tame the Enemy &lt;br /&gt;
| Send the neopherocyte package through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives. &lt;br /&gt;
| [[File:ICO_mission_exploit_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_VictoryCondition &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionEffect_Win &lt;br /&gt;
| None &lt;br /&gt;
| Tame the Enemy &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| none &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Automatic &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 0 &lt;br /&gt;
| TIMissionTarget_VictoryMissionTarget &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionTargeting_HabModule &lt;br /&gt;
| FALSE &lt;br /&gt;
| 4 &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_exploit_win.png|20px]]The Pherocyte Masters&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| The Acting Faction wins the game. &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
}} | Xenoform= {{Mission &lt;br /&gt;
| Xenoform &lt;br /&gt;
| Xenoform &lt;br /&gt;
| Leave native alien bioforms scattered around this region. In time, they should subjugate native life, render humans more pliable, and eventually grow great herds of fauna that will hinder the human economy. &lt;br /&gt;
| [[File:ICO_Xenoform_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Xenoforming Mission Defense &lt;br /&gt;
| Xenoform &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| Alien Flora &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 8 &lt;br /&gt;
| 4 &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| espionage &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Local Abductions &lt;br /&gt;
| Control in Larger Allies / Federation &lt;br /&gt;
| Alien Nation &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 4 &lt;br /&gt;
| Military in Region &lt;br /&gt;
|  &lt;br /&gt;
| Region Population Density &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 0 &lt;br /&gt;
| TIMissionTarget_Region &lt;br /&gt;
| TIMissionEffect_Xenoform &lt;br /&gt;
| TIMissionTargeting_Region &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_submit_mid.png|20px]]Alien Administration Transition Team&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Add 1 to 10 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] to the Target Region. &lt;br /&gt;
| Add 11 to 20 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] to the Target Region.&lt;br /&gt;
&lt;br /&gt;
}} | DominateNation= {{Mission &lt;br /&gt;
| DominateNation &lt;br /&gt;
| Dominate Nation &lt;br /&gt;
| Threaten the targeted nation with bombardment from our Sentinel platforms. Success will convert a control point to our faction. Failure will require us to carry out our threat before acquiring the control point. &lt;br /&gt;
| [[File:ICO_dominatenation_on.png]] &lt;br /&gt;
| All Control Point-Granting Missions &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
| TIMissionCondition_HumanNation &lt;br /&gt;
| TIMissionCondition_EnemyControlPointsInNation &lt;br /&gt;
| TIMissionCondition_SentinelModulesActive &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| influence &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Purge Mission Defense &lt;br /&gt;
| Dominate Nation &lt;br /&gt;
| 0 &lt;br /&gt;
| 30 &lt;br /&gt;
| 20 &lt;br /&gt;
| 0 &lt;br /&gt;
| 5 &lt;br /&gt;
| 5 &lt;br /&gt;
| Coexistence Pact &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 30 &lt;br /&gt;
| 30 &lt;br /&gt;
| 0 &lt;br /&gt;
| 30 &lt;br /&gt;
| 30 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| persuasion &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Popular Support &lt;br /&gt;
| Mass Media Control Point &lt;br /&gt;
| Control in Larger Allies / Federation &lt;br /&gt;
| Control Points in Neighbors &lt;br /&gt;
| Legislature Control Point &lt;br /&gt;
| Party Control Point &lt;br /&gt;
| Target Over Control Point Cap &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 6 &lt;br /&gt;
| Difference in Ideology &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 4 &lt;br /&gt;
| TIMissionTarget_Nation &lt;br /&gt;
| TIMissionEffect_Dominate &lt;br /&gt;
| TIMissionTargeting_Nation &lt;br /&gt;
| FALSE &lt;br /&gt;
| 2 &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_appease_win.png|20px]]The Protectorate Authority&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| Takes over the leftmost control point in the Target Nation that the Acting Faction does not already own. Reduces {{TV|democracy}} by 3 if this is the executive. &amp;lt;br&amp;gt; Also applies 0.9 strength [[Regions#Region_Damage|region damage]] to the Target Nation&#039;s capital region. &lt;br /&gt;
| Takes over the leftmost control point in the Target Nation that the Acting Faction does not already own. Reduces {{TV|democracy}} by 3 if this is the executive. &amp;lt;br&amp;gt; Also applies 0.4 strength [[Regions#Region_Damage|region damage]] to the Target Nation&#039;s capital region. &lt;br /&gt;
| Takes over the leftmost control point in the Target Nation that the Acting Faction does not already own. Reduces {{TV|democracy}} by 3 if this is the executive.&lt;br /&gt;
| Takes over the leftmost control point in the Target Nation that the Acting Faction does not already own. Does &#039;&#039;&#039;not&#039;&#039;&#039; reduce {{TV|democracy}}. &amp;lt;br&amp;gt; Also applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength 15 for the Acting Faction in the Target Nation.&lt;br /&gt;
&lt;br /&gt;
}} | EnthrallOrg= {{Mission &lt;br /&gt;
| EnthrallOrg &lt;br /&gt;
| Enthrall Org &lt;br /&gt;
| The aliens seize an org from a councilor for their own use. Also may target faction pool orgs not assigned to any councilor. &lt;br /&gt;
| [[File:ICO_enthrallorg_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Alien &lt;br /&gt;
| TIMissionCondition_MinimumGlobalAbductions_LowerValue &lt;br /&gt;
| TIMissionCondition_TargetableOrg &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| influence &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Enthrall Org &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 3 &lt;br /&gt;
| 3 &lt;br /&gt;
| Pherocytes &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 4 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| persuasion &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Abductions in Nation &lt;br /&gt;
| Xenoforming in Nation &lt;br /&gt;
| Proxy Support &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 10 &lt;br /&gt;
| Defending Councilor&#039;s &lt;br /&gt;
| Science &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Security &lt;br /&gt;
| Pherocyte Resistance &lt;br /&gt;
| Org Size &lt;br /&gt;
| Org Administration Value &lt;br /&gt;
| Org Innate Takeover Defense &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 1 &lt;br /&gt;
| TIMissionTarget_Org &lt;br /&gt;
| TIMissionEffect_HostileTakeover &lt;br /&gt;
| TIMissionTargeting_Org &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Steals the Target Org. &lt;br /&gt;
| Steals the Target Org and 50 {{icon|money}} Money from the Target Faction.&lt;br /&gt;
&lt;br /&gt;
}} | TerrorizeRegion= {{Mission &lt;br /&gt;
| TerrorizeRegion &lt;br /&gt;
| Terrorize Region &lt;br /&gt;
| Attack civilians in this region to force concessions from the national government, gaining a control point for a human faction who regards us as a superior force. This risks hardening opposition to us, however. &lt;br /&gt;
| [[File:ICO_terrorizeregion_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Alien &lt;br /&gt;
| TIMissionCondition_TerrorizeVulnerableControlPoint &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Terrorize Mission Defense &lt;br /&gt;
| Terrorize Region &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| Salamander Autopsy &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 16 &lt;br /&gt;
| 16 &lt;br /&gt;
| 0 &lt;br /&gt;
| 30 &lt;br /&gt;
| 16 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| command &lt;br /&gt;
| Resources Spent &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Military in Region &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Council &lt;br /&gt;
| Command &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Command &lt;br /&gt;
| Nation Population &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 3 &lt;br /&gt;
| TIMissionTarget_Region &lt;br /&gt;
| TIMissionEffect_TerrorizeRegion &lt;br /&gt;
| TIMissionTargeting_Region &lt;br /&gt;
| FALSE &lt;br /&gt;
| 1 &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_hydra_mid.png|20px]]Salamander Shock Troops&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| Applies 0.01 to 0.07 strength [[Regions#Region_Damage|region damage]] to the Target Region. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Also applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength -10 for [[The Protectorate]] in the Target Nation. &lt;br /&gt;
| Applies 0.01 to 0.07 strength [[Regions#Region_Damage|region damage]] to the Target Region. &lt;br /&gt;
| Applies 0.01 to 0.07 strength [[Regions#Region_Damage|region damage]] to the Target Region. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; The leftmost control point in the Target Nation that is not already owned by [[The Servants]] or [[The Protectorate]] is given to [[The Protectorate]]. The executive can never be targeted unless it is the only control point in the nation. &amp;lt;br&amp;gt; Also applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength 20 for [[The Protectorate]] in the Target Nation. &lt;br /&gt;
| Applies 0.01 to 0.07 strength [[Regions#Region_Damage|region damage]] to the Target Region. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; The leftmost control point in the Target Nation that is not already owned by [[The Servants]] or [[The Protectorate]] is given to [[The Protectorate]]. The executive can never be targeted unless it is the only control point in the nation. &amp;lt;br&amp;gt; Also applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength 40 for [[The Protectorate]] in the Target Nation.&lt;br /&gt;
&lt;br /&gt;
}} | Abductions= {{Mission &lt;br /&gt;
| Abductions &lt;br /&gt;
| Abductions &lt;br /&gt;
| Gather some humans from a region to study how to improve the alien ability to control them. &lt;br /&gt;
| [[File:ICO_abductions_on.png]] &lt;br /&gt;
| Abductions Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_AlienOrProxy &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Abductions &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| Alien Methods &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 8 &lt;br /&gt;
| 4 &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| espionage &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Local Xenoforming &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| -2 &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Command &lt;br /&gt;
| National Stability &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 3 &lt;br /&gt;
| TIMissionTarget_Region &lt;br /&gt;
| TIMissionEffect_Abductions &lt;br /&gt;
| TIMissionTargeting_Region &lt;br /&gt;
| FALSE &lt;br /&gt;
| 2 &lt;br /&gt;
| Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_submit_mid.png|20px]]Alien Administration Transition Team&amp;lt;br&amp;gt;[[File:Org_submit_win.png|20px]]The Sword of the Devoted&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Increases the [[Aliens#Alien_Abductions|Abductions]] in the Target Region by 2 / (Turns Per Month), rounded up to nearest integer. &lt;br /&gt;
| Increases the [[Aliens#Alien_Abductions|Abductions]] in the Target Region by 4 / (Turns Per Month), rounded up to nearest integer.&lt;br /&gt;
&lt;br /&gt;
}} | EnthrallElites= {{Mission &lt;br /&gt;
| EnthrallElites &lt;br /&gt;
| Enthrall Elites &lt;br /&gt;
| The aliens gain a control point for their human supporters in a target nation. &lt;br /&gt;
| [[File:ICO_enthrallelites_on.png]] &lt;br /&gt;
| All Control Point-Granting Missions &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
| TIMissionCondition_MinimumGlobalAbductions_LowerValue &lt;br /&gt;
| TIMissionCondition_EnthrallableControlPoint &lt;br /&gt;
| TIMissionCondition_HumanControlPoint &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| influence &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Enthrall Elites Mission Defense &lt;br /&gt;
| Enthrall Elites &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 5 &lt;br /&gt;
| 5 &lt;br /&gt;
| Alien Operations &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 8 &lt;br /&gt;
| 4 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| persuasion &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Abductions in Nation &lt;br /&gt;
| Control in Larger Allies / Federation &lt;br /&gt;
| Control Points in Neighbors &lt;br /&gt;
| Proxy Support &lt;br /&gt;
| Xenoforming in Nation &lt;br /&gt;
| Target Over Control Point Cap &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 2 &lt;br /&gt;
| Council &lt;br /&gt;
| Science &lt;br /&gt;
| Difference in Ideology &lt;br /&gt;
|  &lt;br /&gt;
| Crackdown &lt;br /&gt;
| Pherocyte Resistance &lt;br /&gt;
| Size of National Economy &lt;br /&gt;
| Popular Support &lt;br /&gt;
| Defend Interests (Partial Defense) &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 4 &lt;br /&gt;
| TIMissionTarget_OwnedControlPoint &lt;br /&gt;
| TIMissionEffect_EnthrallElites &lt;br /&gt;
| TIMissionTargeting_ControlPoint &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| The Target Control Point is given to [[The Servants]]. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If there are multiple factions performing this mission (or the [[Purge]] mission) on the same control point, then subsequent missions will abort after one succeeds. &lt;br /&gt;
| The Target Control Point is given to [[The Servants]]. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If there are multiple factions performing this mission (or the [[Purge]] mission) on the same control point, then subsequent missions will abort after one succeeds. &amp;lt;br&amp;gt; Also applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength (Acting Councilor&#039;s {{icon|persuasion}} Persuasion / 2) for the [[Aliens]] in the Target Nation.&lt;br /&gt;
&lt;br /&gt;
}} | EnthrallPublic= {{Mission &lt;br /&gt;
| EnthrallPublic &lt;br /&gt;
| Enthrall Public &lt;br /&gt;
| The aliens domesticate a portion of the human population in this nation. &lt;br /&gt;
| [[File:ICO_enthrallpublic_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
| TIMissionCondition_MinimumGlobalAbductions_LowerValue &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| influence &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Enthrall Public Mission Defense &lt;br /&gt;
| Enthrall Public &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| Alien Operations &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 8 &lt;br /&gt;
| 4 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| persuasion &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Abductions in Nation &lt;br /&gt;
| Control in Larger Allies / Federation &lt;br /&gt;
| Control Points in Neighbors &lt;br /&gt;
| Alien Nation &lt;br /&gt;
| Proxy Support &lt;br /&gt;
| Xenoforming in Nation &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 6 &lt;br /&gt;
| Nation Population &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 2 &lt;br /&gt;
| TIMissionTarget_Region &lt;br /&gt;
| TIMissionEffect_EnthrallPublic &lt;br /&gt;
| TIMissionTargeting_Region &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength (Acting Councilor&#039;s {{icon|persuasion}} Persuasion + (Target Region [[Aliens#Alien_Abductions|Abductions]], capped at 60) × [[Aliens#Effects_2|Difficulty Scaling]] × 4 × Target Region population fraction of nation / number of turns per month) for the [[Aliens]] in the Target Nation. &lt;br /&gt;
| Applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength (Acting Councilor&#039;s {{icon|persuasion}} Persuasion + (Target Region [[Aliens#Alien_Abductions|Abductions]], capped at 60) × [[Aliens#Effects_2|Difficulty Scaling]] × 8 × Target Region population fraction of nation / number of turns per month) for the [[Aliens]] in the Target Nation.&lt;br /&gt;
&lt;br /&gt;
}} | EnthrallUnalignedElites= {{Mission &lt;br /&gt;
| EnthrallUnalignedElites &lt;br /&gt;
| Enthrall Unaligned Elites &lt;br /&gt;
| The aliens gain an unaligned control point for their human supporters in a target nation. &lt;br /&gt;
| [[File:ICO_enthrallunalignedelites_on.png]] &lt;br /&gt;
| All Control Point-Granting Missions &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Alien &lt;br /&gt;
| TIMissionCondition_AvailableControlPoint &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
| TIMissionCondition_MinimumGlobalAbductions_LowerValue &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| influence &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Enthrall Unaligned Elites &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| Alien Operations &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 8 &lt;br /&gt;
| 4 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| persuasion &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Abductions in Nation &lt;br /&gt;
| Control in Larger Allies / Federation &lt;br /&gt;
| Control Points in Neighbors &lt;br /&gt;
| Proxy Support &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Difference in Ideology &lt;br /&gt;
|  &lt;br /&gt;
| Size of National Economy &lt;br /&gt;
|  &lt;br /&gt;
| Popular Support &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 4 &lt;br /&gt;
| TIMissionTarget_Nation &lt;br /&gt;
| TIMissionEffect_EnthrallElites &lt;br /&gt;
| TIMissionTargeting_Nation &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| The Target Control Point is given to [[The Servants]]. &lt;br /&gt;
| The Target Control Point is given to [[The Servants]]. &amp;lt;br&amp;gt; Also applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength (Acting Councilor&#039;s {{icon|persuasion}} Persuasion / 2) for the [[Aliens]] in the Target Nation.&lt;br /&gt;
&lt;br /&gt;
}} | Assassinate= {{Mission &lt;br /&gt;
| Assassinate &lt;br /&gt;
| Assassinate &lt;br /&gt;
| Eliminate an identified enemy councilor. &lt;br /&gt;
| [[File:ICO_assassinate_on.png]] &lt;br /&gt;
| Assassination Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_EnemyOrTurnedCouncilor &lt;br /&gt;
| TIMissionCondition_BasicCouncilorIntel &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Assassination Mission Defense &lt;br /&gt;
| Assassinate Councilor &lt;br /&gt;
| 0 &lt;br /&gt;
| 5 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 10 &lt;br /&gt;
| 0 (2* if alien)&lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 10 &lt;br /&gt;
| 4 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| espionage &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Security Apparatus Control Point &lt;br /&gt;
| Detained Target &lt;br /&gt;
| Intel on Target &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 12 &lt;br /&gt;
| Defending Councilor&#039;s &lt;br /&gt;
| Security &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Security &lt;br /&gt;
| Local Control Points &lt;br /&gt;
| Aliens Captured or Killed &lt;br /&gt;
| Our Loyalty Monitor Implant &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 1 &lt;br /&gt;
| TIMissionTarget_Councilor &lt;br /&gt;
| TIMissionEffect_Assassinate &lt;br /&gt;
| TIMissionTargeting_Councilor &lt;br /&gt;
| TRUE &lt;br /&gt;
| 3 &lt;br /&gt;
| Commando&amp;lt;br&amp;gt;Fixer&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Rebel&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt;Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| Vengeful&amp;lt;br&amp;gt; &lt;br /&gt;
| [[File:Org_CIA.png|20px]]Central Intelligence Agency&amp;lt;br&amp;gt;[[File:Org_MID.png|20px]]Main Intelligence Directorate&amp;lt;br&amp;gt;[[File:Org_DeltaForce.png|20px]]Delta Force&amp;lt;br&amp;gt;[[File:Org_SealTeam6.png|20px]]SEAL Team Six&amp;lt;br&amp;gt;[[File:Org_Mossad.png|20px]]Mossad&amp;lt;br&amp;gt;[[File:Org_IndianResearchAnalysisWing.png|20px]]Research and Analysis Wing&amp;lt;br&amp;gt;[[File:Org_alQaida.png|20px]]Al-Qaida&amp;lt;br&amp;gt;[[File:Org_isil.png|20px]]ISIS&amp;lt;br&amp;gt;[[File:Org_Hezbollah.png|20px]]Hezbollah&amp;lt;br&amp;gt;[[File:Org_QudsForce.png|20px]]Quds Force&amp;lt;br&amp;gt;[[File:Org_CosaNostra.png|20px]]La Cosa Nostra&amp;lt;br&amp;gt;[[File:Org_Nedrangheta.png|20px]]Ndrangheta&amp;lt;br&amp;gt;[[File:Org_Camorra.png|20px]]Camorra&amp;lt;br&amp;gt;[[File:Org_AmericanMafia.png|20px]]American Mafia&amp;lt;br&amp;gt;[[File:Org_GulfCartel.png|20px]]Gulf Cartel&amp;lt;br&amp;gt;[[File:Org_SinaloaCartel.png|20px]]Sinaloa Cartel&amp;lt;br&amp;gt;[[File:Org_LosZetas.png|20px]]Los Zetas&amp;lt;br&amp;gt;[[File:Org_SumiyoshiKai.png|20px]]Sumiyoshi-kai&amp;lt;br&amp;gt;[[File:Org_Yamagachi-gumi.png|20px]]Yamaguchi-gumi&amp;lt;br&amp;gt;[[File:Org_SolntsevskayaBratva.png|20px]]Solntsevskaya Bratva&amp;lt;br&amp;gt;[[File:Org_BratskiKrug.png|20px]]Bratski Krug&amp;lt;br&amp;gt;[[File:Org_destroy_mid.png|20px]]The Executioners&amp;lt;br&amp;gt;RandomSecurity32&amp;lt;br&amp;gt;RandomSecurity33&amp;lt;br&amp;gt;RandomSecurity42&amp;lt;br&amp;gt;RandomSecurity43&amp;lt;br&amp;gt;RandomCriminal21&amp;lt;br&amp;gt;RandomCriminal22&amp;lt;br&amp;gt;RandomCriminal23&amp;lt;br&amp;gt;[[File:Org_Pax_Robotica.png|20px]]Pax Robotica&amp;lt;br&amp;gt;[[File:Org_Second_Chance.png|20px]]Second Chance&amp;lt;br&amp;gt;[[File:Org_KazKo_Industries.png|20px]]KazKo Industries&amp;lt;br&amp;gt; &lt;br /&gt;
| Ethical&amp;lt;br&amp;gt;Pacifist&amp;lt;br&amp;gt; &lt;br /&gt;
| If the Target Councilor has the [[Beloved]] trait, then commit an [[Factions#Atrocity|Atrocity]]. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If the Target Councilor has the [[Untouchable]] or [[Prominent]] traits, then the Acting Councilor gains the [[Marked]] trait. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If the Target Councilor is not Detained and the Acting Councilor has no [[Protect_Target|Protectors]], then the Acting Councilor is Detained for 3 turns (unless they are alien). If the Target Councilor also has the [[Hard Target]] trait or is an alien, then kill the Acting Councilor (even if they are alien). &lt;br /&gt;
| If the Target Councilor has the [[Beloved]] trait, then commit an [[Factions#Atrocity|Atrocity]]. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If the Target Councilor has the [[Untouchable]] or [[Prominent]] traits, then the Acting Councilor gains the [[Marked]] trait.  &lt;br /&gt;
| If the Target Councilor has the [[Beloved]] trait, then commit an [[Factions#Atrocity|Atrocity]]. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If the Target Councilor has the [[Untouchable]] or [[Prominent]] traits, then the Acting Councilor gains the [[Marked]] trait.  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Kill the Target Councilor. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If the Target Councilor is [[Aliens|Alien]], then this may complete certain story milestones and objectives, and may trigger [[Aliens#Retaliation|Retaliation]]. &lt;br /&gt;
| Kill the Target Councilor. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If the Target Councilor is [[Aliens|Alien]], then this may complete certain story milestones and objectives, but &#039;&#039;&#039;cannot&#039;&#039;&#039; trigger [[Aliens#Retaliation|Retaliation]]. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; *If the Target Councilor is [[Aliens|Alien]], then the [[Aliens]] gain 10 hate that is evenly divided up among all of the human factions except [[The Servants]] and [[The Protectorate]].&lt;br /&gt;
}} | AssaultAlienAsset= {{Mission &lt;br /&gt;
| AssaultAlienAsset &lt;br /&gt;
| Assault Alien Asset &lt;br /&gt;
| Lead a combat unit against a fixed alien asset. &lt;br /&gt;
| [[File:ICO_assaultalienasset_on.png]] &lt;br /&gt;
| Assault Alien Asset Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Assault Alien Asset &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 (0 if flora) &lt;br /&gt;
| 2 (0 if flora) &lt;br /&gt;
| 0 &lt;br /&gt;
| 10 (0 if flora) &lt;br /&gt;
| 10 (0 if flora) &lt;br /&gt;
|  &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 12 &lt;br /&gt;
| 6 &lt;br /&gt;
| 0 &lt;br /&gt;
| 4 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| command &lt;br /&gt;
| Resources Spent &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 4 &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Command &lt;br /&gt;
| Alien Defenses &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 3 &lt;br /&gt;
| TIMissionTarget_AlienAsset &lt;br /&gt;
| TIMissionEffect_AssaultAlienAsset &lt;br /&gt;
| TIMissionTargeting_AlienAsset &lt;br /&gt;
| TRUE &lt;br /&gt;
| 3 (2 if flora) &lt;br /&gt;
| Commando&amp;lt;br&amp;gt;Officer&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Rebel&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_UKSAS.png|20px]]Special Air Service&amp;lt;br&amp;gt;[[File:Org_1SFG.png|20px]]1st U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_3SFG.png|20px]]3rd U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_5SFG.png|20px]]5th U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_7SFG.png|20px]]7th U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_10SFG.png|20px]]10th U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_DeltaForce.png|20px]]Delta Force&amp;lt;br&amp;gt;[[File:Org_SealTeam6.png|20px]]SEAL Team Six&amp;lt;br&amp;gt;[[File:Org_AustralianSAS.png|20px]]Australian Special Air Service&amp;lt;br&amp;gt;[[File:Org_Hezbollah.png|20px]]Hezbollah&amp;lt;br&amp;gt;[[File:Org_SiberianTigers.png|20px]]Siberian Tigers&amp;lt;br&amp;gt;[[File:Org_SouthernSword.png|20px]]Southern Sword&amp;lt;br&amp;gt;[[File:Org_SeaDragon.png|20px]]Sea Dragon&amp;lt;br&amp;gt;[[File:Org_SnowLeopardCommandoGroup.png|20px]]Snow Leopard Commando Group&amp;lt;br&amp;gt;[[File:Org_FuerzadeGuerraNavalEspecial.png|20px]]Fuerza de Guerra Naval Especial&amp;lt;br&amp;gt;[[File:Org_Shayetet13.png|20px]]Shayetet 13&amp;lt;br&amp;gt;[[File:Org_GIGN.png|20px]]National Gendarmerie Intervention Group&amp;lt;br&amp;gt;[[File:Org_PakistanSSG.png|20px]]Special Services Group&amp;lt;br&amp;gt;[[File:Org_GROM.png|20px]]GROM&amp;lt;br&amp;gt;[[File:Org_UKSpecialBoatService.png|20px]]Special Boat Service&amp;lt;br&amp;gt;[[File:Org_CanadaJTF2.png|20px]]Joint Task Force 2&amp;lt;br&amp;gt;[[File:Org_AgaziCommandos.png|20px]]Agazi Commandos&amp;lt;br&amp;gt;[[File:Org_601CommandoCompany.png|20px]]Compañía de Comandos 601&amp;lt;br&amp;gt;[[File:Org_Jagdkommando.png|20px]]Jagdkommando&amp;lt;br&amp;gt;[[File:Org_BrazilianPathfinders.png|20px]]Pathfinders&amp;lt;br&amp;gt;[[File:Org_JaegerCorps.png|20px]]Jaeger Corps&amp;lt;br&amp;gt;[[File:Org_Sa&#039;ka_Forces.png|20px]]Sa&#039;ka Forces&amp;lt;br&amp;gt;[[File:Org_9PARA.png|20px]]9 Para SF&amp;lt;br&amp;gt;[[File:Org_KopassusIndonesia.png|20px]]Kopassus&amp;lt;br&amp;gt;[[File:Org_DenjakaIndonesia.png|20px]]Denjaka&amp;lt;br&amp;gt;[[File:Org_JapanSpecialForcesGroup.png|20px]]Japan Special Forces Group&amp;lt;br&amp;gt;[[File:Org_SerbianCobras.png|20px]]Serbian Cobras&amp;lt;br&amp;gt;[[File:Org_SpecialOperationsTaskGroup.png|20px]]Särskilda Operationsgruppen&amp;lt;br&amp;gt;[[File:Org_LifeRegimentHussars.png|20px]]Life Regiment Hussars&amp;lt;br&amp;gt;[[File:Org_AirborneSpecialServiceCompany.png|20px]]Airborne Special Service Company&amp;lt;br&amp;gt;[[File:Org_KingsGuard.png|20px]]King&#039;s Guard&amp;lt;br&amp;gt;[[File:Org_SpecialForcesCommand_MaroonBerets.png|20px]]Special Forces Command&amp;lt;br&amp;gt;[[File:Org_resist_mid.png|20px]]Special Activities Section&amp;lt;br&amp;gt;[[File:Org_destroy_mid.png|20px]]The Executioners&amp;lt;br&amp;gt;RandomSecurity41&amp;lt;br&amp;gt;RandomSecurity42&amp;lt;br&amp;gt;RandomSecurity43&amp;lt;br&amp;gt;[[File:Org_HM.png|20px]]Hyjinks&#039; Minions&amp;lt;br&amp;gt;[[File:Org_Pax_Robotica.png|20px]]Pax Robotica&amp;lt;br&amp;gt;[[File:Org_Second_Chance.png|20px]]Second Chance&amp;lt;br&amp;gt;[[File:Org_Jolt_Games.png|20px]]Jolt Games&amp;lt;br&amp;gt; &lt;br /&gt;
| Pacifist&amp;lt;br&amp;gt; &lt;br /&gt;
| If the Acting Councilor has no [[Protect_Target|Protectors]] and the Target is not [[Aliens#Alien_Xenoforming|Xenoforming]], then kill the Acting Councilor. &lt;br /&gt;
| If the Target is an [[Aliens#Alien_Facility|Alien Facility]] or a [[Aliens#Alien_Assault_Carrier|Landed UFO]], then do some amount of damage to it, making it easier for future attacks to destroy it. &lt;br /&gt;
| If the Target is [[Aliens#Alien_Xenoforming|Xenoforming]], then remove ((20 to 40) / (Turns per Month)) Xenoflora Growth Levels.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the Target is an [[Aliens#Alien_Facility|Alien Facility]], then destroy it: gaining 2.25 to 3.75 {{TV|exotics}} and removing 20% of the region&#039;s [[Aliens#Alien_Abductions|Abductions]]. May also complete [[Aliens#Destruction|certain]] story milestones and objectives.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the Target is a [[Aliens#Alien_Assault_Carrier|Landed UFO]], then destroy it. May also complete [[Aliens#Effects_6|certain]] story milestones and objectives. &lt;br /&gt;
| If the Target is [[Aliens#Alien_Xenoforming|Xenoforming]], then remove ((40 to 80) / (Turns per Month)) Xenoflora Growth Levels.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the Target is an [[Aliens#Alien_Facility|Alien Facility]], then destroy it: gaining 4.5 to 7.5 {{TV|exotics}} and removing 40% of the region&#039;s [[Aliens#Alien_Abductions|Abductions]]. May also complete [[Aliens#Destruction|certain]] story milestones and objectives.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the Target is a [[Aliens#Alien_Assault_Carrier|Landed UFO]], then destroy it. May also complete [[Aliens#Effects_6|certain]] story milestones and objectives.&lt;br /&gt;
&lt;br /&gt;
}} | ControlSpaceAsset= {{Mission &lt;br /&gt;
| ControlSpaceAsset &lt;br /&gt;
| Control Space Asset &lt;br /&gt;
| Persuade a ship or hab crew to join your faction. Requires we have sufficient mission control to take on the asset. &lt;br /&gt;
| [[File:ICO_controlspaceasset_on.png]] &lt;br /&gt;
| All Control Point-Granting Missions &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_EnemyHumanSpaceAsset &lt;br /&gt;
| TIMissionCondition_SufficientMissionControl &lt;br /&gt;
| TIMissionCondition_SpaceAssetNotInTransfer &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| influence &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Control Space Asset Mission Defense &lt;br /&gt;
| Control Space Asset &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 7 &lt;br /&gt;
| 7 &lt;br /&gt;
|  &lt;br /&gt;
| SpaceOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 30 &lt;br /&gt;
| 30 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| persuasion &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Target Has Negative Influence &lt;br /&gt;
| Recent Mission Control Shortage &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 12 &lt;br /&gt;
| Council &lt;br /&gt;
| Loyalty &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Security &lt;br /&gt;
| Hab Size &lt;br /&gt;
| Difference in Ideology &lt;br /&gt;
| Defend Interests &lt;br /&gt;
| Crew Size &lt;br /&gt;
| Hab Support Shortages &lt;br /&gt;
| Decommissioning Hab &lt;br /&gt;
| Defending Force Strength &lt;br /&gt;
| Recent Mission Control Shortage &lt;br /&gt;
| Stability-Granting Modules &lt;br /&gt;
| 3 &lt;br /&gt;
| TIMissionTarget_ShipHab &lt;br /&gt;
| TIMissionEffect_ControlSpaceAsset &lt;br /&gt;
| TIMissionTargeting_ShipHab &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Activist&amp;lt;br&amp;gt;Astronaut&amp;lt;br&amp;gt;Attorney&amp;lt;br&amp;gt;Celebrity&amp;lt;br&amp;gt;Diplomat&amp;lt;br&amp;gt;Engineer&amp;lt;br&amp;gt;Executive&amp;lt;br&amp;gt;Judge&amp;lt;br&amp;gt;Politician&amp;lt;br&amp;gt;Scientist&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt;TechMogul&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_exploit_mid.png|20px]]Pherocyte Deployment Team&amp;lt;br&amp;gt;[[File:Org_cooperate_mid.png|20px]]Academy Envoys&amp;lt;br&amp;gt;[[File:Org_escape_mid.png|20px]]Project Exodus Engineers&amp;lt;br&amp;gt;[[File:Org_resist_space_org.png|20px]]Spaceguard Section&amp;lt;br&amp;gt;[[File:Org_exploit_space_org.png|20px]]Orbital Ventures&amp;lt;br&amp;gt;[[File:Org_cooperate_space_org.png|20px]]Gannet Exploration&amp;lt;br&amp;gt;[[File:Org_submit_space_org.png|20px]]New Epoch&amp;lt;br&amp;gt;[[File:Org_appease_space_org.png|20px]]Asterion Stellar Systems&amp;lt;br&amp;gt;[[File:Org_escape_space_org.png|20px]]Sahar Launch Systems&amp;lt;br&amp;gt;[[File:Org_Filfla_Aeronautics.png|20px]]Filfla Aeronautics&amp;lt;br&amp;gt; &lt;br /&gt;
| Earthbound&amp;lt;br&amp;gt; &lt;br /&gt;
| If the Target is a Hab, then Detain the Acting Councilor for 5 turns and give the hab defended status for +6 months.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the Target is a docked Ship, then Detain the Acting Councilor for 5 turns on the Hab.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the Target is an undocked Ship, then kill the Acting Councilor. &lt;br /&gt;
| If the Target is a Tier 1 Hab, then Detain the Acting Councilor for 5 turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If the Target is a hab, give the hab defended status for +6 months.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the Target is a docked Ship, then Detain the Acting Councilor for 3 turns on the Hab.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the Target is an undocked Ship, then kill the Acting Councilor. &lt;br /&gt;
| Steals the Target Hab or Ship. May give [[Habs#Capturing_Habs|moderate rewards]] if the Target is a Hab. &lt;br /&gt;
| Steals the Target Hab or Ship. May give [[Habs#Capturing_Habs|massive rewards]] if the Target is a Hab.&lt;br /&gt;
&lt;br /&gt;
}} | Coup= {{Mission &lt;br /&gt;
| Coup &lt;br /&gt;
| Coup d&#039;Etat &lt;br /&gt;
| Overthrow a government and reset its control points. &lt;br /&gt;
| [[File:ICO_coup_on.png]] &lt;br /&gt;
| Coup Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
| TIMissionCondition_MinimumGlobalAbductions_HigherValue &lt;br /&gt;
| TIMissionCondition_HumanNation &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Coup d&#039;Etat &lt;br /&gt;
| 0 &lt;br /&gt;
| 3 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 5 &lt;br /&gt;
| 5 &lt;br /&gt;
|  &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 8 &lt;br /&gt;
| 4 &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| command &lt;br /&gt;
| Popular Support &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| National Unrest &lt;br /&gt;
| Elite Dissatisfaction &lt;br /&gt;
| Oligarchs Control Point &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 8 &lt;br /&gt;
| Joint Council &lt;br /&gt;
| Command &lt;br /&gt;
| National Cohesion &lt;br /&gt;
|  &lt;br /&gt;
| Elite Satisfaction &lt;br /&gt;
| Democracy &lt;br /&gt;
| Size of National Economy &lt;br /&gt;
| Defended Control Points &lt;br /&gt;
| Oligarchs Control Point &lt;br /&gt;
| Pherocyte Resistance &lt;br /&gt;
| Popular Support &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 2 &lt;br /&gt;
| TIMissionTarget_Nation &lt;br /&gt;
| TIMissionEffect_Coup &lt;br /&gt;
| TIMissionTargeting_Nation &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Activist&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;Officer&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Politician&amp;lt;br&amp;gt;Rebel&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt;Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_CIA.png|20px]]Central Intelligence Agency&amp;lt;br&amp;gt;[[File:Org_MID.png|20px]]Main Intelligence Directorate&amp;lt;br&amp;gt;[[File:Org_Mossad.png|20px]]Mossad&amp;lt;br&amp;gt;RandomCriminal23&amp;lt;br&amp;gt;[[File:Org_Pax_Robotica.png|20px]]Pax Robotica&amp;lt;br&amp;gt;[[File:Org_Ughxalt.png|20px]]Ughxalt&amp;lt;br&amp;gt;[[File:Org_Second_Chance.png|20px]]Second Chance&amp;lt;br&amp;gt;[[File:Org_KazKo_Industries.png|20px]]KazKo Industries&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| Pick a random Control Point in the Target Nation. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If that Control Point is empty, then applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength -5 for the Acting Faction in the Target Nation. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Otherwise, if that Control Point is not owned by the Acting Faction, then Detain the Acting Councilor for 3 turns. &lt;br /&gt;
|  &lt;br /&gt;
| Throws a Coup in the Target Nation, distributing its Control Points to whichever Factions raised the most Unrest, and gaining 1 Bonus Control Point for the Acting Faction. &lt;br /&gt;
| Throws a Coup in the Target Nation, distributing its Control Points to whichever Factions raised the most Unrest, and gaining 2 Bonus Control Points for the Acting Faction.&lt;br /&gt;
&lt;br /&gt;
}} | Crackdown= {{Mission &lt;br /&gt;
| Crackdown &lt;br /&gt;
| Crackdown &lt;br /&gt;
| Temporarily disable the benefits of a control point, remove any Defenses, and make it easier to Purge the controlling faction. &lt;br /&gt;
| [[File:ICO_crackdown_on.png]] &lt;br /&gt;
| Crackdown Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
| TIMissionCondition_VulnerableControlPoint &lt;br /&gt;
| TIMissionCondition_HumanControlPoint &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| influence &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Crackdown Mission Defense &lt;br /&gt;
| Crackdown &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 6 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| investigation &lt;br /&gt;
| Popular Support &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Security Apparatus Control Point &lt;br /&gt;
| Target Over Control Point Cap &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Council &lt;br /&gt;
| Administration &lt;br /&gt;
|  &lt;br /&gt;
| Size of National Economy &lt;br /&gt;
|  &lt;br /&gt;
| Popular Support &lt;br /&gt;
|  &lt;br /&gt;
| Defend Interests &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 2 &lt;br /&gt;
| TIMissionTarget_OwnedControlPoint &lt;br /&gt;
| TIMissionEffect_Crackdown &lt;br /&gt;
| TIMissionTargeting_ControlPoint &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Attorney&amp;lt;br&amp;gt;Evangelist&amp;lt;br&amp;gt;Executive&amp;lt;br&amp;gt;Hacker&amp;lt;br&amp;gt;Inspector&amp;lt;br&amp;gt;Investigator&amp;lt;br&amp;gt;Journalist&amp;lt;br&amp;gt;Judge&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Politician&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_FBI.png|20px]]Federal Bureau of Investigation&amp;lt;br&amp;gt;[[File:Org_DGSE.png|20px]]Directorate General for External Security&amp;lt;br&amp;gt;[[File:Org_MI5.png|20px]]Security Service MI5&amp;lt;br&amp;gt;[[File:Org_FSS.png|20px]]Federal Security Service&amp;lt;br&amp;gt;[[File:Org_MinistryofStateSecurity.png|20px]]Ministry of State Security&amp;lt;br&amp;gt;[[File:Org_Mossad.png|20px]]Mossad&amp;lt;br&amp;gt;[[File:Org_Interpol.png|20px]]Interpol&amp;lt;br&amp;gt;[[File:Org_DEA.png|20px]]Drug Enforcement Administration&amp;lt;br&amp;gt;[[File:Org_appease_mid.png|20px]]Reeducation Team&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| Applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength (Acting Councilor&#039;s {{icon|persuasion}} Persuasion - 11, capped between -1 and -11) for the Acting Faction in the Target Nation. &lt;br /&gt;
|  &lt;br /&gt;
| Disables the Target Control Point for +1 Month. &lt;br /&gt;
| Disables the Target Control Point for +2 Months.&lt;br /&gt;
&lt;br /&gt;
}} | Detain= {{Mission &lt;br /&gt;
| Detain &lt;br /&gt;
| Detain Councilor &lt;br /&gt;
| Detain an enemy councilor for interrogation. Success will also disrupt any missions the enemy councilor is on. &lt;br /&gt;
| [[File:ICO_detain_on.png]] &lt;br /&gt;
| Detain Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_DetainTarget &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Detain Mission Defense &lt;br /&gt;
| Detain Councilor &lt;br /&gt;
| 0 &lt;br /&gt;
| 1 &lt;br /&gt;
| 1 &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 (10 if alien) &lt;br /&gt;
| 3 (0 if alien) &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 8 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| investigation &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Security Apparatus Control Point &lt;br /&gt;
| Detained Target &lt;br /&gt;
| Intel on Target &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 8 &lt;br /&gt;
| Defending Councilor&#039;s &lt;br /&gt;
| Security &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Security &lt;br /&gt;
| Aliens Captured or Killed &lt;br /&gt;
| Alien &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 1 &lt;br /&gt;
| TIMissionTarget_Councilor &lt;br /&gt;
| TIMissionEffect_DetainCouncilor &lt;br /&gt;
| TIMissionTargeting_Councilor &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Attorney&amp;lt;br&amp;gt;Commando&amp;lt;br&amp;gt;Fixer&amp;lt;br&amp;gt;Inspector&amp;lt;br&amp;gt;Investigator&amp;lt;br&amp;gt;Judge&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;Officer&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_FBI.png|20px]]Federal Bureau of Investigation&amp;lt;br&amp;gt;[[File:Org_DGSE.png|20px]]Directorate General for External Security&amp;lt;br&amp;gt;[[File:Org_MI5.png|20px]]Security Service MI5&amp;lt;br&amp;gt;[[File:Org_UKSAS.png|20px]]Special Air Service&amp;lt;br&amp;gt;[[File:Org_Bundesnachrichtendienst.png|20px]]Bundesnachrichtendienst&amp;lt;br&amp;gt;[[File:Org_GSG9.png|20px]]GSG 9 der Bundespolizei&amp;lt;br&amp;gt;[[File:Org_FSS.png|20px]]Federal Security Service&amp;lt;br&amp;gt;[[File:Org_MinistryofStateSecurity.png|20px]]Ministry of State Security&amp;lt;br&amp;gt;[[File:Org_DeltaForce.png|20px]]Delta Force&amp;lt;br&amp;gt;[[File:Org_SealTeam6.png|20px]]SEAL Team Six&amp;lt;br&amp;gt;[[File:Org_AustralianSAS.png|20px]]Australian Special Air Service&amp;lt;br&amp;gt;[[File:Org_SaudiIntelligence.png|20px]]Al Mukhabarat Al Aamah&amp;lt;br&amp;gt;[[File:Org_Interpol.png|20px]]Interpol&amp;lt;br&amp;gt;[[File:Org_CosaNostra.png|20px]]La Cosa Nostra&amp;lt;br&amp;gt;[[File:Org_GulfCartel.png|20px]]Gulf Cartel&amp;lt;br&amp;gt;[[File:Org_SinaloaCartel.png|20px]]Sinaloa Cartel&amp;lt;br&amp;gt;[[File:Org_LosZetas.png|20px]]Los Zetas&amp;lt;br&amp;gt;[[File:Org_SiberianTigers.png|20px]]Siberian Tigers&amp;lt;br&amp;gt;[[File:Org_SouthernSword.png|20px]]Southern Sword&amp;lt;br&amp;gt;[[File:Org_SnowLeopardCommandoGroup.png|20px]]Snow Leopard Commando Group&amp;lt;br&amp;gt;[[File:Org_FuerzadeGuerraNavalEspecial.png|20px]]Fuerza de Guerra Naval Especial&amp;lt;br&amp;gt;[[File:Org_GIGN.png|20px]]National Gendarmerie Intervention Group&amp;lt;br&amp;gt;[[File:Org_DEA.png|20px]]Drug Enforcement Administration&amp;lt;br&amp;gt;[[File:Org_DGSI.png|20px]]Directorate General for Internal Security&amp;lt;br&amp;gt;[[File:Org_SerbianCobras.png|20px]]Serbian Cobras&amp;lt;br&amp;gt;RandomInvestigations11&amp;lt;br&amp;gt;RandomInvestigations12&amp;lt;br&amp;gt;RandomInvestigations13&amp;lt;br&amp;gt;RandomInvestigations23&amp;lt;br&amp;gt;[[File:Org_Second_Chance.png|20px]]Second Chance&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| If the Target Councilor has the [[Hard Target]] trait or is an alien and the Acting Councilor has no [[Protect_Target|Protectors]], then kill the Acting Councilor (unless they are alien). &lt;br /&gt;
|  &lt;br /&gt;
| If Target Councilor is Human, then Detain the Target Councilor for 2 turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If Target Councilor is Alien, then retire the Target Councilor. This may complete certain story milestones and objectives. &lt;br /&gt;
| If Target Councilor is Human, then Detain the Target Councilor for 4 turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If Target Councilor is Alien, then retire the Target Councilor. This may complete certain story milestones and objectives. &lt;br /&gt;
&lt;br /&gt;
}} | Extract= {{Mission &lt;br /&gt;
| Extract &lt;br /&gt;
| Extract Councilor &lt;br /&gt;
| Extract one of our detained councilors from enemy hands. &lt;br /&gt;
| [[File:ICO_extract_on.png]] &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_ExtractionTarget &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Extract Councilor &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 1 &lt;br /&gt;
| 1 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 10 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| command &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Local Control Points &lt;br /&gt;
| Security Apparatus Control Point &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 8 &lt;br /&gt;
| Nearby Councilors&#039; &lt;br /&gt;
| Security &lt;br /&gt;
| Detaining Faction Joint &lt;br /&gt;
| Security &lt;br /&gt;
| Security Apparatus Control Point &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 1 &lt;br /&gt;
| TIMissionTarget_Councilor &lt;br /&gt;
| TIMissionEffect_ExtractCouncilor &lt;br /&gt;
| TIMissionTargeting_Councilor &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Commando&amp;lt;br&amp;gt;Fixer&amp;lt;br&amp;gt;Inspector&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;Officer&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Rebel&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_UKSAS.png|20px]]Special Air Service&amp;lt;br&amp;gt;[[File:Org_GSG9.png|20px]]GSG 9 der Bundespolizei&amp;lt;br&amp;gt;[[File:Org_AFSOC.png|20px]]Air Force Special Operations Command&amp;lt;br&amp;gt;[[File:Org_DeltaForce.png|20px]]Delta Force&amp;lt;br&amp;gt;[[File:Org_SealTeam6.png|20px]]SEAL Team Six&amp;lt;br&amp;gt;[[File:Org_ASIS.png|20px]]Australian Secret Intelligence Service&amp;lt;br&amp;gt;[[File:Org_AustralianSAS.png|20px]]Australian Special Air Service&amp;lt;br&amp;gt;[[File:Org_SiberianTigers.png|20px]]Siberian Tigers&amp;lt;br&amp;gt;[[File:Org_SouthernSword.png|20px]]Southern Sword&amp;lt;br&amp;gt;[[File:Org_FuerzadeGuerraNavalEspecial.png|20px]]Fuerza de Guerra Naval Especial&amp;lt;br&amp;gt;[[File:Org_SayeretMatkal.png|20px]]Sayeret Matkal&amp;lt;br&amp;gt;[[File:Org_Shayetet13.png|20px]]Shayetet 13&amp;lt;br&amp;gt;[[File:Org_GIGN.png|20px]]National Gendarmerie Intervention Group&amp;lt;br&amp;gt;[[File:Org_GROM.png|20px]]GROM&amp;lt;br&amp;gt;[[File:Org_UKSpecialBoatService.png|20px]]Special Boat Service&amp;lt;br&amp;gt;[[File:Org_CanadaJTF2.png|20px]]Joint Task Force 2&amp;lt;br&amp;gt;[[File:Org_AgaziCommandos.png|20px]]Agazi Commandos&amp;lt;br&amp;gt;[[File:Org_601CommandoCompany.png|20px]]Compañía de Comandos 601&amp;lt;br&amp;gt;[[File:Org_Jagdkommando.png|20px]]Jagdkommando&amp;lt;br&amp;gt;[[File:Org_BrazilianPathfinders.png|20px]]Pathfinders&amp;lt;br&amp;gt;[[File:Org_JaegerCorps.png|20px]]Jaeger Corps&amp;lt;br&amp;gt;[[File:Org_Sa&#039;ka_Forces.png|20px]]Sa&#039;ka Forces&amp;lt;br&amp;gt;[[File:Org_9PARA.png|20px]]9 Para SF&amp;lt;br&amp;gt;[[File:Org_KopassusIndonesia.png|20px]]Kopassus&amp;lt;br&amp;gt;[[File:Org_DenjakaIndonesia.png|20px]]Denjaka&amp;lt;br&amp;gt;[[File:Org_JapanSpecialForcesGroup.png|20px]]Japan Special Forces Group&amp;lt;br&amp;gt;[[File:Org_SerbianCobras.png|20px]]Serbian Cobras&amp;lt;br&amp;gt;[[File:Org_SpecialOperationsTaskGroup.png|20px]]Särskilda Operationsgruppen&amp;lt;br&amp;gt;[[File:Org_LifeRegimentHussars.png|20px]]Life Regiment Hussars&amp;lt;br&amp;gt;[[File:Org_AirborneSpecialServiceCompany.png|20px]]Airborne Special Service Company&amp;lt;br&amp;gt;[[File:Org_KingsGuard.png|20px]]King&#039;s Guard&amp;lt;br&amp;gt;[[File:Org_SpecialForcesCommand_MaroonBerets.png|20px]]Special Forces Command&amp;lt;br&amp;gt;[[File:Org_hydra_mid.png|20px]]Salamander Shock Troops&amp;lt;br&amp;gt;RandomSecurity21&amp;lt;br&amp;gt;RandomSecurity22&amp;lt;br&amp;gt;RandomSecurity23&amp;lt;br&amp;gt;RandomSecurity42&amp;lt;br&amp;gt;RandomSecurity43&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| Detain the Acting Councilor for 3 turns. &lt;br /&gt;
|  &lt;br /&gt;
| Release the Target Councilor. &lt;br /&gt;
| Release the Target Councilor and gain some intel on the Detaining Faction.&lt;br /&gt;
&lt;br /&gt;
}} | GainInfluence= {{Mission &lt;br /&gt;
| GainInfluence &lt;br /&gt;
| Control Nation &lt;br /&gt;
| Gain an open control point in a nation. &lt;br /&gt;
| [[File:ICO_gaininfluence_on.png]] &lt;br /&gt;
| All Control Point-Granting Missions &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_AvailableControlPoint &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| influence &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Control Nation &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 4 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| persuasion &lt;br /&gt;
| Popular Support &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Control in Larger Allies / Federation &lt;br /&gt;
| Control Points in Neighbors &lt;br /&gt;
| Bureaucracy Control Point &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Size of National Economy &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Control Points in Enemies &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 4 &lt;br /&gt;
| TIMissionTarget_Nation &lt;br /&gt;
| TIMissionEffect_GainOpenControlPoint &lt;br /&gt;
| TIMissionTargeting_OpenControlPoint &lt;br /&gt;
| FALSE &lt;br /&gt;
| 2 &lt;br /&gt;
| Activist&amp;lt;br&amp;gt;Astronaut&amp;lt;br&amp;gt;Attorney&amp;lt;br&amp;gt;Celebrity&amp;lt;br&amp;gt;Diplomat&amp;lt;br&amp;gt;Engineer&amp;lt;br&amp;gt;Evangelist&amp;lt;br&amp;gt;Executive&amp;lt;br&amp;gt;Inspector&amp;lt;br&amp;gt;Judge&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;Officer&amp;lt;br&amp;gt;Politician&amp;lt;br&amp;gt;Professor&amp;lt;br&amp;gt;Scientist&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt;TechMogul&amp;lt;br&amp;gt;Tycoon&amp;lt;br&amp;gt; &lt;br /&gt;
| Puppet Master&amp;lt;br&amp;gt; &lt;br /&gt;
| [[File:Org_exploit_mid.png|20px]]Pherocyte Deployment Team&amp;lt;br&amp;gt;[[File:Org_cooperate_mid.png|20px]]Academy Envoys&amp;lt;br&amp;gt;[[File:Org_submit_mid.png|20px]]The Shield of the Devoted&amp;lt;br&amp;gt;[[File:Org_exploit_win.png|20px]]The Pherocyte Masters&amp;lt;br&amp;gt;RandomInfluence21&amp;lt;br&amp;gt;RandomInfluence22&amp;lt;br&amp;gt;RandomInfluence23&amp;lt;br&amp;gt;RandomInfluence33&amp;lt;br&amp;gt;[[File:Org_Madisonian_Society.png|20px]]Madisonian Society&amp;lt;br&amp;gt;[[File:Org_Fondation_Hyde_Et_Hildr.png|20px]]Fondation Hyde et Hildr&amp;lt;br&amp;gt;[[File:Org_Laguna_Foundation.png|20px]]Laguna Foundation&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| Applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength (Acting Councilor&#039;s {{icon|persuasion}} Persuasion - 11, capped between -1 and -11) for the Acting Faction in the Target Nation. &lt;br /&gt;
|  &lt;br /&gt;
| Takes over the leftmost empty control point in the Target Nation. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If there are multiple factions performing this mission on the same nation, then subsequent missions will &#039;&#039;&#039;shift&#039;&#039;&#039; the control points that were taken by prior missions.  &lt;br /&gt;
| Takes over the leftmost empty control point in the Target Nation. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If there are multiple factions performing this mission on the same nation, then subsequent missions will &#039;&#039;&#039;shift&#039;&#039;&#039; the control points that were taken by prior missions. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength 5 for the Acting Faction in the Target Nation.&lt;br /&gt;
&lt;br /&gt;
}} | HostileTakeover= {{Mission &lt;br /&gt;
| HostileTakeover &lt;br /&gt;
| Hostile Takeover &lt;br /&gt;
| Seize an org from an enemy councilor for our own use. Also may target faction pool orgs not assigned to any councilor. Certain faction-specific orgs are immune. &lt;br /&gt;
| [[File:ICO_hostiletakeover_on.png]] &lt;br /&gt;
| Hostile Takeover Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_TargetableOrg &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| money &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Hostile Takeover Mission Defense &lt;br /&gt;
| Hostile Takeover &lt;br /&gt;
| 0 &lt;br /&gt;
| 1 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| 2 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 8 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| administration &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| National Industries Control Point &lt;br /&gt;
| Intel on Target &lt;br /&gt;
| Target Has Negative Funds &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 10 &lt;br /&gt;
| Defending Councilor&#039;s &lt;br /&gt;
| Administration &lt;br /&gt;
| Joint Faction &lt;br /&gt;
| Administration &lt;br /&gt;
| Org Size &lt;br /&gt;
| Org Administration Value &lt;br /&gt;
| Org Innate Takeover Defense &lt;br /&gt;
| National Industries Control Point &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 1 &lt;br /&gt;
| TIMissionTarget_Org &lt;br /&gt;
| TIMissionEffect_HostileTakeover &lt;br /&gt;
| TIMissionTargeting_Org &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Attorney&amp;lt;br&amp;gt;Executive&amp;lt;br&amp;gt;Judge&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;TechMogul&amp;lt;br&amp;gt;Tycoon&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_CosaNostra.png|20px]]La Cosa Nostra&amp;lt;br&amp;gt;[[File:Org_Nedrangheta.png|20px]]Ndrangheta&amp;lt;br&amp;gt;[[File:Org_AmericanMafia.png|20px]]American Mafia&amp;lt;br&amp;gt;[[File:Org_SumiyoshiKai.png|20px]]Sumiyoshi-kai&amp;lt;br&amp;gt;[[File:Org_Yamagachi-gumi.png|20px]]Yamaguchi-gumi&amp;lt;br&amp;gt;[[File:Org_InagawaKai.png|20px]]Inagawa-kai&amp;lt;br&amp;gt;[[File:Org_Aizukotetsu-kai.png|20px]]Aizukotetsu-kai&amp;lt;br&amp;gt;RandomBusinessManagement21&amp;lt;br&amp;gt;RandomBusinessManagement31&amp;lt;br&amp;gt;RandomCommercial13&amp;lt;br&amp;gt;RandomCriminal11&amp;lt;br&amp;gt;RandomCriminal12&amp;lt;br&amp;gt;RandomCriminal13&amp;lt;br&amp;gt;[[File:Org_CE_Heavy_Industries.png|20px]]CE Heavy Industries Inc.&amp;lt;br&amp;gt;[[File:Org_Intrepid_Consulting.png|20px]]Intrepid Consulting&amp;lt;br&amp;gt;[[File:Org_Door_Inc.png|20px]]Door Inc.&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Steals the Target Org. &lt;br /&gt;
| Steals the Target Org and 50 {{icon|money}} Money from the Target Faction.&lt;br /&gt;
&lt;br /&gt;
}} | Inspire= {{Mission &lt;br /&gt;
| Inspire &lt;br /&gt;
| Inspire &lt;br /&gt;
| Improve the Loyalty of another councilor, making them more resistant to interrogation and attempts to turn them. May also bring back a turned councilor to our side. &lt;br /&gt;
| [[File:ICO_inspire_on.png]] &lt;br /&gt;
| Inspire Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_MyFactionCouncilor &lt;br /&gt;
| TIMissionCondition_FreeCouncilor &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| influence &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Inspire Councilor &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| -2 &lt;br /&gt;
| -4 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| persuasion &lt;br /&gt;
| Resources Spent &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 8 &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 0 &lt;br /&gt;
| TIMissionTarget_Councilor &lt;br /&gt;
| TIMissionEffect_Inspire &lt;br /&gt;
| TIMissionTargeting_Councilor &lt;br /&gt;
| FALSE &lt;br /&gt;
| 2 &lt;br /&gt;
| Activist&amp;lt;br&amp;gt;Astronaut&amp;lt;br&amp;gt;Attorney&amp;lt;br&amp;gt;Celebrity&amp;lt;br&amp;gt;Evangelist&amp;lt;br&amp;gt;Journalist&amp;lt;br&amp;gt;Officer&amp;lt;br&amp;gt;Professor&amp;lt;br&amp;gt; &lt;br /&gt;
| National Hero&amp;lt;br&amp;gt;Pherocyte Emitter&amp;lt;br&amp;gt;Pherocyte Mass Emitter&amp;lt;br&amp;gt;Beloved&amp;lt;br&amp;gt;Martyr&amp;lt;br&amp;gt;Teacher&amp;lt;br&amp;gt;Educator&amp;lt;br&amp;gt;Nation Builder&amp;lt;br&amp;gt; &lt;br /&gt;
| [[File:Org_UNESCO.png|20px]]UNESCO&amp;lt;br&amp;gt;[[File:Org_HPP.png|20px]]Hexahedron Processing and Production&amp;lt;br&amp;gt; &lt;br /&gt;
| Furtive&amp;lt;br&amp;gt;Inscrutable&amp;lt;br&amp;gt;Lone Wolf&amp;lt;br&amp;gt;Awkward Genius&amp;lt;br&amp;gt;Cynic&amp;lt;br&amp;gt;Suspicious&amp;lt;br&amp;gt;Paranoid&amp;lt;br&amp;gt;Extorted&amp;lt;br&amp;gt; &lt;br /&gt;
| Changes the Target Councilor&#039;s {{icon|loyalty}} Loyalty by -3 to -1.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Changes the Target Councilor&#039;s Apparent {{icon|loyalty}} Loyalty by -2. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rolls a random integer between 0 and 15 inclusive. If this roll is smaller than the Target Councilor&#039;s new {{icon|loyalty}}, then un-turn the Target Councilor if they were turned. &lt;br /&gt;
| Changes the Target Councilor&#039;s {{icon|loyalty}} Loyalty by -1 to 1.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rolls a random integer between 0 and 15 inclusive. If this roll is smaller than the Target Councilor&#039;s new {{icon|loyalty}}, then un-turn the Target Councilor if they were turned. &lt;br /&gt;
| Changes the Target Councilor&#039;s {{icon|loyalty}} Loyalty by 1 to 3.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Changes the Target Councilor&#039;s Apparent {{icon|loyalty}} Loyalty by 2. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rolls a random integer between 0 and 15 inclusive. If this roll is smaller than the Target Councilor&#039;s new {{icon|loyalty}}, then un-turn the Target Councilor if they were turned. &lt;br /&gt;
| Changes the Target Councilor&#039;s {{icon|loyalty}} Loyalty by 2 to 4.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Changes the Target Councilor&#039;s Apparent {{icon|loyalty}} Loyalty by 3. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rolls a random integer between 0 and 15 inclusive. If this roll is smaller than the Target Councilor&#039;s new {{icon|loyalty}}, then un-turn the Target Councilor if they were turned.&lt;br /&gt;
&lt;br /&gt;
}} | InvestigateCouncilor= {{Mission &lt;br /&gt;
| InvestigateCouncilor &lt;br /&gt;
| Investigate Councilor &lt;br /&gt;
| Gather intelligence on a councilor, which can enable us to target the councilor with missions and learn more about the faction the councilor serves. Can also be used to verify Loyalty of one of our own councilors. &lt;br /&gt;
| [[File:ICO_investigatecouncilor_on.png]] &lt;br /&gt;
| Investigate Councilor Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_AnyCouncilorwithUnknowns &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Investigate Councilor &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -2 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| investigation &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Local Control Points &lt;br /&gt;
| Detained Target &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Defending Councilor&#039;s &lt;br /&gt;
| Espionage &lt;br /&gt;
|  &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Security &lt;br /&gt;
| Local Control Points &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 1 &lt;br /&gt;
| TIMissionTarget_Councilor &lt;br /&gt;
| TIMissionEffect_InvestigateCouncilor &lt;br /&gt;
| TIMissionTargeting_Councilor &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Activist&amp;lt;br&amp;gt;Attorney&amp;lt;br&amp;gt;Fixer&amp;lt;br&amp;gt;Hacker&amp;lt;br&amp;gt;Inspector&amp;lt;br&amp;gt;Investigator&amp;lt;br&amp;gt;Journalist&amp;lt;br&amp;gt;Judge&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt;TechMogul&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_FBI.png|20px]]Federal Bureau of Investigation&amp;lt;br&amp;gt;[[File:Org_USSS.png|20px]]Secret Service&amp;lt;br&amp;gt;[[File:Org_DGSE.png|20px]]Directorate General for External Security&amp;lt;br&amp;gt;[[File:Org_MI5.png|20px]]Security Service MI5&amp;lt;br&amp;gt;[[File:Org_MI6.png|20px]]Secret Intelligence Service MI6&amp;lt;br&amp;gt;[[File:Org_GCHQ.png|20px]]Government Communications Headquarters&amp;lt;br&amp;gt;[[File:Org_Bundesnachrichtendienst.png|20px]]Bundesnachrichtendienst&amp;lt;br&amp;gt;[[File:Org_NSA.png|20px]]National Security Agency&amp;lt;br&amp;gt;[[File:Org_FSS.png|20px]]Federal Security Service&amp;lt;br&amp;gt;[[File:Org_FIS.png|20px]]Foreign Intelligence Service&amp;lt;br&amp;gt;[[File:Org_FPS.png|20px]]Federal Protective Service&amp;lt;br&amp;gt;[[File:Org_MinistryofStateSecurity.png|20px]]Ministry of State Security&amp;lt;br&amp;gt;[[File:Org_IndianResearchAnalysisWing.png|20px]]Research and Analysis Wing&amp;lt;br&amp;gt;[[File:Org_Koanchosacho.png|20px]]Koanchosacho&amp;lt;br&amp;gt;[[File:Org_ASIS.png|20px]]Australian Secret Intelligence Service&amp;lt;br&amp;gt;[[File:Org_SaudiIntelligence.png|20px]]Al Mukhabarat Al Aamah&amp;lt;br&amp;gt;[[File:Org_EgyptianIntelligence.png|20px]]Gihaz El Mukhabarat El Amma&amp;lt;br&amp;gt;[[File:Org_TurkishIntelligence.png|20px]]Milli Istihbarat Teskilati&amp;lt;br&amp;gt;[[File:Org_CSIS.png|20px]]Canadian Security Intelligence Service&amp;lt;br&amp;gt;[[File:Org_NationalIntelligenceService.png|20px]]National Intelligence Service&amp;lt;br&amp;gt;[[File:Org_ROCNSB.png|20px]]National Security Bureau&amp;lt;br&amp;gt;[[File:Org_Interpol.png|20px]]Interpol&amp;lt;br&amp;gt;[[File:Org_Carabinieri.png|20px]]Arma dei Carabinieri&amp;lt;br&amp;gt;RandomInvestigations11&amp;lt;br&amp;gt;RandomInvestigations12&amp;lt;br&amp;gt;RandomInvestigations13&amp;lt;br&amp;gt;RandomInvestigations31&amp;lt;br&amp;gt;RandomInvestigations32&amp;lt;br&amp;gt;RandomInvestigations33&amp;lt;br&amp;gt;[[File:Org_children_of_the_cog.png|20px]]Children of the Cog&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| Rolls a random integer between 0 and 10 inclusive. If this roll is smaller than the Target Councilor&#039;s {{icon|loyalty}} Loyalty and the Target Faction is the same as the Acting Faction, then decrease the Target Councilor&#039;s Apparent and True {{icon|loyalty}} Loyalty by 1. &lt;br /&gt;
|  &lt;br /&gt;
| Gain (25% + 0.5% per Acting Councilor&#039;s {{icon|investigation}} Investigation) [[Councilors#Intel_on_target|intel]] on the Target Councilor. &lt;br /&gt;
| Gain (50% + 1% per Acting Councilor&#039;s {{icon|investigation}} Investigation) [[Councilors#Intel_on_target|intel]] on the Target Councilor.&lt;br /&gt;
&lt;br /&gt;
}} | Propaganda= {{Mission &lt;br /&gt;
| Propaganda &lt;br /&gt;
| Public Campaign &lt;br /&gt;
| Increase public support in a nation for our cause. &lt;br /&gt;
| [[File:ICO_propaganda_on.png]] &lt;br /&gt;
| Propaganda Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| money &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Public Campaign &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 8 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| persuasion &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Control in Larger Allies / Federation &lt;br /&gt;
| Control Points in Neighbors &lt;br /&gt;
| Mass Media Control Point &lt;br /&gt;
| Xenoforming in Nation &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Nation Population &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Alien Nation &lt;br /&gt;
|  &lt;br /&gt;
| Censorship &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 2 &lt;br /&gt;
| TIMissionTarget_Nation &lt;br /&gt;
| TIMissionEffect_Propaganda &lt;br /&gt;
| TIMissionTargeting_Nation &lt;br /&gt;
| FALSE &lt;br /&gt;
| 2 &lt;br /&gt;
| Activist&amp;lt;br&amp;gt;Astronaut&amp;lt;br&amp;gt;Celebrity&amp;lt;br&amp;gt;Evangelist&amp;lt;br&amp;gt;Hacker&amp;lt;br&amp;gt;Journalist&amp;lt;br&amp;gt;Politician&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt;TechMogul&amp;lt;br&amp;gt; &lt;br /&gt;
| Megastar&amp;lt;br&amp;gt; &lt;br /&gt;
| [[File:Org_FIS.png|20px]]Foreign Intelligence Service&amp;lt;br&amp;gt;[[File:Org_VOA.png|20px]]Voice of America&amp;lt;br&amp;gt;[[File:Org_USIA.png|20px]]United States Information Agency&amp;lt;br&amp;gt;[[File:Org_exploit_mid.png|20px]]Pherocyte Deployment Team&amp;lt;br&amp;gt;[[File:Org_appease_mid.png|20px]]Reeducation Team&amp;lt;br&amp;gt;[[File:Org_exploit_win.png|20px]]The Pherocyte Masters&amp;lt;br&amp;gt;RandomInfluence11&amp;lt;br&amp;gt;RandomInfluence12&amp;lt;br&amp;gt;RandomInfluence13&amp;lt;br&amp;gt;RandomInfluence31&amp;lt;br&amp;gt;RandomInfluence32&amp;lt;br&amp;gt;RandomInfluence33&amp;lt;br&amp;gt;RandomInformationTechnology22&amp;lt;br&amp;gt;RandomInformationTechnology23&amp;lt;br&amp;gt;RandomCult11&amp;lt;br&amp;gt;[[File:Org_Free_Federation_Of_Industrial_Workers.png|20px]]Free Federation of Industrial Workers&amp;lt;br&amp;gt;[[File:Org_HAAL.png|20px]]Harper Analytics and Logistics&amp;lt;br&amp;gt;[[File:Org_Wynford_Media_Group.png|20px]]Wynford Media Group&amp;lt;br&amp;gt;[[File:Org_Laguna_Foundation.png|20px]]Laguna Foundation&amp;lt;br&amp;gt;[[File:Org_Perun.png|20px]]Perun&amp;lt;br&amp;gt; &lt;br /&gt;
| Awkward Genius&amp;lt;br&amp;gt;Marked&amp;lt;br&amp;gt; &lt;br /&gt;
| Applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength (Acting Councilor&#039;s {{icon|persuasion}} Persuasion - 11, capped between -1 and -11) for the Acting Faction in the Target Nation. &lt;br /&gt;
|  &lt;br /&gt;
| Applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength 6.5 to 13.5 for the Acting Faction in the Target Nation. Strength can be greatly [[Nations#Sources_of_Propaganda|increased]]. &lt;br /&gt;
| Applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength 16.5 to 23.5 for the Acting Faction in the Target Nation. Strength can be greatly [[Nations#Sources_of_Propaganda|increased]].&lt;br /&gt;
&lt;br /&gt;
}} | Purge= {{Mission &lt;br /&gt;
| Purge &lt;br /&gt;
| Purge &lt;br /&gt;
| Take a control point from an enemy faction. &lt;br /&gt;
| [[File:ICO_purge_on.png]] &lt;br /&gt;
| All Control Point-Granting Missions &lt;br /&gt;
| Purge Mission &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
| TIMissionCondition_VulnerableControlPoint &lt;br /&gt;
| TIMissionCondition_HumanControlPoint &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| influence &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Purge Mission Defense &lt;br /&gt;
| Purge &lt;br /&gt;
| 0 &lt;br /&gt;
| 1 &lt;br /&gt;
| 1 &lt;br /&gt;
| 0 &lt;br /&gt;
| 5 &lt;br /&gt;
| 5 &lt;br /&gt;
|  &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 8 &lt;br /&gt;
| 4 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| espionage &lt;br /&gt;
| Popular Support &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Control in Larger Allies / Federation &lt;br /&gt;
| Control Points in Neighbors &lt;br /&gt;
| Legislature Control Point &lt;br /&gt;
| Party Control Point &lt;br /&gt;
| Target Over Control Point Cap &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 3 &lt;br /&gt;
| Council &lt;br /&gt;
| Administration &lt;br /&gt;
| Size of National Economy &lt;br /&gt;
|  &lt;br /&gt;
| Difference in Ideology &lt;br /&gt;
| Crackdown &lt;br /&gt;
| Defend Interests &lt;br /&gt;
| Legislature Control Point &lt;br /&gt;
| Party Control Point &lt;br /&gt;
| Control Points in Enemies &lt;br /&gt;
| Popular Support &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 4 &lt;br /&gt;
| TIMissionTarget_OwnedControlPoint &lt;br /&gt;
| TIMissionEffect_Purge &lt;br /&gt;
| TIMissionTargeting_ControlPoint &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Attorney&amp;lt;br&amp;gt;Executive&amp;lt;br&amp;gt;Fixer&amp;lt;br&amp;gt;Inspector&amp;lt;br&amp;gt;Investigator&amp;lt;br&amp;gt;Judge&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Politician&amp;lt;br&amp;gt;Rebel&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt;Tycoon&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_CIA.png|20px]]Central Intelligence Agency&amp;lt;br&amp;gt;[[File:Org_MID.png|20px]]Main Intelligence Directorate&amp;lt;br&amp;gt;[[File:Org_destroy_mid.png|20px]]The Executioners&amp;lt;br&amp;gt;[[File:Org_exploit_mid.png|20px]]Pherocyte Deployment Team&amp;lt;br&amp;gt;[[File:Org_submit_mid.png|20px]]The Shield of the Devoted&amp;lt;br&amp;gt;[[File:Org_exploit_win.png|20px]]The Pherocyte Masters&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| Applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength (Acting Councilor&#039;s {{icon|persuasion}} Persuasion - 11, capped between -1 and -11) for the Acting Faction in the Target Nation. &lt;br /&gt;
|  &lt;br /&gt;
| Takes over the Target Control Point. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If there are multiple factions performing this mission (or the [[Enthrall Elites]] mission) on the same control point, then subsequent missions will abort after one succeeds. &lt;br /&gt;
| Takes over the Target Control Point. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If there are multiple factions performing this mission (or the [[Enthrall Elites]] mission) on the same control point, then subsequent missions will abort after one succeeds. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength 5 for the Acting Faction in the Target Nation.&lt;br /&gt;
&lt;br /&gt;
}} | SabotageFacilities= {{Mission &lt;br /&gt;
| SabotageFacilities &lt;br /&gt;
| Sabotage Facilities &lt;br /&gt;
| Sabotage a selected space facility in a region. &lt;br /&gt;
| [[File:ICO_sabotagefacilities_on.png]] &lt;br /&gt;
| Sabotage Facilities Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Sabotage Facilities Mission Defense &lt;br /&gt;
| Sabotage Facilities &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 3 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 12 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -6 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| espionage &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| National Unrest &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 12 &lt;br /&gt;
| Joint Council &lt;br /&gt;
| Security &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Security &lt;br /&gt;
| Military in Region &lt;br /&gt;
| Alien Nation &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 2 &lt;br /&gt;
| TIMissionTarget_SpaceFacility &lt;br /&gt;
| TIMissionEffect_DamageSpaceFacilities &lt;br /&gt;
| TIMissionTargeting_SpaceFacility &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Commando&amp;lt;br&amp;gt;Engineer&amp;lt;br&amp;gt;Fixer&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Rebel&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_alQaida.png|20px]]Al-Qaida&amp;lt;br&amp;gt;[[File:Org_JemaahIslamiyah.png|20px]]Jemaah Islamiyah&amp;lt;br&amp;gt;[[File:Org_isil.png|20px]]ISIS&amp;lt;br&amp;gt;[[File:Org_Hezbollah.png|20px]]Hezbollah&amp;lt;br&amp;gt;RandomSecurity31&amp;lt;br&amp;gt;RandomSecurity32&amp;lt;br&amp;gt;RandomSecurity33&amp;lt;br&amp;gt;[[File:Org_Anarchy_Inc.png|20px]]Anarchy Inc.&amp;lt;br&amp;gt; &lt;br /&gt;
| Pacifist&amp;lt;br&amp;gt; &lt;br /&gt;
| Pick a random Control Point in the Target Nation. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If that Control Point is empty, then applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength -5 for the Acting Faction in the Target Nation. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If that Control Point is not owned by the Acting Faction, then Detain the Acting Councilor for 3 turns. &lt;br /&gt;
|  &lt;br /&gt;
| If the Target is a [[Nations#Boost|Boost]] Facility, then reduce the Annual {{icon|boost}} Boost by 1.&amp;lt;br&amp;gt;If the Target is a [[Nations#Mission_Control|Mission Control]] Facility, then reduce the {{icon|mc}} Mission Control by 1.&amp;lt;br&amp;gt;If the Target is a [[Nations#Space_Defenses|Space Defense]] Facility, then destroy it. &lt;br /&gt;
| If the Target is a [[Nations#Boost|Boost]] Facility, then reduce the Annual {{icon|boost}} Boost by 2.&amp;lt;br&amp;gt;If the Target is a [[Nations#Mission_Control|Mission Control]] Facility, then reduce the {{icon|mc}} Mission Control by 2.&amp;lt;br&amp;gt;If the Target is a [[Nations#Space_Defenses|Space Defense]] Facility, then destroy it.&lt;br /&gt;
&lt;br /&gt;
}} | SabotageHabModule= {{Mission &lt;br /&gt;
| SabotageHabModule &lt;br /&gt;
| Sabotage Hab Module &lt;br /&gt;
| Destroy a selected non-core hab module on your current hab. &lt;br /&gt;
| [[File:ICO_sabotagehabmodule_on.png]] &lt;br /&gt;
| Sabotage Hab Module Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_TargetableHabModule &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Sabotage Hab Module Mission Defense &lt;br /&gt;
| Sabotage Hab Module &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| SpaceOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 12 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -6 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| espionage &lt;br /&gt;
| Resources Spent &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 4 &lt;br /&gt;
| Joint Council &lt;br /&gt;
| Security &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Security &lt;br /&gt;
| Defend Interests &lt;br /&gt;
| Hab Support Shortages &lt;br /&gt;
| Recent Mission Control Shortage &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 2 &lt;br /&gt;
| TIMissionTarget_EnemyHabModule &lt;br /&gt;
| TIMissionEffect_DestroyHabModule &lt;br /&gt;
| TIMissionTargeting_HabModule &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Astronaut&amp;lt;br&amp;gt;Commando&amp;lt;br&amp;gt;Engineer&amp;lt;br&amp;gt;Hacker&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Rebel&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_Anarchy_Inc.png|20px]]Anarchy Inc.&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| Detain the Acting Councilor for 5 turns. &lt;br /&gt;
|  &lt;br /&gt;
| Destroy the Target Hab Module. &lt;br /&gt;
| Destroy the Target Hab Module.&lt;br /&gt;
&lt;br /&gt;
}} | SabotageProject= {{Mission &lt;br /&gt;
| SabotageProject &lt;br /&gt;
| Sabotage Project &lt;br /&gt;
| Target a councilor or hab with an engineering module to remove up to 5,000 research points of progress from a project. A specific project may only be sabotaged once. &lt;br /&gt;
| [[File:ICO_sabotageproject_on.png]] &lt;br /&gt;
| Sabotage Project Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_FactionHasVulnerableProjects &lt;br /&gt;
| TIMissionCondition_FreeCouncilor &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Sabotage Project Mission Defense &lt;br /&gt;
| Sabotage Project &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 3 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 8 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -2 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| espionage &lt;br /&gt;
| Resources Spent &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 6 &lt;br /&gt;
| Defending Councilor&#039;s &lt;br /&gt;
| Security &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Security &lt;br /&gt;
| Hab Support Shortages &lt;br /&gt;
| Recent Mission Control Shortage &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 1 &lt;br /&gt;
| TIMissionTarget_EnemyProjectLocation &lt;br /&gt;
| TIMissionEffect_SabotageProject &lt;br /&gt;
| TIMissionTargeting_CouncilorHab &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Engineer&amp;lt;br&amp;gt;Fixer&amp;lt;br&amp;gt;Hacker&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Rebel&amp;lt;br&amp;gt;Scientist&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt;Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| [[File:Org_NSA.png|20px]]National Security Agency&amp;lt;br&amp;gt;RandomInvestigations21&amp;lt;br&amp;gt;RandomInvestigations22&amp;lt;br&amp;gt;RandomInvestigations23&amp;lt;br&amp;gt;RandomInformationTechnology23&amp;lt;br&amp;gt;[[File:Org_Anarchy_Inc.png|20px]]Anarchy Inc.&amp;lt;br&amp;gt;[[File:Org_Formosa_Industries.png|20px]]Formosa Industries&amp;lt;br&amp;gt;[[File:Org_DragonTechITServices.png|20px]]DragonTech IT Services&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| Detain the Acting Councilor for 3 turns. &lt;br /&gt;
|  &lt;br /&gt;
| Sabotage a chosen target Project, removing 5000 or half their invested {{icon|research}} Research, whichever is less.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A project cannot be sabotaged by this mission more than once. &lt;br /&gt;
| Sabotage a chosen target Project, removing 5000 or half their invested {{icon|research}} Research, whichever is less.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A project cannot be sabotaged by this mission more than once.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also transfers 50 {{icon|research}} from the Target Faction to the Acting Faction. (This removes a total of 50 {{icon|research}} from the Target Faction&#039;s Projects without affecting the One-Sabotage-Per-Project limit, and then gives the amount removed to the Acting Faction.)&lt;br /&gt;
&lt;br /&gt;
}} | SeizeSpaceAsset= {{Mission &lt;br /&gt;
| SeizeSpaceAsset &lt;br /&gt;
| Assault Enemy Space Asset &lt;br /&gt;
| Lead space Marines in an attempt to capture an enemy hab. Requires fleet or hab Marines at the councilor&#039;s location. Fleets must dock with enemy stations to assault it. Stations may drop troops to the surface, and bases may assault nearby hab sites. Marine modules may be damaged or destroyed. &lt;br /&gt;
| [[File:ICO_seizespaceasset_on.png]] &lt;br /&gt;
| Seize Space Asset Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_SeizeSpaceAssetTargetInRange &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_EnemySpaceAsset &lt;br /&gt;
| TIMissionCondition_SeizeSpaceAssetTroopsPresent &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Seize Space Asset Mission Defense &lt;br /&gt;
| Seize Space Asset &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 10 &lt;br /&gt;
| 10 &lt;br /&gt;
|  &lt;br /&gt;
| SpaceOnly &lt;br /&gt;
| MoveWhenSuccessful &lt;br /&gt;
| 0 &lt;br /&gt;
| 12 &lt;br /&gt;
| 6 &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| 4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| command &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Attacking Force Strength &lt;br /&gt;
| Recent Mission Control Shortage &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Joint Council &lt;br /&gt;
| Command &lt;br /&gt;
|  &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Command &lt;br /&gt;
| Defending Force Strength &lt;br /&gt;
|  &lt;br /&gt;
| Hab Support Shortages &lt;br /&gt;
| Decommissioning Hab &lt;br /&gt;
| Recent Mission Control Shortage &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 3 &lt;br /&gt;
| TIMissionTarget_ShipHab &lt;br /&gt;
| TIMissionEffect_SeizeSpaceAsset &lt;br /&gt;
| TIMissionTargeting_ShipHab &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Astronaut&amp;lt;br&amp;gt;Commando&amp;lt;br&amp;gt;Inspector&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;Officer&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Rebel&amp;lt;br&amp;gt; &lt;br /&gt;
| Combat Astronaut&amp;lt;br&amp;gt; &lt;br /&gt;
| [[File:Org_resist_win.png|20px]]Janus Section&amp;lt;br&amp;gt;[[File:Org_destroy_win.png|20px]]The Omega Solution&amp;lt;br&amp;gt;[[File:Org_cooperate_win.png|20px]]Mission to the Hydra&amp;lt;br&amp;gt;[[File:Org_appease_win.png|20px]]The Protectorate Authority&amp;lt;br&amp;gt;[[File:Org_resist_space_org.png|20px]]Spaceguard Section&amp;lt;br&amp;gt;[[File:Org_destroy_space_org.png|20px]]Shiva Rocketry&amp;lt;br&amp;gt;[[File:Org_submit_space_org.png|20px]]New Epoch&amp;lt;br&amp;gt;[[File:Org_OrbitalResourceExtractionInc.png|20px]]Orbital Resource Extraction Inc.&amp;lt;br&amp;gt; &lt;br /&gt;
| Pacifist&amp;lt;br&amp;gt;Earthbound&amp;lt;br&amp;gt; &lt;br /&gt;
| If the Acting Councilor has no [[Protect_Target|Protectors]], then Kill the Acting Councilor. Otherwise, Detain the Acting Councilor for 5 turns. &lt;br /&gt;
| Detain the Acting Councilor for 5 turns. &lt;br /&gt;
| Steals the Target Hab. May give [[Habs#Capturing_Habs|minor rewards]]. &lt;br /&gt;
| Steals the Target Hab. May give [[Habs#Capturing_Habs|major rewards]].&lt;br /&gt;
&lt;br /&gt;
}} | Stabilize= {{Mission &lt;br /&gt;
| Stabilize &lt;br /&gt;
| Stabilize Nation &lt;br /&gt;
| Reduce unrest in the target nation, improving the economy and reducing the chance the government is overthrown. Weakened effect if existing unrest is less than half of the nation&#039;s unrest rest state value. &lt;br /&gt;
| [[File:ICO_stabilize_on.png]] &lt;br /&gt;
| Stabilize Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
| TIMissionCondition_MinimumGlobalAbductions_HigherValue &lt;br /&gt;
| TIMissionCondition_MinimumUnrest &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Stabilize Nation &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 6 &lt;br /&gt;
| 3 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| command &lt;br /&gt;
| Popular Support &lt;br /&gt;
| Regional Authorities Control Point &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| National Cohesion &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Nation Population &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Command &lt;br /&gt;
| Control Points in Enemies &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 2 &lt;br /&gt;
| TIMissionTarget_Nation &lt;br /&gt;
| TIMissionEffect_Stabilize &lt;br /&gt;
| TIMissionTargeting_Nation &lt;br /&gt;
| FALSE &lt;br /&gt;
| 2 &lt;br /&gt;
| Commando&amp;lt;br&amp;gt;Diplomat&amp;lt;br&amp;gt;Evangelist&amp;lt;br&amp;gt;Fixer&amp;lt;br&amp;gt;Inspector&amp;lt;br&amp;gt;Journalist&amp;lt;br&amp;gt;Judge&amp;lt;br&amp;gt;Officer&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| Unifier&amp;lt;br&amp;gt; &lt;br /&gt;
| [[File:Org_MI6.png|20px]]Secret Intelligence Service MI6&amp;lt;br&amp;gt;[[File:Org_NGIA.png|20px]]National Geospatial Intelligence Agency&amp;lt;br&amp;gt;[[File:Org_1SFG.png|20px]]1st U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_3SFG.png|20px]]3rd U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_5SFG.png|20px]]5th U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_7SFG.png|20px]]7th U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_10SFG.png|20px]]10th U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_Carabinieri.png|20px]]Arma dei Carabinieri&amp;lt;br&amp;gt;[[File:Org_Yamagachi-gumi.png|20px]]Yamaguchi-gumi&amp;lt;br&amp;gt;[[File:Org_SiberianTigers.png|20px]]Siberian Tigers&amp;lt;br&amp;gt;[[File:Org_SouthernSword.png|20px]]Southern Sword&amp;lt;br&amp;gt;[[File:Org_SeaDragon.png|20px]]Sea Dragon&amp;lt;br&amp;gt;[[File:Org_SnowLeopardCommandoGroup.png|20px]]Snow Leopard Commando Group&amp;lt;br&amp;gt;[[File:Org_PakistanSSG.png|20px]]Special Services Group&amp;lt;br&amp;gt;[[File:Org_GROM.png|20px]]GROM&amp;lt;br&amp;gt;[[File:Org_resist_mid.png|20px]]Special Activities Section&amp;lt;br&amp;gt;RandomSecurity22&amp;lt;br&amp;gt;RandomSecurity23&amp;lt;br&amp;gt;RandomSecurity24&amp;lt;br&amp;gt;RandomSecurity34&amp;lt;br&amp;gt;RandomInfluence13&amp;lt;br&amp;gt;RandomNGO11&amp;lt;br&amp;gt;RandomNGO12&amp;lt;br&amp;gt;RandomNGO13&amp;lt;br&amp;gt;RandomNGO41&amp;lt;br&amp;gt;RandomNGO42&amp;lt;br&amp;gt;RandomNGO43&amp;lt;br&amp;gt;[[File:Org_Fondation_Hyde_Et_Hildr.png|20px]]Fondation Hyde et Hildr&amp;lt;br&amp;gt;[[File:Org_MMS.png|20px]]Mechanised Motor Supplies&amp;lt;br&amp;gt;[[File:Org_HM.png|20px]]Hyjinks&#039; Minions&amp;lt;br&amp;gt;[[File:Org_Pax_Robotica.png|20px]]Pax Robotica&amp;lt;br&amp;gt;[[File:Org_HAAL.png|20px]]Harper Analytics and Logistics&amp;lt;br&amp;gt;[[File:Org_Laguna_Foundation.png|20px]]Laguna Foundation&amp;lt;br&amp;gt;[[File:Org_Door_Inc.png|20px]]Door Inc.&amp;lt;br&amp;gt;[[File:Org_ShieldInitative.png|20px]]Shield Initative&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| Increase [[Nations#Unrest|Unrest]] in the Target Nation by 0.1 &lt;br /&gt;
|  &lt;br /&gt;
| Decrease [[Nations#Unrest|Unrest]] in the Target Nation by (1 / Turns Per Month), Divide by 2 if Target Nation&#039;s [[Nations#Unrest|Unrest]] is already below half of its [[Nations#Base_Unrest|base unrest value]]. &lt;br /&gt;
| Decrease [[Nations#Unrest|Unrest]] in the Target Nation by (2 / Turns Per Month), Divide by 2 if Target Nation&#039;s [[Nations#Unrest|Unrest]] is already below half of its [[Nations#Base_Unrest|base unrest value]].&lt;br /&gt;
&lt;br /&gt;
}} | StealProject= {{Mission &lt;br /&gt;
| StealProject &lt;br /&gt;
| Steal Project &lt;br /&gt;
| Steal an engineering project from an enemy faction by targeting one of their councilors or habs with an engineering module, unlocking it for us to research. We may also acquire research if the enemy faction is ahead of us in its research income. &lt;br /&gt;
| [[File:ICO_stealproject_on.png]] &lt;br /&gt;
| Steal Project Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_FactionHasStealableProjects &lt;br /&gt;
| TIMissionCondition_Human &lt;br /&gt;
| TIMissionCondition_FreeCouncilor &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Steal Project Mission Defense &lt;br /&gt;
| Steal Project &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 3 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 8 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -8 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| espionage &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Detained Target &lt;br /&gt;
| Intel on Target &lt;br /&gt;
| Target Has Negative Funds &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 6 &lt;br /&gt;
| Defending Councilor&#039;s &lt;br /&gt;
| Security &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Security &lt;br /&gt;
| Hab Support Shortages &lt;br /&gt;
| Recent Mission Control Shortage &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 1 &lt;br /&gt;
| TIMissionTarget_EnemyProjectLocation &lt;br /&gt;
| TIMissionEffect_StealProject &lt;br /&gt;
| TIMissionTargeting_CouncilorHab &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Engineer&amp;lt;br&amp;gt;Fixer&amp;lt;br&amp;gt;Hacker&amp;lt;br&amp;gt;Journalist&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Scientist&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt;TechMogul&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| RandomInvestigations22&amp;lt;br&amp;gt;RandomInvestigations23&amp;lt;br&amp;gt;RandomInformationTechnology21&amp;lt;br&amp;gt;RandomInformationTechnology22&amp;lt;br&amp;gt;RandomInformationTechnology23&amp;lt;br&amp;gt;[[File:Org_Anarchy_Inc.png|20px]]Anarchy Inc.&amp;lt;br&amp;gt;[[File:Org_Oliver_Project.png|20px]]OLIVER Project&amp;lt;br&amp;gt;[[File:Org_Mogul_Intelligence_Broker.png|20px]]Mogul Intelligence Broker&amp;lt;br&amp;gt;[[File:Org_DragonTechITServices.png|20px]]DragonTech IT Services&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
| Detain the Acting Councilor for 3 turns. &lt;br /&gt;
|  &lt;br /&gt;
| [[Technology#Stealing_Projects|Steals]] (only makes available) a chosen target project. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the Target Faction is producing more {{icon|research}} than the Acting Faction, then the Acting Faction also gains {{icon|research}} Research equal to 10 days of the Target Faction&#039;s {{icon|research}} Research output minus the Acting Faction&#039;s {{icon|research}} Research output. &lt;br /&gt;
| [[Technology#Stealing_Projects|Steals]] (only makes available) a chosen target project. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the Target Faction is producing more {{icon|research}} than the Acting Faction, then the Acting Faction also gains {{icon|research}} Research equal to 20 days of the Target Faction&#039;s {{icon|research}} Research output + 25 minus the Acting Faction&#039;s {{icon|research}} Research output. &lt;br /&gt;
&lt;br /&gt;
}} | Turn= {{Mission &lt;br /&gt;
| Turn &lt;br /&gt;
| Turn Councilor &lt;br /&gt;
| Turn an enemy councilor to our cause, giving us a wealth of intelligence and control over whether the councilor&#039;s missions succeed or fail. We must know the target&#039;s actual Loyalty attribute to attempt this mission. &lt;br /&gt;
| [[File:ICO_turn_on.png]] &lt;br /&gt;
| Turn Councilor Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_HasSpySlot &lt;br /&gt;
| TIMissionCondition_TurnableEnemyCouncilor &lt;br /&gt;
| TIMissionCondition_HasIntelOnCouncilorSecrets &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| influence &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Turn Councilor &lt;br /&gt;
| 0 &lt;br /&gt;
| 3 &lt;br /&gt;
| 3 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| Unlimited &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 12 &lt;br /&gt;
| 6 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| persuasion &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Local Xenoforming &lt;br /&gt;
| Intel on Target &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Mission Difficulty &lt;br /&gt;
|  &lt;br /&gt;
| 15 &lt;br /&gt;
| Defending Councilor&#039;s &lt;br /&gt;
| Loyalty &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Security &lt;br /&gt;
| Difference in Ideology &lt;br /&gt;
| Pherocyte Resistance &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 1 &lt;br /&gt;
| TIMissionTarget_Councilor &lt;br /&gt;
| TIMissionEffect_TurnCouncilor &lt;br /&gt;
| TIMissionTargeting_Councilor &lt;br /&gt;
| TRUE &lt;br /&gt;
| 2 &lt;br /&gt;
| Activist&amp;lt;br&amp;gt;Attorney&amp;lt;br&amp;gt;Celebrity&amp;lt;br&amp;gt;Diplomat&amp;lt;br&amp;gt;Evangelist&amp;lt;br&amp;gt;Journalist&amp;lt;br&amp;gt;Professor&amp;lt;br&amp;gt;Rebel&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt;Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| Pherocyte Emitter&amp;lt;br&amp;gt;Pherocyte Mass Emitter&amp;lt;br&amp;gt;Teacher&amp;lt;br&amp;gt;Educator&amp;lt;br&amp;gt; &lt;br /&gt;
| RandomCult11&amp;lt;br&amp;gt;[[File:Org_Laguna_Foundation.png|20px]]Laguna Foundation&amp;lt;br&amp;gt; &lt;br /&gt;
| None &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| [[Councilors#Turn_councilor|Turn]] the Target Councilor to work as a mole for the Acting Faction. &lt;br /&gt;
| [[Councilors#Turn_councilor|Turn]] the Target Councilor to work as a mole for the Acting Faction.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Acting Faction also gains {{icon|research}} Research equal to 30 days of the Target Faction&#039;s {{icon|research}} Research output.&lt;br /&gt;
&lt;br /&gt;
}} | Unrest= {{Mission &lt;br /&gt;
| Unrest &lt;br /&gt;
| Increase Unrest &lt;br /&gt;
| Increase unrest in the nation of the targeted region, hurting the economy and making coups, revolutions, and secessions more likely. Success in a region with an independence movement may trigger a secession there instead of a revolution. Weakened effect if unrest is already more than twice the nation&#039;s unrest rest value. &lt;br /&gt;
| [[File:ICO_unrest_on.png]] &lt;br /&gt;
| Increase Unrest Mission &lt;br /&gt;
|  &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionCondition_TargetInRange &lt;br /&gt;
| TIMissionCondition_CouncilorOnEarth &lt;br /&gt;
| TIMissionCondition_MinimumGlobalAbductions_LowerValue &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| TIMissionCost_Bonus &lt;br /&gt;
| ops &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| None &lt;br /&gt;
| Increase Unrest &lt;br /&gt;
| 0 &lt;br /&gt;
| 2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
|  &lt;br /&gt;
| EarthOnly &lt;br /&gt;
| MoveToTarget &lt;br /&gt;
| 0 &lt;br /&gt;
| 12 &lt;br /&gt;
| 6 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| -4 &lt;br /&gt;
| FALSE &lt;br /&gt;
| TIMissionResolution_Contested &lt;br /&gt;
| Councilor&#039;s &lt;br /&gt;
| command &lt;br /&gt;
| Popular Support &lt;br /&gt;
| Resources Spent &lt;br /&gt;
| Xenoforming in Nation &lt;br /&gt;
| Identity Blocs Control Point &lt;br /&gt;
| Warlords Control Point &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| National Cohesion &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| Protect Mission: &lt;br /&gt;
| Command &lt;br /&gt;
| Nation Population &lt;br /&gt;
|  &lt;br /&gt;
| Popular Support &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
|  &lt;br /&gt;
| 2 &lt;br /&gt;
| TIMissionTarget_Region &lt;br /&gt;
| TIMissionEffect_IncreaseUnrest &lt;br /&gt;
| TIMissionTargeting_Region &lt;br /&gt;
| FALSE &lt;br /&gt;
| 2 &lt;br /&gt;
| Activist&amp;lt;br&amp;gt;Commando&amp;lt;br&amp;gt;Evangelist&amp;lt;br&amp;gt;Fixer&amp;lt;br&amp;gt;Hacker&amp;lt;br&amp;gt;Journalist&amp;lt;br&amp;gt;Kingpin&amp;lt;br&amp;gt;Operative&amp;lt;br&amp;gt;Rebel&amp;lt;br&amp;gt;Spy&amp;lt;br&amp;gt;Alien&amp;lt;br&amp;gt; &lt;br /&gt;
| Demagogue&amp;lt;br&amp;gt; &lt;br /&gt;
| [[File:Org_CIA.png|20px]]Central Intelligence Agency&amp;lt;br&amp;gt;[[File:Org_MID.png|20px]]Main Intelligence Directorate&amp;lt;br&amp;gt;[[File:Org_1SFG.png|20px]]1st U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_3SFG.png|20px]]3rd U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_5SFG.png|20px]]5th U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_7SFG.png|20px]]7th U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_10SFG.png|20px]]10th U.S. Special Forces Group&amp;lt;br&amp;gt;[[File:Org_Mossad.png|20px]]Mossad&amp;lt;br&amp;gt;[[File:Org_PakistanInter-ServicesIntelligence.png|20px]]Inter-Services Intelligence&amp;lt;br&amp;gt;[[File:Org_TurkishIntelligence.png|20px]]Milli Istihbarat Teskilati&amp;lt;br&amp;gt;[[File:Org_alQaida.png|20px]]Al-Qaida&amp;lt;br&amp;gt;[[File:Org_JemaahIslamiyah.png|20px]]Jemaah Islamiyah&amp;lt;br&amp;gt;[[File:Org_isil.png|20px]]ISIS&amp;lt;br&amp;gt;[[File:Org_Hezbollah.png|20px]]Hezbollah&amp;lt;br&amp;gt;[[File:Org_QudsForce.png|20px]]Quds Force&amp;lt;br&amp;gt;[[File:Org_LosZetas.png|20px]]Los Zetas&amp;lt;br&amp;gt;[[File:Org_PakistanSSG.png|20px]]Special Services Group&amp;lt;br&amp;gt;RandomSecurity33&amp;lt;br&amp;gt;RandomInfluence32&amp;lt;br&amp;gt;RandomInfluence33&amp;lt;br&amp;gt;RandomCriminal22&amp;lt;br&amp;gt;RandomCriminal23&amp;lt;br&amp;gt;RandomVigilante11&amp;lt;br&amp;gt;[[File:Org_Ughxalt.png|20px]]Ughxalt&amp;lt;br&amp;gt; &lt;br /&gt;
| Pacifist&amp;lt;br&amp;gt; &lt;br /&gt;
| Pick a random Control Point in the Target Nation. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If that Control Point is empty, then applies [[Nations#Changing_Public_Opinion|Propaganda]] of strength -5 for the Acting Faction in the Target Nation. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If that Control Point is not owned by the Acting Faction, then Commit an [[Factions#Atrocity|Atrocity]] and Detain the Acting Councilor for 3 turns. &lt;br /&gt;
|  &lt;br /&gt;
| Increase [[Nations#Unrest|Unrest]] in the Target Nation by (1 / Turns Per Month), Divide by 2 if Target Nation&#039;s [[Nations#Unrest|Unrest]] is already more than double its [[Nations#Base_Unrest|base unrest value]]. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; May trigger [[Foreign_Relations#Post-Unrest_Secession_Check|Secession]]. &lt;br /&gt;
| Increase [[Nations#Unrest|Unrest]] in the Target Nation by (2 / Turns Per Month), Divide by 2 if Target Nation&#039;s [[Nations#Unrest|Unrest]] is already more than double its [[Nations#Base_Unrest|base unrest value]]. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; May trigger [[Foreign_Relations#Post-Unrest_Secession_Check|Secession]].&lt;br /&gt;
}}  }} &amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the page that actually contains all of the mission data that is used by the individual mission pages. The data is just hidden inside an &amp;lt;nowiki&amp;gt;&amp;lt;includeonly&amp;gt;&amp;lt;/nowiki&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
This allows all of the individual mission pages to be updated at once just by editing the data that is hidden within this page.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; {{MissionList|dataName}}  &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=11780</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=11780"/>
		<updated>2026-08-29T08:56:59Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Resource Trade Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Factions.png|thumb|400px|Goals and starting relations of all factions]]&lt;br /&gt;
With the [[Nations]] of [[Earth]] unable to reach consensus on how to approach the [[Aliens|alien]] arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.&lt;br /&gt;
&lt;br /&gt;
The inner leadership circle of each faction is its council. [[Councilors]] will go on [[Missions]] to help you gain power over Earth&#039;s [[Nations]] and discover the aliens&#039; goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build [[Habs|Habitats]] and [[Fleets]] of [[Spaceships]] in space.&lt;br /&gt;
&lt;br /&gt;
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and [[Orgs|organizational]] structures removed, but ideas can&#039;t fully die. What matters is how much power the people holding those ideologies possess. However, factions can be disabled under some circumstances, if the right option is set at game start. &lt;br /&gt;
&lt;br /&gt;
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our [[Solar System]]. Objectives can also unlock special research projects and orgs for a faction.&lt;br /&gt;
&lt;br /&gt;
Each faction also have slightly different starting conditions with some having more popular support than others, and some starting with space stations.&lt;br /&gt;
&lt;br /&gt;
By using the {{MissionIcon|Contact}}[[Contact]] mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower [[Diplomacy|hostility]] between factions.&lt;br /&gt;
&lt;br /&gt;
== Human Factions ==&lt;br /&gt;
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation&#039;s population having different beliefs. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;noresize&amp;quot;&amp;gt;&amp;lt;!-- According to MediaWiki this helps with display of large tables on mobile --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! rowspan=2 | Leader !! rowspan=2 | Agenda !! colspan=2  width=1% | Ideology !! rowspan=2 | Default names !! rowspan=2 width=1% | Ship color&lt;br /&gt;
|-&lt;br /&gt;
! Humanity !! Aliens&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|resist|size=x80px}}&amp;lt;br&amp;gt;[[The Resistance]]&lt;br /&gt;
| {{Icon|resist leader|size=80px}}&amp;lt;br&amp;gt;[[Commander Fiona Ayoade]]&lt;br /&gt;
| Protect humanity by resisting the alien invasion&lt;br /&gt;
| Realist&lt;br /&gt;
| Hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: heroes&lt;br /&gt;
* Medium ships: qualities&lt;br /&gt;
* Large ships: battles&lt;br /&gt;
* Habs: commanders&lt;br /&gt;
| style=&amp;quot;background-color: White&amp;quot; | &amp;lt;code&amp;gt;White&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|submit|size=x80px}}&amp;lt;br&amp;gt;[[The Servants]]&lt;br /&gt;
| {{Icon|submit leader|size=80px}}&amp;lt;br&amp;gt;[[Superior Judith Howell]]&lt;br /&gt;
| Support the aliens by any means necessary&lt;br /&gt;
| Idealist&lt;br /&gt;
| Very supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: mythical beasts&lt;br /&gt;
* Medium ships: phenomena&lt;br /&gt;
* Large ships: mythologies&lt;br /&gt;
* Habs: monuments&lt;br /&gt;
| style=&amp;quot;background-color: Black&amp;quot; | &amp;lt;code&amp;gt;Black&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|exploit|size=x80px}}&amp;lt;br&amp;gt;[[The Initiative]]&lt;br /&gt;
| {{Icon|exploit leader|size=80px}}&amp;lt;br&amp;gt;[[Chairman Soren Van Wyk]]&lt;br /&gt;
| Exploit the alien arrival to gain power&lt;br /&gt;
| Cynical&lt;br /&gt;
| Neutral&lt;br /&gt;
|&lt;br /&gt;
* Small ships: fish&lt;br /&gt;
* Medium ships: rivers&lt;br /&gt;
* Large ships: water bodies&lt;br /&gt;
* Habs: explorers&lt;br /&gt;
| style=&amp;quot;background-color: Orange&amp;quot; | &amp;lt;code&amp;gt;Orange&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|escape|size=x80px}}&amp;lt;br&amp;gt;[[Project Exodus]]&lt;br /&gt;
| {{Icon|escape leader|size=80px}}&amp;lt;br&amp;gt;[[Director Khalid Al-Ashgar]]&lt;br /&gt;
| Escape the aliens by sending humans to other stars&lt;br /&gt;
| Idealist&lt;br /&gt;
| Somewhat hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: birds&lt;br /&gt;
* Medium ships: astronomy objects&lt;br /&gt;
* Large ships: famous ships&lt;br /&gt;
* Habs: astronauts&lt;br /&gt;
| style=&amp;quot;background-color: Brown&amp;quot; | &amp;lt;code&amp;gt;Brown&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|cooperate|size=x80px}}&amp;lt;br&amp;gt;[[The Academy]]&lt;br /&gt;
| {{Icon|cooperate leader|size=80px}}&amp;lt;br&amp;gt;[[Chancellor Li Qingzhao]]&lt;br /&gt;
| Convince the aliens that we are equal&lt;br /&gt;
| Idealist&lt;br /&gt;
| Somewhat supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: land animals&lt;br /&gt;
* Medium ships: scientists&lt;br /&gt;
* Large ships: explorations&lt;br /&gt;
* Habs: exemplars&lt;br /&gt;
| style=&amp;quot;background-color: Olive&amp;quot; | &amp;lt;code&amp;gt;Olive&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|destroy|size=x80px}}&amp;lt;br&amp;gt;[[Humanity First]]&lt;br /&gt;
| {{Icon|destroy leader|size=80px}}&amp;lt;br&amp;gt;[[Colonel Hanse Castillo]]&lt;br /&gt;
| Eradicate the aliens and all who support them&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Very hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: weapons&lt;br /&gt;
* Medium ships: warriors&lt;br /&gt;
* Large ships: scary things&lt;br /&gt;
* Habs: mountains&lt;br /&gt;
| style=&amp;quot;background-color: Red&amp;quot; | &amp;lt;code&amp;gt;Red&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|appease|size=x80px}}&amp;lt;br&amp;gt;[[The Protectorate]]&lt;br /&gt;
| {{Icon|appease leader|size=80px}}&amp;lt;br&amp;gt;[[Commissioner Kiran Banerjee]]&lt;br /&gt;
| Protect humanity by appeasing the aliens&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: cities&lt;br /&gt;
* Medium ships: regions&lt;br /&gt;
* Large ships: landmasses&lt;br /&gt;
* Habs: leaders&lt;br /&gt;
| style=&amp;quot;background-color: Blue&amp;quot; | &amp;lt;code&amp;gt;Blue&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Terra_Invicta_Ideology_Map.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
== Trade Negotiations ==&lt;br /&gt;
&lt;br /&gt;
[[File:Trade.png|thumb|Trade interface]]&lt;br /&gt;
&lt;br /&gt;
Factions can begin trade negotiations with each other by using the [[Contact]] mission. They may trade [[Resources]], [[Orgs]], [[Habs]], or council engineering [[Technology|projects]]. They can also form non-aggression pacts, which prevents two factions from using hostile [[Missions]] or the [[Foreign_Relations#Declaring_Wars|declare war]] [[Set National Policy|policy]] against each other&#039;s [[Councilors]] and [[Nations]]. &lt;br /&gt;
&lt;br /&gt;
Some pairs of Factions can go one step further, forming an intel sharing agreement that allows both factions to see everything that the other faction sees, with one exception: the true loyalties of councilors is not shared.&lt;br /&gt;
&lt;br /&gt;
On the other hand, in some very rare situations, even factions that are at [[Diplomacy#War|war]] with each other can trade a truce, pausing their war for up to 12 months.&lt;br /&gt;
&lt;br /&gt;
Trade negotiations can never be held between the more extreme factions on opposite sides of the divide: &lt;br /&gt;
* {{icon|destroy}}[[Humanity First]] can never trade with {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* {{icon|submit}}[[The Servants]] can never trade with {{icon|destroy}}[[Humanity First]] or {{icon|resist}}[[The Resistance]].&lt;br /&gt;
&lt;br /&gt;
Trade options may be limited by the following factors:&lt;br /&gt;
* [[Diplomacy|Faction hate]]: Factions that hate each other will offer less and demand more.&lt;br /&gt;
* Starvation: &lt;br /&gt;
** Factions will refuse to sell any [[Resources]] that they believe they lack.&lt;br /&gt;
** Factions will refuse to buy any [[Habs]] whose upkeeps they cannot afford.&lt;br /&gt;
* Active use: &lt;br /&gt;
** Factions cannot trade [[Habs]] that currently have [[Spaceships|Ships]] docked to them. &lt;br /&gt;
** Factions cannot trade any [[Orgs]] that are currently being used for the missions they grant.&lt;br /&gt;
** Factions cannot trade any [[Orgs]] that grant {{TV|administration}} if said {{TV|administration}} is currently used to equip other [[Orgs]].&lt;br /&gt;
* [[Factions#Human_Faction_Threat_and_Self-Assessment|Threat]]: Factions will not offer a non-aggression pact if either party is the most threatening human faction.&lt;br /&gt;
* [[Diplomacy#Envy-Based_Human_Hate|Envy]]: Factions will not offer a non-aggression pact or a truce to a faction that they currently envy. Human factions are usually envied if they have unlocked their [[Factions#Victory Objectives|victory objective]] or if they possess the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]].&lt;br /&gt;
&lt;br /&gt;
In practice, it does not take long for players to become the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]]. Therefore any non-aggression pacts and intel sharing agreements that the player desires should be made early in the game and the player should try to avoid ever breaking them.&lt;br /&gt;
&lt;br /&gt;
=== Best Possible Player Relations with AI Factions ===&lt;br /&gt;
&lt;br /&gt;
Note: This section is outdated, and the new rules are unclear :(&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Player Faction&lt;br /&gt;
| [[Humanity First]] || [[The Resistance]] || [[Project Exodus]] || [[The Initiative]] || [[The Academy]] || [[The Protectorate]] || [[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Humanity First]] AI&lt;br /&gt;
|  || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! [[The Resistance]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! [[Project Exodus]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; ||&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
! [[The Initiative]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[The Academy]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; ||  ||&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
! [[The Protectorate]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[The Servants]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
! [[Aliens]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; ||&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Resource Trade Limits ===&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
For each tradeable resource type R:&lt;br /&gt;
* Let S be the current amount of that resource R that the AI faction has.&lt;br /&gt;
* Let M be the monthly income amount of that resource R that the AI faction has.&lt;br /&gt;
* Let B be the number of ground habs that the AI faction has.&lt;br /&gt;
* Let H be the amount of [[Diplomacy|hate]] that the AI faction has for its trading partner.&lt;br /&gt;
Then the AI faction is only willing to trade up to X units of R, where X is the minimum of all of the following:&lt;br /&gt;
* If R is {{TV|boost}}, then S × (0.2 + 0.1 × B).&lt;br /&gt;
* S × ((0.4 - H / 300), capped between 0.05 and 0.3).&lt;br /&gt;
* M × 3.&lt;br /&gt;
* S - T, where T is based on R:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Resource Type R !! Threshold T &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|money}} || 40000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|influence}} || 400&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|ops}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost}} || 80&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|water}} || rowspan=3 | 20000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|volatiles}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metals}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|nobles}} || 4000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} || rowspan=2 | 400&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|exotics}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|antimatter}} || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Furthermore, if the AI faction feels that it is deficient on a resource type, then it is completely unwilling to trade away that resource type.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Breaking Non-Aggression Pacts ===&lt;br /&gt;
&lt;br /&gt;
An AI faction will immediately break its non-aggression pact (and intel sharing agreement) with the player if any of the following become true:&lt;br /&gt;
* The AI faction has more hate for the player faction today than it did yesterday. See [[Diplomacy]] for details on how faction hate may increase.&lt;br /&gt;
* The AI faction&#039;s [[Diplomacy#Human_War_Threshold|war threshold]] towards the player has decreased to the point where the AI would declare war on the player faction because of its current hate value.&lt;br /&gt;
* The Player has monopolized every good nation on earth. &lt;br /&gt;
* The Player has unlocked their [[Factions#Victory_Objectives|Victory Objective]].&lt;br /&gt;
&lt;br /&gt;
The Player is always free to break any non-aggression pacts and intel sharing agreements from their end, without needing to generate any hate or contact the other faction. Simply open up the intel window, go to the faction page, click the relations tab of the faction you wish to break the pact with, and then click the break pact button.&lt;br /&gt;
&lt;br /&gt;
== Atrocity ==&lt;br /&gt;
[[File:Wartime_atrocity.png|thumb|A random event that usually gives an atrocity.]]&lt;br /&gt;
&lt;br /&gt;
Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the [[Nations#Public_Opinion|public opinion]] penalty increases dramatically. (See [[Nations#An_Atrocity_Committed]] for details on how this public opinion penalty is actually applied.) [[Councilors]] with the [[Ethical]] and [[Pacifist]] traits also lose loyalty whenever their faction commits an atrocity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Causes of Atrocities&lt;br /&gt;
|-&lt;br /&gt;
! Cause !! Condition(s) !! Atrocities&lt;br /&gt;
|-&lt;br /&gt;
| Starting&amp;lt;ref&amp;gt;The atrocity is committed even if you immediately cancel.&amp;lt;/ref&amp;gt; Bombardment of a [[Regions|Region]] &lt;br /&gt;
|&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
Only if the region is not owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a civilian [[Habs|Hab]] module&lt;br /&gt;
|&lt;br /&gt;
* Module must have completed construction.&lt;br /&gt;
* Module must not be decommissioning.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Failing to protect your own civilian [[Habs|Hab]] module from destruction&lt;br /&gt;
|&lt;br /&gt;
* Module must have completed construction.&lt;br /&gt;
* Module must not be decommissioning.&lt;br /&gt;
| 0&amp;lt;ref&amp;gt;Losing civilian [[Habs|hab]] modules does not generate any atrocities for the losing faction, but will cause a [[Nations#Public_Opinion|public opinion]] penalty of the same strength as the last atrocity committed by the faction.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Completing the {{TV|develop atomic bomb}} in a [[Nations|Nation]]&lt;br /&gt;
| Faction owns any (possibly disabled) control point in the nation.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Using a {{TV|nuke}}&lt;br /&gt;
| &lt;br /&gt;
| 1 per {{TV|pop|100k}} killed (rounded down). Multiply by 10 under [[Terrestrial_Warfare#Effects_of_a_Nuclear_Strike|certain conditions]]. Capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrestrial_Warfare#Army_Operations|Razing a region]] with an {{TV|army}}&lt;br /&gt;
| &lt;br /&gt;
| 5 + 1 per {{TV|pop|100k}} killed (rounded down). Capped between 5 and 25.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Unrest}}[[Increase Unrest]] [[Missions]]&lt;br /&gt;
| Critical Failure&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Assassinate}}[[Assassinate]] [[Missions]]&lt;br /&gt;
| &lt;br /&gt;
* Not Critical Success&lt;br /&gt;
* Target has [[Beloved]] Trait&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Various random [[Events]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Total War Framing]] project, when researched, will halve the [[Nations#How_Propaganda_Works|negative propaganda strength]] of all atrocities committed by the faction. This project is only available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], and {{icon|submit}}[[The Servants]]. &lt;br /&gt;
&lt;br /&gt;
Note: The {{icon|alien}}[[Aliens]] can also commit atrocities. Atrocities committed by the {{icon|alien}}[[Aliens]] have the same effect as atrocities committed by {{icon|submit}}[[The Servants]], but their atrocity counts are not shared. The {{icon|alien}}[[Aliens|Aliens&#039;]] atrocity count is also hidden.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Campaign Milestones ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions awards milestones for factions, which can complete objectives and unlock new research [[Technology|projects]].&lt;br /&gt;
&lt;br /&gt;
Milestone list (unformatted for now):&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* Complete Destroy Hab Operation on an Alien Hab with at least 1 crew -&amp;gt; Access Alien Tech&lt;br /&gt;
* Kill Human Army with at least militech 6 and belonging to alien nation -&amp;gt; Access Alien Tech, 50% Access Salamander Corpus, 10% Access Live Salamander&lt;br /&gt;
* Kill Megafauna -&amp;gt; Access Alien Megafauna&lt;br /&gt;
* Kill Invader Army -&amp;gt; Access Alien Tech, Access Salamander Corpus, Access War Dog Corpus, Alien Army Destroyed, 40% Access Live Salamander&lt;br /&gt;
* Access Alien Ship Milestone -&amp;gt; Access Alien Tech, Access Griffin Corpus&lt;br /&gt;
* Research Their Language Objective -&amp;gt; Access Alien Language&lt;br /&gt;
* Aliens destroy any hab -&amp;gt; Aliens Attack In Space (all factions)&lt;br /&gt;
* Capture Alien hab (complicated) -&amp;gt; Access Alien Tech, Access Griffin Corpus, Access Hydra Corpus, Access Live Griffin, Access Live Hydra, Access Live Griffin, Access Salamander Corpus, Access Live Salamander, Access War Dog Corpus, Access Alien Ship&lt;br /&gt;
* Alien Megafauna Spawns -&amp;gt; Alien Megafauna Spawns (all factions)&lt;br /&gt;
* Alien Nation Overthrown (complicated) -&amp;gt; Access Alien Tech, Access Hydra Corpus, Access Live Salamander, Access Salamander Corpus, Access War Dog Corpus&lt;br /&gt;
* Alien Nation Founded -&amp;gt; Alien Infrastructure Exists (Academy, Protectorate, Servants)&lt;br /&gt;
* Assault Xenoflora -&amp;gt; Destroy Xenoforming&lt;br /&gt;
* Assault Facility (complicated) -&amp;gt; Access Alien Tech, Access Salamander Corpus, Access Hydra Corpus, Access Live Salamander, Access Live Hydra, Access Hydra Corpus&lt;br /&gt;
* Assault UFO (complicated) -&amp;gt; Access Alien Ship, Access Alien Tech, Access Griffin Corpus, Access Hydra Corpus, Access Live Griffin, Access Live Hydra, Access Hydra Corpus&lt;br /&gt;
* Detect Alien Facility -&amp;gt; Alien Infrastructure Exists (Academy, Protectorate, Servants), Alien Diplomacy (Protectorate, Servants)&lt;br /&gt;
* Conquer Alien Non-capital Region -&amp;gt; Access Alien Tech (10%), Access Hydra Corpus (2%), Access Live Salamander (2%), Access Salamander Corpus (4.9%), Access War Dog Corpus (10%)&lt;br /&gt;
* UFO Lands -&amp;gt; Aliens Land Army (All factions)&lt;br /&gt;
* Kill alien ship in combat and WIN -&amp;gt; Access Alien Ship&lt;br /&gt;
* Aliens start bombarding earth -&amp;gt; Aliens Bombard Earth (all factions)&lt;br /&gt;
* Aliens start bombarding non-earth -&amp;gt; Aliens Attack in Space (all factions)&lt;br /&gt;
* Assassinate Alien -&amp;gt; Access Hydra Corpus, Access Salamander Corpus (25% per salamander org equipped), Access Live Salamander (10% per salamander org equipped, only if already accessed salamander corpus)&lt;br /&gt;
* Detain Alien -&amp;gt; Access Live Hydra, Access Salamander Corpus (25% per salamander org equipped), Access Live Salamander (10% per salamander org equipped, only if already accessed salamander corpus)&lt;br /&gt;
* Contact Alien -&amp;gt; Access Alien Tech (Servant Protectorate), Alien Diplomacy (Servant Protectorate)&lt;br /&gt;
* Terrorize Region steals control point -&amp;gt; Targeted By Terror Mission (faction that lost control point)&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Campaign Objectives ==&lt;br /&gt;
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.&lt;br /&gt;
&lt;br /&gt;
See [[Objective_List]] for a full list of campaign objectives.&lt;br /&gt;
&lt;br /&gt;
See the individual faction pages (linked above) for a list of campaign objectives for that faction.&lt;br /&gt;
&lt;br /&gt;
=== Victory Objectives ===&lt;br /&gt;
Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission. &lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Objective !! Org !! Mission !! width=45% | Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] Assert Alien Hegemony&lt;br /&gt;
| [[File:Org submit win.png|40px]] [[The Sword of the Devoted]]&lt;br /&gt;
| [[File:ICO mission submit on.png|40px]] [[Herald Our Masters]]&lt;br /&gt;
| &lt;br /&gt;
* Targets New York region (No control needed)&lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] has at least 65% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* The combined [[Fleets]] of the {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], and {{icon|cooperate}}[[The Academy]] must make up at least 90% of the total {{TV|combat value}} for all [[Factions]]&#039; [[Fleets]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] Close The Gate&lt;br /&gt;
| [[File:Org resist win.png|40px]] [[Janus Section]]&lt;br /&gt;
| [[File:ICO mission resist on.png|40px]] [[Close the Gate]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] controls no [[Regions]].&lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs]] on any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Earth Is Not Enough&lt;br /&gt;
| [[File:Org exploit win.png|40px]] [[The Pherocyte Masters]]&lt;br /&gt;
| [[File:ICO mission exploit on.png|40px]] [[Tame the Enemy]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Nations]] where the {{icon|exploit}}[[The Initiative]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total [[Nations#GDP|GDP]].&lt;br /&gt;
* {{icon|exploit}}[[The Initiative]] has at least one full&amp;lt;ref name=full&amp;gt;All modules must be tier 3, fully constructed, and fully powered.&amp;lt;/ref&amp;gt; T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs|Hab]] within each of the following 8 locations: &lt;br /&gt;
** [[Mercury]] &lt;br /&gt;
** [[Luna]] &lt;br /&gt;
** [[Mars]] and its moons &lt;br /&gt;
** [[Ceres]] &lt;br /&gt;
** The moons of [[Jupiter]] &lt;br /&gt;
** The moons of [[Saturn]] &lt;br /&gt;
** The moons of [[Uranus]] &lt;br /&gt;
** The moons of [[Neptune]]&lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs]] on any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* All other factions have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Kill Them All&lt;br /&gt;
| [[File:Org destroy win.png|40px]] [[The Omega Solution]]&lt;br /&gt;
| [[File:ICO mission destroy on.png|40px]] [[Trigger the Weapon]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] controls no [[Regions]].&lt;br /&gt;
* The [[Nations]] where the {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], or {{icon|cooperate}}[[The Academy]] have Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; control at most 20% of the Earth&#039;s [[Regions]].&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Launch&lt;br /&gt;
| [[File:Org escape win.png|40px]] [[Bifrost Command Staff]]&lt;br /&gt;
| [[File:ICO mission escape on.png|40px]] [[Launch the Bifrost]]&lt;br /&gt;
| &lt;br /&gt;
* [[Habs#Campaign_Modules|Interstellar Launch Facility module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Pacify The Earth&lt;br /&gt;
| [[File:Org appease win.png|40px]] [[The Protectorate Authority]]&lt;br /&gt;
| [[File:ICO mission appease on.png|40px]] [[Claim Hegemony]]&lt;br /&gt;
| &lt;br /&gt;
* 10 [[Habs#Campaign_Modules|Sentinel Complex modules]] (needed for previous objective, but you may be able to blow them up before winning?)&lt;br /&gt;
* The [[Nations]] where the {{icon|appease}}[[The Protectorate]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 50% of Earth&#039;s Total [[Nations#GDP|GDP]].&lt;br /&gt;
* The [[Nations]] where the {{icon|appease}}[[The Protectorate]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* All Factions except for The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
* All Factions except for The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] Send Out Envoys Through The Wormhole&lt;br /&gt;
| [[File:Org cooperate win.png|40px]] [[Mission to the Hydra]]&lt;br /&gt;
| [[File:ICO mission cooperate on.png|40px]] [[Forge an Alliance]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Nations]] where the {{icon|cooperate}}[[The Academy]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* {{icon|cooperate}}[[The Academy]] has at least one full&amp;lt;ref name=full&amp;gt;All modules must be tier 3, fully constructed, and fully powered.&amp;lt;/ref&amp;gt; T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs|Hab]] within each of the following 8 locations: &lt;br /&gt;
** [[Mercury]] &lt;br /&gt;
** [[Luna]] &lt;br /&gt;
** [[Mars]] and its moons &lt;br /&gt;
** [[Ceres]] &lt;br /&gt;
** The moons of [[Jupiter]] &lt;br /&gt;
** The moons of [[Saturn]] &lt;br /&gt;
** The moons of [[Uranus]] &lt;br /&gt;
** The moons of [[Neptune]]&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|destroy}}[[Humanity First]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|destroy}}[[Humanity First]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Faction Ownership of Humanity ==&lt;br /&gt;
Humanity&#039;s total strength can be measured by four categories:&lt;br /&gt;
* The sum of GDP for all [[Nations]].&lt;br /&gt;
* The sum of {{TV|research}} outputs for all human factions.&lt;br /&gt;
* The sum of {{TV|mc}} upkeeps for all human [[Habs|hab]] core modules.&lt;br /&gt;
* The sum of {{TV|combat score}} for all human [[Spaceships|ships]].&lt;br /&gt;
&lt;br /&gt;
A human faction&#039;s fractional ownership of humanity can thus be measured by:&lt;br /&gt;
* The fraction of [[Nations|nation]]s&#039; GDP under the faction&#039;s control points.&lt;br /&gt;
* The fraction of Human {{TV|research}} that the faction outputs.&lt;br /&gt;
* The fraction of Human {{TV|mc}} upkeeps that the faction&#039;s [[Habs|hab]] core modules incur.&lt;br /&gt;
* The fraction of Human {{TV|combat score}} that the faction&#039;s [[Spaceships]] possess.&lt;br /&gt;
&lt;br /&gt;
In the case of {{icon|submit}}[[The Servants]] faction, their ownership scores are also affected by the {{icon|alien}}[[Aliens]]&#039; assets, especially those around [[Earth]].&lt;br /&gt;
&lt;br /&gt;
As the game progresses, factions will [[Diplomacy#Envy-Based_Human_Hate|envy]] the human faction with the highest fractional ownership of humanity, gaining passive hate for them and so slowly begin to target them. On [[Game_Options#Game_Difficulty|difficulties]] below Brutal, AI factions cannot gain envy for the player&#039;s faction if they are ideologically close enough.&lt;br /&gt;
&lt;br /&gt;
Note: In some cases, the game is only concerned with the fractional ownership of the two space categories, meaning the [[Habs]] and [[Spaceships]], but not the [[Nations]] and {{TV|research}}. We will refer to this value as the Faction&#039;s Fractional Ownership of Space Humanity.&lt;br /&gt;
&lt;br /&gt;
== Human Faction Threat and Self-Assessment ==&lt;br /&gt;
&lt;br /&gt;
Every human faction has a threat score, which represents how much of a danger it is to the other factions&#039; goals. Because at the end of the day, all seven human factions have differing goals, and would love to take all the resources of the other human factions and use them to achieve their own goals.&lt;br /&gt;
&lt;br /&gt;
This threat score is calculated as the sum of the following:&lt;br /&gt;
* For each [[Nations#Control_Points|control point]] under the faction&#039;s control, add the number of CPs the nation would have if it was not capped at 6. This is equal to the nation&#039;s [[Nations#GDP|GDP]] in billions ^ 0.25 / 2, rounded to the nearest integer.&lt;br /&gt;
* For each [[Nations#Armies|army]] under the faction&#039;s control, add the {{TV|miltech}} level of the army times 0.5.&lt;br /&gt;
* For each [[Habs|hab]] module under the faction&#039;s control, add the tier of the module times 0.3.&lt;br /&gt;
* For each [[Spaceships|ship]] under the faction&#039;s control, add the [[Spaceships#Hull|structural integrity]] of the ship&#039;s hull times 0.3.&lt;br /&gt;
* For each [[Factions#Campaign_Objectives|campaign objective]] completed by the faction, add 10.&lt;br /&gt;
&lt;br /&gt;
Each human faction sets their &#039;&#039;&#039;most powerful human enemy&#039;&#039;&#039; to be the human faction with the highest threat score other than itself. Then it assesses itself based on its own threat score compared to this most powerful human enemy:&lt;br /&gt;
* If it has at least 200% of the enemy&#039;s threat score, then it considers itself way ahead.&lt;br /&gt;
* If it has at least 125% of the enemy&#039;s threat score, then it considers itself ahead.&lt;br /&gt;
* If it has at most 80% of the enemy&#039;s threat score, then it considers itself losing.&lt;br /&gt;
* If it has at most 50% of the enemy&#039;s threat score, then it considers itself losing big.&lt;br /&gt;
* Otherwise, it considers itself to be on par.&lt;br /&gt;
&lt;br /&gt;
Threat Scores and Self Assessments influence the behavior of human AI factions in various ways, including but not limited to:&lt;br /&gt;
* [[Diplomacy#Passive_Hate_Change|Passively gaining hate]] for other factions.&lt;br /&gt;
* [[Diplomacy#Human_War_Threshold|Declaring open war]] on other factions.&lt;br /&gt;
* Their evaluations of trade offers and what they are willing to trade.&lt;br /&gt;
* Their willingness to take risks.&lt;br /&gt;
* Their fear of nuclear retaliation.&lt;br /&gt;
* Their desire to {{MissionIcon|Sabotage Facilities}}[[Sabotage_Facilities|sabotage space facilities]].&lt;br /&gt;
&lt;br /&gt;
It even influences the {{icon|alien}}[[Aliens|Alien]] faction to an extent, because the [[Aliens]] are more inclined to help {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] when they have lower self-assessments.&lt;br /&gt;
&lt;br /&gt;
== Disabling Factions ==&lt;br /&gt;
While factions can never be entirely eliminated, there is an option to allow factions to be disabled under some limited circumstances. In order to enable this, the player must choose to set the &amp;quot;Allow AI Factions To Be Disabled&amp;quot; setting when starting a new game. If this is set, then faction elimination can begin once the event &amp;quot;The New Normal&amp;quot; has triggered, which changes councilor turns to happening twice a month. At this point, if a faction ever meets all of the following criteria at the beginning of any day, it will be disabled for the remainder of the campaign. &lt;br /&gt;
* Faction employs no councilors. &lt;br /&gt;
* Faction holds no control points in any countries. &lt;br /&gt;
* Faction owns no habs. &lt;br /&gt;
* Faction owns no fleets. &lt;br /&gt;
* Faction is not [[The Servants]] or [[The Protectorate]]. &lt;br /&gt;
* Faction is not [[Humanity First]], unless player is playing as [[The Resistance]]. &lt;br /&gt;
&lt;br /&gt;
A disabled faction will never hire councilors or build habs, which makes it impossible for them to ever hold control points or build fleets. However, they will still gain public support as usual. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=11779</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=11779"/>
		<updated>2026-08-27T20:57:24Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page covers diplomatic actions available to global [[Factions]]. For diplomatic interactions between [[Nations]], see [[Foreign Relations]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; is an act of contacting other factions&#039; councilors, usually to trade, or to bribe them to improve relationship. &lt;br /&gt;
&lt;br /&gt;
== Faction Hate ==&lt;br /&gt;
&lt;br /&gt;
[[Factions|Faction]] relationships are governed by &#039;&#039;&#039;FactionHate&#039;&#039;&#039; score. This is a float value that determines how poorly a faction feels about another; the higher the score for another faction, the more it&#039;s hated. Each faction has a separate hatred score for every other faction, including the {{icon|alien}} [[aliens]]. &lt;br /&gt;
&lt;br /&gt;
Each faction has a war threshold for every other faction. While the threshold is usually 50 hate, it may vary from 22.2 to 100 hate depending on ideological distance and [[Factions#Human_Faction_Threat_and_Self-Assessment|faction strength]]. The alien faction&#039;s war threshold for each faction is always 50 hate.&lt;br /&gt;
&lt;br /&gt;
In the intel window, there are 3 different tiers of hatred levels for human factions:&lt;br /&gt;
&lt;br /&gt;
* Tolerance: 0&lt;br /&gt;
* Conflicted: &amp;gt;0 but not above the war threshold.&lt;br /&gt;
* War: &amp;gt;0 and above the war threshold.&lt;br /&gt;
&lt;br /&gt;
Visiting the trade screen allows determining hate score more precisely. From there, faction attitudes can range between following values:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Trade Window Mood&lt;br /&gt;
! Hate Level&lt;br /&gt;
|-&lt;br /&gt;
| Pleased&lt;br /&gt;
| Only {{icon|alien}}[[Aliens]] feel this way to {{icon|submit}}[[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
| Tolerant&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Wary&lt;br /&gt;
| &amp;gt;0&lt;br /&gt;
|-&lt;br /&gt;
| Annoyed&lt;br /&gt;
| &amp;gt;10&lt;br /&gt;
|-&lt;br /&gt;
| Displeased&lt;br /&gt;
| &amp;gt;20&lt;br /&gt;
|-&lt;br /&gt;
| Aggreived&lt;br /&gt;
| &amp;gt;30&lt;br /&gt;
|-&lt;br /&gt;
| Angry&lt;br /&gt;
| &amp;gt;40&lt;br /&gt;
|-&lt;br /&gt;
| Furious&lt;br /&gt;
| &amp;gt;50&lt;br /&gt;
|-&lt;br /&gt;
| Outraged&lt;br /&gt;
| &amp;gt;60&lt;br /&gt;
|-&lt;br /&gt;
| Hate&lt;br /&gt;
| &amp;gt;70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As hate increases, factions will prioritize aggressive actions and target hated factions more. In addition, they&#039;ll also be harder to trade and cooperate with. Once the hate value increases beyond the war threshold, the faction will declare open war, and will begin serious attempts to kill [[Habs]], [[Spaceships]], and [[Councilors]] until the hate falls back down beneath the war threshold.&lt;br /&gt;
&lt;br /&gt;
Factions also have a minimum hatred score for each faction. Ideological differences affect this as well as used {{icon|mc|bgcolor=DarkSlateGray}} mission control (MC) cap in the case of alien hate. If the minimum level climbs above the current hate level, the hate level is moved up to the minimum.&lt;br /&gt;
&lt;br /&gt;
Aggressive actions and combat increases hatred against the attacking faction. There is a table of hatred increasing councilor and military actions below. &lt;br /&gt;
&lt;br /&gt;
Every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2. This means that the hatred score changes you get in-game can be between 80% to 120% of the values listed in this post.&lt;br /&gt;
&lt;br /&gt;
Human Faction hatred can grow pretty much infinitely, so if you piss off a human faction enough, it can become virtually impossible to get them back to Tolerance.&lt;br /&gt;
&lt;br /&gt;
== Minimum Hate Amount ==&lt;br /&gt;
&lt;br /&gt;
Factions whose ideologies are too opposing have a minimum level of hatred for each other.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Alien Pro-Alien Divide ===&lt;br /&gt;
&lt;br /&gt;
Non-moderate factions on opposite sides of the Anti-Alien Pro-Alien divide have a minimum hatred of 20 towards each other. Specifically, the following pairings will always have at least 20 hate for each other:&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|appease}} [[The Protectorate]]&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|submit}} [[The Servants]]&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|alien}} The [[Aliens]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|appease}} [[The Protectorate]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|submit}} [[The Servants]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|alien}} The [[Aliens]]&lt;br /&gt;
&lt;br /&gt;
=== Alien Hate for Mission Control Usage ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens|Alien]] faction has a minimum hatred level for all human factions except {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]]. This hatred level depends on the amount of mission control used by the human faction, which roughly represents the amount of human space assets that could be used to threaten the {{icon|alien}}[[Aliens]]&#039; dominance over space.&lt;br /&gt;
&lt;br /&gt;
This minimum hate level is calculated as follows:&lt;br /&gt;
* The amount of {{TV|mc}} currently used by the human faction.&lt;br /&gt;
* Multiply by Difficulty level Multiplier:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier&lt;br /&gt;
| 0.05 || 0.3 || 0.6 || 1&lt;br /&gt;
|}&lt;br /&gt;
* Multiply by 0.8 if [[Strategic Deception]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Maskirovka]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Operational Misdirection]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Operational Security]] has been researched (only available to {{icon|resist}}[[The Resistance]]).&lt;br /&gt;
&lt;br /&gt;
Only used {{TV|mc}}, and not {{TV|mc}} cap affects hate levels. This means that increasing your {{TV|mc}} usage enough will increase the minimum hatred level past the point of being at war with the aliens. &lt;br /&gt;
&lt;br /&gt;
For example, if you use {{TV|mc|167}} on normal and have not researched any of the {{TV|mc}} hate reducing projects, then it is impossible to be at peace with the aliens ({{TV|mc|167}} * 0.3 = 50.1). However, if their attacks destroy enough of your [[Spaceships]] and [[Habs]] to reduce your {{TV|mc}} usage below that critical value, then it is possible to return to peace. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|+ Maximum possible used {{TV|mc}} without {{icon|alien}}Aliens declaring war.&amp;lt;br&amp;gt;(Does not apply to {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].)&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! No Projects&lt;br /&gt;
| 999 || 166 || 83 || 49&lt;br /&gt;
|-&lt;br /&gt;
! With 1 out of 4 projects &lt;br /&gt;
| 1249 || 208 || 104 || 62&lt;br /&gt;
|-&lt;br /&gt;
! With 2 out of 4 projects &lt;br /&gt;
| 1562 || 260 || 130 || 78&lt;br /&gt;
|-&lt;br /&gt;
! With 3 out of 4 projects &lt;br /&gt;
| 1953 || 325 || 162 || 97&lt;br /&gt;
|-&lt;br /&gt;
! With 4 out of 4 projects &lt;br /&gt;
| 2441 || 406 || 203 || 122&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Alien Maximum Hate Amount ==&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a maximum amount of hate that it can have for other factions. This maximum hate amount is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Starting Amount&lt;br /&gt;
| 70 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! Yearly Increase&lt;br /&gt;
| 2 || 100 || 100 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, if at least 25 years have passed since the Campaign began and the hate maximum is below 200, then the hate maximum is increased to 200.&lt;br /&gt;
&lt;br /&gt;
Note: All Campaign Duration checks are multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]] in the [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. Accelerated Campaign mode sets this Alien Progression Slider to 200%, so every year that passes counts as 2 years.&lt;br /&gt;
&lt;br /&gt;
Note: Whenever the Minimum Hate level is greater than the Maximum Hate level, the Maximum Hate level will be set to the Minimum Hate level.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Passive Hate Change ==&lt;br /&gt;
&lt;br /&gt;
Hatred may also passively change over time. This occurs just after the start of each month.&lt;br /&gt;
&lt;br /&gt;
=== Envy-Based Human Hate ===&lt;br /&gt;
&lt;br /&gt;
[[File:CrabBucket.png|thumb|320px|Crabs in a Bucket - A Metaphor for Human Faction Relations]]&lt;br /&gt;
&lt;br /&gt;
Each human faction considers the human faction with the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]] other than itself as its &#039;&#039;rival&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The game simulates envy by making human factions slowly gain hatred for their rival based on how much better the rival is doing, while slowly losing hatred for everyone else. So human factions that are falling behind have a tendency to work together to bring down the strongest human faction, like crabs in a bucket.&lt;br /&gt;
&lt;br /&gt;
As a result, if you&#039;re doing better than the AI, they&#039;ll likely hate you regardless of what you do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: On difficulties below Brutal, AI factions cannot gain envy-based hatred for the player&#039;s faction if they are ideologically close enough. &lt;br /&gt;
&lt;br /&gt;
[[File:IdeologicalDistance.png]]&lt;br /&gt;
&lt;br /&gt;
Just after the start of each month, the following happens for every pair of human factions A and B:&lt;br /&gt;
# If B is not A&#039;s rival, or the month is even, then A loses 1 hate for B.&lt;br /&gt;
# If A and B share a rival, then A loses another 1 hate for B.&lt;br /&gt;
# If A&#039;s rival is on the opposite side of the anti-alien pro-alien divide, then A loses another 1 hate for B.&lt;br /&gt;
# If B is A&#039;s rival, then A gains X hate for B, where X is calculated as follows:&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|ahead]], then set X = 0.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|on par]], then set X = 1.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|losing]], then set X = 1.75.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|losing big]], then set X = 2.25.&lt;br /&gt;
## If A and B are non-moderates on opposite sides of the anti-alien pro-alien divide, then add 1.4 to X. (The moderates are {{icon|escape}}[[Project Exodus]], {{icon|exploit}}[[The Initiative]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
## If A and B are on the same side of the anti-alien pro-alien divide, then subtract 0.75 from X. Subtract another 2.25 if it has also been less than 7 years since the campaign began.&lt;br /&gt;
## If X is less than 0, then set X = 0.&lt;br /&gt;
# If B has unlocked their [[Factions#Victory_Objectives|Victory Objective]], then A gains another 1 hate for B.&lt;br /&gt;
&lt;br /&gt;
For example, suppose you are playing {{icon|resist}}[[The Resistance]]. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, {{icon|appease}}[[The Protectorate]] will:&lt;br /&gt;
# Lose 1 hate for you, because the month is even.&lt;br /&gt;
# Gain 2.25 + 1.4 = 3.65 hate for you, because you are their rival, they are [[Factions#Human_Faction_Threat_and_Self-Assessment|losing big]], and the two of you are non-moderates on opposite sides of the anti-alien pro-alien divide.&lt;br /&gt;
# Gain another 1 hate for you, because you have unlocked your victory objective.&lt;br /&gt;
On odd months, the first 1 hate loss doesn&#039;t happen. Thus {{icon|appease}}[[The Protectorate]] will gain 49.8 hate for you every year, even if you take absolutely no hostile actions against them.&lt;br /&gt;
&lt;br /&gt;
=== Alien Passive Hate ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens|Alien]] Faction sets their rival to be the human faction that possesses the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]], excluding {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]]. &lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens]] will slowly gain hate for their rival, as well as for all anti-alien factions. Unlike Human Envy however, Alien Frustration with Humanity&#039;s continued refusal to fall means that their passive hate gain rate &#039;&#039;&#039;constantly accelerates&#039;&#039;&#039; as the campaign continues.&lt;br /&gt;
&lt;br /&gt;
Just after the start of each month, the following happens for every human faction B that is not {{icon|submit}}[[The Servants]]:&lt;br /&gt;
# If B is not the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival, or the month is even, then the {{icon|alien}}[[Aliens|Alien]] Faction loses X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X = 0.8.&lt;br /&gt;
## If B is anti-alien, then set X = 0.64.&lt;br /&gt;
## If B is not the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival, and the {{icon|alien}}[[Aliens]] are already at war with at least 3 human factions, then multiply X by 1.5.&lt;br /&gt;
# If the {{icon|alien}}[[Aliens|Alien]] Faction and B share a rival, then the {{icon|alien}}[[Aliens|Alien]] Faction loses another 0.33 hate for B.&lt;br /&gt;
# If the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival is on the opposite side of the anti-alien pro-alien divide, then the {{icon|alien}}[[Aliens|Alien]] Faction loses another 1 hate for B.&lt;br /&gt;
# If B is {{icon|appease}}[[The Protectorate]], then the {{icon|alien}}[[Aliens|Alien]] Faction loses X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X to 1. &lt;br /&gt;
## If B can contact the {{icon|alien}}[[Aliens|Alien]], then increase X to 4.&lt;br /&gt;
## If B has unlocked its victory objective, then increase X to 10.&lt;br /&gt;
# If B is not {{icon|appease}}[[The Protectorate]], then the {{icon|alien}}[[Aliens|Alien]] Faction gains X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X to 0.&lt;br /&gt;
## If B is the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s Rival, then add 0.65 to X.&lt;br /&gt;
## If B is the human faction that possesses the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]], then add another 0.65 to X.&lt;br /&gt;
## If B has unlocked its victory objective, then add 0.5 to X.&lt;br /&gt;
## If B is {{icon|escape}}[[Project Exodus]], then add 0.07 to X.&lt;br /&gt;
## If B is {{icon|resist}}[[The Resistance]], then add 0.17 to X.&lt;br /&gt;
## If B is {{icon|destroy}}[[Humanity First]], then add 0.34 to X.&lt;br /&gt;
## If B is {{icon|cooperate}}[[The Academy]], then multiply X by 0.75.&lt;br /&gt;
## Multiply X by 0, 1, 1.9, and 3.3 for Cinematic, Normal, Veteran, and Brutal Difficulties respectively.&lt;br /&gt;
## Divide X by 60.&lt;br /&gt;
## Multiply X by the number of years since the Campaign began.&lt;br /&gt;
## Multiply X by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
For example, suppose you are playing {{icon|resist}}[[The Resistance]] on Normal Difficulty, Long Campaign mode. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, the {{icon|alien}}[[Aliens|Alien]] Faction will:&lt;br /&gt;
# Lose 0.64 hate for you, because the month is even and you are anti-alien.&lt;br /&gt;
# Gain (0.65+0.65+0.5+0.17) * 1 / 60 * 20 = roughly 0.66 hate for you, because you are their rival, the strongest human faction, have unlocked your victory objective, are the resistance, are on normal difficulty, and it has been 20 years since the Campaign began.&lt;br /&gt;
On odd months, the first 0.64 hate loss doesn&#039;t happen. Thus the {{icon|alien}}[[Aliens|Alien]] Faction will gain roughly 4.2 hate for you this year, even if you take absolutely no hostile actions against them.&lt;br /&gt;
&lt;br /&gt;
Furthermore, since Alien Frustration is constantly growing, they will gain roughly 4.6 hate for you next year, roughly 5 the next, and so on, accelerating by roughly 0.4 per year.&lt;br /&gt;
&lt;br /&gt;
In practice, the {{icon|alien}}[[Aliens|Alien]] Faction will usually pick the Player&#039;s faction as its rival simply because the player will be developing that much faster than the Human AI factions. So the best a player can do to avoid passive alien hate gain is to avoid unlocking their victory objective as long as possible.&lt;br /&gt;
&lt;br /&gt;
Under these conditions, there are two rough deadlines to keep in mind:&lt;br /&gt;
* Hate Start: The time after which you would be gaining passive alien hate faster than you lose it, on average.&lt;br /&gt;
* War Start: The time after which the aliens would declare war on you, assuming you never did a single thing to change their hate amount, not even use Mission Control.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! colspan=2 | Hate Decay !! colspan=3 | Hate Gain Per Month Per Month !! colspan=3 | Hate Start Year !! colspan=3 | War Start Year&lt;br /&gt;
|-&lt;br /&gt;
! Bimonthly !! Monthly !! Normal !! Veteran !! Brutal !! Normal !! Veteran !! Brutal !! Normal !! Veteran !! Brutal &lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}}[[The Academy]] || 0.8 || 0.4 || 0.00135 || 0.00257 || 0.00447 || 25 || 13 || 8 || 47 || 29 || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}}[[The Initiative]] || 0.8 || 0.4 || 0.00181 || 0.00343 || 0.00596 || 19 || 10 || 6 || 38 || 24 || 17&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}}[[Project Exodus]] || 0.64 || 0.32 || 0.00190 || 0.00362 || 0.00628 || 14 || 7 || 4 || 33 || 21 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}[[The Resistance]] || 0.64 || 0.32 || 0.00204 || 0.00388 || 0.00674 || 13 || 7 || 4 || 27 || 17 || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}[[Humanity First]] || 0.64 || 0.32 || 0.00228 || 0.00433 || 0.00752 || 12 || 6 || 4 || 25 || 16 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Actions that affect hatred ==&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
{{#invoke:MissionLister|ListHate|false}}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{{#invoke:MissionLister|ListHate|true}}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
When targeting a [[Regions|region]] or a [[Nations|nation]], each faction that has at least one control point in the nation (that owns the region) will gain the stated amount of hate. This applies even if the control point is abandoned or cracked.&lt;br /&gt;
&lt;br /&gt;
There are a number of [[Missions]] that may generate different amounts of hate depending on the situation:&lt;br /&gt;
* If the target [[Factions|Faction(s)]] is intel sharing with the Faction that performed the mission, and the hate gained would be 0, then the hate gained is instead the maximum hate that any outcome of the mission could give.&lt;br /&gt;
* If the target [[Factions|Faction(s)]] has a [[Councilors#Turn_councilor|mole]] in the Faction that performed the mission, and the hate gained would be 0, then the hate gained for successful outcomes is instead the maximum hate that any successful outcome of the mission could give, and the hate gained for failing outcomes is instead the maximum hate that any failing outcome of the mission could give.&lt;br /&gt;
* If the Faction that performed the mission is the {{icon|alien}}[[Aliens]] and the target [[Factions|Faction(s)]] cannot [[Councilors#Alien_Detection_Restrictions|detect]] the mission when it is done by {{icon|alien}}[[Aliens]], then the hate is gained towards {{icon|submit}}[[The Servants]] instead of the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* For the {{MissionIcon|Assault Alien Asset}}[[Assault Alien Asset]] mission, if the target is merely [[Aliens#Alien_Xenoforming|xenoflora]], then there is no hate gain.&lt;br /&gt;
* For the {{MissionIcon|Assassinate}}[[Assassinate]] mission, if the target is an {{icon|alien}}[[Aliens#Alien_Agents|Alien Councilor]] and the outcome is a critical success (that hides the culprit&#039;s identity), then the {{icon|alien}}[[Aliens]] will blame everyone equally, spreading 10 hate evenly among all human factions except {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* For the {{MissionIcon|Detain}}[[Detain Councilor]] mission, if the target is an {{icon|alien}}[[Aliens#Alien_Agents|Alien Councilor]], then normal successes give 10 hate, while critical successes give 0 hate.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred generated&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Spaceships|ship]]&lt;br /&gt;
| 0.35 × [[Ship Hull List|hull structural integrity]]&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|hab]] module&lt;br /&gt;
| hab tier level&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|hab]]&lt;br /&gt;
| 3 × hab tier level + all the hate for blowing up the hab modules on board.&lt;br /&gt;
|-&lt;br /&gt;
| Assaulting a [[Habs|hab]]&lt;br /&gt;
| 8 × hab tier level + all the hate for any hab modules that blow up as a result.&lt;br /&gt;
|-&lt;br /&gt;
| Initiating bombardment on any target&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| Entering combat against a [[Habs|hab]]&lt;br /&gt;
| 2 × hab tier&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Wars|Declaring war]] on another [[Nations|nation]]&lt;br /&gt;
| Number of CPs owned in nation × 3 (for faction with executive control of target nation only, dragged in [[Foreign_Relations#Alliances|allies]] don&#039;t count.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: As a general rule of thumb, factions will never gain hate for any assets that they destroy in &#039;&#039;&#039;self-defense&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
For example, if a faction A sends a [[Fleets|fleet]] of [[Spaceships|ships]] over to a faction B&#039;s hab, and faction B kills all of the [[Spaceships|ships]] in that [[Fleets|fleet]], faction A does not gain any hate for faction B.&lt;br /&gt;
&lt;br /&gt;
However, pre-emptive self-defense does not necessarily count. If faction B had seen this [[Fleets|fleet]] of [[Spaceships|ships]] coming from faction A, and sent its own [[Fleets|fleet]] of [[Spaceships|ships]] to intercept faction A&#039;s [[Fleets|fleet]] before it arrives at faction B&#039;s [[Habs|hab]], then any of faction A&#039;s [[Spaceships|ships]] that are killed in that battle could cause faction A to hate faction B. Also, if you send a fleet to encounter a rival fleet, you still count as the attacker even if you merely choose to &amp;quot;Accept&amp;quot; battle rather than &amp;quot;Engage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The exact rules are deliberately tricky to make them difficult to exploit. In general, if a player wishes to destroy enemy assets without incurring hate, they must first wait for the target faction to start an attack at the player, and then they must defeat that attack before that attack kills its target.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A destroyed ship gives no hate if any of the following are true:&lt;br /&gt;
* The combat that destroyed the ship occurred at the hab. &lt;br /&gt;
** Note: If the fleet pursues an evading fleet, then it might not count as being at the hab!&lt;br /&gt;
* The ship was part of a fleet that transferred to the hab or fleet that destroyed it.&lt;br /&gt;
* The ship was part of a fleet that has or had a goal to attack the faction that destroyed it within the last 14 days.&lt;br /&gt;
** Note: Attack goals are generally only used for starting transfers and bombardment operations. Deciding whether to use the Engage stance or the Destroy Hab operation could happen entirely without an attack goal. So this is much more iffy to rely on.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Specific ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align=center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred&lt;br /&gt;
|-&lt;br /&gt;
| Formation of the [[Aliens#Alien_Administration|Alien Nation]]&lt;br /&gt;
| &lt;br /&gt;
* {{icon|cooperate}} [[The Academy]] and {{icon|exploit}} [[The Initiative]] gain 40 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards [[The Servants]].&lt;br /&gt;
* {{icon|escape}} [[Project Exodus]] gains 70 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards {{icon|submit}} [[The Servants]].&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|resist}} [[The Resistance]] gain 100 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards {{icon|submit}} [[The Servants]].&lt;br /&gt;
* For every pair of human factions A and B that is not {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]]:&lt;br /&gt;
** If A was at war with B, then A&#039;s hate for B is set to 9, effectively ending the war.&lt;br /&gt;
** Otherwise if A&#039;s hate for B was at least 18, then that hate is set to 8.&lt;br /&gt;
** Otherwise A&#039;s hate for B is reduced by 10.&lt;br /&gt;
|-&lt;br /&gt;
| Destroying [[Aliens#Alien_Assault_Carrier|Landed UFO]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 80 hatred towards the faction responsible. (Only 10 hatred if a Councilor did it.)&lt;br /&gt;
|-&lt;br /&gt;
| Destroying [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 10 hatred towards the faction responsible.&lt;br /&gt;
|-&lt;br /&gt;
| Conquering or causing a revolution the [[Aliens#Alien_Administration|Alien Nation]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 80 hatred divided up among the factions responsible.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Hate Vent ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{{icon|alien}} [[Aliens|Aliens]] may lose hate when they destroy specific assets of their enemies:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align=center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Destroyed Target&lt;br /&gt;
! Conditions&lt;br /&gt;
! Hatred Vented&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors|Councilor]]&lt;br /&gt;
| Must be {{MissionIcon|Assassinate}}[[Assassinate|assassinated]].&lt;br /&gt;
| Average of all of the councilor&#039;s attributes &#039;&#039;without&#039;&#039; [[Orgs|orgs]] or traits.&lt;br /&gt;
|-&lt;br /&gt;
| Army&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War. &lt;br /&gt;
&amp;lt;br&amp;gt; Must be bombarded. &lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Space Facility&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be bombarded.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
&amp;lt;br&amp;gt; Nation is fully controlled by one faction.&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| [[Spaceships|Ship]]&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt;Must not be Trespassing.&amp;lt;ref name=TP&amp;gt;You are trespassing on {{icon|alien}}[[Aliens|Alien]] territory if you are in or beyond Jupiter&#039;s orbit, or in any area where the {{icon|alien}}[[Aliens|Aliens]] have a [[Habs|hab]], except for [[Earth]].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;Must be targeted by {{icon|alien}}[[Aliens|Aliens]].&lt;br /&gt;
| The [[Spaceships#Hull|Construction Tier]] of the Ship&#039;s Hull.&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Habs|Hab]] Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
Module Tier ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; +Module Tier if Module is a Mining Complex.&lt;br /&gt;
&amp;lt;br&amp;gt; +Module Tier if Module is a Construction Module.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete [[Habs|Hab]] Module with Previous Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
(Minimum of this Module and Previous Module Tier) ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete [[Habs|Hab]] Module with No Previous Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
&amp;lt;br&amp;gt; Hab Core must be complete at some point in the past.&lt;br /&gt;
| &lt;br /&gt;
Module Tier ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 16.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Entire [[Habs|Hab]]&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
The Maximum of:&lt;br /&gt;
* Sum of hate vented if each individual module was blown up.&lt;br /&gt;
* Hab tier if Hab Core was complete at some point in the past.&lt;br /&gt;
* Hab tier / 2 if Hab Core is not currently being boosted over from Earth.&lt;br /&gt;
|-&lt;br /&gt;
| Any of the Above&lt;br /&gt;
|&lt;br /&gt;
Must not be on Brutal Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt; [[Factions#Faction_Ownership_of_Humanity|Fractional Ownership over Space Humanity]] must have recently decreased by &amp;gt;35%&lt;br /&gt;
| &lt;br /&gt;
50% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Cinematic Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;35% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Normal Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;15% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Veteran Difficulty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, the {{icon|alien}} [[Aliens|Aliens]] will only vent hate after destroying a target if:&lt;br /&gt;
* They are not at total war with the target&#039;s faction.&lt;br /&gt;
* They actually wanted to kill the target (not self-defense against stuff being thrown at them or their territory).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Contact with Other Factions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
By using the &#039;&#039;&#039;Contact&#039;&#039;&#039; mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.&lt;br /&gt;
&lt;br /&gt;
However, all human factions ultimately have incompatible ideologies and antithetical goals, and they will regard any cordial relations as transient at best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
To conduct diplomacy, a [[Councilors|councilor]] needs to do {{MissionIcon|Contact}}[[Contact]] [[Missions|mission]] on an agent of target faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Trade.png|thumb|Trade interface]]&lt;br /&gt;
It&#039;s possible to trade following things:&lt;br /&gt;
&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Orgs]] (including assigned orgs)&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
* Engineering [[Technology|projects]]&lt;br /&gt;
* Truce, non-aggression pact, and intel sharing.&lt;br /&gt;
&lt;br /&gt;
For more detail on trading options, see [[Factions#Trade_Negotiations]].&lt;br /&gt;
&lt;br /&gt;
Trade is the only action that decreases hatred directly. Equal trades decrease hatred by -9 and favorable trades decrease hatred by -18. Having a hatred score above a 6 with a faction hampers your ability to trade with them, so it&#039;s important to trade early and often with factions you want to ally.&lt;br /&gt;
&lt;br /&gt;
Faction hatred significantly affects trade favorability:&lt;br /&gt;
* Each faction computes a score for a trade by weighing it against what they have, what they&#039;re prioritizing, etc.&lt;br /&gt;
* If hatred is greater than 6, that score is divided by hatred / 5, significantly reducing the trade&#039;s favorability score&lt;br /&gt;
&lt;br /&gt;
Faction hatred may also [[Factions#Resource_Trade_Limits|reduce the amount of resources]] that a faction is willing to sell to another.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Interpreting Trade Messages: What the other faction is really saying.&lt;br /&gt;
|-&lt;br /&gt;
! Trade Value !! Trade Messages&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || &lt;br /&gt;
* This isn&#039;t going to work. You need to offer more.&lt;br /&gt;
* This is insufficient.&lt;br /&gt;
* We will need more than that.&lt;br /&gt;
* Not a chance. We&#039;ll need more.&lt;br /&gt;
* Not even close.&lt;br /&gt;
* Unacceptable. &lt;br /&gt;
* We will need significantly more concessions to consider this offer.&lt;br /&gt;
|-&lt;br /&gt;
| Low ||&lt;br /&gt;
* We&#039;re going to need a little more from your end of the bargain.&lt;br /&gt;
* While this has some merit, we would need a bit more incentive to agree.&lt;br /&gt;
* This isn&#039;t quite in our interest to accept.&lt;br /&gt;
* We&#039;re getting there. What else can you throw in?&lt;br /&gt;
* Not bad. Just need a little more.&lt;br /&gt;
* Close, but not quite.&lt;br /&gt;
* Improve your offer, and we may be able to reach an agreement.&lt;br /&gt;
|-&lt;br /&gt;
| Equal ||&lt;br /&gt;
* This is a fair trade. I accept.&lt;br /&gt;
* Very well. We agree.&lt;br /&gt;
* This is adequate. Agreed.&lt;br /&gt;
* Not what we had hoped for, but good enough. We accept.&lt;br /&gt;
* Acceptable.&lt;br /&gt;
* Agreed.&lt;br /&gt;
* We would have preferred more, but this will suffice. Agreed.&lt;br /&gt;
|-&lt;br /&gt;
| High ||&lt;br /&gt;
* A generous trade! I accept.&lt;br /&gt;
* A beneficial agreement for both sides!&lt;br /&gt;
* Agreed. This is more than adequate.&lt;br /&gt;
* This is ample compensation. We agree.&lt;br /&gt;
* Agreed!&lt;br /&gt;
* We accept and will look forward to future discussions.&lt;br /&gt;
* Well done. We&#039;re pleased with this outcome.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact with Aliens ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
Pro-Alien Human Factions may contact [[Aliens#Alien_Agents|alien councilors]] after completing certain story objectives.&lt;br /&gt;
&lt;br /&gt;
In addition to opening up a trade window, this also resets the [[Diplomacy#Estimated_Alien_Hate_Level|estimated alien hate level]] to match the actual alien hate level. Furthermore, it completes the [[Access Alien Tech]] and [[Alien Diplomacy]] milestones if the Acting Faction is {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
&lt;br /&gt;
However, trade with Aliens is limited in some ways:&lt;br /&gt;
* [[Habs]] cannot be traded.&lt;br /&gt;
* Engineering Projects cannot be traded.&lt;br /&gt;
* Non-aggression pacts cannot be traded if one party is {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
&lt;br /&gt;
There are lines of alien diplomatic contact dialogue in game files:&lt;br /&gt;
&lt;br /&gt;
* [[File:FAC_SubmitCouncil_128.png|30px|link=]]Servants: Greetings, faithful servant (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Kneel, domestic animal&amp;lt;/font&amp;gt;). You are loved (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;you are nothing&amp;lt;/font&amp;gt;).  &lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/War: Yield (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;die&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/in conflict: Submission=survival (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Resistance=obliteration&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/Tolerance: You are tolerated (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;You present no threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/War: Undesired obstacle (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Expunge the threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/In conflict: Cease. Cease. Cease. (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Threat. Threat. Threat.&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/Tolerance: Communication=acceptable (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Human=persuadable?&amp;lt;/font&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Pro-Alien Hate Sharing ==&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{{icon|submit}}[[The Servants|Servant]] hatred and {{icon|alien}}[[Aliens|Alien]] hatred scores are related. Gaining hatred with one will increase hatred for the other according to the following relationships:&lt;br /&gt;
&lt;br /&gt;
* If {{icon|submit}}[[The Servants]] gain hatred on a faction and can contact the {{icon|alien}}[[Aliens|Aliens]], then the {{icon|alien}}[[Aliens|Aliens]] gain the same amount of hatred / 4.&lt;br /&gt;
* Otherwise, the {{icon|alien}}[[Aliens|Aliens]] gain the same amount of hatred / 8.&lt;br /&gt;
* If the {{icon|alien}}[[Aliens|Aliens]] gain hatred on a faction and can contact {{icon|submit}}[[The Servants]], then {{icon|submit}}[[The Servants]] gain the same amount of hatred / 2.&lt;br /&gt;
* Otherwise, {{icon|submit}}[[The Servants]] gain the same amount of hatred / 4.&lt;br /&gt;
&lt;br /&gt;
Same situation applies to {{icon|appease}}[[The Protectorate]], but only if they can contact the {{icon|alien}}[[Aliens|Aliens]] and to a much smaller extent:&lt;br /&gt;
&lt;br /&gt;
* Amount / 10 given to the {{icon|alien}}[[Aliens|Aliens]] for actions against {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* Amount / 3 given to {{icon|appease}}[[The Protectorate]] for actions against the {{icon|alien}}[[Aliens|Aliens]].&lt;br /&gt;
&lt;br /&gt;
For {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] factions, the {{icon|alien}}[[Aliens|Aliens]] can be contacted if either of these two conditions are true:&lt;br /&gt;
* The faction has researched [[Hydra Diplomacy]].&lt;br /&gt;
* The faction is has unlocked but not completed the [[Contact The Aliens]] objective (Called &amp;quot;Find the Alien Path&amp;quot; for {{icon|submit}}[[The Servants]]).&lt;br /&gt;
** This objective is unlocked the moment [[Alien Movements]] is researched.&lt;br /&gt;
** This objective is completed the moment the faction performs a Contact mission on an Alien Councilor. &lt;br /&gt;
&lt;br /&gt;
Note: This hate sharing mechanic only applies when gaining hate through action:&lt;br /&gt;
* Passive Hate Changes are never shared.&lt;br /&gt;
* Hate loss, such as from trade, is never shared.&lt;br /&gt;
* Hate changes that are the result of the minimum or maximum hate level changing are also never shared.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if {{icon|appease}}[[The Protectorate]] has unlocked its [[Factions#Victory_Objectives|Victory Objective]], then any hate gained by {{icon|submit}}[[The Servants]] towards {{icon|appease}}[[The Protectorate]] is no longer shared with {{icon|alien}}[[Aliens|The Aliens]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Estimated Alien Hate Level ==&lt;br /&gt;
&lt;br /&gt;
[[File:Alien threat meter.png|thumb|Estimated Alien Hate Level]]&lt;br /&gt;
&lt;br /&gt;
Each faction has a separate hatred score for every other faction, including the aliens. But while a human faction&#039;s hatred scores can be seen in the intel page, the alien faction&#039;s hatred scores are shrouded in mystery:&lt;br /&gt;
* A player can never see how much hatred the alien faction has for any faction other than the player&#039;s faction. &lt;br /&gt;
* An estimate of the alien faction&#039;s hatred score for the player&#039;s faction becomes visible after the [[Alien Operations]] project is researched. &lt;br /&gt;
&lt;br /&gt;
This estimated alien hate level is displayed as a meter with 5 diamonds that can be lit up one by one, from top to bottom, each with a different color:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Lit Diamonds&lt;br /&gt;
! (Estimated) Hate Level&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| ≥10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| ≥20&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| ≥30&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| ≥40&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| ≥50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Total war TI.JPG|thumb|Total War Declared]]&lt;br /&gt;
&lt;br /&gt;
In dire circumstances, all five diamonds on the meter will turn red. This indicates that the aliens have declared [[Diplomacy#Alien_Total_War|Total War]] upon the player&#039;s faction.&lt;br /&gt;
&lt;br /&gt;
=== Estimation Accuracy ===&lt;br /&gt;
&lt;br /&gt;
In practice, the estimated alien hate level is extremely accurate. Notably, if the aliens have declared war upon the player&#039;s faction, the estimated alien hate level can never lie about it.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, it is possible for the estimated alien hate level to be incorrect. The reason for this is that every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2 before it is applied to the actual hate level. This means that the actual hatred level changes can be between 80% to 120% of the values listed in this page. In contrast, the estimated alien hate level does not apply this randomization: the estimated hatred level changes are always exactly 100% of the values listed in this page.&lt;br /&gt;
&lt;br /&gt;
Therefore, if the player has exceptionally strange luck, then the actual hatred level may differ wildly from the estimated hatred level simply because the randomization factor rolled low for hate changes in one direction but rolled high for hate changes in the other direction.&lt;br /&gt;
&lt;br /&gt;
To address this, the estimated alien hatred level is reset to match the actual alien hatred level whenever any of the following happen:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* The {{icon|alien}}[[Aliens|Alien]] Faction declares a new war on the player&#039;s faction.&lt;br /&gt;
* The player researches [[Hydra Diplomacy]].&lt;br /&gt;
* The player researches [[Their Purpose]].&lt;br /&gt;
* The player researches [[Their Demands]].&lt;br /&gt;
* The player researches [[Coexistence Pact]].&lt;br /&gt;
* The player completes a [[Factions#Trade_Negotiations|trade]] with the Alien faction. (Does not count if the trade is cancelled.)&lt;br /&gt;
* The player captures an [[Aliens#Alien_Habs|alien hab]].&lt;br /&gt;
* The player {{MissionIcon|Detain}}[[Detain]]s an [[Aliens#Alien_Agents|alien councilor]].&lt;br /&gt;
* The player initiates {{MissionIcon|Contact}}[[Contact]] with an [[Aliens#Alien_Agents|alien councilor]]. (Does not count if it is the [[Aliens#Alien_Agents|alien councilor]] initiates {{MissionIcon|Contact}}[[Contact]].)&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
&lt;br /&gt;
When diplomacy breaks down, War is the result.&lt;br /&gt;
&lt;br /&gt;
Once a faction&#039;s hatred level for another faction becomes high enough, they will declare open war on that faction. For AI [[Factions]], open war enables several options that are normally locked away or only available in highly restrictive conditions (such as trespassing on [[Aliens#Alien_Space_Territory|alien territory]]). These options include but are not limited to:&lt;br /&gt;
* Conducting {{MissionIcon|Assassinate}}[[Assassinate]] [[Missions]] on the Enemy Faction&#039;s [[Councilors]].&lt;br /&gt;
* Conducting {{MissionIcon|Control Space Asset}}[[Control Space Asset]] [[Missions]] on the Enemy Faction&#039;s [[Habs]].&lt;br /&gt;
* Using [[Fleets]] to attacking the Enemy Faction&#039;s space assets.&lt;br /&gt;
&lt;br /&gt;
A player who is not prepared for such aggression should seriously consider taking measures to bring the hatred level back down when open war is declared upon them.&lt;br /&gt;
&lt;br /&gt;
=== Human War Threshold ===&lt;br /&gt;
&lt;br /&gt;
The amount of hate needed for a human faction to declare open war upon another faction varies dynamically throughout the game, and depends on three factors:&lt;br /&gt;
* Ideological distance between the two factions.&lt;br /&gt;
* The faction&#039;s [[Factions#Human_Faction_Threat_and_Self-Assessment|self assessment]] of how well it is doing.&lt;br /&gt;
* Whether the other faction is the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]] other than itself.&lt;br /&gt;
&lt;br /&gt;
More specifically, the threshold is 100 hate divided by X, where X is calculated as follows:&lt;br /&gt;
# Set X to the ideological distance between the two factions, but capped at 2.5.&lt;br /&gt;
# If the other faction is the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]] other than itself, then add to X:&lt;br /&gt;
## -2 if the faction believes itself to be way ahead.&lt;br /&gt;
## -1 if the faction believes itself to be ahead.&lt;br /&gt;
## 0 if the faction believes itself to be on par.&lt;br /&gt;
## 1 if the faction believes itself to be losing.&lt;br /&gt;
## 2 if the faction believes itself to be losing big.&lt;br /&gt;
# If X is less than 1, then set X = 1.&lt;br /&gt;
&lt;br /&gt;
As a result, the war threshold for a human faction can vary wildly, from 22.2 to 100 hatred.&lt;br /&gt;
&lt;br /&gt;
In practice, the human AI factions will usually believe themselves to be losing big and the player faction will be the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]]. This means that the human AI faction war thresholds against the player faction will be as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Faction !! {{icon|destroy}} [[Humanity First]] !! {{icon|resist}} [[The Resistance]] !! {{icon|escape}} [[Project Exodus]] !! {{icon|exploit}} [[The Initiative]] !! {{icon|cooperate}} [[The Academy]] !! {{icon|appease}} [[The Protectorate]] !! {{icon|submit}} [[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}} [[Humanity First]] ||  || 32.1 || 24.3 || 24.6 || 22.2 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}} [[The Resistance]] || 32.1 ||  || 32.1 || 29.3 || 26.3 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}} [[Project Exodus]] || 24.3 || 32.1 ||  || 24.6 || 33.3 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}} [[The Initiative]] || 24.6 || 29.3 || 24.6 ||  || 24.6 || 27.9 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}} [[The Academy]] || 22.2 || 26.3 || 33.3 || 24.6 ||  || 26.3 || 28.6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|appease}} [[The Protectorate]] || 22.2 || 22.2 || 22.2 || 27.9 || 26.3 ||  || 27.9&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}} [[The Servants]] || 22.2 || 22.2 || 22.2 || 22.2 || 28.6 || 27.9 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien War Threshold ===&lt;br /&gt;
&lt;br /&gt;
The Alien faction always has a war threshold of 50 hatred.&lt;br /&gt;
&lt;br /&gt;
=== Alien Total War ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}Alien faction will declare total war on a human faction if and only if two conditions are both met:&lt;br /&gt;
* The {{icon|alien}}Alien faction has at least 200 hate for that faction.&lt;br /&gt;
* It has been at least X years since the Campaign began, where X is determined by Campaign Difficulty as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Campaign Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years since Campaign Began &lt;br /&gt;
| 25 || 20 || 10 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Total war is a special state of war where the rules for alien hate venting become significantly more restrictive. This makes it extremely difficult to reduce the alien hate level, which usually means that the human faction will henceforth be stuck in an eternal war with the alien faction.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Grid_Drive&amp;diff=11758</id>
		<title>Grid Drive</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Grid_Drive&amp;diff=11758"/>
		<updated>2026-08-22T07:10:52Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{project|{{ProjectDataName|{{PAGENAME}} }}|notes=}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{project|{{ProjectDataName|{{PAGENAME}} }}|notes=}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_GridDrive&amp;diff=11757</id>
		<title>Project GridDrive</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_GridDrive&amp;diff=11757"/>
		<updated>2026-08-22T07:10:42Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{subst:ProjectDisplayNameRedirect|{{subst:PAGENAMEE}} }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[Grid Drive]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=TIPlasmaWeaponTemplate_CSV&amp;diff=11756</id>
		<title>TIPlasmaWeaponTemplate CSV</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=TIPlasmaWeaponTemplate_CSV&amp;diff=11756"/>
		<updated>2026-08-21T01:21:25Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: 1.0.52 Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;dataName,displayName,mount,requiredProjectName,crew,sort,attackMode,defenseMode,baseWeaponMass_tons,cooldown_s,efficiency,flatChipping,chargingEnergy_GJ,magazine,ammoMass_kg,muzzleVelocity_kps,bombardmentValue,targetingRange_km,pivotRange_deg,isPointDefenseTargetable,warheadMass_kg,weightedBuildMaterials/volatiles,weightedBuildMaterials/metals,weightedBuildMaterials/nobleMetals,iconResource,modelResource,shotModelResource,impactVisualFXResource,fireSoundFXResource,impactSoundFXResource,expectedDamage_MJ,weightedBuildMaterials/exotics&lt;br /&gt;
PlasmaBatteryMk1,Plasma Battery Mk 1,TwoHullHoriz,Project_PlasmaBatteryMk1,4,1,true,false,320,30,0.3,0.8,1,500,0,30,0,600,180,false,0.3,0.1,0.5,0.4,shipbuildericons/ICO_PlasmaBatteryMk1,shipweapons/medium_plasma_battery,spaceCombat/BulletPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Plasma_Turret,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow003MonoRR,135,&lt;br /&gt;
PlasmaBatteryMk2,Plasma Battery Mk 2,TwoHullHoriz,Project_PlasmaBatteryMk2,4,3,true,false,280,25,0.4,0.8,1,500,0,30,0,700,180,false,0.3,0.1,0.5,0.4,shipbuildericons/ICO_PlasmaBatteryMk2,shipweapons/medium_plasma_battery,spaceCombat/BulletPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Plasma_Turret,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow003MonoRR,135,&lt;br /&gt;
PlasmaBatteryMk3,Plasma Battery Mk 3,TwoHullHoriz,Project_PlasmaBatteryMk3,4,5,true,false,240,20,0.5,0.8,1,500,0,30,0,800,180,false,0.3,0.1,0.5,0.38,shipbuildericons/ICO_PlasmaBatteryMk3,shipweapons/medium_plasma_battery,spaceCombat/BulletPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Plasma_Turret,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow003MonoRR,135,0.02&lt;br /&gt;
HeavyPlasmaBatteryMk1,Heavy Plasma Battery Mk 1,FourHull,Project_PlasmaBatteryMk1,5,2,true,false,640,36,0.2,0.8,2,600,0,32,0,700,180,false,0.5,0.1,0.5,0.4,shipbuildericons/ICO_HeavyPlasmaBatteryMk1,shipweapons/large_plasma_battery,spaceCombat/BulletPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Plasma_Turret,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow003MonoRR,256,&lt;br /&gt;
HeavyPlasmaBatteryMk2,Heavy Plasma Battery Mk 2,FourHull,Project_PlasmaBatteryMk2,5,4,true,false,560,30,0.3,0.8,2,600,0,32,0,800,180,false,0.5,0.1,0.5,0.4,shipbuildericons/ICO_HeavyPlasmaBatteryMk2,shipweapons/large_plasma_battery,spaceCombat/BulletPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Plasma_Turret,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow003MonoRR,256,&lt;br /&gt;
HeavyPlasmaBatteryMk3,Heavy Plasma Battery Mk 3,FourHull,Project_PlasmaBatteryMk3,5,6,true,false,480,24,0.4,0.8,2,600,0,32,0,900,180,false,0.5,0.1,0.5,0.38,shipbuildericons/ICO_HeavyPlasmaBatteryMk3,shipweapons/large_plasma_battery,spaceCombat/BulletPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Plasma_Turret,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow003MonoRR,256,0.02&lt;br /&gt;
PlasmaCannonMk1,Plasma Cannon Mk 1,ThreeNoseAngle,Project_PlasmaCannonMk1,5,7,true,false,540,48,0.25,0.8,2,300,0,35,0,900,30,false,0.7,0.1,0.5,0.4,shipbuildericons/ICO_PlasmaCannonMk1,shipweapons/large_plasma_cannon,spaceCombat/BulletPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Plasma_Cannon,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow008MonoRR,428.75,&lt;br /&gt;
PlasmaCannonMk2,Plasma Cannon Mk 2,ThreeNoseAngle,Project_PlasmaCannonMk2,5,9,true,false,480,40,0.35,0.8,2,300,0,35,0,950,30,false,0.7,0.1,0.5,0.4,shipbuildericons/ICO_PlasmaCannonMk2,shipweapons/large_plasma_cannon,spaceCombat/BulletPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Plasma_Cannon,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow008MonoRR,428.75,&lt;br /&gt;
PlasmaCannonMk3,Plasma Cannon Mk 3,ThreeNoseAngle,Project_PlasmaCannonMk3,5,11,true,false,420,32,0.45,0.8,2,300,0,35,0,1000,30,false,0.7,0.1,0.5,0.38,shipbuildericons/ICO_PlasmaCannonMk3,shipweapons/large_plasma_cannon,spaceCombat/BulletPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Plasma_Cannon,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow008MonoRR,428.75,0.02&lt;br /&gt;
HeavyPlasmaCannonMk1,Heavy Plasma Cannon Mk 1,FourNose,Project_PlasmaCannonMk1,6,8,true,false,720,60,0.2,0.8,3,300,0,35,0,900,30,false,0.9,0.1,0.5,0.4,shipbuildericons/ICO_HeavyPlasmaCannonMk1,shipweapons/huge_plasma_cannon,spaceCombat/BulletPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Plasma_Cannon,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow008MonoRR,551.25,&lt;br /&gt;
HeavyPlasmaCannonMk2,Heavy Plasma Cannon Mk 2,FourNose,Project_PlasmaCannonMk2,6,10,true,false,640,50,0.3,0.8,3,300,0,35,0,950,30,false,0.9,0.1,0.5,0.4,shipbuildericons/ICO_HeavyPlasmaCannonMk2,shipweapons/huge_plasma_cannon,spaceCombat/BulletPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Plasma_Cannon,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow008MonoRR,551.25,&lt;br /&gt;
HeavyPlasmaCannonMk3,Heavy Plasma Cannon Mk 3,FourNose,Project_PlasmaCannonMk3,6,12,true,false,560,40,0.4,0.8,3,300,0,35,0,1000,30,false,0.9,0.1,0.5,0.38,shipbuildericons/ICO_HeavyPlasmaCannonMk3,shipweapons/huge_plasma_cannon,spaceCombat/BulletPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Plasma_Cannon,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow008MonoRR,551.25,0.02&lt;br /&gt;
AlienPlasmaBattery,Alien Plasma Battery,TwoHullHoriz,Project_AlienMasterProject,1,13,true,false,200,20,0.5,0.8,1,500,0,42,0,900,180,false,0.3,0.1,0.5,0.38,shipbuildericons/ICO_AlienPlasmaBattery,shipweapons/alien_medium_plasma_battery,spaceCombat/BulletAlienPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Alien_Plasma_Turret,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow013MonoRR,264.6,0.02&lt;br /&gt;
AlienHeavyPlasmaBattery,Alien Heavy Plasma Battery,FourHull,Project_AlienMasterProject,2,14,true,false,400,24,0.4,0.8,2,600,0,42,0,1000,180,false,0.5,0.1,0.5,0.38,shipbuildericons/ICO_AlienHeavyPlasmaBattery,shipweapons/alien_large_plasma_battery,spaceCombat/BulletAlienPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Alien_Plasma_Turret,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow013MonoRR,441,0.02&lt;br /&gt;
AlienPlasmaCannon,Alien Plasma Cannon,ThreeNoseAngle,Project_AlienMasterProject,2,15,true,false,390,32,0.45,0.8,2,300,0,42,0,1100,30,false,0.7,0.1,0.5,0.38,shipbuildericons/ICO_AlienPlasmaCannon,shipweapons/alien_large_plasma_cannon,spaceCombat/BulletAlienPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Alien_Plasma_Cannon,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow018MonoRR,617.4,0.02&lt;br /&gt;
AlienHeavyPlasmaCannon,Alien Heavy Plasma Cannon,FourNose,Project_AlienMasterProject,2,16,true,false,520,40,0.4,0.8,3,300,0,42,0,1200,30,false,0.9,0.1,0.5,0.38,shipbuildericons/ICO_AlienHeavyPlasmaCannon,shipweapons/alien_huge_plasma_cannon,spaceCombat/BulletAlienPlasma,spaceCombat/ImpactGreen,event:/SFX/Game_SFX/Guns/trig_SFX_Alien_Plasma_Cannon,event:/SFX/Game_SFX/Ship_Fire_Impacts/trig_SFX_BlasterLongMuffledLow018MonoRR,793.8,0.02&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=11755</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=11755"/>
		<updated>2026-08-20T21:43:52Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page covers diplomatic actions available to global [[Factions]]. For diplomatic interactions between [[Nations]], see [[Foreign Relations]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; is an act of contacting other factions&#039; councilors, usually to trade, or to bribe them to improve relationship. &lt;br /&gt;
&lt;br /&gt;
== Faction Hate ==&lt;br /&gt;
&lt;br /&gt;
[[Factions|Faction]] relationships are governed by &#039;&#039;&#039;FactionHate&#039;&#039;&#039; score. This is a float value that determines how poorly a faction feels about another; the higher the score for another faction, the more it&#039;s hated. Each faction has a separate hatred score for every other faction, including the {{icon|alien}} [[aliens]]. &lt;br /&gt;
&lt;br /&gt;
Each faction has a war threshold for every other faction. While the threshold is usually 50 hate, it may vary from 22.2 to 100 hate depending on ideological distance and [[Factions#Human_Faction_Threat_and_Self-Assessment|faction strength]]. The alien faction&#039;s war threshold for each faction is always 50 hate.&lt;br /&gt;
&lt;br /&gt;
In the intel window, there are 3 different tiers of hatred levels for human factions:&lt;br /&gt;
&lt;br /&gt;
* Tolerance: 0&lt;br /&gt;
* Conflicted: &amp;gt;0 but not above the war threshold.&lt;br /&gt;
* War: &amp;gt;0 and above the war threshold.&lt;br /&gt;
&lt;br /&gt;
Visiting the trade screen allows determining hate score more precisely. From there, faction attitudes can range between following values:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Trade Window Mood&lt;br /&gt;
! Hate Level&lt;br /&gt;
|-&lt;br /&gt;
| Pleased&lt;br /&gt;
| Only {{icon|alien}}[[Aliens]] feel this way to {{icon|submit}}[[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
| Tolerant&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Wary&lt;br /&gt;
| &amp;gt;0&lt;br /&gt;
|-&lt;br /&gt;
| Annoyed&lt;br /&gt;
| &amp;gt;10&lt;br /&gt;
|-&lt;br /&gt;
| Displeased&lt;br /&gt;
| &amp;gt;20&lt;br /&gt;
|-&lt;br /&gt;
| Aggreived&lt;br /&gt;
| &amp;gt;30&lt;br /&gt;
|-&lt;br /&gt;
| Angry&lt;br /&gt;
| &amp;gt;40&lt;br /&gt;
|-&lt;br /&gt;
| Furious&lt;br /&gt;
| &amp;gt;50&lt;br /&gt;
|-&lt;br /&gt;
| Outraged&lt;br /&gt;
| &amp;gt;60&lt;br /&gt;
|-&lt;br /&gt;
| Hate&lt;br /&gt;
| &amp;gt;70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As hate increases, factions will prioritize aggressive actions and target hated factions more. In addition, they&#039;ll also be harder to trade and cooperate with. Once the hate value increases beyond the war threshold, the faction will declare open war, and will begin serious attempts to kill [[Habs]], [[Spaceships]], and [[Councilors]] until the hate falls back down beneath the war threshold.&lt;br /&gt;
&lt;br /&gt;
Factions also have a minimum hatred score for each faction. Ideological differences affect this as well as used {{icon|mc|bgcolor=DarkSlateGray}} mission control (MC) cap in the case of alien hate. If the minimum level climbs above the current hate level, the hate level is moved up to the minimum.&lt;br /&gt;
&lt;br /&gt;
Aggressive actions and combat increases hatred against the attacking faction. There is a table of hatred increasing councilor and military actions below. &lt;br /&gt;
&lt;br /&gt;
Every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2. This means that the hatred score changes you get in-game can be between 80% to 120% of the values listed in this post.&lt;br /&gt;
&lt;br /&gt;
Human Faction hatred can grow pretty much infinitely, so if you piss off a human faction enough, it can become virtually impossible to get them back to Tolerance.&lt;br /&gt;
&lt;br /&gt;
== Minimum Hate Amount ==&lt;br /&gt;
&lt;br /&gt;
Factions whose ideologies are too opposing have a minimum level of hatred for each other.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Alien Pro-Alien Divide ===&lt;br /&gt;
&lt;br /&gt;
Non-moderate factions on opposite sides of the Anti-Alien Pro-Alien divide have a minimum hatred of 20 towards each other. Specifically, the following pairings will always have at least 20 hate for each other:&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|appease}} [[The Protectorate]]&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|submit}} [[The Servants]]&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|alien}} The [[Aliens]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|appease}} [[The Protectorate]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|submit}} [[The Servants]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|alien}} The [[Aliens]]&lt;br /&gt;
&lt;br /&gt;
=== Alien Hate for Mission Control Usage ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens|Alien]] faction has a minimum hatred level for all human factions except {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]]. This hatred level depends on the amount of mission control used by the human faction, which roughly represents the amount of human space assets that could be used to threaten the {{icon|alien}}[[Aliens]]&#039; dominance over space.&lt;br /&gt;
&lt;br /&gt;
This minimum hate level is calculated as follows:&lt;br /&gt;
* The amount of {{TV|mc}} currently used by the human faction.&lt;br /&gt;
* Multiply by Difficulty level Multiplier:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier&lt;br /&gt;
| 0.05 || 0.3 || 0.6 || 1&lt;br /&gt;
|}&lt;br /&gt;
* Multiply by 0.8 if [[Strategic Deception]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Maskirovka]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Operational Misdirection]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Operational Security]] has been researched (only available to {{icon|resist}}[[The Resistance]]).&lt;br /&gt;
&lt;br /&gt;
Only used {{TV|mc}}, and not {{TV|mc}} cap affects hate levels. This means that increasing your {{TV|mc}} usage enough will increase the minimum hatred level past the point of being at war with the aliens. &lt;br /&gt;
&lt;br /&gt;
For example, if you use {{TV|mc|167}} on normal and have not researched any of the {{TV|mc}} hate reducing projects, then it is impossible to be at peace with the aliens ({{TV|mc|167}} * 0.3 = 50.1). However, if their attacks destroy enough of your [[Spaceships]] and [[Habs]] to reduce your {{TV|mc}} usage below that critical value, then it is possible to return to peace. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|+ Maximum possible used {{TV|mc}} without {{icon|alien}}Aliens declaring war.&amp;lt;br&amp;gt;(Does not apply to {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].)&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! No Projects&lt;br /&gt;
| 999 || 166 || 83 || 49&lt;br /&gt;
|-&lt;br /&gt;
! With 1 out of 4 projects &lt;br /&gt;
| 1249 || 208 || 104 || 62&lt;br /&gt;
|-&lt;br /&gt;
! With 2 out of 4 projects &lt;br /&gt;
| 1562 || 260 || 130 || 78&lt;br /&gt;
|-&lt;br /&gt;
! With 3 out of 4 projects &lt;br /&gt;
| 1953 || 325 || 162 || 97&lt;br /&gt;
|-&lt;br /&gt;
! With 4 out of 4 projects &lt;br /&gt;
| 2441 || 406 || 203 || 122&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Alien Maximum Hate Amount ==&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a maximum amount of hate that it can have for other factions. This maximum hate amount is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Starting Amount&lt;br /&gt;
| 70 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! Yearly Increase&lt;br /&gt;
| 2 || 100 || 100 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, if at least 25 years have passed since the Campaign began and the hate maximum is below 200, then the hate maximum is increased to 200.&lt;br /&gt;
&lt;br /&gt;
Note: All Campaign Duration checks are multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]] in the [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. Accelerated Campaign mode sets this Alien Progression Slider to 200%, so every year that passes counts as 2 years.&lt;br /&gt;
&lt;br /&gt;
Note: Whenever the Minimum Hate level is greater than the Maximum Hate level, the Maximum Hate level will be set to the Minimum Hate level.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Passive Hate Change ==&lt;br /&gt;
&lt;br /&gt;
Hatred may also passively change over time. This occurs just after the start of each month.&lt;br /&gt;
&lt;br /&gt;
=== Envy-Based Human Hate ===&lt;br /&gt;
&lt;br /&gt;
[[File:CrabBucket.png|thumb|320px|Crabs in a Bucket - A Metaphor for Human Faction Relations]]&lt;br /&gt;
&lt;br /&gt;
Each human faction considers the human faction with the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]] other than itself as its &#039;&#039;rival&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The game simulates envy by making human factions slowly gain hatred for their rival based on how much better the rival is doing, while slowly losing hatred for everyone else. So human factions that are falling behind have a tendency to work together to bring down the strongest human faction, like crabs in a bucket.&lt;br /&gt;
&lt;br /&gt;
As a result, if you&#039;re doing better than the AI, they&#039;ll likely hate you regardless of what you do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: On difficulties below Brutal, AI factions cannot gain envy-based hatred for the player&#039;s faction if they are ideologically close enough. &lt;br /&gt;
&lt;br /&gt;
[[File:IdeologicalDistance.png]]&lt;br /&gt;
&lt;br /&gt;
Just after the start of each month, the following happens for every pair of human factions A and B:&lt;br /&gt;
# If B is not A&#039;s rival, or the month is even, then A loses 1 hate for B.&lt;br /&gt;
# If A and B share a rival, then A loses another 1 hate for B.&lt;br /&gt;
# If A&#039;s rival is on the opposite side of the anti-alien pro-alien divide, then A loses another 1 hate for B.&lt;br /&gt;
# If B is A&#039;s rival, then A gains X hate for B, where X is calculated as follows:&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|ahead]], then set X = 0.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|on par]], then set X = 1.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|losing]], then set X = 1.75.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|losing big]], then set X = 2.25.&lt;br /&gt;
## If A and B are non-moderates on opposite sides of the anti-alien pro-alien divide, then add 1.4 to X. (The moderates are {{icon|escape}}[[Project Exodus]], {{icon|exploit}}[[The Initiative]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
## If A and B are on the same side of the anti-alien pro-alien divide, then subtract 0.75 from X. Subtract another 2.25 if it has also been less than 7 years since the campaign began.&lt;br /&gt;
## If X is less than 0, then set X = 0.&lt;br /&gt;
# If B has unlocked their [[Factions#Victory_Objectives|Victory Objective]], then A gains another 1 hate for B.&lt;br /&gt;
&lt;br /&gt;
For example, suppose you are playing {{icon|resist}}[[The Resistance]]. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, {{icon|appease}}[[The Protectorate]] will:&lt;br /&gt;
# Lose 1 hate for you, because the month is even.&lt;br /&gt;
# Gain 2.25 + 1.4 = 3.65 hate for you, because you are their rival, they are [[Factions#Human_Faction_Threat_and_Self-Assessment|losing big]], and the two of you are non-moderates on opposite sides of the anti-alien pro-alien divide.&lt;br /&gt;
# Gain another 1 hate for you, because you have unlocked your victory objective.&lt;br /&gt;
On odd months, the first 1 hate loss doesn&#039;t happen. Thus {{icon|appease}}[[The Protectorate]] will gain 49.8 hate for you every year, even if you take absolutely no hostile actions against them.&lt;br /&gt;
&lt;br /&gt;
=== Alien Passive Hate ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens|Alien]] Faction sets their rival to be the human faction that possesses the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]], excluding {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]]. &lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens]] will slowly gain hate for their rival, as well as for all anti-alien factions. Unlike Human Envy however, Alien Frustration with Humanity&#039;s continued refusal to fall means that their passive hate gain rate &#039;&#039;&#039;constantly accelerates&#039;&#039;&#039; as the campaign continues.&lt;br /&gt;
&lt;br /&gt;
Just after the start of each month, the following happens for every human faction B that is not {{icon|submit}}[[The Servants]]:&lt;br /&gt;
# If B is not the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival, or the month is even, then the {{icon|alien}}[[Aliens|Alien]] Faction loses X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X = 0.8.&lt;br /&gt;
## If B is anti-alien, then set X = 0.64.&lt;br /&gt;
## If B is not the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival, and the {{icon|alien}}[[Aliens]] are already at war with at least 3 human factions, then multiply X by 1.5.&lt;br /&gt;
# If the {{icon|alien}}[[Aliens|Alien]] Faction and B share a rival, then the {{icon|alien}}[[Aliens|Alien]] Faction loses another 0.33 hate for B.&lt;br /&gt;
# If the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival is on the opposite side of the anti-alien pro-alien divide, then the {{icon|alien}}[[Aliens|Alien]] Faction loses another 1 hate for B.&lt;br /&gt;
# If B is {{icon|appease}}[[The Protectorate]], then the {{icon|alien}}[[Aliens|Alien]] Faction loses X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X to 1. &lt;br /&gt;
## If B can contact the {{icon|alien}}[[Aliens|Alien]], then increase X to 4.&lt;br /&gt;
## If B has unlocked its victory objective, then increase X to 10.&lt;br /&gt;
# If B is not {{icon|appease}}[[The Protectorate]], then the {{icon|alien}}[[Aliens|Alien]] Faction gains X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X to 0.&lt;br /&gt;
## If B is the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s Rival, then add 0.65 to X.&lt;br /&gt;
## If B is the human faction that possesses the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]], then add another 0.65 to X.&lt;br /&gt;
## If B has unlocked its victory objective, then add 0.5 to X.&lt;br /&gt;
## If B is {{icon|escape}}[[Project Exodus]], then add 0.07 to X.&lt;br /&gt;
## If B is {{icon|resist}}[[The Resistance]], then add 0.17 to X.&lt;br /&gt;
## If B is {{icon|destroy}}[[Humanity First]], then add 0.34 to X.&lt;br /&gt;
## If B is {{icon|cooperate}}[[The Academy]], then multiply X by 0.75.&lt;br /&gt;
## Multiply X by 0, 1, 1.9, and 3.3 for Cinematic, Normal, Veteran, and Brutal Difficulties respectively.&lt;br /&gt;
## Divide X by 60.&lt;br /&gt;
## Multiply X by the number of years since the Campaign began.&lt;br /&gt;
## Multiply X by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
For example, suppose you are playing {{icon|resist}}[[The Resistance]] on Normal Difficulty, Long Campaign mode. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, the {{icon|alien}}[[Aliens|Alien]] Faction will:&lt;br /&gt;
# Lose 0.64 hate for you, because the month is even and you are anti-alien.&lt;br /&gt;
# Gain (0.65+0.65+0.5+0.17) * 1 / 60 * 20 = roughly 0.66 hate for you, because you are their rival, the strongest human faction, have unlocked your victory objective, are the resistance, are on normal difficulty, and it has been 20 years since the Campaign began.&lt;br /&gt;
On odd months, the first 0.64 hate loss doesn&#039;t happen. Thus the {{icon|alien}}[[Aliens|Alien]] Faction will gain roughly 4.2 hate for you this year, even if you take absolutely no hostile actions against them.&lt;br /&gt;
&lt;br /&gt;
Furthermore, since Alien Frustration is constantly growing, they will gain roughly 4.6 hate for you next year, roughly 5 the next, and so on, accelerating by roughly 0.4 per year.&lt;br /&gt;
&lt;br /&gt;
In practice, the {{icon|alien}}[[Aliens|Alien]] Faction will usually pick the Player&#039;s faction as its rival simply because the player will be developing that much faster than the Human AI factions. So the best a player can do to avoid passive alien hate gain is to avoid unlocking their victory objective as long as possible.&lt;br /&gt;
&lt;br /&gt;
Under these conditions, there are two rough deadlines to keep in mind:&lt;br /&gt;
* Hate Start: The time after which you would be gaining passive alien hate faster than you lose it, on average.&lt;br /&gt;
* War Start: The time after which the aliens would declare war on you, assuming you never did a single thing to change their hate amount, not even use Mission Control.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! colspan=2 | Hate Decay !! colspan=3 | Hate Gain Per Month Per Month !! colspan=3 | Hate Start Year !! colspan=3 | War Start Year&lt;br /&gt;
|-&lt;br /&gt;
! Bimonthly !! Monthly !! Normal !! Veteran !! Brutal !! Normal !! Veteran !! Brutal !! Normal !! Veteran !! Brutal &lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}}[[The Academy]] || 0.8 || 0.4 || 0.00135 || 0.00257 || 0.00447 || 25 || 13 || 8 || 47 || 29 || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}}[[The Initiative]] || 0.8 || 0.4 || 0.00181 || 0.00343 || 0.00596 || 19 || 10 || 6 || 38 || 24 || 17&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}}[[Project Exodus]] || 0.64 || 0.32 || 0.00190 || 0.00362 || 0.00628 || 14 || 7 || 4 || 33 || 21 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}[[The Resistance]] || 0.64 || 0.32 || 0.00204 || 0.00388 || 0.00674 || 13 || 7 || 4 || 27 || 17 || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}[[Humanity First]] || 0.64 || 0.32 || 0.00228 || 0.00433 || 0.00752 || 12 || 6 || 4 || 25 || 16 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Actions that affect hatred ==&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
{{#invoke:MissionLister|ListHate|false}}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{{#invoke:MissionLister|ListHate|true}}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
There are a number of [[Missions]] that may generate different amounts of hate depending on the situation:&lt;br /&gt;
* If the target [[Factions|Faction(s)]] is intel sharing with the Faction that performed the mission, and the hate gained would be 0, then the hate gained is instead the maximum hate that any outcome of the mission could give.&lt;br /&gt;
* If the target [[Factions|Faction(s)]] has a [[Councilors#Turn_councilor|mole]] in the Faction that performed the mission, and the hate gained would be 0, then the hate gained for successful outcomes is instead the maximum hate that any successful outcome of the mission could give, and the hate gained for failing outcomes is instead the maximum hate that any failing outcome of the mission could give.&lt;br /&gt;
* If the Faction that performed the mission is the {{icon|alien}}[[Aliens]] and the target [[Factions|Faction(s)]] cannot [[Councilors#Alien_Detection_Restrictions|detect]] the mission when it is done by {{icon|alien}}[[Aliens]], then the hate is gained towards {{icon|submit}}[[The Servants]] instead of the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* For the {{MissionIcon|Assault Alien Asset}}[[Assault Alien Asset]] mission, if the target is merely [[Aliens#Alien_Xenoforming|xenoflora]], then there is no hate gain.&lt;br /&gt;
* For the {{MissionIcon|Assassinate}}[[Assassinate]] mission, if the target is an {{icon|alien}}[[Aliens#Alien_Agents|Alien Councilor]] and the outcome is a critical success (that hides the culprit&#039;s identity), then the {{icon|alien}}[[Aliens]] will blame everyone equally, spreading 10 hate evenly among all human factions except {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* For the {{MissionIcon|Detain}}[[Detain Councilor]] mission, if the target is an {{icon|alien}}[[Aliens#Alien_Agents|Alien Councilor]], then normal successes give 10 hate, while critical successes give 0 hate.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred generated&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Spaceships|ship]]&lt;br /&gt;
| 0.35 × [[Ship Hull List|hull structural integrity]]&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|hab]] module&lt;br /&gt;
| hab tier level&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|hab]]&lt;br /&gt;
| 3 × hab tier level + all the hate for blowing up the hab modules on board.&lt;br /&gt;
|-&lt;br /&gt;
| Assaulting a [[Habs|hab]]&lt;br /&gt;
| 8 × hab tier level + all the hate for any hab modules that blow up as a result.&lt;br /&gt;
|-&lt;br /&gt;
| Initiating bombardment on any target&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| Entering combat against a [[Habs|hab]]&lt;br /&gt;
| 2 × hab tier&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Wars|Declaring war]] on another [[Nations|nation]]&lt;br /&gt;
| Number of CPs owned in nation × 3 (for faction with executive control of target nation only, dragged in [[Foreign_Relations#Alliances|allies]] don&#039;t count.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: As a general rule of thumb, factions will never gain hate for any assets that they destroy in &#039;&#039;&#039;self-defense&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
For example, if a faction A sends a [[Fleets|fleet]] of [[Spaceships|ships]] over to a faction B&#039;s hab, and faction B kills all of the [[Spaceships|ships]] in that [[Fleets|fleet]], faction A does not gain any hate for faction B.&lt;br /&gt;
&lt;br /&gt;
However, pre-emptive self-defense does not necessarily count. If faction B had seen this [[Fleets|fleet]] of [[Spaceships|ships]] coming from faction A, and sent its own [[Fleets|fleet]] of [[Spaceships|ships]] to intercept faction A&#039;s [[Fleets|fleet]] before it arrives at faction B&#039;s [[Habs|hab]], then any of faction A&#039;s [[Spaceships|ships]] that are killed in that battle could cause faction A to hate faction B. Also, if you send a fleet to encounter a rival fleet, you still count as the attacker even if you merely choose to &amp;quot;Accept&amp;quot; battle rather than &amp;quot;Engage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The exact rules are deliberately tricky to make them difficult to exploit. In general, if a player wishes to destroy enemy assets without incurring hate, they must first wait for the target faction to start an attack at the player, and then they must defeat that attack before that attack kills its target.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A destroyed ship gives no hate if any of the following are true:&lt;br /&gt;
* The combat that destroyed the ship occurred at the hab. &lt;br /&gt;
** Note: If the fleet pursues an evading fleet, then it might not count as being at the hab!&lt;br /&gt;
* The ship was part of a fleet that transferred to the hab or fleet that destroyed it.&lt;br /&gt;
* The ship was part of a fleet that has or had a goal to attack the faction that destroyed it within the last 14 days.&lt;br /&gt;
** Note: Attack goals are generally only used for starting transfers and bombardment operations. Deciding whether to use the Engage stance or the Destroy Hab operation could happen entirely without an attack goal. So this is much more iffy to rely on.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Specific ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align=center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred&lt;br /&gt;
|-&lt;br /&gt;
| Formation of the [[Aliens#Alien_Administration|Alien Nation]]&lt;br /&gt;
| &lt;br /&gt;
* {{icon|cooperate}} [[The Academy]] and {{icon|exploit}} [[The Initiative]] gain 40 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards [[The Servants]].&lt;br /&gt;
* {{icon|escape}} [[Project Exodus]] gains 70 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards {{icon|submit}} [[The Servants]].&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|resist}} [[The Resistance]] gain 100 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards {{icon|submit}} [[The Servants]].&lt;br /&gt;
* For every pair of human factions A and B that is not {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]]:&lt;br /&gt;
** If A was at war with B, then A&#039;s hate for B is set to 9, effectively ending the war.&lt;br /&gt;
** Otherwise if A&#039;s hate for B was at least 18, then that hate is set to 8.&lt;br /&gt;
** Otherwise A&#039;s hate for B is reduced by 10.&lt;br /&gt;
|-&lt;br /&gt;
| Destroying [[Aliens#Alien_Assault_Carrier|Landed UFO]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 80 hatred towards the faction responsible. (Only 10 hatred if a Councilor did it.)&lt;br /&gt;
|-&lt;br /&gt;
| Destroying [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 10 hatred towards the faction responsible.&lt;br /&gt;
|-&lt;br /&gt;
| Conquering or causing a revolution the [[Aliens#Alien_Administration|Alien Nation]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 80 hatred divided up among the factions responsible.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Hate Vent ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{{icon|alien}} [[Aliens|Aliens]] may lose hate when they destroy specific assets of their enemies:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align=center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Destroyed Target&lt;br /&gt;
! Conditions&lt;br /&gt;
! Hatred Vented&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors|Councilor]]&lt;br /&gt;
| Must be {{MissionIcon|Assassinate}}[[Assassinate|assassinated]].&lt;br /&gt;
| Average of all of the councilor&#039;s attributes &#039;&#039;without&#039;&#039; [[Orgs|orgs]] or traits.&lt;br /&gt;
|-&lt;br /&gt;
| Army&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War. &lt;br /&gt;
&amp;lt;br&amp;gt; Must be bombarded. &lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Space Facility&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be bombarded.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
&amp;lt;br&amp;gt; Nation is fully controlled by one faction.&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| [[Spaceships|Ship]]&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt;Must not be Trespassing.&amp;lt;ref name=TP&amp;gt;You are trespassing on {{icon|alien}}[[Aliens|Alien]] territory if you are in or beyond Jupiter&#039;s orbit, or in any area where the {{icon|alien}}[[Aliens|Aliens]] have a [[Habs|hab]], except for [[Earth]].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;Must be targeted by {{icon|alien}}[[Aliens|Aliens]].&lt;br /&gt;
| The [[Spaceships#Hull|Construction Tier]] of the Ship&#039;s Hull.&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Habs|Hab]] Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
Module Tier ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; +Module Tier if Module is a Mining Complex.&lt;br /&gt;
&amp;lt;br&amp;gt; +Module Tier if Module is a Construction Module.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete [[Habs|Hab]] Module with Previous Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
(Minimum of this Module and Previous Module Tier) ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete [[Habs|Hab]] Module with No Previous Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
&amp;lt;br&amp;gt; Hab Core must be complete at some point in the past.&lt;br /&gt;
| &lt;br /&gt;
Module Tier ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 16.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Entire [[Habs|Hab]]&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
The Maximum of:&lt;br /&gt;
* Sum of hate vented if each individual module was blown up.&lt;br /&gt;
* Hab tier if Hab Core was complete at some point in the past.&lt;br /&gt;
* Hab tier / 2 if Hab Core is not currently being boosted over from Earth.&lt;br /&gt;
|-&lt;br /&gt;
| Any of the Above&lt;br /&gt;
|&lt;br /&gt;
Must not be on Brutal Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt; [[Factions#Faction_Ownership_of_Humanity|Fractional Ownership over Space Humanity]] must have recently decreased by &amp;gt;35%&lt;br /&gt;
| &lt;br /&gt;
50% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Cinematic Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;35% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Normal Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;15% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Veteran Difficulty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, the {{icon|alien}} [[Aliens|Aliens]] will only vent hate after destroying a target if:&lt;br /&gt;
* They are not at total war with the target&#039;s faction.&lt;br /&gt;
* They actually wanted to kill the target (not self-defense against stuff being thrown at them or their territory).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Contact with Other Factions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
By using the &#039;&#039;&#039;Contact&#039;&#039;&#039; mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.&lt;br /&gt;
&lt;br /&gt;
However, all human factions ultimately have incompatible ideologies and antithetical goals, and they will regard any cordial relations as transient at best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
To conduct diplomacy, a [[Councilors|councilor]] needs to do {{MissionIcon|Contact}}[[Contact]] [[Missions|mission]] on an agent of target faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Trade.png|thumb|Trade interface]]&lt;br /&gt;
It&#039;s possible to trade following things:&lt;br /&gt;
&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Orgs]] (including assigned orgs)&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
* Engineering [[Technology|projects]]&lt;br /&gt;
* Truce, non-aggression pact, and intel sharing.&lt;br /&gt;
&lt;br /&gt;
For more detail on trading options, see [[Factions#Trade_Negotiations]].&lt;br /&gt;
&lt;br /&gt;
Trade is the only action that decreases hatred directly. Equal trades decrease hatred by -9 and favorable trades decrease hatred by -18. Having a hatred score above a 6 with a faction hampers your ability to trade with them, so it&#039;s important to trade early and often with factions you want to ally.&lt;br /&gt;
&lt;br /&gt;
Faction hatred significantly affects trade favorability:&lt;br /&gt;
* Each faction computes a score for a trade by weighing it against what they have, what they&#039;re prioritizing, etc.&lt;br /&gt;
* If hatred is greater than 6, that score is divided by hatred / 5, significantly reducing the trade&#039;s favorability score&lt;br /&gt;
&lt;br /&gt;
Faction hatred may also [[Factions#Resource_Trade_Limits|reduce the amount of resources]] that a faction is willing to sell to another.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Interpreting Trade Messages: What the other faction is really saying.&lt;br /&gt;
|-&lt;br /&gt;
! Trade Value !! Trade Messages&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || &lt;br /&gt;
* This isn&#039;t going to work. You need to offer more.&lt;br /&gt;
* This is insufficient.&lt;br /&gt;
* We will need more than that.&lt;br /&gt;
* Not a chance. We&#039;ll need more.&lt;br /&gt;
* Not even close.&lt;br /&gt;
* Unacceptable. &lt;br /&gt;
* We will need significantly more concessions to consider this offer.&lt;br /&gt;
|-&lt;br /&gt;
| Low ||&lt;br /&gt;
* We&#039;re going to need a little more from your end of the bargain.&lt;br /&gt;
* While this has some merit, we would need a bit more incentive to agree.&lt;br /&gt;
* This isn&#039;t quite in our interest to accept.&lt;br /&gt;
* We&#039;re getting there. What else can you throw in?&lt;br /&gt;
* Not bad. Just need a little more.&lt;br /&gt;
* Close, but not quite.&lt;br /&gt;
* Improve your offer, and we may be able to reach an agreement.&lt;br /&gt;
|-&lt;br /&gt;
| Equal ||&lt;br /&gt;
* This is a fair trade. I accept.&lt;br /&gt;
* Very well. We agree.&lt;br /&gt;
* This is adequate. Agreed.&lt;br /&gt;
* Not what we had hoped for, but good enough. We accept.&lt;br /&gt;
* Acceptable.&lt;br /&gt;
* Agreed.&lt;br /&gt;
* We would have preferred more, but this will suffice. Agreed.&lt;br /&gt;
|-&lt;br /&gt;
| High ||&lt;br /&gt;
* A generous trade! I accept.&lt;br /&gt;
* A beneficial agreement for both sides!&lt;br /&gt;
* Agreed. This is more than adequate.&lt;br /&gt;
* This is ample compensation. We agree.&lt;br /&gt;
* Agreed!&lt;br /&gt;
* We accept and will look forward to future discussions.&lt;br /&gt;
* Well done. We&#039;re pleased with this outcome.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact with Aliens ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
Pro-Alien Human Factions may contact [[Aliens#Alien_Agents|alien councilors]] after completing certain story objectives.&lt;br /&gt;
&lt;br /&gt;
In addition to opening up a trade window, this also resets the [[Diplomacy#Estimated_Alien_Hate_Level|estimated alien hate level]] to match the actual alien hate level. Furthermore, it completes the [[Access Alien Tech]] and [[Alien Diplomacy]] milestones if the Acting Faction is {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
&lt;br /&gt;
However, trade with Aliens is limited in some ways:&lt;br /&gt;
* [[Habs]] cannot be traded.&lt;br /&gt;
* Engineering Projects cannot be traded.&lt;br /&gt;
* Non-aggression pacts cannot be traded if one party is {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
&lt;br /&gt;
There are lines of alien diplomatic contact dialogue in game files:&lt;br /&gt;
&lt;br /&gt;
* [[File:FAC_SubmitCouncil_128.png|30px|link=]]Servants: Greetings, faithful servant (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Kneel, domestic animal&amp;lt;/font&amp;gt;). You are loved (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;you are nothing&amp;lt;/font&amp;gt;).  &lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/War: Yield (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;die&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/in conflict: Submission=survival (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Resistance=obliteration&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/Tolerance: You are tolerated (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;You present no threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/War: Undesired obstacle (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Expunge the threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/In conflict: Cease. Cease. Cease. (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Threat. Threat. Threat.&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/Tolerance: Communication=acceptable (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Human=persuadable?&amp;lt;/font&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Pro-Alien Hate Sharing ==&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{{icon|submit}}[[The Servants|Servant]] hatred and {{icon|alien}}[[Aliens|Alien]] hatred scores are related. Gaining hatred with one will increase hatred for the other according to the following relationships:&lt;br /&gt;
&lt;br /&gt;
* If {{icon|submit}}[[The Servants]] gain hatred on a faction and can contact the {{icon|alien}}[[Aliens|Aliens]], then the {{icon|alien}}[[Aliens|Aliens]] gain the same amount of hatred / 4.&lt;br /&gt;
* Otherwise, the {{icon|alien}}[[Aliens|Aliens]] gain the same amount of hatred / 8.&lt;br /&gt;
* If the {{icon|alien}}[[Aliens|Aliens]] gain hatred on a faction and can contact {{icon|submit}}[[The Servants]], then {{icon|submit}}[[The Servants]] gain the same amount of hatred / 2.&lt;br /&gt;
* Otherwise, {{icon|submit}}[[The Servants]] gain the same amount of hatred / 4.&lt;br /&gt;
&lt;br /&gt;
Same situation applies to {{icon|appease}}[[The Protectorate]], but only if they can contact the {{icon|alien}}[[Aliens|Aliens]] and to a much smaller extent:&lt;br /&gt;
&lt;br /&gt;
* Amount / 10 given to the {{icon|alien}}[[Aliens|Aliens]] for actions against {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* Amount / 3 given to {{icon|appease}}[[The Protectorate]] for actions against the {{icon|alien}}[[Aliens|Aliens]].&lt;br /&gt;
&lt;br /&gt;
For {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] factions, the {{icon|alien}}[[Aliens|Aliens]] can be contacted if either of these two conditions are true:&lt;br /&gt;
* The faction has researched [[Hydra Diplomacy]].&lt;br /&gt;
* The faction is has unlocked but not completed the [[Contact The Aliens]] objective (Called &amp;quot;Find the Alien Path&amp;quot; for {{icon|submit}}[[The Servants]]).&lt;br /&gt;
** This objective is unlocked the moment [[Alien Movements]] is researched.&lt;br /&gt;
** This objective is completed the moment the faction performs a Contact mission on an Alien Councilor. &lt;br /&gt;
&lt;br /&gt;
Note: This hate sharing mechanic only applies when gaining hate through action:&lt;br /&gt;
* Passive Hate Changes are never shared.&lt;br /&gt;
* Hate loss, such as from trade, is never shared.&lt;br /&gt;
* Hate changes that are the result of the minimum or maximum hate level changing are also never shared.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if {{icon|appease}}[[The Protectorate]] has unlocked its [[Factions#Victory_Objectives|Victory Objective]], then any hate gained by {{icon|submit}}[[The Servants]] towards {{icon|appease}}[[The Protectorate]] is no longer shared with {{icon|alien}}[[Aliens|The Aliens]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Estimated Alien Hate Level ==&lt;br /&gt;
&lt;br /&gt;
[[File:Alien threat meter.png|thumb|Estimated Alien Hate Level]]&lt;br /&gt;
&lt;br /&gt;
Each faction has a separate hatred score for every other faction, including the aliens. But while a human faction&#039;s hatred scores can be seen in the intel page, the alien faction&#039;s hatred scores are shrouded in mystery:&lt;br /&gt;
* A player can never see how much hatred the alien faction has for any faction other than the player&#039;s faction. &lt;br /&gt;
* An estimate of the alien faction&#039;s hatred score for the player&#039;s faction becomes visible after the [[Alien Operations]] project is researched. &lt;br /&gt;
&lt;br /&gt;
This estimated alien hate level is displayed as a meter with 5 diamonds that can be lit up one by one, from top to bottom, each with a different color:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Lit Diamonds&lt;br /&gt;
! (Estimated) Hate Level&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| ≥10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| ≥20&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| ≥30&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| ≥40&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| ≥50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Total war TI.JPG|thumb|Total War Declared]]&lt;br /&gt;
&lt;br /&gt;
In dire circumstances, all five diamonds on the meter will turn red. This indicates that the aliens have declared [[Diplomacy#Alien_Total_War|Total War]] upon the player&#039;s faction.&lt;br /&gt;
&lt;br /&gt;
=== Estimation Accuracy ===&lt;br /&gt;
&lt;br /&gt;
In practice, the estimated alien hate level is extremely accurate. Notably, if the aliens have declared war upon the player&#039;s faction, the estimated alien hate level can never lie about it.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, it is possible for the estimated alien hate level to be incorrect. The reason for this is that every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2 before it is applied to the actual hate level. This means that the actual hatred level changes can be between 80% to 120% of the values listed in this page. In contrast, the estimated alien hate level does not apply this randomization: the estimated hatred level changes are always exactly 100% of the values listed in this page.&lt;br /&gt;
&lt;br /&gt;
Therefore, if the player has exceptionally strange luck, then the actual hatred level may differ wildly from the estimated hatred level simply because the randomization factor rolled low for hate changes in one direction but rolled high for hate changes in the other direction.&lt;br /&gt;
&lt;br /&gt;
To address this, the estimated alien hatred level is reset to match the actual alien hatred level whenever any of the following happen:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* The {{icon|alien}}[[Aliens|Alien]] Faction declares a new war on the player&#039;s faction.&lt;br /&gt;
* The player researches [[Hydra Diplomacy]].&lt;br /&gt;
* The player researches [[Their Purpose]].&lt;br /&gt;
* The player researches [[Their Demands]].&lt;br /&gt;
* The player researches [[Coexistence Pact]].&lt;br /&gt;
* The player completes a [[Factions#Trade_Negotiations|trade]] with the Alien faction. (Does not count if the trade is cancelled.)&lt;br /&gt;
* The player captures an [[Aliens#Alien_Habs|alien hab]].&lt;br /&gt;
* The player {{MissionIcon|Detain}}[[Detain]]s an [[Aliens#Alien_Agents|alien councilor]].&lt;br /&gt;
* The player initiates {{MissionIcon|Contact}}[[Contact]] with an [[Aliens#Alien_Agents|alien councilor]]. (Does not count if it is the [[Aliens#Alien_Agents|alien councilor]] initiates {{MissionIcon|Contact}}[[Contact]].)&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
&lt;br /&gt;
When diplomacy breaks down, War is the result.&lt;br /&gt;
&lt;br /&gt;
Once a faction&#039;s hatred level for another faction becomes high enough, they will declare open war on that faction. For AI [[Factions]], open war enables several options that are normally locked away or only available in highly restrictive conditions (such as trespassing on [[Aliens#Alien_Space_Territory|alien territory]]). These options include but are not limited to:&lt;br /&gt;
* Conducting {{MissionIcon|Assassinate}}[[Assassinate]] [[Missions]] on the Enemy Faction&#039;s [[Councilors]].&lt;br /&gt;
* Conducting {{MissionIcon|Control Space Asset}}[[Control Space Asset]] [[Missions]] on the Enemy Faction&#039;s [[Habs]].&lt;br /&gt;
* Using [[Fleets]] to attacking the Enemy Faction&#039;s space assets.&lt;br /&gt;
&lt;br /&gt;
A player who is not prepared for such aggression should seriously consider taking measures to bring the hatred level back down when open war is declared upon them.&lt;br /&gt;
&lt;br /&gt;
=== Human War Threshold ===&lt;br /&gt;
&lt;br /&gt;
The amount of hate needed for a human faction to declare open war upon another faction varies dynamically throughout the game, and depends on three factors:&lt;br /&gt;
* Ideological distance between the two factions.&lt;br /&gt;
* The faction&#039;s [[Factions#Human_Faction_Threat_and_Self-Assessment|self assessment]] of how well it is doing.&lt;br /&gt;
* Whether the other faction is the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]] other than itself.&lt;br /&gt;
&lt;br /&gt;
More specifically, the threshold is 100 hate divided by X, where X is calculated as follows:&lt;br /&gt;
# Set X to the ideological distance between the two factions, but capped at 2.5.&lt;br /&gt;
# If the other faction is the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]] other than itself, then add to X:&lt;br /&gt;
## -2 if the faction believes itself to be way ahead.&lt;br /&gt;
## -1 if the faction believes itself to be ahead.&lt;br /&gt;
## 0 if the faction believes itself to be on par.&lt;br /&gt;
## 1 if the faction believes itself to be losing.&lt;br /&gt;
## 2 if the faction believes itself to be losing big.&lt;br /&gt;
# If X is less than 1, then set X = 1.&lt;br /&gt;
&lt;br /&gt;
As a result, the war threshold for a human faction can vary wildly, from 22.2 to 100 hatred.&lt;br /&gt;
&lt;br /&gt;
In practice, the human AI factions will usually believe themselves to be losing big and the player faction will be the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]]. This means that the human AI faction war thresholds against the player faction will be as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Faction !! {{icon|destroy}} [[Humanity First]] !! {{icon|resist}} [[The Resistance]] !! {{icon|escape}} [[Project Exodus]] !! {{icon|exploit}} [[The Initiative]] !! {{icon|cooperate}} [[The Academy]] !! {{icon|appease}} [[The Protectorate]] !! {{icon|submit}} [[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}} [[Humanity First]] ||  || 32.1 || 24.3 || 24.6 || 22.2 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}} [[The Resistance]] || 32.1 ||  || 32.1 || 29.3 || 26.3 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}} [[Project Exodus]] || 24.3 || 32.1 ||  || 24.6 || 33.3 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}} [[The Initiative]] || 24.6 || 29.3 || 24.6 ||  || 24.6 || 27.9 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}} [[The Academy]] || 22.2 || 26.3 || 33.3 || 24.6 ||  || 26.3 || 28.6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|appease}} [[The Protectorate]] || 22.2 || 22.2 || 22.2 || 27.9 || 26.3 ||  || 27.9&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}} [[The Servants]] || 22.2 || 22.2 || 22.2 || 22.2 || 28.6 || 27.9 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien War Threshold ===&lt;br /&gt;
&lt;br /&gt;
The Alien faction always has a war threshold of 50 hatred.&lt;br /&gt;
&lt;br /&gt;
=== Alien Total War ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}Alien faction will declare total war on a human faction if and only if two conditions are both met:&lt;br /&gt;
* The {{icon|alien}}Alien faction has at least 200 hate for that faction.&lt;br /&gt;
* It has been at least X years since the Campaign began, where X is determined by Campaign Difficulty as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Campaign Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years since Campaign Began &lt;br /&gt;
| 25 || 20 || 10 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Total war is a special state of war where the rules for alien hate venting become significantly more restrictive. This makes it extremely difficult to reduce the alien hate level, which usually means that the human faction will henceforth be stuck in an eternal war with the alien faction.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=11752</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=11752"/>
		<updated>2026-08-11T17:56:10Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Alien Hate Vent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page covers diplomatic actions available to global [[Factions]]. For diplomatic interactions between [[Nations]], see [[Foreign Relations]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; is an act of contacting other factions&#039; councilors, usually to trade, or to bribe them to improve relationship. &lt;br /&gt;
&lt;br /&gt;
== Faction Hate ==&lt;br /&gt;
&lt;br /&gt;
[[Factions|Faction]] relationships are governed by &#039;&#039;&#039;FactionHate&#039;&#039;&#039; score. This is a float value that determines how poorly a faction feels about another; the higher the score for another faction, the more it&#039;s hated. Each faction has a separate hatred score for every other faction, including the {{icon|alien}} [[aliens]]. &lt;br /&gt;
&lt;br /&gt;
Each faction has a war threshold for every other faction. While the threshold is usually 50 hate, it may vary from 22.2 to 100 hate depending on ideological distance and [[Factions#Human_Faction_Threat_and_Self-Assessment|faction strength]]. The alien faction&#039;s war threshold for each faction is always 50 hate.&lt;br /&gt;
&lt;br /&gt;
In the intel window, there are 3 different tiers of hatred levels for human factions:&lt;br /&gt;
&lt;br /&gt;
* Tolerance: 0&lt;br /&gt;
* Conflicted: &amp;gt;0 but not above the war threshold.&lt;br /&gt;
* War: &amp;gt;0 and above the war threshold.&lt;br /&gt;
&lt;br /&gt;
Visiting the trade screen allows determining hate score more precisely. From there, faction attitudes can range between following values:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Trade Window Mood&lt;br /&gt;
! Hate Level&lt;br /&gt;
|-&lt;br /&gt;
| Pleased&lt;br /&gt;
| Only {{icon|alien}}[[Aliens]] feel this way to {{icon|submit}}[[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
| Tolerant&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Wary&lt;br /&gt;
| &amp;gt;0&lt;br /&gt;
|-&lt;br /&gt;
| Annoyed&lt;br /&gt;
| &amp;gt;10&lt;br /&gt;
|-&lt;br /&gt;
| Displeased&lt;br /&gt;
| &amp;gt;20&lt;br /&gt;
|-&lt;br /&gt;
| Aggreived&lt;br /&gt;
| &amp;gt;30&lt;br /&gt;
|-&lt;br /&gt;
| Angry&lt;br /&gt;
| &amp;gt;40&lt;br /&gt;
|-&lt;br /&gt;
| Furious&lt;br /&gt;
| &amp;gt;50&lt;br /&gt;
|-&lt;br /&gt;
| Outraged&lt;br /&gt;
| &amp;gt;60&lt;br /&gt;
|-&lt;br /&gt;
| Hate&lt;br /&gt;
| &amp;gt;70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As hate increases, factions will prioritize aggressive actions and target hated factions more. In addition, they&#039;ll also be harder to trade and cooperate with. Once the hate value increases beyond the war threshold, the faction will declare open war, and will begin serious attempts to kill [[Habs]], [[Spaceships]], and [[Councilors]] until the hate falls back down beneath the war threshold.&lt;br /&gt;
&lt;br /&gt;
Factions also have a minimum hatred score for each faction. Ideological differences affect this as well as used {{icon|mc|bgcolor=DarkSlateGray}} mission control (MC) cap in the case of alien hate. If the minimum level climbs above the current hate level, the hate level is moved up to the minimum.&lt;br /&gt;
&lt;br /&gt;
Aggressive actions and combat increases hatred against the attacking faction. There is a table of hatred increasing councilor and military actions below. &lt;br /&gt;
&lt;br /&gt;
Every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2. This means that the hatred score changes you get in-game can be between 80% to 120% of the values listed in this post.&lt;br /&gt;
&lt;br /&gt;
Human Faction hatred can grow pretty much infinitely, so if you piss off a human faction enough, it can become virtually impossible to get them back to Tolerance.&lt;br /&gt;
&lt;br /&gt;
== Minimum Hate Amount ==&lt;br /&gt;
&lt;br /&gt;
Factions whose ideologies are too opposing have a minimum level of hatred for each other.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Alien Pro-Alien Divide ===&lt;br /&gt;
&lt;br /&gt;
Non-moderate factions on opposite sides of the Anti-Alien Pro-Alien divide have a minimum hatred of 20 towards each other. Specifically, the following pairings will always have at least 20 hate for each other:&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|appease}} [[The Protectorate]]&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|submit}} [[The Servants]]&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|alien}} The [[Aliens]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|appease}} [[The Protectorate]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|submit}} [[The Servants]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|alien}} The [[Aliens]]&lt;br /&gt;
&lt;br /&gt;
=== Alien Hate for Mission Control Usage ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens|Alien]] faction has a minimum hatred level for all human factions except {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]]. This hatred level depends on the amount of mission control used by the human faction, which roughly represents the amount of human space assets that could be used to threaten the {{icon|alien}}[[Aliens]]&#039; dominance over space.&lt;br /&gt;
&lt;br /&gt;
This minimum hate level is calculated as follows:&lt;br /&gt;
* The amount of {{TV|mc}} currently used by the human faction.&lt;br /&gt;
* Multiply by Difficulty level Multiplier:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier&lt;br /&gt;
| 0.05 || 0.3 || 0.6 || 1&lt;br /&gt;
|}&lt;br /&gt;
* Multiply by 0.8 if [[Strategic Deception]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Maskirovka]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Operational Misdirection]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Operational Security]] has been researched (only available to {{icon|resist}}[[The Resistance]]).&lt;br /&gt;
&lt;br /&gt;
Only used {{TV|mc}}, and not {{TV|mc}} cap affects hate levels. This means that increasing your {{TV|mc}} usage enough will increase the minimum hatred level past the point of being at war with the aliens. &lt;br /&gt;
&lt;br /&gt;
For example, if you use {{TV|mc|167}} on normal and have not researched any of the {{TV|mc}} hate reducing projects, then it is impossible to be at peace with the aliens ({{TV|mc|167}} * 0.3 = 50.1). However, if their attacks destroy enough of your [[Spaceships]] and [[Habs]] to reduce your {{TV|mc}} usage below that critical value, then it is possible to return to peace. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|+ Maximum possible used {{TV|mc}} without {{icon|alien}}Aliens declaring war.&amp;lt;br&amp;gt;(Does not apply to {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].)&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! No Projects&lt;br /&gt;
| 999 || 166 || 83 || 49&lt;br /&gt;
|-&lt;br /&gt;
! With 1 out of 4 projects &lt;br /&gt;
| 1249 || 208 || 104 || 62&lt;br /&gt;
|-&lt;br /&gt;
! With 2 out of 4 projects &lt;br /&gt;
| 1562 || 260 || 130 || 78&lt;br /&gt;
|-&lt;br /&gt;
! With 3 out of 4 projects &lt;br /&gt;
| 1953 || 325 || 162 || 97&lt;br /&gt;
|-&lt;br /&gt;
! With 4 out of 4 projects &lt;br /&gt;
| 2441 || 406 || 203 || 122&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Alien Maximum Hate Amount ==&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a maximum amount of hate that it can have for other factions. This maximum hate amount is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Starting Amount&lt;br /&gt;
| 70 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! Yearly Increase&lt;br /&gt;
| 2 || 100 || 100 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, if at least 25 years have passed since the Campaign began and the hate maximum is below 200, then the hate maximum is increased to 200.&lt;br /&gt;
&lt;br /&gt;
Note: All Campaign Duration checks are multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]] in the [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. Accelerated Campaign mode sets this Alien Progression Slider to 200%, so every year that passes counts as 2 years.&lt;br /&gt;
&lt;br /&gt;
Note: Whenever the Minimum Hate level is greater than the Maximum Hate level, the Maximum Hate level will be set to the Minimum Hate level.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Passive Hate Change ==&lt;br /&gt;
&lt;br /&gt;
Hatred may also passively change over time. This occurs just after the start of each month.&lt;br /&gt;
&lt;br /&gt;
=== Envy-Based Human Hate ===&lt;br /&gt;
&lt;br /&gt;
[[File:CrabBucket.png|thumb|320px|Crabs in a Bucket - A Metaphor for Human Faction Relations]]&lt;br /&gt;
&lt;br /&gt;
Each human faction considers the human faction with the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]] other than itself as its &#039;&#039;rival&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The game simulates envy by making human factions slowly gain hatred for their rival based on how much better the rival is doing, while slowly losing hatred for everyone else. So human factions that are falling behind have a tendency to work together to bring down the strongest human faction, like crabs in a bucket.&lt;br /&gt;
&lt;br /&gt;
As a result, if you&#039;re doing better than the AI, they&#039;ll likely hate you regardless of what you do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: On difficulties below Brutal, AI factions cannot gain envy-based hatred for the player&#039;s faction if they are ideologically close enough. &lt;br /&gt;
&lt;br /&gt;
[[File:IdeologicalDistance.png]]&lt;br /&gt;
&lt;br /&gt;
Just after the start of each month, the following happens for every pair of human factions A and B:&lt;br /&gt;
# If B is not A&#039;s rival, or the month is even, then A loses 1 hate for B.&lt;br /&gt;
# If A and B share a rival, then A loses another 1 hate for B.&lt;br /&gt;
# If A&#039;s rival is on the opposite side of the anti-alien pro-alien divide, then A loses another 1 hate for B.&lt;br /&gt;
# If B is A&#039;s rival, then A gains X hate for B, where X is calculated as follows:&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|ahead]], then set X = 0.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|on par]], then set X = 1.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|losing]], then set X = 1.75.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|losing big]], then set X = 2.25.&lt;br /&gt;
## If A and B are non-moderates on opposite sides of the anti-alien pro-alien divide, then add 1.4 to X. (The moderates are {{icon|escape}}[[Project Exodus]], {{icon|exploit}}[[The Initiative]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
## If A and B are on the same side of the anti-alien pro-alien divide, then subtract 0.75 from X. Subtract another 2.25 if it has also been less than 7 years since the campaign began.&lt;br /&gt;
## If X is less than 0, then set X = 0.&lt;br /&gt;
# If B has unlocked their [[Factions#Victory_Objectives|Victory Objective]], then A gains another 1 hate for B.&lt;br /&gt;
&lt;br /&gt;
For example, suppose you are playing {{icon|resist}}[[The Resistance]]. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, {{icon|appease}}[[The Protectorate]] will:&lt;br /&gt;
# Lose 1 hate for you, because the month is even.&lt;br /&gt;
# Gain 2.25 + 1.4 = 3.65 hate for you, because you are their rival, they are [[Factions#Human_Faction_Threat_and_Self-Assessment|losing big]], and the two of you are non-moderates on opposite sides of the anti-alien pro-alien divide.&lt;br /&gt;
# Gain another 1 hate for you, because you have unlocked your victory objective.&lt;br /&gt;
On odd months, the first 1 hate loss doesn&#039;t happen. Thus {{icon|appease}}[[The Protectorate]] will gain 49.8 hate for you every year, even if you take absolutely no hostile actions against them.&lt;br /&gt;
&lt;br /&gt;
=== Alien Passive Hate ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens|Alien]] Faction sets their rival to be the human faction that possesses the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]], excluding {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]]. &lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens]] will slowly gain hate for their rival, as well as for all anti-alien factions. Unlike Human Envy however, Alien Frustration with Humanity&#039;s continued refusal to fall means that their passive hate gain rate &#039;&#039;&#039;constantly accelerates&#039;&#039;&#039; as the campaign continues.&lt;br /&gt;
&lt;br /&gt;
Just after the start of each month, the following happens for every human faction B that is not {{icon|submit}}[[The Servants]]:&lt;br /&gt;
# If B is not the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival, or the month is even, then the {{icon|alien}}[[Aliens|Alien]] Faction loses X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X = 0.8.&lt;br /&gt;
## If B is anti-alien, then set X = 0.64.&lt;br /&gt;
## If B is not the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival, and the {{icon|alien}}[[Aliens]] are already at war with at least 3 human factions, then multiply X by 1.5.&lt;br /&gt;
# If the {{icon|alien}}[[Aliens|Alien]] Faction and B share a rival, then the {{icon|alien}}[[Aliens|Alien]] Faction loses another 0.33 hate for B.&lt;br /&gt;
# If the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival is on the opposite side of the anti-alien pro-alien divide, then the {{icon|alien}}[[Aliens|Alien]] Faction loses another 1 hate for B.&lt;br /&gt;
# If B is {{icon|appease}}[[The Protectorate]], then the {{icon|alien}}[[Aliens|Alien]] Faction loses X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X to 1. &lt;br /&gt;
## If B can contact the {{icon|alien}}[[Aliens|Alien]], then increase X to 4.&lt;br /&gt;
## If B has unlocked its victory objective, then increase X to 10.&lt;br /&gt;
# If B is not {{icon|appease}}[[The Protectorate]], then the {{icon|alien}}[[Aliens|Alien]] Faction gains X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X to 0.&lt;br /&gt;
## If B is the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s Rival, then add 0.65 to X.&lt;br /&gt;
## If B is the human faction that possesses the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]], then add another 0.65 to X.&lt;br /&gt;
## If B has unlocked its victory objective, then add 0.5 to X.&lt;br /&gt;
## If B is {{icon|escape}}[[Project Exodus]], then add 0.07 to X.&lt;br /&gt;
## If B is {{icon|resist}}[[The Resistance]], then add 0.17 to X.&lt;br /&gt;
## If B is {{icon|destroy}}[[Humanity First]], then add 0.34 to X.&lt;br /&gt;
## If B is {{icon|cooperate}}[[The Academy]], then multiply X by 0.75.&lt;br /&gt;
## Multiply X by 0, 1, 1.9, and 3.3 for Cinematic, Normal, Veteran, and Brutal Difficulties respectively.&lt;br /&gt;
## Divide X by 60.&lt;br /&gt;
## Multiply X by the number of years since the Campaign began.&lt;br /&gt;
## Multiply X by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
For example, suppose you are playing {{icon|resist}}[[The Resistance]] on Normal Difficulty, Long Campaign mode. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, the {{icon|alien}}[[Aliens|Alien]] Faction will:&lt;br /&gt;
# Lose 0.64 hate for you, because the month is even and you are anti-alien.&lt;br /&gt;
# Gain (0.65+0.65+0.5+0.17) * 1 / 60 * 20 = roughly 0.66 hate for you, because you are their rival, the strongest human faction, have unlocked your victory objective, are the resistance, are on normal difficulty, and it has been 20 years since the Campaign began.&lt;br /&gt;
On odd months, the first 0.64 hate loss doesn&#039;t happen. Thus the {{icon|alien}}[[Aliens|Alien]] Faction will gain roughly 4.2 hate for you this year, even if you take absolutely no hostile actions against them.&lt;br /&gt;
&lt;br /&gt;
Furthermore, since Alien Frustration is constantly growing, they will gain roughly 4.6 hate for you next year, roughly 5 the next, and so on, accelerating by roughly 0.4 per year.&lt;br /&gt;
&lt;br /&gt;
In practice, the {{icon|alien}}[[Aliens|Alien]] Faction will usually pick the Player&#039;s faction as its rival simply because the player will be developing that much faster than the Human AI factions. So the best a player can do to avoid passive alien hate gain is to avoid unlocking their victory objective as long as possible.&lt;br /&gt;
&lt;br /&gt;
Under these conditions, there are two rough deadlines to keep in mind:&lt;br /&gt;
* Hate Start: The time after which you would be gaining passive alien hate faster than you lose it, on average.&lt;br /&gt;
* War Start: The time after which the aliens would declare war on you, assuming you never did a single thing to change their hate amount, not even use Mission Control.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! colspan=2 | Hate Decay !! colspan=3 | Hate Gain Per Month Per Month !! colspan=3 | Hate Start Year !! colspan=3 | War Start Year&lt;br /&gt;
|-&lt;br /&gt;
! Bimonthly !! Monthly !! Normal !! Veteran !! Brutal !! Normal !! Veteran !! Brutal !! Normal !! Veteran !! Brutal &lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}}[[The Academy]] || 0.8 || 0.4 || 0.00135 || 0.00257 || 0.00447 || 25 || 13 || 8 || 47 || 29 || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}}[[The Initiative]] || 0.8 || 0.4 || 0.00181 || 0.00343 || 0.00596 || 19 || 10 || 6 || 38 || 24 || 17&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}}[[Project Exodus]] || 0.64 || 0.32 || 0.00190 || 0.00362 || 0.00628 || 14 || 7 || 4 || 33 || 21 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}[[The Resistance]] || 0.64 || 0.32 || 0.00204 || 0.00388 || 0.00674 || 13 || 7 || 4 || 27 || 17 || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}[[Humanity First]] || 0.64 || 0.32 || 0.00228 || 0.00433 || 0.00752 || 12 || 6 || 4 || 25 || 16 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Actions that affect hatred ==&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
{{#invoke:MissionLister|ListHate|false}}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{{#invoke:MissionLister|ListHate|true}}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
There are a number of [[Missions]] that may generate different amounts of hate depending on the situation:&lt;br /&gt;
* If the target [[Factions|Faction(s)]] is intel sharing with the Faction that performed the mission, then the hate gained is the maximum hate that any outcome of the mission could give.&lt;br /&gt;
* If the target [[Factions|Faction(s)]] has a [[Councilors#Turn_councilor|mole]] in the Faction that performed the mission, then the hate gained for successful outcomes is the maximum hate that any successful outcome of the mission could give, and the hate gained for failing outcomes is the maximum hate that any failing outcome of the mission could give.&lt;br /&gt;
* If the Faction that performed the mission is the {{icon|alien}}[[Aliens]] and the target [[Factions|Faction(s)]] cannot [[Councilors#Alien_Detection_Restrictions|detect]] the mission when it is done by {{icon|alien}}[[Aliens]], then the hate is gained towards {{icon|submit}}[[The Servants]] instead of the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* For the {{MissionIcon|Assault Alien Asset}}[[Assault Alien Asset]] mission, if the target is merely [[Aliens#Alien_Xenoforming|xenoflora]], then there is no hate gain.&lt;br /&gt;
* For the {{MissionIcon|Assassinate}}[[Assassinate]] mission, if the target is an {{icon|alien}}[[Aliens#Alien_Agents|Alien Councilor]] and the outcome is a critical success (that hides the culprit&#039;s identity), then the {{icon|alien}}[[Aliens]] will blame everyone equally, spreading 10 hate evenly among all human factions except {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* For the {{MissionIcon|Detain}}[[Detain Councilor]] mission, if the target is an {{icon|alien}}[[Aliens#Alien_Agents|Alien Councilor]], then normal successes give 10 hate, while critical successes give 0 hate.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred generated&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Spaceships|ship]]&lt;br /&gt;
| 0.35 × [[Ship Hull List|hull structural integrity]]&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|hab]] module&lt;br /&gt;
| hab tier level&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|hab]]&lt;br /&gt;
| 3 × hab tier level + all the hate for blowing up the hab modules on board.&lt;br /&gt;
|-&lt;br /&gt;
| Assaulting a [[Habs|hab]]&lt;br /&gt;
| 8 × hab tier level + all the hate for any hab modules that blow up as a result.&lt;br /&gt;
|-&lt;br /&gt;
| Initiating bombardment on any target&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| Entering combat against a [[Habs|hab]]&lt;br /&gt;
| 2 × hab tier&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Wars|Declaring war]] on another [[Nations|nation]]&lt;br /&gt;
| Number of CPs owned in nation × 3 (for faction with executive control of target nation only, dragged in [[Foreign_Relations#Alliances|allies]] don&#039;t count.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: As a general rule of thumb, factions will never gain hate for any assets that they destroy in &#039;&#039;&#039;self-defense&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
For example, if a faction A sends a [[Fleets|fleet]] of [[Spaceships|ships]] over to a faction B&#039;s hab, and faction B kills all of the [[Spaceships|ships]] in that [[Fleets|fleet]], faction A does not gain any hate for faction B.&lt;br /&gt;
&lt;br /&gt;
However, pre-emptive self-defense does not necessarily count. If faction B had seen this [[Fleets|fleet]] of [[Spaceships|ships]] coming from faction A, and sent its own [[Fleets|fleet]] of [[Spaceships|ships]] to intercept faction A&#039;s [[Fleets|fleet]] before it arrives at faction B&#039;s [[Habs|hab]], then any of faction A&#039;s [[Spaceships|ships]] that are killed in that battle could cause faction A to hate faction B. Also, if you send a fleet to encounter a rival fleet, you still count as the attacker even if you merely choose to &amp;quot;Accept&amp;quot; battle rather than &amp;quot;Engage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The exact rules are deliberately tricky to make them difficult to exploit. In general, if a player wishes to destroy enemy assets without incurring hate, they must first wait for the target faction to start an attack at the player, and then they must defeat that attack before that attack kills its target.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A destroyed ship gives no hate if any of the following are true:&lt;br /&gt;
* The combat that destroyed the ship occurred at the hab. &lt;br /&gt;
** Note: If the fleet pursues an evading fleet, then it might not count as being at the hab!&lt;br /&gt;
* The ship was part of a fleet that transferred to the hab or fleet that destroyed it.&lt;br /&gt;
* The ship was part of a fleet that has or had a goal to attack the faction that destroyed it within the last 14 days.&lt;br /&gt;
** Note: Attack goals are generally only used for starting transfers and bombardment operations. Deciding whether to use the Engage stance or the Destroy Hab operation could happen entirely without an attack goal. So this is much more iffy to rely on.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Specific ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align=center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred&lt;br /&gt;
|-&lt;br /&gt;
| Formation of the [[Aliens#Alien_Administration|Alien Nation]]&lt;br /&gt;
| &lt;br /&gt;
* {{icon|cooperate}} [[The Academy]] and {{icon|exploit}} [[The Initiative]] gain 40 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards [[The Servants]].&lt;br /&gt;
* {{icon|escape}} [[Project Exodus]] gains 70 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards {{icon|submit}} [[The Servants]].&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|resist}} [[The Resistance]] gain 100 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards {{icon|submit}} [[The Servants]].&lt;br /&gt;
* For every pair of human factions A and B that is not {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]]:&lt;br /&gt;
** If A was at war with B, then A&#039;s hate for B is set to 9, effectively ending the war.&lt;br /&gt;
** Otherwise if A&#039;s hate for B was at least 18, then that hate is set to 8.&lt;br /&gt;
** Otherwise A&#039;s hate for B is reduced by 10.&lt;br /&gt;
|-&lt;br /&gt;
| Destroying [[Aliens#Alien_Assault_Carrier|Landed UFO]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 80 hatred towards the faction responsible. (Only 10 hatred if a Councilor did it.)&lt;br /&gt;
|-&lt;br /&gt;
| Destroying [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 10 hatred towards the faction responsible.&lt;br /&gt;
|-&lt;br /&gt;
| Conquering or causing a revolution the [[Aliens#Alien_Administration|Alien Nation]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 80 hatred divided up among the factions responsible.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Hate Vent ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{{icon|alien}} [[Aliens|Aliens]] may lose hate when they destroy specific assets of their enemies:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align=center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Destroyed Target&lt;br /&gt;
! Conditions&lt;br /&gt;
! Hatred Vented&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors|Councilor]]&lt;br /&gt;
| Must be {{MissionIcon|Assassinate}}[[Assassinate|assassinated]].&lt;br /&gt;
| Average of all of the councilor&#039;s attributes &#039;&#039;without&#039;&#039; [[Orgs|orgs]] or traits.&lt;br /&gt;
|-&lt;br /&gt;
| Army&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War. &lt;br /&gt;
&amp;lt;br&amp;gt; Must be bombarded. &lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Space Facility&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be bombarded.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
&amp;lt;br&amp;gt; Nation is fully controlled by one faction.&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| [[Spaceships|Ship]]&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt;Must not be Trespassing.&amp;lt;ref name=TP&amp;gt;You are trespassing on {{icon|alien}}[[Aliens|Alien]] territory if you are in or beyond Jupiter&#039;s orbit, or in any area where the {{icon|alien}}[[Aliens|Aliens]] have a [[Habs|hab]], except for [[Earth]].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;Must be targeted by {{icon|alien}}[[Aliens|Aliens]].&lt;br /&gt;
| The [[Spaceships#Hull|Construction Tier]] of the Ship&#039;s Hull.&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Habs|Hab]] Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
Module Tier ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; +Module Tier if Module is a Mining Complex.&lt;br /&gt;
&amp;lt;br&amp;gt; +Module Tier if Module is a Construction Module.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete [[Habs|Hab]] Module with Previous Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
(Minimum of this Module and Previous Module Tier) ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete [[Habs|Hab]] Module with No Previous Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
&amp;lt;br&amp;gt; Hab Core must be complete at some point in the past.&lt;br /&gt;
| &lt;br /&gt;
Module Tier ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 16.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Entire [[Habs|Hab]]&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
The Maximum of:&lt;br /&gt;
* Sum of hate vented if each individual module was blown up.&lt;br /&gt;
* Hab tier if Hab Core was complete at some point in the past.&lt;br /&gt;
* Hab tier / 2 if Hab Core is not currently being boosted over from Earth.&lt;br /&gt;
|-&lt;br /&gt;
| Any of the Above&lt;br /&gt;
|&lt;br /&gt;
Must not be on Brutal Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt; [[Factions#Faction_Ownership_of_Humanity|Fractional Ownership over Space Humanity]] must have recently decreased by &amp;gt;35%&lt;br /&gt;
| &lt;br /&gt;
50% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Cinematic Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;35% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Normal Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;15% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Veteran Difficulty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, the {{icon|alien}} [[Aliens|Aliens]] will only vent hate after destroying a target if:&lt;br /&gt;
* They are not at total war with the target&#039;s faction.&lt;br /&gt;
* They actually wanted to kill the target (not self-defense against stuff being thrown at them or their territory).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Contact with Other Factions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
By using the &#039;&#039;&#039;Contact&#039;&#039;&#039; mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.&lt;br /&gt;
&lt;br /&gt;
However, all human factions ultimately have incompatible ideologies and antithetical goals, and they will regard any cordial relations as transient at best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
To conduct diplomacy, a [[Councilors|councilor]] needs to do {{MissionIcon|Contact}}[[Contact]] [[Missions|mission]] on an agent of target faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Trade.png|thumb|Trade interface]]&lt;br /&gt;
It&#039;s possible to trade following things:&lt;br /&gt;
&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Orgs]] (including assigned orgs)&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
* Engineering [[Technology|projects]]&lt;br /&gt;
* Truce, non-aggression pact, and intel sharing.&lt;br /&gt;
&lt;br /&gt;
For more detail on trading options, see [[Factions#Trade_Negotiations]].&lt;br /&gt;
&lt;br /&gt;
Trade is the only action that decreases hatred directly. Equal trades decrease hatred by -9 and favorable trades decrease hatred by -18. Having a hatred score above a 6 with a faction hampers your ability to trade with them, so it&#039;s important to trade early and often with factions you want to ally.&lt;br /&gt;
&lt;br /&gt;
Faction hatred significantly affects trade favorability:&lt;br /&gt;
* Each faction computes a score for a trade by weighing it against what they have, what they&#039;re prioritizing, etc.&lt;br /&gt;
* If hatred is greater than 6, that score is divided by hatred / 5, significantly reducing the trade&#039;s favorability score&lt;br /&gt;
&lt;br /&gt;
Faction hatred may also [[Factions#Resource_Trade_Limits|reduce the amount of resources]] that a faction is willing to sell to another.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Interpreting Trade Messages: What the other faction is really saying.&lt;br /&gt;
|-&lt;br /&gt;
! Trade Value !! Trade Messages&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || &lt;br /&gt;
* This isn&#039;t going to work. You need to offer more.&lt;br /&gt;
* This is insufficient.&lt;br /&gt;
* We will need more than that.&lt;br /&gt;
* Not a chance. We&#039;ll need more.&lt;br /&gt;
* Not even close.&lt;br /&gt;
* Unacceptable. &lt;br /&gt;
* We will need significantly more concessions to consider this offer.&lt;br /&gt;
|-&lt;br /&gt;
| Low ||&lt;br /&gt;
* We&#039;re going to need a little more from your end of the bargain.&lt;br /&gt;
* While this has some merit, we would need a bit more incentive to agree.&lt;br /&gt;
* This isn&#039;t quite in our interest to accept.&lt;br /&gt;
* We&#039;re getting there. What else can you throw in?&lt;br /&gt;
* Not bad. Just need a little more.&lt;br /&gt;
* Close, but not quite.&lt;br /&gt;
* Improve your offer, and we may be able to reach an agreement.&lt;br /&gt;
|-&lt;br /&gt;
| Equal ||&lt;br /&gt;
* This is a fair trade. I accept.&lt;br /&gt;
* Very well. We agree.&lt;br /&gt;
* This is adequate. Agreed.&lt;br /&gt;
* Not what we had hoped for, but good enough. We accept.&lt;br /&gt;
* Acceptable.&lt;br /&gt;
* Agreed.&lt;br /&gt;
* We would have preferred more, but this will suffice. Agreed.&lt;br /&gt;
|-&lt;br /&gt;
| High ||&lt;br /&gt;
* A generous trade! I accept.&lt;br /&gt;
* A beneficial agreement for both sides!&lt;br /&gt;
* Agreed. This is more than adequate.&lt;br /&gt;
* This is ample compensation. We agree.&lt;br /&gt;
* Agreed!&lt;br /&gt;
* We accept and will look forward to future discussions.&lt;br /&gt;
* Well done. We&#039;re pleased with this outcome.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact with Aliens ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
Pro-Alien Human Factions may contact [[Aliens#Alien_Agents|alien councilors]] after completing certain story objectives.&lt;br /&gt;
&lt;br /&gt;
In addition to opening up a trade window, this also resets the [[Diplomacy#Estimated_Alien_Hate_Level|estimated alien hate level]] to match the actual alien hate level. Furthermore, it completes the [[Access Alien Tech]] and [[Alien Diplomacy]] milestones if the Acting Faction is {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
&lt;br /&gt;
However, trade with Aliens is limited in some ways:&lt;br /&gt;
* [[Habs]] cannot be traded.&lt;br /&gt;
* Engineering Projects cannot be traded.&lt;br /&gt;
* Non-aggression pacts cannot be traded if one party is {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
&lt;br /&gt;
There are lines of alien diplomatic contact dialogue in game files:&lt;br /&gt;
&lt;br /&gt;
* [[File:FAC_SubmitCouncil_128.png|30px|link=]]Servants: Greetings, faithful servant (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Kneel, domestic animal&amp;lt;/font&amp;gt;). You are loved (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;you are nothing&amp;lt;/font&amp;gt;).  &lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/War: Yield (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;die&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/in conflict: Submission=survival (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Resistance=obliteration&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/Tolerance: You are tolerated (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;You present no threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/War: Undesired obstacle (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Expunge the threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/In conflict: Cease. Cease. Cease. (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Threat. Threat. Threat.&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/Tolerance: Communication=acceptable (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Human=persuadable?&amp;lt;/font&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Pro-Alien Hate Sharing ==&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{{icon|submit}}[[The Servants|Servant]] hatred and {{icon|alien}}[[Aliens|Alien]] hatred scores are related. Gaining hatred with one will increase hatred for the other according to the following relationships:&lt;br /&gt;
&lt;br /&gt;
* If {{icon|submit}}[[The Servants]] gain hatred on a faction and can contact the {{icon|alien}}[[Aliens|Aliens]], then the {{icon|alien}}[[Aliens|Aliens]] gain the same amount of hatred / 4.&lt;br /&gt;
* Otherwise, the {{icon|alien}}[[Aliens|Aliens]] gain the same amount of hatred / 8.&lt;br /&gt;
* If the {{icon|alien}}[[Aliens|Aliens]] gain hatred on a faction and can contact {{icon|submit}}[[The Servants]], then {{icon|submit}}[[The Servants]] gain the same amount of hatred / 2.&lt;br /&gt;
* Otherwise, {{icon|submit}}[[The Servants]] gain the same amount of hatred / 4.&lt;br /&gt;
&lt;br /&gt;
Same situation applies to {{icon|appease}}[[The Protectorate]], but only if they can contact the {{icon|alien}}[[Aliens|Aliens]] and to a much smaller extent:&lt;br /&gt;
&lt;br /&gt;
* Amount / 10 given to the {{icon|alien}}[[Aliens|Aliens]] for actions against {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* Amount / 3 given to {{icon|appease}}[[The Protectorate]] for actions against the {{icon|alien}}[[Aliens|Aliens]].&lt;br /&gt;
&lt;br /&gt;
For {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] factions, the {{icon|alien}}[[Aliens|Aliens]] can be contacted if either of these two conditions are true:&lt;br /&gt;
* The faction has researched [[Hydra Diplomacy]].&lt;br /&gt;
* The faction is has unlocked but not completed the [[Contact The Aliens]] objective (Called &amp;quot;Find the Alien Path&amp;quot; for {{icon|submit}}[[The Servants]]).&lt;br /&gt;
** This objective is unlocked the moment [[Alien Movements]] is researched.&lt;br /&gt;
** This objective is completed the moment the faction performs a Contact mission on an Alien Councilor. &lt;br /&gt;
&lt;br /&gt;
Note: This hate sharing mechanic only applies when gaining hate through action:&lt;br /&gt;
* Passive Hate Changes are never shared.&lt;br /&gt;
* Hate loss, such as from trade, is never shared.&lt;br /&gt;
* Hate changes that are the result of the minimum or maximum hate level changing are also never shared.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if {{icon|appease}}[[The Protectorate]] has unlocked its [[Factions#Victory_Objectives|Victory Objective]], then any hate gained by {{icon|submit}}[[The Servants]] towards {{icon|appease}}[[The Protectorate]] is no longer shared with {{icon|alien}}[[Aliens|The Aliens]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Estimated Alien Hate Level ==&lt;br /&gt;
&lt;br /&gt;
[[File:Alien threat meter.png|thumb|Estimated Alien Hate Level]]&lt;br /&gt;
&lt;br /&gt;
Each faction has a separate hatred score for every other faction, including the aliens. But while a human faction&#039;s hatred scores can be seen in the intel page, the alien faction&#039;s hatred scores are shrouded in mystery:&lt;br /&gt;
* A player can never see how much hatred the alien faction has for any faction other than the player&#039;s faction. &lt;br /&gt;
* An estimate of the alien faction&#039;s hatred score for the player&#039;s faction becomes visible after the [[Alien Operations]] project is researched. &lt;br /&gt;
&lt;br /&gt;
This estimated alien hate level is displayed as a meter with 5 diamonds that can be lit up one by one, from top to bottom, each with a different color:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Lit Diamonds&lt;br /&gt;
! (Estimated) Hate Level&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| ≥10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| ≥20&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| ≥30&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| ≥40&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| ≥50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Total war TI.JPG|thumb|Total War Declared]]&lt;br /&gt;
&lt;br /&gt;
In dire circumstances, all five diamonds on the meter will turn red. This indicates that the aliens have declared [[Diplomacy#Alien_Total_War|Total War]] upon the player&#039;s faction.&lt;br /&gt;
&lt;br /&gt;
=== Estimation Accuracy ===&lt;br /&gt;
&lt;br /&gt;
In practice, the estimated alien hate level is extremely accurate. Notably, if the aliens have declared war upon the player&#039;s faction, the estimated alien hate level can never lie about it.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, it is possible for the estimated alien hate level to be incorrect. The reason for this is that every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2 before it is applied to the actual hate level. This means that the actual hatred level changes can be between 80% to 120% of the values listed in this page. In contrast, the estimated alien hate level does not apply this randomization: the estimated hatred level changes are always exactly 100% of the values listed in this page.&lt;br /&gt;
&lt;br /&gt;
Therefore, if the player has exceptionally strange luck, then the actual hatred level may differ wildly from the estimated hatred level simply because the randomization factor rolled low for hate changes in one direction but rolled high for hate changes in the other direction.&lt;br /&gt;
&lt;br /&gt;
To address this, the estimated alien hatred level is reset to match the actual alien hatred level whenever any of the following happen:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* The {{icon|alien}}[[Aliens|Alien]] Faction declares a new war on the player&#039;s faction.&lt;br /&gt;
* The player researches [[Hydra Diplomacy]].&lt;br /&gt;
* The player researches [[Their Purpose]].&lt;br /&gt;
* The player researches [[Their Demands]].&lt;br /&gt;
* The player researches [[Coexistence Pact]].&lt;br /&gt;
* The player completes a [[Factions#Trade_Negotiations|trade]] with the Alien faction. (Does not count if the trade is cancelled.)&lt;br /&gt;
* The player captures an [[Aliens#Alien_Habs|alien hab]].&lt;br /&gt;
* The player {{MissionIcon|Detain}}[[Detain]]s an [[Aliens#Alien_Agents|alien councilor]].&lt;br /&gt;
* The player initiates {{MissionIcon|Contact}}[[Contact]] with an [[Aliens#Alien_Agents|alien councilor]]. (Does not count if it is the [[Aliens#Alien_Agents|alien councilor]] initiates {{MissionIcon|Contact}}[[Contact]].)&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
&lt;br /&gt;
When diplomacy breaks down, War is the result.&lt;br /&gt;
&lt;br /&gt;
Once a faction&#039;s hatred level for another faction becomes high enough, they will declare open war on that faction. For AI [[Factions]], open war enables several options that are normally locked away or only available in highly restrictive conditions (such as trespassing on [[Aliens#Alien_Space_Territory|alien territory]]). These options include but are not limited to:&lt;br /&gt;
* Conducting {{MissionIcon|Assassinate}}[[Assassinate]] [[Missions]] on the Enemy Faction&#039;s [[Councilors]].&lt;br /&gt;
* Conducting {{MissionIcon|Control Space Asset}}[[Control Space Asset]] [[Missions]] on the Enemy Faction&#039;s [[Habs]].&lt;br /&gt;
* Using [[Fleets]] to attacking the Enemy Faction&#039;s space assets.&lt;br /&gt;
&lt;br /&gt;
A player who is not prepared for such aggression should seriously consider taking measures to bring the hatred level back down when open war is declared upon them.&lt;br /&gt;
&lt;br /&gt;
=== Human War Threshold ===&lt;br /&gt;
&lt;br /&gt;
The amount of hate needed for a human faction to declare open war upon another faction varies dynamically throughout the game, and depends on three factors:&lt;br /&gt;
* Ideological distance between the two factions.&lt;br /&gt;
* The faction&#039;s [[Factions#Human_Faction_Threat_and_Self-Assessment|self assessment]] of how well it is doing.&lt;br /&gt;
* Whether the other faction is the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]] other than itself.&lt;br /&gt;
&lt;br /&gt;
More specifically, the threshold is 100 hate divided by X, where X is calculated as follows:&lt;br /&gt;
# Set X to the ideological distance between the two factions, but capped at 2.5.&lt;br /&gt;
# If the other faction is the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]] other than itself, then add to X:&lt;br /&gt;
## -2 if the faction believes itself to be way ahead.&lt;br /&gt;
## -1 if the faction believes itself to be ahead.&lt;br /&gt;
## 0 if the faction believes itself to be on par.&lt;br /&gt;
## 1 if the faction believes itself to be losing.&lt;br /&gt;
## 2 if the faction believes itself to be losing big.&lt;br /&gt;
# If X is less than 1, then set X = 1.&lt;br /&gt;
&lt;br /&gt;
As a result, the war threshold for a human faction can vary wildly, from 22.2 to 100 hatred.&lt;br /&gt;
&lt;br /&gt;
In practice, the human AI factions will usually believe themselves to be losing big and the player faction will be the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]]. This means that the human AI faction war thresholds against the player faction will be as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Faction !! {{icon|destroy}} [[Humanity First]] !! {{icon|resist}} [[The Resistance]] !! {{icon|escape}} [[Project Exodus]] !! {{icon|exploit}} [[The Initiative]] !! {{icon|cooperate}} [[The Academy]] !! {{icon|appease}} [[The Protectorate]] !! {{icon|submit}} [[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}} [[Humanity First]] ||  || 32.1 || 24.3 || 24.6 || 22.2 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}} [[The Resistance]] || 32.1 ||  || 32.1 || 29.3 || 26.3 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}} [[Project Exodus]] || 24.3 || 32.1 ||  || 24.6 || 33.3 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}} [[The Initiative]] || 24.6 || 29.3 || 24.6 ||  || 24.6 || 27.9 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}} [[The Academy]] || 22.2 || 26.3 || 33.3 || 24.6 ||  || 26.3 || 28.6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|appease}} [[The Protectorate]] || 22.2 || 22.2 || 22.2 || 27.9 || 26.3 ||  || 27.9&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}} [[The Servants]] || 22.2 || 22.2 || 22.2 || 22.2 || 28.6 || 27.9 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien War Threshold ===&lt;br /&gt;
&lt;br /&gt;
The Alien faction always has a war threshold of 50 hatred.&lt;br /&gt;
&lt;br /&gt;
=== Alien Total War ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}Alien faction will declare total war on a human faction if and only if two conditions are both met:&lt;br /&gt;
* The {{icon|alien}}Alien faction has at least 200 hate for that faction.&lt;br /&gt;
* It has been at least X years since the Campaign began, where X is determined by Campaign Difficulty as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Campaign Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years since Campaign Began &lt;br /&gt;
| 25 || 20 || 10 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Total war is a special state of war where the rules for alien hate venting become significantly more restrictive. This makes it extremely difficult to reduce the alien hate level, which usually means that the human faction will henceforth be stuck in an eternal war with the alien faction.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11735</id>
		<title>Terrestrial Warfare</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11735"/>
		<updated>2026-05-29T00:25:55Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Combat Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt; This page mainly discusses the mechanics for fighting terrestrial wars. For a more detailed discussion about starting and ending wars, see [[Foreign Relations#Wars]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Foreign Relations#Wars|Wars]] begin when a [[Councilors|councilor]] for the executive [[Factions|faction]] of one of two [[Foreign Relations#Rivals|Rivals]] selects the [[Foreign Relations#Declaring_Wars|War policy]] against the rival. All war-capable [[Foreign Relations#Alliances|allies]] of the defending rival (with an army or nuclear weapons) join the war. All war-capable allies of the attacker are given the option to join on the attacker&#039;s side.&lt;br /&gt;
&lt;br /&gt;
To win a war, an [[Nations#Armies|army]] must occupy the enemy&#039;s {{icon|capital|bgcolor=DarkSlateGray}}Capital  [[Regions|region]]. At that moment, the war ends, triggering a [[Foreign Relations#War_Conquest|regime change]]. [[Foreign Relations#Claims|Claimed regions]] change hands to the occupier and its allies. If any of the invaded nation remains, its control point owners are replaced with those of the victor. Some of the nation&#039;s stats change when a new regime is installed, sometimes in unpredictable ways, but the new ruling faction will be able to fund [[Nations#Direct_Investment|Direct Investments]] into the nation at greatly reduced {{TV|influence}} cost for a period of one year. Unoccupied [[Regions]] and surviving enemy armies will contribute to greater {{TV|unrest}} following a regime change.&lt;br /&gt;
&lt;br /&gt;
Wars may also end with a [[Foreign Relations#Seeking_Peace|simple peace]] where both sides return to the prewar status quo.&lt;br /&gt;
&lt;br /&gt;
== Armies ==&lt;br /&gt;
&lt;br /&gt;
[[Nations#Armies|Armies]] represent multiple modern divisions that are capable of gaining and holding territory in other [[Nations]]. Control of an army is gained after councilors gain at least partial control of a nation. Most [[Nations]] don&#039;t have armies at the campaign start, but [[Nations]] with sufficient {{TV|pop}} can build new ones with enough investment into the {{TV|build army}}. While powerful, armies are a drag on a nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development and remain subject to the international relations of their home countries, which too can be managed with sufficient control of a nation.&lt;br /&gt;
&lt;br /&gt;
Armies have a [[File:ICO army HQ.png|20px]]headquarters region in their home nation. If located there, they incur a smaller cost to the nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development.&lt;br /&gt;
&lt;br /&gt;
Armies rely on two key values: its parent nation&#039;s {{TV|miltech}} level and its strength. The strength value measures how much damage the army has taken. Armies usually passively and freely repair themselves when not fighting in a friendly region.&lt;br /&gt;
&lt;br /&gt;
Some armies have a {{icon|navy}}[[Nations#Navies|Navy]] upgrade that allows them to transit oceans. During wartime, a nation&#039;s navies can only cross the water if the nation has naval superiority over its foes. Only larger or wealthier [[Nations]] have the capability to {{icon|build navy}}build and project power with {{icon|navy}}navies.&lt;br /&gt;
&lt;br /&gt;
=== Naval Freedom ===&lt;br /&gt;
&lt;br /&gt;
For each [[Foreign Relations#Wars|war]], the game computes for each side the sum of the {{TV|miltech}} of the armies that have a navy upgrade. If one side has a higher sum than the other, then the other side of the war is blockaded: all of its nations no longer have Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
As a result, a nation only has Naval Freedom if it is not blockaded in any of the wars that it is involved in.&lt;br /&gt;
&lt;br /&gt;
Notably, since wars can get very messy, with multiple overlapping wars, it is actually entirely possible for all nations to lose their Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
Consider a simple example with 3 nations: A, B, and C, such that:&lt;br /&gt;
* A has a single navy with {{TV|miltech|3}}.&lt;br /&gt;
* B has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
* C has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
&lt;br /&gt;
Suppose there are three overlapping wars X, Y, and Z, such that:&lt;br /&gt;
* War X pits A against B.&lt;br /&gt;
* War Y pits A against C.&lt;br /&gt;
* War Z pits A against B and C.&lt;br /&gt;
&lt;br /&gt;
Then the result would be:&lt;br /&gt;
* War X blockades B, since A&#039;s 3 naval score beats B&#039;s 2 naval score.&lt;br /&gt;
* War Y blockades C, since A&#039;s 3 naval score beats C&#039;s 2 naval score.&lt;br /&gt;
* War Z blockades A, since A&#039;s 3 naval score is beaten by the combined naval score of B&#039;s 2 naval score added to C&#039;s 2 naval score = 4 naval score.&lt;br /&gt;
&lt;br /&gt;
So all 3 nations have no Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
=== Army Movement ===&lt;br /&gt;
&lt;br /&gt;
Armies are allowed to be in any region R such that one of the following is true:&lt;br /&gt;
* R belongs to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Alliances|allied]] to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Wars|at war]] with the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
An army can directly travel from any region R1 to any region R2 such that at least one of the following is true:&lt;br /&gt;
* R1 and R2 are adjacent.&amp;lt;ref name=adjacent&amp;gt;Note: Certain research projects can make pairs of regions become adjacent.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* R1 and R2 are adjacent only for friendly armies&amp;lt;ref name=adjacent /&amp;gt;, and both R1 and R2 belong to nation(s) that are not at war with the army&#039;s home nation.&lt;br /&gt;
* All of the following are true:&lt;br /&gt;
** R1 and R2 both currently have [[Regions#World_Ocean_Access|world ocean access]].&lt;br /&gt;
** The army&#039;s home nation has [[Terrestrial_Warfare#Naval_Freedom|naval freedom]].&lt;br /&gt;
** Either the army does not need to travel between the Black Sea and the World Ocean, or the army&#039;s home nation has access to the Turkish Strait.&lt;br /&gt;
&lt;br /&gt;
A nation has Turkish Strait access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Istanbul region. &lt;br /&gt;
* The Istanbul region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Land Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel directly between two adjacent regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = Distance (km) / 300 (km/day) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by the following multipliers:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| Condition(s) !! colspan=3|Multiplier Value When: &lt;br /&gt;
|-&lt;br /&gt;
! Only Origin Region is Small&amp;lt;ref name=small&amp;gt;A region is small if it is smaller than 150000km².&amp;lt;/ref&amp;gt; !! Only Destination Region is Small&amp;lt;ref name=small /&amp;gt;!! Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is not friendly OR Origin Region has enemy armies || 5 ^ 0.2 || 5 ^ 0.8 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| (Origin Region is not friendly OR Origin Region has enemy armies) AND Origin Region is {{icon|rugged}}Rugged || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Region is {{icon|rugged}}Rugged || 1.25 ^ 0.2 || 1.25 ^ 0.8 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly || 5 ^ 0.8 || 5 ^ 0.2 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly AND Destination Region is {{icon|rugged}}Rugged || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Region is {{icon|rugged}}Rugged || 1.25 ^ 0.8 || 1.25 ^ 0.2 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Naval Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel between two regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = (14 days + Distance (km) / 792 (km/day) ) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by a number of complex calculations that consider the different possible sea routes. In particular, the duration can be significantly affected by whether the army&#039;s nation has access to the Suez and Panama canals. &lt;br /&gt;
&lt;br /&gt;
A nation has canal access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Canal region. &lt;br /&gt;
* The Canal region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
The Canal regions are:&lt;br /&gt;
* Cairo for the Suez Canal.&lt;br /&gt;
* Panama City for the Panama Canal.&lt;br /&gt;
&lt;br /&gt;
=== Army Battle ===&lt;br /&gt;
&lt;br /&gt;
==== Simplified Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat in &#039;&#039;Terra Invicta&#039;&#039; is a comparison of Miltech levels. Higher Miltech means you hit more often and deal more damage. If two forces have equal Miltech, the base hit chance is 50%.&lt;br /&gt;
&lt;br /&gt;
===== 1. Hit Chance (The Accuracy Gap) =====&lt;br /&gt;
The game calculates the difference (Δ) between the Attacker&#039;s Miltech and the Defender&#039;s Miltech.&lt;br /&gt;
&lt;br /&gt;
If Miltechs are equal: 50% Hit Chance.&lt;br /&gt;
If you have the advantage: Your hit chance climbs toward 100%.&lt;br /&gt;
If you are outclassed: Your hit chance drops toward 0%.&lt;br /&gt;
&lt;br /&gt;
    Hit Chance (Advantage)=100%−(50%×0.775)^(1.5×Δ)&lt;br /&gt;
    Hit Chance (Disadvantage)=50%×0.775^(1.5×Δ)&lt;br /&gt;
&lt;br /&gt;
====== Hit Chance Reference Table ======&lt;br /&gt;
&lt;br /&gt;
The following table shows the 1vs1 hit chance based on the Miltech difference (Delta = Attacker Miltech - Defender Miltech).&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;
! Miltech Difference (Delta) !! Hit Chance !! Note&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+3.0&#039;&#039;&#039; || &#039;&#039;&#039;84.1%&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2.0&#039;&#039;&#039; || &#039;&#039;&#039;76.7%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+1.0&#039;&#039;&#039; || &#039;&#039;&#039;65.9%&#039;&#039;&#039; || &#039;&#039;&#039;Strong offensive edge.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| +0.8 || 63.2% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.6 || 60.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.4 || 57.1% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.2 || 53.7% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;0.0&#039;&#039;&#039; || &#039;&#039;&#039;50.0%&#039;&#039;&#039; || &#039;&#039;&#039;Even match; coin-flip odds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -0.2 || 46.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.4 || 42.9% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.6 || 39.7% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.8 || 36.8% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-1.0&#039;&#039;&#039; || &#039;&#039;&#039;34.1%&#039;&#039;&#039; || &#039;&#039;&#039;Struggling to land hits.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;-2.0&#039;&#039;&#039; || &#039;&#039;&#039;23.3%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-3.0&#039;&#039;&#039; || &#039;&#039;&#039;15.9%&#039;&#039;&#039; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== 2. Damage Formulas =====&lt;br /&gt;
Damage is calculated as a percentage of the defender’s Max Health.&lt;br /&gt;
&lt;br /&gt;
====== Army vs. Army ======&lt;br /&gt;
When an army hits another army, it &#039;&#039;&#039;deals roughly 10% of its Miltech in percentage of defender’s Max Health&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Miltech × 0.1 (±20%)&lt;br /&gt;
&lt;br /&gt;
Variance: ±20% is the game simulating a damage range mechanic.&lt;br /&gt;
&lt;br /&gt;
Critical Hit: Usually 1x. Increases to 3x if the attacker is at full health and the region is unoccupied (an &amp;quot;Ambush&amp;quot;), or by a small random chance based on the total number of armies in the fight.&lt;br /&gt;
&lt;br /&gt;
====== Region vs. Army ======&lt;br /&gt;
Region defenses (fortifications/militia) &#039;&#039;&#039;fire every day at every hostile army&#039;&#039;&#039;. They deal less base damage but have much higher &amp;quot;Critical&amp;quot; lethality.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Region Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lethality&amp;quot; Multiplier: If an army is at full health and the region is unoccupied, the region can deal a massive 100x damage critical hit.&lt;br /&gt;
&lt;br /&gt;
Overwhelmed Defenses: If more hostile armies are present than friendly armies, the region&#039;s damage output is reduced.&lt;br /&gt;
&lt;br /&gt;
====== Occupying a Region (Army vs. Region) ======&lt;br /&gt;
When an army hits region defenses, it increases the Occupation %.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Army Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
Advantage Bonus: If your Army Miltech is higher than the region&#039;s base tech, you gain occupation faster.&lt;br /&gt;
&lt;br /&gt;
Geography Modifiers: Occupation is slower in regions with huge populations (like Delhi) or massive land areas (like Siberia).&lt;br /&gt;
&lt;br /&gt;
Crowding Penalty: Having too many armies in one spot (more than 1 per 100,000 km2) slows down occupation by up to 50%.&lt;br /&gt;
&lt;br /&gt;
==== Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat occurs whenever an army A is in a [[Regions|region]] R such that at least one of the following is true:&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the home nation of another army in R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation owns R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation is [[Foreign_Relations#Alliances|allies]] with the nation that owns R.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and R is not fully occupied.&lt;br /&gt;
* A&#039;s home nation does not exist and R is not fully occupied.&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
* There is a [[Aliens#Megafauna|Megafauna Army]] in R that is not owned by the same faction that owns A.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A&#039;s home nation does not exist and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by the {{icon|alien}}[[Aliens]] and R is not part of the [[Aliens#Alien_Administration|Alien Nation]] and R is not owned by a nation whose executive is controlled by a faction that has researched [[Xenofauna Harmony]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by a faction F that is &#039;&#039;&#039;not&#039;&#039;&#039; the {{icon|alien}}[[Aliens]] and every non-[[Aliens#Megafauna|Megafauna]] army in R that is owned by F is owned by a nation that is [[Foreign_Relations#Wars|at war]] with the nation that owns R.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
Combat is simulated as a daily exchange of attacks. For each army A:&lt;br /&gt;
# If there is an enemy army in the combat region, then A randomly selects one to fire at, preferring to avoid any armies owned by the same faction as A.&lt;br /&gt;
# If A is within a region that is hostile to A, then:&lt;br /&gt;
## The region defenses fires at A.&lt;br /&gt;
## If A did not fire at anyone in the first step AND the region defenses missed its attack on A, then A fires at the region defenses.&lt;br /&gt;
# Otherwise if A is within a region that is friendly to A and there is no enemy army in the region and the region is partially or fully occupied by another nation that is at war with the home nation of A and A is not performing an operation, then:&lt;br /&gt;
## The region defenses fire at A... which reduces their occupation instead of hurting A ??? (TODO: Someone dig through code to understand what&#039;s going on x_x)&lt;br /&gt;
&lt;br /&gt;
Note that this means every army can fire at most one attack per day, but region defenses fire an attack on every hostile army every day.&lt;br /&gt;
&lt;br /&gt;
Every attack has a hit chance that is determined by the gap between the attacker&#039;s {{TV|miltech}} and the defender&#039;s {{TV|miltech}}. But several modifiers may be applied to each side&#039;s {{TV|miltech}}, including but not limited to {{MissionIcon|Advise}}[[Advise|Advising]] [[Councilors]], {{icon|rugged}}rugged terrain bonuses, and damage taken.&lt;br /&gt;
&lt;br /&gt;
When attacks hit, damage is taken, which scales based on the attacker&#039;s {{TV|miltech}}. When armies take damage, their health % drops. When region defenses take damage, their occupation % increases.&lt;br /&gt;
&lt;br /&gt;
If a region is fully occupied it ceases fighting, but it can&#039;t change hands until the war is concluded. Regional economies and space facilities can take significant [[Regions#Region_Damage|collateral damage]] during fighting, although the rate of damage goes down as {{{TV|miltech}} goes up (representing more precise weaponry). Sufficient collateral damage will count as an [[Factions#Atrocity|atrocity]] by the army&#039;s owning faction.&lt;br /&gt;
&lt;br /&gt;
==== Formulas ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miltech Calculations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factor !! Army Miltech A !! Army Miltech B !! Region Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Base Miltech || Base Miltech || Base Miltech || Base Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Councilor {{MissionIcon|Advise}}[[Advise]] Bonus || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}}&lt;br /&gt;
|-&lt;br /&gt;
| LEO Hab Bonus (capped at +0.3) || +0.03 per Military Lab || +0.03 per Military Lab || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation || +0.2 || +0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|rugged}}rugged || +0.2 || +0.2 || +0.2&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic || +0.1 || +0.1 || +0.1&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|rugged}}rugged and [[Mountain Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic and [[Urban Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Army CP is disabled (Abandoned or {{MissionIcon|Crackdown}}[[Crackdown]]ed) || -0.2 || -0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Allied (or Home) Nation || +0.05 per {{TV|cohesion}} of Allied Nation || No Effect || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|cohesion}} || No Effect || No Effect || +0.05 per {{TV|cohesion}}&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|unrest}} || No Effect || No Effect || -0.05 per {{TV|unrest}}&lt;br /&gt;
|-&lt;br /&gt;
| Adjacent Regions belonging to Same Home Nation || No Effect || No Effect || +Fraction of such Regions that are unoccupied and not fighting × Home Nation&#039;s Miltech × 0.1 × (1 - 0.05 × Home Nation&#039;s {{TV|unrest}})&lt;br /&gt;
|-&lt;br /&gt;
| Remaining Combat Effectiveness || × (1 - 0.5 × Lost Health %) || × (1 - 0.5 × Lost Health %) || × (1 - 1/3 × Occupation %)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If a nation has not completed the {{TV|found military}}, then its regions have effectively {{TV|miltech|0}} for combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Chance Calculation:&#039;&#039;&#039;&lt;br /&gt;
* When an army fires at another army, the attacking army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech B&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When region defenses fire at an army, the region defenses use &#039;&#039;&#039;Region Miltech&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When an army fires at the region defenses, the hit chance is always &#039;&#039;&#039;100%&#039;&#039;&#039;. (But the army only fires if the region defenses missed their attack.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Defense ≥ Attack&lt;br /&gt;
| &amp;lt;code&amp;gt;50% × 0.775^(1.5 × (Defense-Attack))&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Attack &amp;gt; Defense&lt;br /&gt;
| &amp;lt;code&amp;gt;100% − (50% × 0.775^(1.5 × (Attack-Defense)))&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage taken:&#039;&#039;&#039;&lt;br /&gt;
When an army successfully lands a hit on another army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.1.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 3, where Y is the square of the number of armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
## If the attacking army is at full health and neither army is a [[Aliens#Megafauna|Megafauna]] and the region is 0% occupied, set Z to 3.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
&lt;br /&gt;
When the region defenses successfully land a hit on an army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the region&#039;s &#039;&#039;&#039;Region Miltech&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Let Y be the number of region-friendly armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count) multiplied by the square of the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the defending army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X, except for bonuses against [[Aliens#Megafauna|Megafauna]]. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
# Let H be the sum of the Remaining Combat Effectiveness multipliers of every region-hostile army in the region.&lt;br /&gt;
# Let F be the sum of the Remaining Combat Effectiveness multipliers of every region-friendly army in the region that is involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
# If H - F is more than 0, then multiply X by 1 - (H - F) / (H - F + 2).&lt;br /&gt;
# (1 - Region occupation % by defending army&#039;s home nation / H) chance to multiply X by 2.&lt;br /&gt;
&lt;br /&gt;
If this last (1 - Region occupation % by defending army&#039;s home nation / H) chance fails, the region occupation % by the defending army&#039;s home nation actually &#039;&#039;&#039;decreases&#039;&#039;&#039; by D%, where D is calculated as follows:&lt;br /&gt;
# Set D to the region&#039;s Region Miltech.&lt;br /&gt;
# Multiply D by 0.0225.&lt;br /&gt;
# Multiply D by a random value between 0.8 and 1.2.&lt;br /&gt;
# Divide D by the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply D by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# If D &amp;gt; 10, then set D to 10.&lt;br /&gt;
&lt;br /&gt;
When an army hits the region defenses, the attacking army&#039;s home nation increases its occupation % of the region by X%, where X is calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Let G be X - the defending region&#039;s home nation&#039;s base {{TV|miltech}} - the Councilor {{MissionIcon|Advise}}[[Advise]] Bonus for the defending region&#039;s home nation.&lt;br /&gt;
# If G &amp;gt; 0 then add G to X.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the attacking army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# Let C be the number of region-hostile armies in the region - the region area / 100000km².&lt;br /&gt;
# If C &amp;gt; 0, then multiply X by Max(1 - C * 0.02, 0.5)&lt;br /&gt;
# If X &amp;gt; 10, then set X to 10.&lt;br /&gt;
&lt;br /&gt;
=== Army Operations ===&lt;br /&gt;
The faction that controls an army can conduct operations with it. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=85% | Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmyOperation on.png|40px]] Deploy Army&lt;br /&gt;
| Move this Army to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmiesOperation on.png|40px]] Deploy Armies&lt;br /&gt;
| Move all stacked armies to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultAlienAssetOperation on.png|40px]] Assault Alien Asset&lt;br /&gt;
| Launch an assault on a fixed alien target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultSpaceFacilityOperation on.png|40px]] Assault Space Facility&lt;br /&gt;
| Destroy a fixed space facility in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RazeRegionOperation on.png|40px]] Raze Region&lt;br /&gt;
| Launch a general attack on economic and civilian targets in this region. Commits 5 to 25 [[Factions#Atrocity|atrocities]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ArmyGoHomeOperation on.png|40px]] Airlift Home&lt;br /&gt;
| Return this army to its home region during peacetime. Operation will not complete if home nation is at war.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelArmyOperation on.png|40px]] Cancel Operation&lt;br /&gt;
| Cancel current operation for this Army. Army will resume fighting if enemies are present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiki Help wanted&#039;&#039;&#039;: Look up the in-game image and description for the Army Annex Region operation and upload both here!&lt;br /&gt;
&lt;br /&gt;
==== Annex Region ====&lt;br /&gt;
&lt;br /&gt;
The game mechanics for army annex operations are explained here [[Foreign Relations#War_Annexation]].&lt;br /&gt;
&lt;br /&gt;
==== Raze Region ====&lt;br /&gt;
&lt;br /&gt;
See [[Regions#Region_Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Assault Alien Asset ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken by {{TV|armies}} when they Assault Alien Assets&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Mission Outcome !! colspan=2 | Type of Alien Asset&lt;br /&gt;
|-&lt;br /&gt;
! [[Aliens#Alien_Xenoforming|Xenoflora]] !! Other&lt;br /&gt;
|-&lt;br /&gt;
| Critical Failure || (30% to 150%) / Base {{TV|miltech}} || (150% to 300%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Failure || (15% to 112.5%) / Base {{TV|miltech}} || (75% to 225%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Success || (0% to 75%) / Base {{TV|miltech}} || (0% to 150%) / Base {{TV|miltech}}&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || (0% to 15%) / Base {{TV|miltech}} || (0% to 30%) / Base {{TV|miltech}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Base {{TV|miltech}} is simply the army&#039;s home nation&#039;s {{TV|miltech}}, with all modifiers ignored.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens]] for spoilers on the different types of alien assets that can be assaulted, as well as the consequences of such assaults.&lt;br /&gt;
&lt;br /&gt;
=== Army Healing ===&lt;br /&gt;
&lt;br /&gt;
An injured human army will passively heal over time when all of the following conditions are true:&lt;br /&gt;
* It is in a friendly region&amp;lt;ref&amp;gt;A region owned by its home nation or a nation allied to its home nation&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* The region is currently not occupied or being occupied.&lt;br /&gt;
* It is not in battle with other armies.&lt;br /&gt;
* It is not currently performing an operation.&lt;br /&gt;
&lt;br /&gt;
The % health that gets healed each day is calculated as follows:&lt;br /&gt;
# 0.5% Base.&lt;br /&gt;
# +0.5% more if the faction that controls the army also controls the [[Nations#Control_Point_Types|Defense Sector Control Point]] of the army&#039;s home nation.&lt;br /&gt;
# +0.5% more if the army is in its home nation.&lt;br /&gt;
# +0.5% more if the army is in its home region.&lt;br /&gt;
# Multiply the total by (1 - (Currently Healing Human Armies of Home Nation / (Total Human Armies of Home Nation + 1))). &lt;br /&gt;
#* Note: This step is currently bugged to never occur.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Rapid Repairing Materials]] project.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Predictive Logistics Systems]] project.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
Human armies that are owned by the {{icon|alien}}[[Aliens]] still follow the same healing rules.&lt;br /&gt;
&lt;br /&gt;
But for the healing mechanics of Alien-related armies, see [[Aliens#Megafauna]] and [[Aliens#Invader_Armies]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Army Death ===&lt;br /&gt;
&lt;br /&gt;
Whenever an army dies, multiple effects may occur:&lt;br /&gt;
&lt;br /&gt;
==== Democracy Penalties ====&lt;br /&gt;
&lt;br /&gt;
If the dead army belonged to a democratic human nation, then that nation suffers two penalties:&lt;br /&gt;
* A {{TV|cohesion}} loss equal to the nation&#039;s {{TV|democracy}} / 10. &lt;br /&gt;
* Applies [[Nations#Changing_Public_Opinion|Propaganda]] in the nation for the faction that owned the dead army. Propaganda strength is equal to (0 - the nation&#039;s {{TV|democracy}}).&lt;br /&gt;
&lt;br /&gt;
==== Army IP Refund ====&lt;br /&gt;
&lt;br /&gt;
Whenever a human army dies, its home [[Nations|nation]] receives a fraction of its {{TV|IP}} Cost as a refund. This refund is put directly into the {{TV|build army}} and/or {{TV|build navy}}, so it can often result in new {{TV|armies}} and/or {{TV|navies}} being built the next day. Specifically, the refund amounts are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Refund Amounts for {{TV|build army}}. Only applies if army did not die by nuke.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || (30% to 50%) of {{TV|build army}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || (15% to 25%) of {{TV|build army}} cost.&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;
|+ Refund Amounts for {{TV|build navy}}. Only applies if the dead army had a navy.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Home Nation has [[Terrestrial_Warfare#Naval_Freedom|Naval Freedom]]? !! Army Died in Region that currently has [[Regions#World_Ocean_Access|World Ocean Access]]? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || Yes || (70% to 90%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || No || (90% to 110%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || No || || (20% to 30%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || Yes || (60% to 80%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || No || (80% to 100%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || No || || (10% to 20%) of {{TV|build navy}} cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Complete Milestones ====&lt;br /&gt;
&lt;br /&gt;
If the army is related to the [[Aliens]] in any way, then the faction that kills it may achieve certain milestones from doing so. See [[Aliens]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Hate Vent ====&lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy#Alien_Hate_Vent]].&lt;br /&gt;
&lt;br /&gt;
== Nuclear Warfare ==&lt;br /&gt;
Some nations have a number of {{TV|nukes}} available to them. These represent launching multiple strategic nuclear weapons at a target region. Launching nuclear strikes will devastate the economy of a [[Regions|region]] and the enemy {{TV|armies}} within it, although the damage will be somewhat mitigated if a nation is launching strikes on its own or an [[Foreign_Relations#Alliances|ally]]&#039;s territory. Launching factions will be charged with committing one or more [[Factions#Atrocity|atrocities]]. Detonating a sufficient number of nuclear weapons may also have disastrous global effects. A region with {{icon|sto defense}}space defenses cannot be attacked with {{TV|nuke}}.&lt;br /&gt;
&lt;br /&gt;
Nations can develop nuclear weapon with the {{TV|develop atomic bomb}}, which also gives {{TV|nuke|1}}. A nation with nuclear weapon program can build more with the {{TV|nuclear weapons}}.&lt;br /&gt;
&lt;br /&gt;
Nations construct nuclear weapons as a deterrent to enemy invasion. Attempting to conquer a nuclear-armed nation will almost certainly lead to nuclear strikes in retaliation.&lt;br /&gt;
&lt;br /&gt;
=== Valid Targets for a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Nukes can only be fired at [[Regions]]. The set of regions that a [[Nations|nation]] X can fire a nuke at is computed as follows:&lt;br /&gt;
# Add every region that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# If X does not have a spaceflight program, then remove every region that is not adjacent to X and does not have [[Regions#World_Ocean_Access|ocean access]].&lt;br /&gt;
# If X does not have a spaceflight program and does not have [[Terrestrial_Warfare#Naval_Freedom|naval freedom]], then remove every region that is not adjacent to X.&lt;br /&gt;
# Add every region owned by X or an [[Foreign_Relations#Alliances|ally]] of X if the region currently contains an army that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# For every region R, remove R unless one of the following is true:&lt;br /&gt;
#* R is owned by X.&lt;br /&gt;
#* R is owned by an [[Foreign_Relations#Alliances|ally]] of X.&lt;br /&gt;
#* R is owned by a nation that is [[Foreign_Relations#Wars|at war]] with X and R does not have a [[Nations#Space_Defenses|space defense facility]] built.&lt;br /&gt;
&lt;br /&gt;
=== Effects of a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Launching nuclear weapons will do terrible and lasting damage to the targeted region, destroy any enemy {{TV|armies}} and all space facilities, and surely be seen with horror around the globe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of a Nuclear Attack (In Chronological Order)&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Amount for Offensive Nukes !! Amount for Defensive Nukes !! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#GDP_Per_Region|Region GDP]] || -52.5% to -87.5% || -15% to -25% &lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
* [[Urban Armoring]] multiplies amount by 0.8.&lt;br /&gt;
* [[Civil Defense Programs]] multiplies amount by 0.8.&lt;br /&gt;
|-&lt;br /&gt;
| Target {{icon|pop}}[[Nations#Population|Region Population]] || -18.75% to -31.25% || -1.875% to -3.125%&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Sustainability|Pollution Multiplier]] || +0.075 to +0.125 || +0.00375 to +0.00625 || Multiplied by [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]&lt;br /&gt;
|-&lt;br /&gt;
| Nuking Faction Commits [[Factions#Atrocity|Atrocities]] || colspan=2 | 1 per 100k {{TV|pop}} killed (rounded down). &lt;br /&gt;
|&lt;br /&gt;
* Multiply by 10 if nuke launcher is not on the defending side of any war where the target nation is on the attacking side. &lt;br /&gt;
** ...seems to apply for self-nukes too??&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
** Does not apply if the target region is owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* Capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; GDP || -25% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || -5% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Family Ties]] Trait Effect || colspan=2 | {{TV|loyalty|-10}} || Multiply by 2 if Councilor&#039;s Faction launched the nuke.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic || Remove {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -2.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining || Remove {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -1.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Priorities|Priorities]] || colspan=2| Set to 0 || Except {{icon|spoils}}Spoils, {{icon|unity}}Unity, and {{icon|oppression}}Oppression.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Destroy Space Assets in Target Region || colspan=2 | All {{icon|boost}}[[Nations#Boost|Boost]], {{icon|mc}}[[Nations#Mission_Control|Mission Control]] , and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]] || If Target Nation is NOT Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| N/A || All {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]], just 1 {{icon|mc}}[[Nations#Mission_Control|Mission Control]]  || If Target Nation is Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation {{icon|funding}}[[Nations#Funding|Funding]] || colspan=2 | -50% × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]] || If Target Nation is NOT Nuke Launcher&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=7 | Health of Each Army in Target Region || colspan=2 | Instant Death || For the Strongest&amp;lt;ref&amp;gt;The strongest army is the army whose health % × Base {{TV|miltech}} is the highest.&amp;lt;/ref&amp;gt; Army that is not Ally of Nuker&amp;lt;ref name=allyofnuker&amp;gt;An army is an ally of the nuker if any of the following are true:&lt;br /&gt;
* The army is owned by the nuking nation.&lt;br /&gt;
* The army is owned by an ally of the nuking nation.&lt;br /&gt;
* The army is owned by the nuking faction and not a [[Aliens#Megafauna|Megafauna]].&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, (-100% + (1% to 5%) × (Base {{icon|miltech}}MilTech - 3.79)) × 0.140625) || For each [[Aliens#Invader Armies|Alien Invader Army]] that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79) × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens) || 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens || The other 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79)) || 50% chance for each Megafauna army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% || The other 50% chance for each [[Aliens#Megafauna|Megafauna]] army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% / (48 to 52) || For each army that is Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Each [[Councilors|Councilor]] in Target Region || colspan=2 | 50% Chance to die || [[Survivor]] trait gives immunity.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Xenoforming|Alien Xenoforming]] || colspan=2 | Set to 0 Xenoflora Growth Levels || None&lt;br /&gt;
|-&lt;br /&gt;
| Add [[Climate Change|Aerosols]] || colspan=2 | 0.00777 || Multiply by Region Area (km²) / 10000km² if Region is an Island smaller than 10000km².&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | Target Region Gains 1 Layer of Nuclear Fallout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orbital Bombardment ==&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] with certain weapon modules can bombard hostile armies from orbit.&lt;br /&gt;
&lt;br /&gt;
See [[Fleets#Orbital_Bombardment]] for more details.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=11732</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=11732"/>
		<updated>2026-05-18T06:51:00Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page covers diplomatic actions available to global [[Factions]]. For diplomatic interactions between [[Nations]], see [[Foreign Relations]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; is an act of contacting other factions&#039; councilors, usually to trade, or to bribe them to improve relationship. &lt;br /&gt;
&lt;br /&gt;
== Faction Hate ==&lt;br /&gt;
&lt;br /&gt;
[[Factions|Faction]] relationships are governed by &#039;&#039;&#039;FactionHate&#039;&#039;&#039; score. This is a float value that determines how poorly a faction feels about another; the higher the score for another faction, the more it&#039;s hated. Each faction has a separate hatred score for every other faction, including the {{icon|alien}} [[aliens]]. &lt;br /&gt;
&lt;br /&gt;
Each faction has a war threshold for every other faction. While the threshold is usually 50 hate, it may vary from 22.2 to 100 hate depending on ideological distance and [[Factions#Human_Faction_Threat_and_Self-Assessment|faction strength]]. The alien faction&#039;s war threshold for each faction is always 50 hate.&lt;br /&gt;
&lt;br /&gt;
In the intel window, there are 3 different tiers of hatred levels for human factions:&lt;br /&gt;
&lt;br /&gt;
* Tolerance: 0&lt;br /&gt;
* Conflicted: &amp;gt;0 but not above the war threshold.&lt;br /&gt;
* War: &amp;gt;0 and above the war threshold.&lt;br /&gt;
&lt;br /&gt;
Visiting the trade screen allows determining hate score more precisely. From there, faction attitudes can range between following values:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Trade Window Mood&lt;br /&gt;
! Hate Level&lt;br /&gt;
|-&lt;br /&gt;
| Pleased&lt;br /&gt;
| Only {{icon|alien}}[[Aliens]] feel this way to {{icon|submit}}[[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
| Tolerant&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Wary&lt;br /&gt;
| &amp;gt;0&lt;br /&gt;
|-&lt;br /&gt;
| Annoyed&lt;br /&gt;
| &amp;gt;10&lt;br /&gt;
|-&lt;br /&gt;
| Displeased&lt;br /&gt;
| &amp;gt;20&lt;br /&gt;
|-&lt;br /&gt;
| Aggreived&lt;br /&gt;
| &amp;gt;30&lt;br /&gt;
|-&lt;br /&gt;
| Angry&lt;br /&gt;
| &amp;gt;40&lt;br /&gt;
|-&lt;br /&gt;
| Furious&lt;br /&gt;
| &amp;gt;50&lt;br /&gt;
|-&lt;br /&gt;
| Outraged&lt;br /&gt;
| &amp;gt;60&lt;br /&gt;
|-&lt;br /&gt;
| Hate&lt;br /&gt;
| &amp;gt;70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As hate increases, factions will prioritize aggressive actions and target hated factions more. In addition, they&#039;ll also be harder to trade and cooperate with. Once the hate value increases beyond the war threshold, the faction will declare open war, and will begin serious attempts to kill [[Habs]], [[Spaceships]], and [[Councilors]] until the hate falls back down beneath the war threshold.&lt;br /&gt;
&lt;br /&gt;
Factions also have a minimum hatred score for each faction. Ideological differences affect this as well as used {{icon|mc|bgcolor=DarkSlateGray}} mission control (MC) cap in the case of alien hate. If the minimum level climbs above the current hate level, the hate level is moved up to the minimum.&lt;br /&gt;
&lt;br /&gt;
Aggressive actions and combat increases hatred against the attacking faction. There is a table of hatred increasing councilor and military actions below. &lt;br /&gt;
&lt;br /&gt;
Every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2. This means that the hatred score changes you get in-game can be between 80% to 120% of the values listed in this post.&lt;br /&gt;
&lt;br /&gt;
Human Faction hatred can grow pretty much infinitely, so if you piss off a human faction enough, it can become virtually impossible to get them back to Tolerance.&lt;br /&gt;
&lt;br /&gt;
== Minimum Hate Amount ==&lt;br /&gt;
&lt;br /&gt;
Factions whose ideologies are too opposing have a minimum level of hatred for each other.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Alien Pro-Alien Divide ===&lt;br /&gt;
&lt;br /&gt;
Non-moderate factions on opposite sides of the Anti-Alien Pro-Alien divide have a minimum hatred of 20 towards each other. Specifically, the following pairings will always have at least 20 hate for each other:&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|appease}} [[The Protectorate]]&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|submit}} [[The Servants]]&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|alien}} The [[Aliens]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|appease}} [[The Protectorate]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|submit}} [[The Servants]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|alien}} The [[Aliens]]&lt;br /&gt;
&lt;br /&gt;
=== Alien Hate for Mission Control Usage ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens|Alien]] faction has a minimum hatred level for all human factions except {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]]. This hatred level depends on the amount of mission control used by the human faction, which roughly represents the amount of human space assets that could be used to threaten the {{icon|alien}}[[Aliens]]&#039; dominance over space.&lt;br /&gt;
&lt;br /&gt;
This minimum hate level is calculated as follows:&lt;br /&gt;
* The amount of {{TV|mc}} currently used by the human faction.&lt;br /&gt;
* Multiply by Difficulty level Multiplier:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier&lt;br /&gt;
| 0.05 || 0.3 || 0.6 || 1&lt;br /&gt;
|}&lt;br /&gt;
* Multiply by 0.8 if [[Strategic Deception]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Maskirovka]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Operational Misdirection]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Operational Security]] has been researched (only available to {{icon|resist}}[[The Resistance]]).&lt;br /&gt;
&lt;br /&gt;
Only used {{TV|mc}}, and not {{TV|mc}} cap affects hate levels. This means that increasing your {{TV|mc}} usage enough will increase the minimum hatred level past the point of being at war with the aliens. &lt;br /&gt;
&lt;br /&gt;
For example, if you use {{TV|mc|167}} on normal and have not researched any of the {{TV|mc}} hate reducing projects, then it is impossible to be at peace with the aliens ({{TV|mc|167}} * 0.3 = 50.1). However, if their attacks destroy enough of your [[Spaceships]] and [[Habs]] to reduce your {{TV|mc}} usage below that critical value, then it is possible to return to peace. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|+ Maximum possible used {{TV|mc}} without {{icon|alien}}Aliens declaring war.&amp;lt;br&amp;gt;(Does not apply to {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].)&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! No Projects&lt;br /&gt;
| 999 || 166 || 83 || 49&lt;br /&gt;
|-&lt;br /&gt;
! With 1 out of 4 projects &lt;br /&gt;
| 1249 || 208 || 104 || 62&lt;br /&gt;
|-&lt;br /&gt;
! With 2 out of 4 projects &lt;br /&gt;
| 1562 || 260 || 130 || 78&lt;br /&gt;
|-&lt;br /&gt;
! With 3 out of 4 projects &lt;br /&gt;
| 1953 || 325 || 162 || 97&lt;br /&gt;
|-&lt;br /&gt;
! With 4 out of 4 projects &lt;br /&gt;
| 2441 || 406 || 203 || 122&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Alien Maximum Hate Amount ==&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a maximum amount of hate that it can have for other factions. This maximum hate amount is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Starting Amount&lt;br /&gt;
| 70 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! Yearly Increase&lt;br /&gt;
| 2 || 100 || 100 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, if at least 25 years have passed since the Campaign began and the hate maximum is below 200, then the hate maximum is increased to 200.&lt;br /&gt;
&lt;br /&gt;
Note: All Campaign Duration checks are multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]] in the [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. Accelerated Campaign mode sets this Alien Progression Slider to 200%, so every year that passes counts as 2 years.&lt;br /&gt;
&lt;br /&gt;
Note: Whenever the Minimum Hate level is greater than the Maximum Hate level, the Maximum Hate level will be set to the Minimum Hate level.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Passive Hate Change ==&lt;br /&gt;
&lt;br /&gt;
Hatred may also passively change over time. This occurs just after the start of each month.&lt;br /&gt;
&lt;br /&gt;
=== Envy-Based Human Hate ===&lt;br /&gt;
&lt;br /&gt;
[[File:CrabBucket.png|thumb|320px|Crabs in a Bucket - A Metaphor for Human Faction Relations]]&lt;br /&gt;
&lt;br /&gt;
Each human faction considers the human faction with the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]] other than itself as its &#039;&#039;rival&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The game simulates envy by making human factions slowly gain hatred for their rival based on how much better the rival is doing, while slowly losing hatred for everyone else. So human factions that are falling behind have a tendency to work together to bring down the strongest human faction, like crabs in a bucket.&lt;br /&gt;
&lt;br /&gt;
As a result, if you&#039;re doing better than the AI, they&#039;ll likely hate you regardless of what you do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: On difficulties below Brutal, AI factions cannot gain envy-based hatred for the player&#039;s faction if they are ideologically close enough. &lt;br /&gt;
&lt;br /&gt;
[[File:IdeologicalDistance.png]]&lt;br /&gt;
&lt;br /&gt;
Just after the start of each month, the following happens for every pair of human factions A and B:&lt;br /&gt;
# If B is not A&#039;s rival, or the month is even, then A loses 1 hate for B.&lt;br /&gt;
# If A and B share a rival, then A loses another 1 hate for B.&lt;br /&gt;
# If A&#039;s rival is on the opposite side of the anti-alien pro-alien divide, then A loses another 1 hate for B.&lt;br /&gt;
# If B is A&#039;s rival, then A gains X hate for B, where X is calculated as follows:&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|ahead]], then set X = 0.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|on par]], then set X = 1.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|losing]], then set X = 1.75.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|losing big]], then set X = 2.25.&lt;br /&gt;
## If A and B are non-moderates on opposite sides of the anti-alien pro-alien divide, then add 1.4 to X. (The moderates are {{icon|escape}}[[Project Exodus]], {{icon|exploit}}[[The Initiative]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
## If A and B are on the same side of the anti-alien pro-alien divide, then subtract 0.75 from X. Subtract another 2.25 if it has also been less than 7 years since the campaign began.&lt;br /&gt;
## If X is less than 0, then set X = 0.&lt;br /&gt;
# If B has unlocked their [[Factions#Victory_Objectives|Victory Objective]], then A gains another 1 hate for B.&lt;br /&gt;
&lt;br /&gt;
For example, suppose you are playing {{icon|resist}}[[The Resistance]]. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, {{icon|appease}}[[The Protectorate]] will:&lt;br /&gt;
# Lose 1 hate for you, because the month is even.&lt;br /&gt;
# Gain 2.25 + 1.4 = 3.65 hate for you, because you are their rival, they are [[Factions#Human_Faction_Threat_and_Self-Assessment|losing big]], and the two of you are non-moderates on opposite sides of the anti-alien pro-alien divide.&lt;br /&gt;
# Gain another 1 hate for you, because you have unlocked your victory objective.&lt;br /&gt;
On odd months, the first 1 hate loss doesn&#039;t happen. Thus {{icon|appease}}[[The Protectorate]] will gain 49.8 hate for you every year, even if you take absolutely no hostile actions against them.&lt;br /&gt;
&lt;br /&gt;
=== Alien Passive Hate ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens|Alien]] Faction sets their rival to be the human faction that possesses the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]], excluding {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]]. &lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens]] will slowly gain hate for their rival, as well as for all anti-alien factions. Unlike Human Envy however, Alien Frustration with Humanity&#039;s continued refusal to fall means that their passive hate gain rate &#039;&#039;&#039;constantly accelerates&#039;&#039;&#039; as the campaign continues.&lt;br /&gt;
&lt;br /&gt;
Just after the start of each month, the following happens for every human faction B that is not {{icon|submit}}[[The Servants]]:&lt;br /&gt;
# If B is not the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival, or the month is even, then the {{icon|alien}}[[Aliens|Alien]] Faction loses X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X = 0.8.&lt;br /&gt;
## If B is anti-alien, then set X = 0.64.&lt;br /&gt;
## If B is not the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival, and the {{icon|alien}}[[Aliens]] are already at war with at least 3 human factions, then multiply X by 1.5.&lt;br /&gt;
# If the {{icon|alien}}[[Aliens|Alien]] Faction and B share a rival, then the {{icon|alien}}[[Aliens|Alien]] Faction loses another 0.33 hate for B.&lt;br /&gt;
# If the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival is on the opposite side of the anti-alien pro-alien divide, then the {{icon|alien}}[[Aliens|Alien]] Faction loses another 1 hate for B.&lt;br /&gt;
# If B is {{icon|appease}}[[The Protectorate]], then the {{icon|alien}}[[Aliens|Alien]] Faction loses X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X to 1. &lt;br /&gt;
## If B can contact the {{icon|alien}}[[Aliens|Alien]], then increase X to 4.&lt;br /&gt;
## If B has unlocked its victory objective, then increase X to 10.&lt;br /&gt;
# If B is not {{icon|appease}}[[The Protectorate]], then the {{icon|alien}}[[Aliens|Alien]] Faction gains X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X to 0.&lt;br /&gt;
## If B is the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s Rival, then add 0.65 to X.&lt;br /&gt;
## If B is the human faction that possesses the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]], then add another 0.65 to X.&lt;br /&gt;
## If B has unlocked its victory objective, then add 0.5 to X.&lt;br /&gt;
## If B is {{icon|escape}}[[Project Exodus]], then add 0.07 to X.&lt;br /&gt;
## If B is {{icon|resist}}[[The Resistance]], then add 0.17 to X.&lt;br /&gt;
## If B is {{icon|destroy}}[[Humanity First]], then add 0.34 to X.&lt;br /&gt;
## If B is {{icon|cooperate}}[[The Academy]], then multiply X by 0.75.&lt;br /&gt;
## Multiply X by 0, 1, 1.9, and 3.3 for Cinematic, Normal, Veteran, and Brutal Difficulties respectively.&lt;br /&gt;
## Divide X by 60.&lt;br /&gt;
## Multiply X by the number of years since the Campaign began.&lt;br /&gt;
## Multiply X by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
For example, suppose you are playing {{icon|resist}}[[The Resistance]] on Normal Difficulty, Long Campaign mode. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, the {{icon|alien}}[[Aliens|Alien]] Faction will:&lt;br /&gt;
# Lose 0.64 hate for you, because the month is even and you are anti-alien.&lt;br /&gt;
# Gain (0.65+0.65+0.5+0.17) * 1 / 60 * 20 = roughly 0.66 hate for you, because you are their rival, the strongest human faction, have unlocked your victory objective, are the resistance, are on normal difficulty, and it has been 20 years since the Campaign began.&lt;br /&gt;
On odd months, the first 0.64 hate loss doesn&#039;t happen. Thus the {{icon|alien}}[[Aliens|Alien]] Faction will gain roughly 4.2 hate for you this year, even if you take absolutely no hostile actions against them.&lt;br /&gt;
&lt;br /&gt;
Furthermore, since Alien Frustration is constantly growing, they will gain roughly 4.6 hate for you next year, roughly 5 the next, and so on, accelerating by roughly 0.4 per year.&lt;br /&gt;
&lt;br /&gt;
In practice, the {{icon|alien}}[[Aliens|Alien]] Faction will usually pick the Player&#039;s faction as its rival simply because the player will be developing that much faster than the Human AI factions. So the best a player can do to avoid passive alien hate gain is to avoid unlocking their victory objective as long as possible.&lt;br /&gt;
&lt;br /&gt;
Under these conditions, there are two rough deadlines to keep in mind:&lt;br /&gt;
* Hate Start: The time after which you would be gaining passive alien hate faster than you lose it, on average.&lt;br /&gt;
* War Start: The time after which the aliens would declare war on you, assuming you never did a single thing to change their hate amount, not even use Mission Control.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! colspan=2 | Hate Decay !! colspan=3 | Hate Gain Per Month Per Month !! colspan=3 | Hate Start Year !! colspan=3 | War Start Year&lt;br /&gt;
|-&lt;br /&gt;
! Bimonthly !! Monthly !! Normal !! Veteran !! Brutal !! Normal !! Veteran !! Brutal !! Normal !! Veteran !! Brutal &lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}}[[The Academy]] || 0.8 || 0.4 || 0.00135 || 0.00257 || 0.00447 || 25 || 13 || 8 || 47 || 29 || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}}[[The Initiative]] || 0.8 || 0.4 || 0.00181 || 0.00343 || 0.00596 || 19 || 10 || 6 || 38 || 24 || 17&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}}[[Project Exodus]] || 0.64 || 0.32 || 0.00190 || 0.00362 || 0.00628 || 14 || 7 || 4 || 33 || 21 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}[[The Resistance]] || 0.64 || 0.32 || 0.00204 || 0.00388 || 0.00674 || 13 || 7 || 4 || 27 || 17 || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}[[Humanity First]] || 0.64 || 0.32 || 0.00228 || 0.00433 || 0.00752 || 12 || 6 || 4 || 25 || 16 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Actions that affect hatred ==&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
{{#invoke:MissionLister|ListHate|false}}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{{#invoke:MissionLister|ListHate|true}}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
There are a number of [[Missions]] that may generate different amounts of hate depending on the situation:&lt;br /&gt;
* If the target [[Factions|Faction(s)]] is intel sharing with the Faction that performed the mission, then the hate gained is the maximum hate that any outcome of the mission could give.&lt;br /&gt;
* If the target [[Factions|Faction(s)]] has a [[Councilors#Turn_councilor|mole]] in the Faction that performed the mission, then the hate gained for successful outcomes is the maximum hate that any successful outcome of the mission could give, and the hate gained for failing outcomes is the maximum hate that any failing outcome of the mission could give.&lt;br /&gt;
* If the Faction that performed the mission is the {{icon|alien}}[[Aliens]] and the target [[Factions|Faction(s)]] cannot [[Councilors#Alien_Detection_Restrictions|detect]] the mission when it is done by {{icon|alien}}[[Aliens]], then the hate is gained towards {{icon|submit}}[[The Servants]] instead of the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* For the {{MissionIcon|Assault Alien Asset}}[[Assault Alien Asset]] mission, if the target is merely [[Aliens#Alien_Xenoforming|xenoflora]], then there is no hate gain.&lt;br /&gt;
* For the {{MissionIcon|Assassinate}}[[Assassinate]] mission, if the target is an {{icon|alien}}[[Aliens#Alien_Agents|Alien Councilor]] and the outcome is a critical success (that hides the culprit&#039;s identity), then the {{icon|alien}}[[Aliens]] will blame everyone equally, spreading 10 hate evenly among all human factions except {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* For the {{MissionIcon|Detain}}[[Detain Councilor]] mission, if the target is an {{icon|alien}}[[Aliens#Alien_Agents|Alien Councilor]], then normal successes give 10 hate, while critical successes give 0 hate.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred generated&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Spaceships|ship]]&lt;br /&gt;
| 0.35 × [[Ship Hull List|hull structural integrity]]&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|hab]] module&lt;br /&gt;
| hab tier level&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|hab]]&lt;br /&gt;
| 3 × hab tier level + all the hate for blowing up the hab modules on board.&lt;br /&gt;
|-&lt;br /&gt;
| Assaulting a [[Habs|hab]]&lt;br /&gt;
| 8 × hab tier level + all the hate for any hab modules that blow up as a result.&lt;br /&gt;
|-&lt;br /&gt;
| Initiating bombardment on any target&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| Entering combat against a [[Habs|hab]]&lt;br /&gt;
| 2 × hab tier&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Wars|Declaring war]] on another [[Nations|nation]]&lt;br /&gt;
| Number of CPs owned in nation × 3 (for faction with executive control of target nation only, dragged in [[Foreign_Relations#Alliances|allies]] don&#039;t count.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: As a general rule of thumb, factions will never gain hate for any assets that they destroy in &#039;&#039;&#039;self-defense&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
For example, if a faction A sends a [[Fleets|fleet]] of [[Spaceships|ships]] over to a faction B&#039;s hab, and faction B kills all of the [[Spaceships|ships]] in that [[Fleets|fleet]], faction A does not gain any hate for faction B.&lt;br /&gt;
&lt;br /&gt;
However, pre-emptive self-defense does not necessarily count. If faction B had seen this [[Fleets|fleet]] of [[Spaceships|ships]] coming from faction A, and sent its own [[Fleets|fleet]] of [[Spaceships|ships]] to intercept faction A&#039;s [[Fleets|fleet]] before it arrives at faction B&#039;s [[Habs|hab]], then any of faction A&#039;s [[Spaceships|ships]] that are killed in that battle could cause faction A to hate faction B. Also, if you send a fleet to encounter a rival fleet, you still count as the attacker even if you merely choose to &amp;quot;Accept&amp;quot; battle rather than &amp;quot;Engage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The exact rules are deliberately tricky to make them difficult to exploit. In general, if a player wishes to destroy enemy assets without incurring hate, they must first wait for the target faction to start an attack at the player, and then they must defeat that attack before that attack kills its target.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A destroyed ship gives no hate if any of the following are true:&lt;br /&gt;
* The combat that destroyed the ship occurred at the hab. &lt;br /&gt;
** Note: If the fleet pursues an evading fleet, then it might not count as being at the hab!&lt;br /&gt;
* The ship was part of a fleet that transferred to the hab or fleet that destroyed it.&lt;br /&gt;
* The ship was part of a fleet that has or had a goal to attack the faction that destroyed it within the last 14 days.&lt;br /&gt;
** Note: Attack goals are generally only used for starting transfers and bombardment operations. Deciding whether to use the Engage stance or the Destroy Hab operation could happen entirely without an attack goal. So this is much more iffy to rely on.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Specific ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align=center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred&lt;br /&gt;
|-&lt;br /&gt;
| Formation of the [[Aliens#Alien_Administration|Alien Nation]]&lt;br /&gt;
| &lt;br /&gt;
* {{icon|cooperate}} [[The Academy]] and {{icon|exploit}} [[The Initiative]] gain 40 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards [[The Servants]].&lt;br /&gt;
* {{icon|escape}} [[Project Exodus]] gains 70 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards {{icon|submit}} [[The Servants]].&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|resist}} [[The Resistance]] gain 100 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards {{icon|submit}} [[The Servants]].&lt;br /&gt;
* For every pair of human factions A and B that is not {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]]:&lt;br /&gt;
** If A was at war with B, then A&#039;s hate for B is set to 9, effectively ending the war.&lt;br /&gt;
** Otherwise if A&#039;s hate for B was at least 18, then that hate is set to 8.&lt;br /&gt;
** Otherwise A&#039;s hate for B is reduced by 10.&lt;br /&gt;
|-&lt;br /&gt;
| Destroying [[Aliens#Alien_Assault_Carrier|Landed UFO]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 80 hatred towards the faction responsible. (Only 10 hatred if a Councilor did it.)&lt;br /&gt;
|-&lt;br /&gt;
| Destroying [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 10 hatred towards the faction responsible.&lt;br /&gt;
|-&lt;br /&gt;
| Conquering or causing a revolution the [[Aliens#Alien_Administration|Alien Nation]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 80 hatred divided up among the factions responsible.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Hate Vent ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{{icon|alien}} [[Aliens|Aliens]] may lose hate when they destroy specific assets of their enemies:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align=center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Destroyed Target&lt;br /&gt;
! Conditions&lt;br /&gt;
! Hatred Vented&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors|Councilor]]&lt;br /&gt;
| Must be {{MissionIcon|Assassinate}}[[Assassinate|assassinated]].&lt;br /&gt;
| Average of all of the councilor&#039;s attributes &#039;&#039;without&#039;&#039; [[Orgs|orgs]] or traits.&lt;br /&gt;
|-&lt;br /&gt;
| Army&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War. &lt;br /&gt;
&amp;lt;br&amp;gt; Must be bombarded. &lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Space Facility&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be bombarded.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
&amp;lt;br&amp;gt; Nation is fully controlled by one faction.&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| [[Spaceships|Ship]]&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt;Must not be Trespassing.&amp;lt;ref name=TP&amp;gt;You are trespassing on {{icon|alien}}[[Aliens|Alien]] territory if you are in or beyond Jupiter&#039;s orbit, or in any area where the {{icon|alien}}[[Aliens|Aliens]] have a [[Habs|hab]], except for [[Earth]].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;Must be targeted by {{icon|alien}}[[Aliens|Aliens]].&lt;br /&gt;
| The [[Spaceships#Hull|Construction Tier]] of the Ship&#039;s Hull.&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Habs|Hab]] Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
Module Tier ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; +Module Tier if Module is a Mining Complex.&lt;br /&gt;
&amp;lt;br&amp;gt; +Module Tier if Module is a Construction Module.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete [[Habs|Hab]] Module with Previous Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
(Minimum of this Module and Previous Module Tier) ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete [[Habs|Hab]] Module with No Previous Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
&amp;lt;br&amp;gt; Hab Core must be complete at some point in the past.&lt;br /&gt;
| &lt;br /&gt;
Module Tier ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 16.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Entire [[Habs|Hab]]&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
The Maximum of:&lt;br /&gt;
* Sum of hate vented if each individual module was blown up.&lt;br /&gt;
* Hab tier if Hab Core was complete at some point in the past.&lt;br /&gt;
* Hab tier / 2 if Hab Core is not currently being boosted over from Earth.&lt;br /&gt;
|-&lt;br /&gt;
| Any of the Above&lt;br /&gt;
|&lt;br /&gt;
Must not be on Brutal Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt; Must have recently lost &amp;gt;35% of [[Factions#Faction_Ownership_of_Humanity|Fractional Ownership over Space Humanity]]&lt;br /&gt;
| &lt;br /&gt;
50% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Cinematic Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;35% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Normal Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;15% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Veteran Difficulty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, the {{icon|alien}} [[Aliens|Aliens]] will only vent hate after destroying a target if:&lt;br /&gt;
* They are not at total war with the target&#039;s faction.&lt;br /&gt;
* They actually wanted to kill the target (not self-defense against stuff being thrown at them or their territory).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Contact with Other Factions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
By using the &#039;&#039;&#039;Contact&#039;&#039;&#039; mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.&lt;br /&gt;
&lt;br /&gt;
However, all human factions ultimately have incompatible ideologies and antithetical goals, and they will regard any cordial relations as transient at best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
To conduct diplomacy, a [[Councilors|councilor]] needs to do {{MissionIcon|Contact}}[[Contact]] [[Missions|mission]] on an agent of target faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Trade.png|thumb|Trade interface]]&lt;br /&gt;
It&#039;s possible to trade following things:&lt;br /&gt;
&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Orgs]] (including assigned orgs)&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
* Engineering [[Technology|projects]]&lt;br /&gt;
* Truce, non-aggression pact, and intel sharing.&lt;br /&gt;
&lt;br /&gt;
For more detail on trading options, see [[Factions#Trade_Negotiations]].&lt;br /&gt;
&lt;br /&gt;
Trade is the only action that decreases hatred directly. Equal trades decrease hatred by -9 and favorable trades decrease hatred by -18. Having a hatred score above a 6 with a faction hampers your ability to trade with them, so it&#039;s important to trade early and often with factions you want to ally.&lt;br /&gt;
&lt;br /&gt;
Faction hatred significantly affects trade favorability:&lt;br /&gt;
* Each faction computes a score for a trade by weighing it against what they have, what they&#039;re prioritizing, etc.&lt;br /&gt;
* If hatred is greater than 6, that score is divided by hatred / 5, significantly reducing the trade&#039;s favorability score&lt;br /&gt;
&lt;br /&gt;
Faction hatred may also [[Factions#Resource_Trade_Limits|reduce the amount of resources]] that a faction is willing to sell to another.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Interpreting Trade Messages: What the other faction is really saying.&lt;br /&gt;
|-&lt;br /&gt;
! Trade Value !! Trade Messages&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || &lt;br /&gt;
* This isn&#039;t going to work. You need to offer more.&lt;br /&gt;
* This is insufficient.&lt;br /&gt;
* We will need more than that.&lt;br /&gt;
* Not a chance. We&#039;ll need more.&lt;br /&gt;
* Not even close.&lt;br /&gt;
* Unacceptable. &lt;br /&gt;
* We will need significantly more concessions to consider this offer.&lt;br /&gt;
|-&lt;br /&gt;
| Low ||&lt;br /&gt;
* We&#039;re going to need a little more from your end of the bargain.&lt;br /&gt;
* While this has some merit, we would need a bit more incentive to agree.&lt;br /&gt;
* This isn&#039;t quite in our interest to accept.&lt;br /&gt;
* We&#039;re getting there. What else can you throw in?&lt;br /&gt;
* Not bad. Just need a little more.&lt;br /&gt;
* Close, but not quite.&lt;br /&gt;
* Improve your offer, and we may be able to reach an agreement.&lt;br /&gt;
|-&lt;br /&gt;
| Equal ||&lt;br /&gt;
* This is a fair trade. I accept.&lt;br /&gt;
* Very well. We agree.&lt;br /&gt;
* This is adequate. Agreed.&lt;br /&gt;
* Not what we had hoped for, but good enough. We accept.&lt;br /&gt;
* Acceptable.&lt;br /&gt;
* Agreed.&lt;br /&gt;
* We would have preferred more, but this will suffice. Agreed.&lt;br /&gt;
|-&lt;br /&gt;
| High ||&lt;br /&gt;
* A generous trade! I accept.&lt;br /&gt;
* A beneficial agreement for both sides!&lt;br /&gt;
* Agreed. This is more than adequate.&lt;br /&gt;
* This is ample compensation. We agree.&lt;br /&gt;
* Agreed!&lt;br /&gt;
* We accept and will look forward to future discussions.&lt;br /&gt;
* Well done. We&#039;re pleased with this outcome.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact with Aliens ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
Pro-Alien Human Factions may contact [[Aliens#Alien_Agents|alien councilors]] after completing certain story objectives.&lt;br /&gt;
&lt;br /&gt;
In addition to opening up a trade window, this also resets the [[Diplomacy#Estimated_Alien_Hate_Level|estimated alien hate level]] to match the actual alien hate level. Furthermore, it completes the [[Access Alien Tech]] and [[Alien Diplomacy]] milestones if the Acting Faction is {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
&lt;br /&gt;
However, trade with Aliens is limited in some ways:&lt;br /&gt;
* [[Habs]] cannot be traded.&lt;br /&gt;
* Engineering Projects cannot be traded.&lt;br /&gt;
* Non-aggression pacts cannot be traded if one party is {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
&lt;br /&gt;
There are lines of alien diplomatic contact dialogue in game files:&lt;br /&gt;
&lt;br /&gt;
* [[File:FAC_SubmitCouncil_128.png|30px|link=]]Servants: Greetings, faithful servant (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Kneel, domestic animal&amp;lt;/font&amp;gt;). You are loved (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;you are nothing&amp;lt;/font&amp;gt;).  &lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/War: Yield (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;die&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/in conflict: Submission=survival (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Resistance=obliteration&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/Tolerance: You are tolerated (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;You present no threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/War: Undesired obstacle (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Expunge the threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/In conflict: Cease. Cease. Cease. (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Threat. Threat. Threat.&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/Tolerance: Communication=acceptable (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Human=persuadable?&amp;lt;/font&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Pro-Alien Hate Sharing ==&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{{icon|submit}}[[The Servants|Servant]] hatred and {{icon|alien}}[[Aliens|Alien]] hatred scores are related. Gaining hatred with one will increase hatred for the other according to the following relationships:&lt;br /&gt;
&lt;br /&gt;
* If {{icon|submit}}[[The Servants]] gain hatred on a faction and can contact the {{icon|alien}}[[Aliens|Aliens]], then the {{icon|alien}}[[Aliens|Aliens]] gain the same amount of hatred / 4.&lt;br /&gt;
* Otherwise, the {{icon|alien}}[[Aliens|Aliens]] gain the same amount of hatred / 8.&lt;br /&gt;
* If the {{icon|alien}}[[Aliens|Aliens]] gain hatred on a faction and can contact {{icon|submit}}[[The Servants]], then {{icon|submit}}[[The Servants]] gain the same amount of hatred / 2.&lt;br /&gt;
* Otherwise, {{icon|submit}}[[The Servants]] gain the same amount of hatred / 4.&lt;br /&gt;
&lt;br /&gt;
Same situation applies to {{icon|appease}}[[The Protectorate]], but only if they can contact the {{icon|alien}}[[Aliens|Aliens]] and to a much smaller extent:&lt;br /&gt;
&lt;br /&gt;
* Amount / 10 given to the {{icon|alien}}[[Aliens|Aliens]] for actions against {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* Amount / 3 given to {{icon|appease}}[[The Protectorate]] for actions against the {{icon|alien}}[[Aliens|Aliens]].&lt;br /&gt;
&lt;br /&gt;
For {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] factions, the {{icon|alien}}[[Aliens|Aliens]] can be contacted if either of these two conditions are true:&lt;br /&gt;
* The faction has researched [[Hydra Diplomacy]].&lt;br /&gt;
* The faction is has unlocked but not completed the [[Contact The Aliens]] objective (Called &amp;quot;Find the Alien Path&amp;quot; for {{icon|submit}}[[The Servants]]).&lt;br /&gt;
** This objective is unlocked the moment [[Alien Movements]] is researched.&lt;br /&gt;
** This objective is completed the moment the faction performs a Contact mission on an Alien Councilor. &lt;br /&gt;
&lt;br /&gt;
Note: This hate sharing mechanic only applies when gaining hate through action:&lt;br /&gt;
* Passive Hate Changes are never shared.&lt;br /&gt;
* Hate loss, such as from trade, is never shared.&lt;br /&gt;
* Hate changes that are the result of the minimum or maximum hate level changing are also never shared.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if {{icon|appease}}[[The Protectorate]] has unlocked its [[Factions#Victory_Objectives|Victory Objective]], then any hate gained by {{icon|submit}}[[The Servants]] towards {{icon|appease}}[[The Protectorate]] is no longer shared with {{icon|alien}}[[Aliens|The Aliens]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Estimated Alien Hate Level ==&lt;br /&gt;
&lt;br /&gt;
[[File:Alien threat meter.png|thumb|Estimated Alien Hate Level]]&lt;br /&gt;
&lt;br /&gt;
Each faction has a separate hatred score for every other faction, including the aliens. But while a human faction&#039;s hatred scores can be seen in the intel page, the alien faction&#039;s hatred scores are shrouded in mystery:&lt;br /&gt;
* A player can never see how much hatred the alien faction has for any faction other than the player&#039;s faction. &lt;br /&gt;
* An estimate of the alien faction&#039;s hatred score for the player&#039;s faction becomes visible after the [[Alien Operations]] project is researched. &lt;br /&gt;
&lt;br /&gt;
This estimated alien hate level is displayed as a meter with 5 diamonds that can be lit up one by one, from top to bottom, each with a different color:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Lit Diamonds&lt;br /&gt;
! (Estimated) Hate Level&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| ≥10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| ≥20&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| ≥30&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| ≥40&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| ≥50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Total war TI.JPG|thumb|Total War Declared]]&lt;br /&gt;
&lt;br /&gt;
In dire circumstances, all five diamonds on the meter will turn red. This indicates that the aliens have declared [[Diplomacy#Alien_Total_War|Total War]] upon the player&#039;s faction.&lt;br /&gt;
&lt;br /&gt;
=== Estimation Accuracy ===&lt;br /&gt;
&lt;br /&gt;
In practice, the estimated alien hate level is extremely accurate. Notably, if the aliens have declared war upon the player&#039;s faction, the estimated alien hate level can never lie about it.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, it is possible for the estimated alien hate level to be incorrect. The reason for this is that every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2 before it is applied to the actual hate level. This means that the actual hatred level changes can be between 80% to 120% of the values listed in this page. In contrast, the estimated alien hate level does not apply this randomization: the estimated hatred level changes are always exactly 100% of the values listed in this page.&lt;br /&gt;
&lt;br /&gt;
Therefore, if the player has exceptionally strange luck, then the actual hatred level may differ wildly from the estimated hatred level simply because the randomization factor rolled low for hate changes in one direction but rolled high for hate changes in the other direction.&lt;br /&gt;
&lt;br /&gt;
To address this, the estimated alien hatred level is reset to match the actual alien hatred level whenever any of the following happen:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* The {{icon|alien}}[[Aliens|Alien]] Faction declares a new war on the player&#039;s faction.&lt;br /&gt;
* The player researches [[Hydra Diplomacy]].&lt;br /&gt;
* The player researches [[Their Purpose]].&lt;br /&gt;
* The player researches [[Their Demands]].&lt;br /&gt;
* The player researches [[Coexistence Pact]].&lt;br /&gt;
* The player completes a [[Factions#Trade_Negotiations|trade]] with the Alien faction. (Does not count if the trade is cancelled.)&lt;br /&gt;
* The player captures an [[Aliens#Alien_Habs|alien hab]].&lt;br /&gt;
* The player {{MissionIcon|Detain}}[[Detain]]s an [[Aliens#Alien_Agents|alien councilor]].&lt;br /&gt;
* The player initiates {{MissionIcon|Contact}}[[Contact]] with an [[Aliens#Alien_Agents|alien councilor]]. (Does not count if it is the [[Aliens#Alien_Agents|alien councilor]] initiates {{MissionIcon|Contact}}[[Contact]].)&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
&lt;br /&gt;
When diplomacy breaks down, War is the result.&lt;br /&gt;
&lt;br /&gt;
Once a faction&#039;s hatred level for another faction becomes high enough, they will declare open war on that faction. For AI [[Factions]], open war enables several options that are normally locked away or only available in highly restrictive conditions (such as trespassing on [[Aliens#Alien_Space_Territory|alien territory]]). These options include but are not limited to:&lt;br /&gt;
* Conducting {{MissionIcon|Assassinate}}[[Assassinate]] [[Missions]] on the Enemy Faction&#039;s [[Councilors]].&lt;br /&gt;
* Conducting {{MissionIcon|Control Space Asset}}[[Control Space Asset]] [[Missions]] on the Enemy Faction&#039;s [[Habs]].&lt;br /&gt;
* Using [[Fleets]] to attacking the Enemy Faction&#039;s space assets.&lt;br /&gt;
&lt;br /&gt;
A player who is not prepared for such aggression should seriously consider taking measures to bring the hatred level back down when open war is declared upon them.&lt;br /&gt;
&lt;br /&gt;
=== Human War Threshold ===&lt;br /&gt;
&lt;br /&gt;
The amount of hate needed for a human faction to declare open war upon another faction varies dynamically throughout the game, and depends on three factors:&lt;br /&gt;
* Ideological distance between the two factions.&lt;br /&gt;
* The faction&#039;s [[Factions#Human_Faction_Threat_and_Self-Assessment|self assessment]] of how well it is doing.&lt;br /&gt;
* Whether the other faction is the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]] other than itself.&lt;br /&gt;
&lt;br /&gt;
More specifically, the threshold is 100 hate divided by X, where X is calculated as follows:&lt;br /&gt;
# Set X to the ideological distance between the two factions, but capped at 2.5.&lt;br /&gt;
# If the other faction is the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]] other than itself, then add to X:&lt;br /&gt;
## -2 if the faction believes itself to be way ahead.&lt;br /&gt;
## -1 if the faction believes itself to be ahead.&lt;br /&gt;
## 0 if the faction believes itself to be on par.&lt;br /&gt;
## 1 if the faction believes itself to be losing.&lt;br /&gt;
## 2 if the faction believes itself to be losing big.&lt;br /&gt;
# If X is less than 1, then set X = 1.&lt;br /&gt;
&lt;br /&gt;
As a result, the war threshold for a human faction can vary wildly, from 22.2 to 100 hatred.&lt;br /&gt;
&lt;br /&gt;
In practice, the human AI factions will usually believe themselves to be losing big and the player faction will be the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]]. This means that the human AI faction war thresholds against the player faction will be as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Faction !! {{icon|destroy}} [[Humanity First]] !! {{icon|resist}} [[The Resistance]] !! {{icon|escape}} [[Project Exodus]] !! {{icon|exploit}} [[The Initiative]] !! {{icon|cooperate}} [[The Academy]] !! {{icon|appease}} [[The Protectorate]] !! {{icon|submit}} [[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}} [[Humanity First]] ||  || 32.1 || 24.3 || 24.6 || 22.2 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}} [[The Resistance]] || 32.1 ||  || 32.1 || 29.3 || 26.3 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}} [[Project Exodus]] || 24.3 || 32.1 ||  || 24.6 || 33.3 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}} [[The Initiative]] || 24.6 || 29.3 || 24.6 ||  || 24.6 || 27.9 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}} [[The Academy]] || 22.2 || 26.3 || 33.3 || 24.6 ||  || 26.3 || 28.6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|appease}} [[The Protectorate]] || 22.2 || 22.2 || 22.2 || 27.9 || 26.3 ||  || 27.9&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}} [[The Servants]] || 22.2 || 22.2 || 22.2 || 22.2 || 28.6 || 27.9 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien War Threshold ===&lt;br /&gt;
&lt;br /&gt;
The Alien faction always has a war threshold of 50 hatred.&lt;br /&gt;
&lt;br /&gt;
=== Alien Total War ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}Alien faction will declare total war on a human faction if and only if two conditions are both met:&lt;br /&gt;
* The {{icon|alien}}Alien faction has at least 200 hate for that faction.&lt;br /&gt;
* It has been at least X years since the Campaign began, where X is determined by Campaign Difficulty as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Campaign Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years since Campaign Began &lt;br /&gt;
| 25 || 20 || 10 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Total war is a special state of war where the rules for alien hate venting become significantly more restrictive. This makes it extremely difficult to reduce the alien hate level, which usually means that the human faction will henceforth be stuck in an eternal war with the alien faction.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=11731</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Diplomacy&amp;diff=11731"/>
		<updated>2026-05-18T06:46:39Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page covers diplomatic actions available to global [[Factions]]. For diplomatic interactions between [[Nations]], see [[Foreign Relations]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; is an act of contacting other factions&#039; councilors, usually to trade, or to bribe them to improve relationship. &lt;br /&gt;
&lt;br /&gt;
== Faction Hate ==&lt;br /&gt;
&lt;br /&gt;
[[Factions|Faction]] relationships are governed by &#039;&#039;&#039;FactionHate&#039;&#039;&#039; score. This is a float value that determines how poorly a faction feels about another; the higher the score for another faction, the more it&#039;s hated. Each faction has a separate hatred score for every other faction, including the {{icon|alien}} [[aliens]]. &lt;br /&gt;
&lt;br /&gt;
Each faction has a war threshold for every other faction. While the threshold is usually 50 hate, it may vary from 22.2 to 100 hate depending on ideological distance and [[Factions#Human_Faction_Threat_and_Self-Assessment|faction strength]]. The alien faction&#039;s war threshold for each faction is always 50 hate.&lt;br /&gt;
&lt;br /&gt;
In the intel window, there are 3 different tiers of hatred levels for human factions:&lt;br /&gt;
&lt;br /&gt;
* Tolerance: 0&lt;br /&gt;
* Conflicted: &amp;gt;0 but not above the war threshold.&lt;br /&gt;
* War: &amp;gt;0 and above the war threshold.&lt;br /&gt;
&lt;br /&gt;
Visiting the trade screen allows determining hate score more precisely. From there, faction attitudes can range between following values:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Trade Window Mood&lt;br /&gt;
! Hate Level&lt;br /&gt;
|-&lt;br /&gt;
| Pleased&lt;br /&gt;
| Only {{icon|alien}}[[Aliens]] feel this way to {{icon|submit}}[[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
| Tolerant&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Wary&lt;br /&gt;
| &amp;gt;0&lt;br /&gt;
|-&lt;br /&gt;
| Annoyed&lt;br /&gt;
| &amp;gt;10&lt;br /&gt;
|-&lt;br /&gt;
| Displeased&lt;br /&gt;
| &amp;gt;20&lt;br /&gt;
|-&lt;br /&gt;
| Aggreived&lt;br /&gt;
| &amp;gt;30&lt;br /&gt;
|-&lt;br /&gt;
| Angry&lt;br /&gt;
| &amp;gt;40&lt;br /&gt;
|-&lt;br /&gt;
| Furious&lt;br /&gt;
| &amp;gt;50&lt;br /&gt;
|-&lt;br /&gt;
| Outraged&lt;br /&gt;
| &amp;gt;60&lt;br /&gt;
|-&lt;br /&gt;
| Hate&lt;br /&gt;
| &amp;gt;70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As hate increases, factions will prioritize aggressive actions and target hated factions more. In addition, they&#039;ll also be harder to trade and cooperate with. Once the hate value increases beyond the war threshold, the faction will declare open war, and will begin serious attempts to kill [[Habs]], [[Spaceships]], and [[Councilors]] until the hate falls back down beneath the war threshold.&lt;br /&gt;
&lt;br /&gt;
Factions also have a minimum hatred score for each faction. Ideological differences affect this as well as used {{icon|mc|bgcolor=DarkSlateGray}} mission control (MC) cap in the case of alien hate. If the minimum level climbs above the current hate level, the hate level is moved up to the minimum.&lt;br /&gt;
&lt;br /&gt;
Aggressive actions and combat increases hatred against the attacking faction. There is a table of hatred increasing councilor and military actions below. &lt;br /&gt;
&lt;br /&gt;
Every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2. This means that the hatred score changes you get in-game can be between 80% to 120% of the values listed in this post.&lt;br /&gt;
&lt;br /&gt;
Human Faction hatred can grow pretty much infinitely, so if you piss off a human faction enough, it can become virtually impossible to get them back to Tolerance.&lt;br /&gt;
&lt;br /&gt;
== Minimum Hate Amount ==&lt;br /&gt;
&lt;br /&gt;
Factions whose ideologies are too opposing have a minimum level of hatred for each other.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Alien Pro-Alien Divide ===&lt;br /&gt;
&lt;br /&gt;
Non-moderate factions on opposite sides of the Anti-Alien Pro-Alien divide have a minimum hatred of 20 towards each other. Specifically, the following pairings will always have at least 20 hate for each other:&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|appease}} [[The Protectorate]]&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|submit}} [[The Servants]]&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|alien}} The [[Aliens]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|appease}} [[The Protectorate]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|submit}} [[The Servants]]&lt;br /&gt;
* {{icon|resist}} [[The Resistance]] and {{icon|alien}} The [[Aliens]]&lt;br /&gt;
&lt;br /&gt;
=== Alien Hate for Mission Control Usage ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens|Alien]] faction has a minimum hatred level for all human factions except {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]]. This hatred level depends on the amount of mission control used by the human faction, which roughly represents the amount of human space assets that could be used to threaten the {{icon|alien}}[[Aliens]]&#039; dominance over space.&lt;br /&gt;
&lt;br /&gt;
This minimum hate level is calculated as follows:&lt;br /&gt;
* The amount of {{TV|mc}} currently used by the human faction.&lt;br /&gt;
* Multiply by Difficulty level Multiplier:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier&lt;br /&gt;
| 0.05 || 0.3 || 0.6 || 1&lt;br /&gt;
|}&lt;br /&gt;
* Multiply by 0.8 if [[Strategic Deception]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Maskirovka]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Operational Misdirection]] has been researched.&lt;br /&gt;
* Multiply by 0.8 if [[Operational Security]] has been researched (only available to {{icon|resist}}[[The Resistance]]).&lt;br /&gt;
&lt;br /&gt;
Only used {{TV|mc}}, and not {{TV|mc}} cap affects hate levels. This means that increasing your {{TV|mc}} usage enough will increase the minimum hatred level past the point of being at war with the aliens. &lt;br /&gt;
&lt;br /&gt;
For example, if you use {{TV|mc|167}} on normal and have not researched any of the {{TV|mc}} hate reducing projects, then it is impossible to be at peace with the aliens ({{TV|mc|167}} * 0.3 = 50.1). However, if their attacks destroy enough of your [[Spaceships]] and [[Habs]] to reduce your {{TV|mc}} usage below that critical value, then it is possible to return to peace. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|+ Maximum possible used {{TV|mc}} without {{icon|alien}}Aliens declaring war.&amp;lt;br&amp;gt;(Does not apply to {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].)&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! No Projects&lt;br /&gt;
| 999 || 166 || 83 || 49&lt;br /&gt;
|-&lt;br /&gt;
! With 1 out of 4 projects &lt;br /&gt;
| 1249 || 208 || 104 || 62&lt;br /&gt;
|-&lt;br /&gt;
! With 2 out of 4 projects &lt;br /&gt;
| 1562 || 260 || 130 || 78&lt;br /&gt;
|-&lt;br /&gt;
! With 3 out of 4 projects &lt;br /&gt;
| 1953 || 325 || 162 || 97&lt;br /&gt;
|-&lt;br /&gt;
! With 4 out of 4 projects &lt;br /&gt;
| 2441 || 406 || 203 || 122&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Alien Maximum Hate Amount ==&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The Alien Faction has a maximum amount of hate that it can have for other factions. This maximum hate amount is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Starting Amount&lt;br /&gt;
| 70 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! Yearly Increase&lt;br /&gt;
| 2 || 100 || 100 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, if at least 25 years have passed since the Campaign began and the hate maximum is below 200, then the hate maximum is increased to 200.&lt;br /&gt;
&lt;br /&gt;
Note: All Campaign Duration checks are multiplied by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]] in the [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. Accelerated Campaign mode sets this Alien Progression Slider to 200%, so every year that passes counts as 2 years.&lt;br /&gt;
&lt;br /&gt;
Note: Whenever the Minimum Hate level is greater than the Maximum Hate level, the Maximum Hate level will be set to the Minimum Hate level.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Passive Hate Change ==&lt;br /&gt;
&lt;br /&gt;
Hatred may also passively change over time. This occurs just after the start of each month.&lt;br /&gt;
&lt;br /&gt;
=== Envy-Based Human Hate ===&lt;br /&gt;
&lt;br /&gt;
[[File:CrabBucket.png|thumb|320px|Crabs in a Bucket - A Metaphor for Human Faction Relations]]&lt;br /&gt;
&lt;br /&gt;
Each human faction considers the human faction with the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]] other than itself as its &#039;&#039;rival&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The game simulates envy by making human factions slowly gain hatred for their rival based on how much better the rival is doing, while slowly losing hatred for everyone else. So human factions that are falling behind have a tendency to work together to bring down the strongest human faction, like crabs in a bucket.&lt;br /&gt;
&lt;br /&gt;
As a result, if you&#039;re doing better than the AI, they&#039;ll likely hate you regardless of what you do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: On difficulties below Brutal, AI factions cannot gain envy-based hatred for the player&#039;s faction if they are ideologically close enough. &lt;br /&gt;
&lt;br /&gt;
[[File:IdeologicalDistance.png]]&lt;br /&gt;
&lt;br /&gt;
Just after the start of each month, the following happens for every pair of human factions A and B:&lt;br /&gt;
# If B is not A&#039;s rival, or the month is even, then A loses 1 hate for B.&lt;br /&gt;
# If A and B share a rival, then A loses another 1 hate for B.&lt;br /&gt;
# If A&#039;s rival is on the opposite side of the anti-alien pro-alien divide, then A loses another 1 hate for B.&lt;br /&gt;
# If B is A&#039;s rival, then A gains X hate for B, where X is calculated as follows:&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|ahead]], then set X = 0.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|on par]], then set X = 1.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|losing]], then set X = 1.75.&lt;br /&gt;
## If A is [[Factions#Human_Faction_Threat_and_Self-Assessment|losing big]], then set X = 2.25.&lt;br /&gt;
## If A and B are non-moderates on opposite sides of the anti-alien pro-alien divide, then add 1.4 to X. (The moderates are {{icon|escape}}[[Project Exodus]], {{icon|exploit}}[[The Initiative]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
## If A and B are on the same side of the anti-alien pro-alien divide, then subtract 0.75 from X. Subtract another 2.25 if it has also been less than 7 years since the campaign began.&lt;br /&gt;
## If X is less than 0, then set X = 0.&lt;br /&gt;
# If B has unlocked their [[Factions#Victory_Objectives|Victory Objective]], then A gains another 1 hate for B.&lt;br /&gt;
&lt;br /&gt;
For example, suppose you are playing {{icon|resist}}[[The Resistance]]. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, {{icon|appease}}[[The Protectorate]] will:&lt;br /&gt;
# Lose 1 hate for you, because the month is even.&lt;br /&gt;
# Gain 2.25 + 1.4 = 3.65 hate for you, because you are their rival, they are [[Factions#Human_Faction_Threat_and_Self-Assessment|losing big]], and the two of you are non-moderates on opposite sides of the anti-alien pro-alien divide.&lt;br /&gt;
# Gain another 1 hate for you, because you have unlocked your victory objective.&lt;br /&gt;
On odd months, the first 1 hate loss doesn&#039;t happen. Thus {{icon|appease}}[[The Protectorate]] will gain 49.8 hate for you every year, even if you take absolutely no hostile actions against them.&lt;br /&gt;
&lt;br /&gt;
=== Alien Passive Hate ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens|Alien]] Faction sets their rival to be the human faction that possesses the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]], excluding {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]]. &lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}[[Aliens]] will slowly gain hate for their rival, as well as for all anti-alien factions. Unlike Human Envy however, Alien Frustration with Humanity&#039;s continued refusal to fall means that their passive hate gain rate &#039;&#039;&#039;constantly accelerates&#039;&#039;&#039; as the campaign continues.&lt;br /&gt;
&lt;br /&gt;
Just after the start of each month, the following happens for every human faction B that is not {{icon|submit}}[[The Servants]]:&lt;br /&gt;
# If B is not the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival, or the month is even, then the {{icon|alien}}[[Aliens|Alien]] Faction loses X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X = 0.8.&lt;br /&gt;
## If B is anti-alien, then set X = 0.64.&lt;br /&gt;
## If B is not the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival, and the {{icon|alien}}[[Aliens]] are already at war with at least 3 human factions, then multiply X by 1.5.&lt;br /&gt;
# If the {{icon|alien}}[[Aliens|Alien]] Faction and B share a rival, then the {{icon|alien}}[[Aliens|Alien]] Faction loses another 0.33 hate for B.&lt;br /&gt;
# If the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s rival is on the opposite side of the anti-alien pro-alien divide, then the {{icon|alien}}[[Aliens|Alien]] Faction loses another 1 hate for B.&lt;br /&gt;
# If B is {{icon|appease}}[[The Protectorate]], then the {{icon|alien}}[[Aliens|Alien]] Faction loses X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X to 1. &lt;br /&gt;
## If B can contact the {{icon|alien}}[[Aliens|Alien]], then increase X to 4.&lt;br /&gt;
## If B has unlocked its victory objective, then increase X to 10.&lt;br /&gt;
# If B is not {{icon|appease}}[[The Protectorate]], then the {{icon|alien}}[[Aliens|Alien]] Faction gains X hate for B, where X is calculated as follows:&lt;br /&gt;
## Set X to 0.&lt;br /&gt;
## If B is the {{icon|alien}}[[Aliens|Alien]] Faction&#039;s Rival, then add 0.65 to X.&lt;br /&gt;
## If B is the human faction that possesses the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]], then add another 0.65 to X.&lt;br /&gt;
## If B has unlocked its victory objective, then add 0.5 to X.&lt;br /&gt;
## If B is {{icon|escape}}[[Project Exodus]], then add 0.07 to X.&lt;br /&gt;
## If B is {{icon|resist}}[[The Resistance]], then add 0.17 to X.&lt;br /&gt;
## If B is {{icon|destroy}}[[Humanity First]], then add 0.34 to X.&lt;br /&gt;
## If B is {{icon|cooperate}}[[The Academy]], then multiply X by 0.75.&lt;br /&gt;
## Multiply X by 0, 1, 1.9, and 3.3 for Cinematic, Normal, Veteran, and Brutal Difficulties respectively.&lt;br /&gt;
## Divide X by 60.&lt;br /&gt;
## Multiply X by the number of years since the Campaign began.&lt;br /&gt;
## Multiply X by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
For example, suppose you are playing {{icon|resist}}[[The Resistance]] on Normal Difficulty, Long Campaign mode. It is October 2042, and you have unlocked your victory objective, and you are far ahead of all other human factions. This month, the {{icon|alien}}[[Aliens|Alien]] Faction will:&lt;br /&gt;
# Lose 0.64 hate for you, because the month is even and you are anti-alien.&lt;br /&gt;
# Gain (0.65+0.65+0.5+0.17) * 1 / 60 * 20 = roughly 0.66 hate for you, because you are their rival, the strongest human faction, have unlocked your victory objective, are the resistance, are on normal difficulty, and it has been 20 years since the Campaign began.&lt;br /&gt;
On odd months, the first 0.64 hate loss doesn&#039;t happen. Thus the {{icon|alien}}[[Aliens|Alien]] Faction will gain roughly 4.2 hate for you this year, even if you take absolutely no hostile actions against them.&lt;br /&gt;
&lt;br /&gt;
Furthermore, since Alien Frustration is constantly growing, they will gain roughly 4.6 hate for you next year, roughly 5 the next, and so on, accelerating by roughly 0.4 per year.&lt;br /&gt;
&lt;br /&gt;
In practice, the {{icon|alien}}[[Aliens|Alien]] Faction will usually pick the Player&#039;s faction as its rival simply because the player will be developing that much faster than the Human AI factions. So the best a player can do to avoid passive alien hate gain is to avoid unlocking their victory objective as long as possible.&lt;br /&gt;
&lt;br /&gt;
Under these conditions, there are two rough deadlines to keep in mind:&lt;br /&gt;
* Hate Start: The time after which you would be gaining passive alien hate faster than you lose it, on average.&lt;br /&gt;
* War Start: The time after which the aliens would declare war on you, assuming you never did a single thing to change their hate amount, not even use Mission Control.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! colspan=2 | Hate Decay !! colspan=3 | Hate Gain Per Month Per Month !! colspan=3 | Hate Start Year !! colspan=3 | War Start Year&lt;br /&gt;
|-&lt;br /&gt;
! Bimonthly !! Monthly !! Normal !! Veteran !! Brutal !! Normal !! Veteran !! Brutal !! Normal !! Veteran !! Brutal &lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}}[[The Academy]] || 0.8 || 0.4 || 0.00135 || 0.00257 || 0.00447 || 25 || 13 || 8 || 47 || 29 || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}}[[The Initiative]] || 0.8 || 0.4 || 0.00181 || 0.00343 || 0.00596 || 19 || 10 || 6 || 38 || 24 || 17&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}}[[Project Exodus]] || 0.64 || 0.32 || 0.00190 || 0.00362 || 0.00628 || 14 || 7 || 4 || 33 || 21 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}[[The Resistance]] || 0.64 || 0.32 || 0.00204 || 0.00388 || 0.00674 || 13 || 7 || 4 || 27 || 17 || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}[[Humanity First]] || 0.64 || 0.32 || 0.00228 || 0.00433 || 0.00752 || 12 || 6 || 4 || 25 || 16 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Actions that affect hatred ==&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
{{#invoke:MissionLister|ListHate|false}}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{{#invoke:MissionLister|ListHate|true}}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
There are a number of [[Missions]] that may generate different amounts of hate depending on the situation:&lt;br /&gt;
* If the target [[Factions|Faction(s)]] is intel sharing with the Faction that performed the mission, then the hate gained is the maximum hate that any outcome of the mission could give.&lt;br /&gt;
* If the target [[Factions|Faction(s)]] has a [[Councilors#Turn_councilor|mole]] in the Faction that performed the mission, then the hate gained for successful outcomes is the maximum hate that any successful outcome of the mission could give, and the hate gained for failing outcomes is the maximum hate that any failing outcome of the mission could give.&lt;br /&gt;
* If the Faction that performed the mission is the {{icon|alien}}[[Aliens]] and the target [[Factions|Faction(s)]] cannot [[Councilors#Alien_Detection_Restrictions|detect]] the mission when it is done by {{icon|alien}}[[Aliens]], then the hate is gained towards {{icon|submit}}[[The Servants]] instead of the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* For the {{MissionIcon|Assault Alien Asset}}[[Assault Alien Asset]] mission, if the target is merely [[Aliens#Alien_Xenoforming|xenoflora]], then there is no hate gain.&lt;br /&gt;
* For the {{MissionIcon|Assassinate}}[[Assassinate]] mission, if the target is an {{icon|alien}}[[Aliens#Alien_Agents|Alien Councilor]] and the outcome is a critical success (that hides the culprit&#039;s identity), then the {{icon|alien}}[[Aliens]] will blame everyone equally, spreading 10 hate evenly among all human factions except {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* For the {{MissionIcon|Detain}}[[Detain Councilor]] mission, if the target is an {{icon|alien}}[[Aliens#Alien_Agents|Alien Councilor]], then normal successes give 10 hate, while critical successes give 0 hate.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable &lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred generated&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Spaceships|ship]]&lt;br /&gt;
| 0.35 × [[Ship Hull List|hull structural integrity]]&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|hab]] module&lt;br /&gt;
| hab tier level&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|hab]]&lt;br /&gt;
| 3 × hab tier level + all the hate for blowing up the hab modules on board.&lt;br /&gt;
|-&lt;br /&gt;
| Assaulting a [[Habs|hab]]&lt;br /&gt;
| 8 × hab tier level + all the hate for any hab modules that blow up as a result.&lt;br /&gt;
|-&lt;br /&gt;
| Initiating bombardment on any target&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| Entering combat against a [[Habs|hab]]&lt;br /&gt;
| 2 × hab tier&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Wars|Declaring war]] on another [[Nations|nation]]&lt;br /&gt;
| Number of CPs owned in nation × 3 (for faction with executive control of target nation only, dragged in [[Foreign_Relations#Alliances|allies]] don&#039;t count.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: As a general rule of thumb, factions will never gain hate for any assets that they destroy in &#039;&#039;&#039;self-defense&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
For example, if a faction A sends a [[Fleets|fleet]] of [[Spaceships|ships]] over to a faction B&#039;s hab, and faction B kills all of the [[Spaceships|ships]] in that [[Fleets|fleet]], faction A does not gain any hate for faction B.&lt;br /&gt;
&lt;br /&gt;
However, pre-emptive self-defense does not necessarily count. If faction B had seen this [[Fleets|fleet]] of [[Spaceships|ships]] coming from faction A, and sent its own [[Fleets|fleet]] of [[Spaceships|ships]] to intercept faction A&#039;s [[Fleets|fleet]] before it arrives at faction B&#039;s [[Habs|hab]], then any of faction A&#039;s [[Spaceships|ships]] that are killed in that battle could cause faction A to hate faction B. Also, if you send a fleet to encounter a rival fleet, you still count as the attacker even if you merely choose to &amp;quot;Accept&amp;quot; battle rather than &amp;quot;Engage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The exact rules are deliberately tricky to make them difficult to exploit. In general, if a player wishes to destroy enemy assets without incurring hate, they must first wait for the target faction to start an attack at the player, and then they must defeat that attack before that attack kills its target.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A destroyed ship gives no hate if any of the following are true:&lt;br /&gt;
* The combat that destroyed the ship occurred at the hab. Note: If the fleet pursues an evading fleet, then it might not count as being at the hab!&lt;br /&gt;
* The ship was part of a fleet that transferred to the hab or fleet that destroyed it.&lt;br /&gt;
* The ship was part of a fleet that has or had a goal to attack the faction that destroyed it within the last 14 days.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Specific ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align=center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Hatred&lt;br /&gt;
|-&lt;br /&gt;
| Formation of the [[Aliens#Alien_Administration|Alien Nation]]&lt;br /&gt;
| &lt;br /&gt;
* {{icon|cooperate}} [[The Academy]] and {{icon|exploit}} [[The Initiative]] gain 40 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards [[The Servants]].&lt;br /&gt;
* {{icon|escape}} [[Project Exodus]] gains 70 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards {{icon|submit}} [[The Servants]].&lt;br /&gt;
* {{icon|destroy}} [[Humanity First]] and {{icon|resist}} [[The Resistance]] gain 100 hatred towards the {{icon|alien}} [[Aliens|Aliens]] and 100 hatred towards {{icon|submit}} [[The Servants]].&lt;br /&gt;
* For every pair of human factions A and B that is not {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]]:&lt;br /&gt;
** If A was at war with B, then A&#039;s hate for B is set to 9, effectively ending the war.&lt;br /&gt;
** Otherwise if A&#039;s hate for B was at least 18, then that hate is set to 8.&lt;br /&gt;
** Otherwise A&#039;s hate for B is reduced by 10.&lt;br /&gt;
|-&lt;br /&gt;
| Destroying [[Aliens#Alien_Assault_Carrier|Landed UFO]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 80 hatred towards the faction responsible. (Only 10 hatred if a Councilor did it.)&lt;br /&gt;
|-&lt;br /&gt;
| Destroying [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 10 hatred towards the faction responsible.&lt;br /&gt;
|-&lt;br /&gt;
| Conquering or causing a revolution the [[Aliens#Alien_Administration|Alien Nation]]&lt;br /&gt;
| {{icon|alien}} [[Aliens|Aliens]] gain 80 hatred divided up among the factions responsible.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Hate Vent ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{{icon|alien}} [[Aliens|Aliens]] may lose hate when they destroy specific assets of their enemies:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align=center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Destroyed Target&lt;br /&gt;
! Conditions&lt;br /&gt;
! Hatred Vented&lt;br /&gt;
|-&lt;br /&gt;
| [[Councilors|Councilor]]&lt;br /&gt;
| Must be {{MissionIcon|Assassinate}}[[Assassinate|assassinated]].&lt;br /&gt;
| Average of all of the councilor&#039;s attributes &#039;&#039;without&#039;&#039; [[Orgs|orgs]] or traits.&lt;br /&gt;
|-&lt;br /&gt;
| Army&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War. &lt;br /&gt;
&amp;lt;br&amp;gt; Must be bombarded. &lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Space Facility&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be bombarded.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
&amp;lt;br&amp;gt; Nation is fully controlled by one faction.&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| [[Spaceships|Ship]]&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt;Must not be Trespassing.&amp;lt;ref name=TP&amp;gt;You are trespassing on {{icon|alien}}[[Aliens|Alien]] territory if you are in or beyond Jupiter&#039;s orbit, or in any area where the {{icon|alien}}[[Aliens|Aliens]] have a [[Habs|hab]], except for [[Earth]].&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;Must be targeted by {{icon|alien}}[[Aliens|Aliens]].&lt;br /&gt;
| The [[Spaceships#Hull|Construction Tier]] of the Ship&#039;s Hull.&lt;br /&gt;
|-&lt;br /&gt;
| Complete [[Habs|Hab]] Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
Module Tier ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; +Module Tier if Module is a Mining Complex.&lt;br /&gt;
&amp;lt;br&amp;gt; +Module Tier if Module is a Construction Module.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete [[Habs|Hab]] Module with Previous Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
(Minimum of this Module and Previous Module Tier) ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete [[Habs|Hab]] Module with No Previous Module&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
&amp;lt;br&amp;gt; Hab Core must be complete at some point in the past.&lt;br /&gt;
| &lt;br /&gt;
Module Tier ^ 2.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 16.&lt;br /&gt;
&amp;lt;br&amp;gt; Divide by 2/3/4/5 for Cinematic/Normal/Veteran/Brutal Difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Entire [[Habs|Hab]]&lt;br /&gt;
| &lt;br /&gt;
Must not be at Total War.&lt;br /&gt;
&amp;lt;br&amp;gt; Must not be Trespassing&amp;lt;ref name=TP /&amp;gt;.&lt;br /&gt;
&amp;lt;br&amp;gt; Must be targeted by {{icon|alien}} [[Aliens|Aliens]].&lt;br /&gt;
| &lt;br /&gt;
The Maximum of:&lt;br /&gt;
* Sum of hate vented if each individual module was blown up.&lt;br /&gt;
* Hab tier if Hab Core was complete at some point in the past.&lt;br /&gt;
* Hab tier / 2 if Hab Core is not currently being boosted over from Earth.&lt;br /&gt;
|-&lt;br /&gt;
| Any of the Above&lt;br /&gt;
|&lt;br /&gt;
Must not be on Brutal Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt; Must have recently lost &amp;gt;35% of [[Factions#Faction_Ownership_of_Humanity|Fractional Ownership over Space Humanity]]&lt;br /&gt;
| &lt;br /&gt;
50% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Cinematic Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;35% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Normal Difficulty.&lt;br /&gt;
&amp;lt;br&amp;gt;15% of {{icon|alien}} [[Aliens|Alien]] hate for faction on Veteran Difficulty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, the {{icon|alien}} [[Aliens|Aliens]] will only vent hate after destroying a target if:&lt;br /&gt;
* They are not at total war with the target&#039;s faction.&lt;br /&gt;
* They actually wanted to kill the target (not self-defense against stuff being thrown at them or their territory).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Contact with Other Factions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
By using the &#039;&#039;&#039;Contact&#039;&#039;&#039; mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.&lt;br /&gt;
&lt;br /&gt;
However, all human factions ultimately have incompatible ideologies and antithetical goals, and they will regard any cordial relations as transient at best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
To conduct diplomacy, a [[Councilors|councilor]] needs to do {{MissionIcon|Contact}}[[Contact]] [[Missions|mission]] on an agent of target faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Trade.png|thumb|Trade interface]]&lt;br /&gt;
It&#039;s possible to trade following things:&lt;br /&gt;
&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Orgs]] (including assigned orgs)&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
* Engineering [[Technology|projects]]&lt;br /&gt;
* Truce, non-aggression pact, and intel sharing.&lt;br /&gt;
&lt;br /&gt;
For more detail on trading options, see [[Factions#Trade_Negotiations]].&lt;br /&gt;
&lt;br /&gt;
Trade is the only action that decreases hatred directly. Equal trades decrease hatred by -9 and favorable trades decrease hatred by -18. Having a hatred score above a 6 with a faction hampers your ability to trade with them, so it&#039;s important to trade early and often with factions you want to ally.&lt;br /&gt;
&lt;br /&gt;
Faction hatred significantly affects trade favorability:&lt;br /&gt;
* Each faction computes a score for a trade by weighing it against what they have, what they&#039;re prioritizing, etc.&lt;br /&gt;
* If hatred is greater than 6, that score is divided by hatred / 5, significantly reducing the trade&#039;s favorability score&lt;br /&gt;
&lt;br /&gt;
Faction hatred may also [[Factions#Resource_Trade_Limits|reduce the amount of resources]] that a faction is willing to sell to another.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Interpreting Trade Messages: What the other faction is really saying.&lt;br /&gt;
|-&lt;br /&gt;
! Trade Value !! Trade Messages&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || &lt;br /&gt;
* This isn&#039;t going to work. You need to offer more.&lt;br /&gt;
* This is insufficient.&lt;br /&gt;
* We will need more than that.&lt;br /&gt;
* Not a chance. We&#039;ll need more.&lt;br /&gt;
* Not even close.&lt;br /&gt;
* Unacceptable. &lt;br /&gt;
* We will need significantly more concessions to consider this offer.&lt;br /&gt;
|-&lt;br /&gt;
| Low ||&lt;br /&gt;
* We&#039;re going to need a little more from your end of the bargain.&lt;br /&gt;
* While this has some merit, we would need a bit more incentive to agree.&lt;br /&gt;
* This isn&#039;t quite in our interest to accept.&lt;br /&gt;
* We&#039;re getting there. What else can you throw in?&lt;br /&gt;
* Not bad. Just need a little more.&lt;br /&gt;
* Close, but not quite.&lt;br /&gt;
* Improve your offer, and we may be able to reach an agreement.&lt;br /&gt;
|-&lt;br /&gt;
| Equal ||&lt;br /&gt;
* This is a fair trade. I accept.&lt;br /&gt;
* Very well. We agree.&lt;br /&gt;
* This is adequate. Agreed.&lt;br /&gt;
* Not what we had hoped for, but good enough. We accept.&lt;br /&gt;
* Acceptable.&lt;br /&gt;
* Agreed.&lt;br /&gt;
* We would have preferred more, but this will suffice. Agreed.&lt;br /&gt;
|-&lt;br /&gt;
| High ||&lt;br /&gt;
* A generous trade! I accept.&lt;br /&gt;
* A beneficial agreement for both sides!&lt;br /&gt;
* Agreed. This is more than adequate.&lt;br /&gt;
* This is ample compensation. We agree.&lt;br /&gt;
* Agreed!&lt;br /&gt;
* We accept and will look forward to future discussions.&lt;br /&gt;
* Well done. We&#039;re pleased with this outcome.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact with Aliens ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
Pro-Alien Human Factions may contact [[Aliens#Alien_Agents|alien councilors]] after completing certain story objectives.&lt;br /&gt;
&lt;br /&gt;
In addition to opening up a trade window, this also resets the [[Diplomacy#Estimated_Alien_Hate_Level|estimated alien hate level]] to match the actual alien hate level. Furthermore, it completes the [[Access Alien Tech]] and [[Alien Diplomacy]] milestones if the Acting Faction is {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
&lt;br /&gt;
However, trade with Aliens is limited in some ways:&lt;br /&gt;
* [[Habs]] cannot be traded.&lt;br /&gt;
* Engineering Projects cannot be traded.&lt;br /&gt;
* Non-aggression pacts cannot be traded if one party is {{icon|cooperate}}[[The Academy]].&lt;br /&gt;
&lt;br /&gt;
There are lines of alien diplomatic contact dialogue in game files:&lt;br /&gt;
&lt;br /&gt;
* [[File:FAC_SubmitCouncil_128.png|30px|link=]]Servants: Greetings, faithful servant (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Kneel, domestic animal&amp;lt;/font&amp;gt;). You are loved (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;you are nothing&amp;lt;/font&amp;gt;).  &lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/War: Yield (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;die&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/in conflict: Submission=survival (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Resistance=obliteration&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_AppeaseCouncil_128.png|30px|link=]]Protectorate/Tolerance: You are tolerated (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;You present no threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/War: Undesired obstacle (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Expunge the threat&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/In conflict: Cease. Cease. Cease. (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Threat. Threat. Threat.&amp;lt;/font&amp;gt;).&lt;br /&gt;
* [[File:FAC_CooperateCouncil_128.png|30px|link=]]Academy/Tolerance: Communication=acceptable (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Human=persuadable?&amp;lt;/font&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Pro-Alien Hate Sharing ==&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
{{icon|submit}}[[The Servants|Servant]] hatred and {{icon|alien}}[[Aliens|Alien]] hatred scores are related. Gaining hatred with one will increase hatred for the other according to the following relationships:&lt;br /&gt;
&lt;br /&gt;
* If {{icon|submit}}[[The Servants]] gain hatred on a faction and can contact the {{icon|alien}}[[Aliens|Aliens]], then the {{icon|alien}}[[Aliens|Aliens]] gain the same amount of hatred / 4.&lt;br /&gt;
* Otherwise, the {{icon|alien}}[[Aliens|Aliens]] gain the same amount of hatred / 8.&lt;br /&gt;
* If the {{icon|alien}}[[Aliens|Aliens]] gain hatred on a faction and can contact {{icon|submit}}[[The Servants]], then {{icon|submit}}[[The Servants]] gain the same amount of hatred / 2.&lt;br /&gt;
* Otherwise, {{icon|submit}}[[The Servants]] gain the same amount of hatred / 4.&lt;br /&gt;
&lt;br /&gt;
Same situation applies to {{icon|appease}}[[The Protectorate]], but only if they can contact the {{icon|alien}}[[Aliens|Aliens]] and to a much smaller extent:&lt;br /&gt;
&lt;br /&gt;
* Amount / 10 given to the {{icon|alien}}[[Aliens|Aliens]] for actions against {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* Amount / 3 given to {{icon|appease}}[[The Protectorate]] for actions against the {{icon|alien}}[[Aliens|Aliens]].&lt;br /&gt;
&lt;br /&gt;
For {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] factions, the {{icon|alien}}[[Aliens|Aliens]] can be contacted if either of these two conditions are true:&lt;br /&gt;
* The faction has researched [[Hydra Diplomacy]].&lt;br /&gt;
* The faction is has unlocked but not completed the [[Contact The Aliens]] objective (Called &amp;quot;Find the Alien Path&amp;quot; for {{icon|submit}}[[The Servants]]).&lt;br /&gt;
** This objective is unlocked the moment [[Alien Movements]] is researched.&lt;br /&gt;
** This objective is completed the moment the faction performs a Contact mission on an Alien Councilor. &lt;br /&gt;
&lt;br /&gt;
Note: This hate sharing mechanic only applies when gaining hate through action:&lt;br /&gt;
* Passive Hate Changes are never shared.&lt;br /&gt;
* Hate loss, such as from trade, is never shared.&lt;br /&gt;
* Hate changes that are the result of the minimum or maximum hate level changing are also never shared.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if {{icon|appease}}[[The Protectorate]] has unlocked its [[Factions#Victory_Objectives|Victory Objective]], then any hate gained by {{icon|submit}}[[The Servants]] towards {{icon|appease}}[[The Protectorate]] is no longer shared with {{icon|alien}}[[Aliens|The Aliens]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Estimated Alien Hate Level ==&lt;br /&gt;
&lt;br /&gt;
[[File:Alien threat meter.png|thumb|Estimated Alien Hate Level]]&lt;br /&gt;
&lt;br /&gt;
Each faction has a separate hatred score for every other faction, including the aliens. But while a human faction&#039;s hatred scores can be seen in the intel page, the alien faction&#039;s hatred scores are shrouded in mystery:&lt;br /&gt;
* A player can never see how much hatred the alien faction has for any faction other than the player&#039;s faction. &lt;br /&gt;
* An estimate of the alien faction&#039;s hatred score for the player&#039;s faction becomes visible after the [[Alien Operations]] project is researched. &lt;br /&gt;
&lt;br /&gt;
This estimated alien hate level is displayed as a meter with 5 diamonds that can be lit up one by one, from top to bottom, each with a different color:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Lit Diamonds&lt;br /&gt;
! (Estimated) Hate Level&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| ≥10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| ≥20&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| ≥30&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| ≥40&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| ≥50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Total war TI.JPG|thumb|Total War Declared]]&lt;br /&gt;
&lt;br /&gt;
In dire circumstances, all five diamonds on the meter will turn red. This indicates that the aliens have declared [[Diplomacy#Alien_Total_War|Total War]] upon the player&#039;s faction.&lt;br /&gt;
&lt;br /&gt;
=== Estimation Accuracy ===&lt;br /&gt;
&lt;br /&gt;
In practice, the estimated alien hate level is extremely accurate. Notably, if the aliens have declared war upon the player&#039;s faction, the estimated alien hate level can never lie about it.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, it is possible for the estimated alien hate level to be incorrect. The reason for this is that every time a hatred modifier is applied, the value is multiplied by a random value between 0.8 and 1.2 before it is applied to the actual hate level. This means that the actual hatred level changes can be between 80% to 120% of the values listed in this page. In contrast, the estimated alien hate level does not apply this randomization: the estimated hatred level changes are always exactly 100% of the values listed in this page.&lt;br /&gt;
&lt;br /&gt;
Therefore, if the player has exceptionally strange luck, then the actual hatred level may differ wildly from the estimated hatred level simply because the randomization factor rolled low for hate changes in one direction but rolled high for hate changes in the other direction.&lt;br /&gt;
&lt;br /&gt;
To address this, the estimated alien hatred level is reset to match the actual alien hatred level whenever any of the following happen:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* The {{icon|alien}}[[Aliens|Alien]] Faction declares a new war on the player&#039;s faction.&lt;br /&gt;
* The player researches [[Hydra Diplomacy]].&lt;br /&gt;
* The player researches [[Their Purpose]].&lt;br /&gt;
* The player researches [[Their Demands]].&lt;br /&gt;
* The player researches [[Coexistence Pact]].&lt;br /&gt;
* The player completes a [[Factions#Trade_Negotiations|trade]] with the Alien faction. (Does not count if the trade is cancelled.)&lt;br /&gt;
* The player captures an [[Aliens#Alien_Habs|alien hab]].&lt;br /&gt;
* The player {{MissionIcon|Detain}}[[Detain]]s an [[Aliens#Alien_Agents|alien councilor]].&lt;br /&gt;
* The player initiates {{MissionIcon|Contact}}[[Contact]] with an [[Aliens#Alien_Agents|alien councilor]]. (Does not count if it is the [[Aliens#Alien_Agents|alien councilor]] initiates {{MissionIcon|Contact}}[[Contact]].)&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
&lt;br /&gt;
When diplomacy breaks down, War is the result.&lt;br /&gt;
&lt;br /&gt;
Once a faction&#039;s hatred level for another faction becomes high enough, they will declare open war on that faction. For AI [[Factions]], open war enables several options that are normally locked away or only available in highly restrictive conditions (such as trespassing on [[Aliens#Alien_Space_Territory|alien territory]]). These options include but are not limited to:&lt;br /&gt;
* Conducting {{MissionIcon|Assassinate}}[[Assassinate]] [[Missions]] on the Enemy Faction&#039;s [[Councilors]].&lt;br /&gt;
* Conducting {{MissionIcon|Control Space Asset}}[[Control Space Asset]] [[Missions]] on the Enemy Faction&#039;s [[Habs]].&lt;br /&gt;
* Using [[Fleets]] to attacking the Enemy Faction&#039;s space assets.&lt;br /&gt;
&lt;br /&gt;
A player who is not prepared for such aggression should seriously consider taking measures to bring the hatred level back down when open war is declared upon them.&lt;br /&gt;
&lt;br /&gt;
=== Human War Threshold ===&lt;br /&gt;
&lt;br /&gt;
The amount of hate needed for a human faction to declare open war upon another faction varies dynamically throughout the game, and depends on three factors:&lt;br /&gt;
* Ideological distance between the two factions.&lt;br /&gt;
* The faction&#039;s [[Factions#Human_Faction_Threat_and_Self-Assessment|self assessment]] of how well it is doing.&lt;br /&gt;
* Whether the other faction is the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]] other than itself.&lt;br /&gt;
&lt;br /&gt;
More specifically, the threshold is 100 hate divided by X, where X is calculated as follows:&lt;br /&gt;
# Set X to the ideological distance between the two factions, but capped at 2.5.&lt;br /&gt;
# If the other faction is the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]] other than itself, then add to X:&lt;br /&gt;
## -2 if the faction believes itself to be way ahead.&lt;br /&gt;
## -1 if the faction believes itself to be ahead.&lt;br /&gt;
## 0 if the faction believes itself to be on par.&lt;br /&gt;
## 1 if the faction believes itself to be losing.&lt;br /&gt;
## 2 if the faction believes itself to be losing big.&lt;br /&gt;
# If X is less than 1, then set X = 1.&lt;br /&gt;
&lt;br /&gt;
As a result, the war threshold for a human faction can vary wildly, from 22.2 to 100 hatred.&lt;br /&gt;
&lt;br /&gt;
In practice, the human AI factions will usually believe themselves to be losing big and the player faction will be the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]]. This means that the human AI faction war thresholds against the player faction will be as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Faction !! {{icon|destroy}} [[Humanity First]] !! {{icon|resist}} [[The Resistance]] !! {{icon|escape}} [[Project Exodus]] !! {{icon|exploit}} [[The Initiative]] !! {{icon|cooperate}} [[The Academy]] !! {{icon|appease}} [[The Protectorate]] !! {{icon|submit}} [[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}} [[Humanity First]] ||  || 32.1 || 24.3 || 24.6 || 22.2 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}} [[The Resistance]] || 32.1 ||  || 32.1 || 29.3 || 26.3 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|escape}} [[Project Exodus]] || 24.3 || 32.1 ||  || 24.6 || 33.3 || 22.2 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|exploit}} [[The Initiative]] || 24.6 || 29.3 || 24.6 ||  || 24.6 || 27.9 || 22.2&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|cooperate}} [[The Academy]] || 22.2 || 26.3 || 33.3 || 24.6 ||  || 26.3 || 28.6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|appease}} [[The Protectorate]] || 22.2 || 22.2 || 22.2 || 27.9 || 26.3 ||  || 27.9&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}} [[The Servants]] || 22.2 || 22.2 || 22.2 || 22.2 || 28.6 || 27.9 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien War Threshold ===&lt;br /&gt;
&lt;br /&gt;
The Alien faction always has a war threshold of 50 hatred.&lt;br /&gt;
&lt;br /&gt;
=== Alien Total War ===&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The {{icon|alien}}Alien faction will declare total war on a human faction if and only if two conditions are both met:&lt;br /&gt;
* The {{icon|alien}}Alien faction has at least 200 hate for that faction.&lt;br /&gt;
* It has been at least X years since the Campaign began, where X is determined by Campaign Difficulty as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Campaign Difficulty &lt;br /&gt;
| Cinematic || Normal || Veteran || Brutal&lt;br /&gt;
|-&lt;br /&gt;
! Years since Campaign Began &lt;br /&gt;
| 25 || 20 || 10 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These values are divided by the [[Aliens#Alien_Progression_Rate|Alien Progression Speed]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. It is 100% on Long Campaign mode and 200% on Accelerated Campaign mode.&lt;br /&gt;
&lt;br /&gt;
Total war is a special state of war where the rules for alien hate venting become significantly more restrictive. This makes it extremely difficult to reduce the alien hate level, which usually means that the human faction will henceforth be stuck in an eternal war with the alien faction.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=11728</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Factions&amp;diff=11728"/>
		<updated>2026-05-15T05:09:30Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Trade Negotiations */&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;
Each faction also have slightly different starting conditions with some having more popular support than others, and some starting with space stations.&lt;br /&gt;
&lt;br /&gt;
By using the {{MissionIcon|Contact}}[[Contact]] mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower [[Diplomacy|hostility]] between factions.&lt;br /&gt;
&lt;br /&gt;
== Human Factions ==&lt;br /&gt;
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation&#039;s population having different beliefs. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;noresize&amp;quot;&amp;gt;&amp;lt;!-- According to MediaWiki this helps with display of large tables on mobile --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Faction !! rowspan=2 | Leader !! rowspan=2 | Agenda !! colspan=2  width=1% | Ideology !! rowspan=2 | Default names !! rowspan=2 width=1% | Ship color&lt;br /&gt;
|-&lt;br /&gt;
! Humanity !! Aliens&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|resist|size=x80px}}&amp;lt;br&amp;gt;[[The Resistance]]&lt;br /&gt;
| {{Icon|resist leader|size=80px}}&amp;lt;br&amp;gt;[[Commander Fiona Ayoade]]&lt;br /&gt;
| Protect humanity by resisting the alien invasion&lt;br /&gt;
| Realist&lt;br /&gt;
| Hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: heroes&lt;br /&gt;
* Medium ships: qualities&lt;br /&gt;
* Large ships: battles&lt;br /&gt;
* Habs: commanders&lt;br /&gt;
| style=&amp;quot;background-color: White&amp;quot; | &amp;lt;code&amp;gt;White&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|submit|size=x80px}}&amp;lt;br&amp;gt;[[The Servants]]&lt;br /&gt;
| {{Icon|submit leader|size=80px}}&amp;lt;br&amp;gt;[[Superior Judith Howell]]&lt;br /&gt;
| Support the aliens by any means necessary&lt;br /&gt;
| Idealist&lt;br /&gt;
| Very supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: mythical beasts&lt;br /&gt;
* Medium ships: phenomena&lt;br /&gt;
* Large ships: mythologies&lt;br /&gt;
* Habs: monuments&lt;br /&gt;
| style=&amp;quot;background-color: Black&amp;quot; | &amp;lt;code&amp;gt;Black&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|exploit|size=x80px}}&amp;lt;br&amp;gt;[[The Initiative]]&lt;br /&gt;
| {{Icon|exploit leader|size=80px}}&amp;lt;br&amp;gt;[[Chairman Soren Van Wyk]]&lt;br /&gt;
| Exploit the alien arrival to gain power&lt;br /&gt;
| Cynical&lt;br /&gt;
| Neutral&lt;br /&gt;
|&lt;br /&gt;
* Small ships: fish&lt;br /&gt;
* Medium ships: rivers&lt;br /&gt;
* Large ships: water bodies&lt;br /&gt;
* Habs: explorers&lt;br /&gt;
| style=&amp;quot;background-color: Orange&amp;quot; | &amp;lt;code&amp;gt;Orange&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|escape|size=x80px}}&amp;lt;br&amp;gt;[[Project Exodus]]&lt;br /&gt;
| {{Icon|escape leader|size=80px}}&amp;lt;br&amp;gt;[[Director Khalid Al-Ashgar]]&lt;br /&gt;
| Escape the aliens by sending humans to other stars&lt;br /&gt;
| Idealist&lt;br /&gt;
| Somewhat hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: birds&lt;br /&gt;
* Medium ships: astronomy objects&lt;br /&gt;
* Large ships: famous ships&lt;br /&gt;
* Habs: astronauts&lt;br /&gt;
| style=&amp;quot;background-color: Brown&amp;quot; | &amp;lt;code&amp;gt;Brown&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|cooperate|size=x80px}}&amp;lt;br&amp;gt;[[The Academy]]&lt;br /&gt;
| {{Icon|cooperate leader|size=80px}}&amp;lt;br&amp;gt;[[Chancellor Li Qingzhao]]&lt;br /&gt;
| Convince the aliens that we are equal&lt;br /&gt;
| Idealist&lt;br /&gt;
| Somewhat supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: land animals&lt;br /&gt;
* Medium ships: scientists&lt;br /&gt;
* Large ships: explorations&lt;br /&gt;
* Habs: exemplars&lt;br /&gt;
| style=&amp;quot;background-color: Olive&amp;quot; | &amp;lt;code&amp;gt;Olive&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|destroy|size=x80px}}&amp;lt;br&amp;gt;[[Humanity First]]&lt;br /&gt;
| {{Icon|destroy leader|size=80px}}&amp;lt;br&amp;gt;[[Colonel Hanse Castillo]]&lt;br /&gt;
| Eradicate the aliens and all who support them&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Very hostile&lt;br /&gt;
|&lt;br /&gt;
* Small ships: weapons&lt;br /&gt;
* Medium ships: warriors&lt;br /&gt;
* Large ships: scary things&lt;br /&gt;
* Habs: mountains&lt;br /&gt;
| style=&amp;quot;background-color: Red&amp;quot; | &amp;lt;code&amp;gt;Red&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|appease|size=x80px}}&amp;lt;br&amp;gt;[[The Protectorate]]&lt;br /&gt;
| {{Icon|appease leader|size=80px}}&amp;lt;br&amp;gt;[[Commissioner Kiran Banerjee]]&lt;br /&gt;
| Protect humanity by appeasing the aliens&lt;br /&gt;
| Somewhat cynical&lt;br /&gt;
| Supportive&lt;br /&gt;
|&lt;br /&gt;
* Small ships: cities&lt;br /&gt;
* Medium ships: regions&lt;br /&gt;
* Large ships: landmasses&lt;br /&gt;
* Habs: leaders&lt;br /&gt;
| style=&amp;quot;background-color: Blue&amp;quot; | &amp;lt;code&amp;gt;Blue&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Terra_Invicta_Ideology_Map.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
== Trade Negotiations ==&lt;br /&gt;
&lt;br /&gt;
[[File:Trade.png|thumb|Trade interface]]&lt;br /&gt;
&lt;br /&gt;
Factions can begin trade negotiations with each other by using the [[Contact]] mission. They may trade [[Resources]], [[Orgs]], [[Habs]], or council engineering [[Technology|projects]]. They can also form non-aggression pacts, which prevents two factions from using hostile [[Missions]] or the [[Foreign_Relations#Declaring_Wars|declare war]] [[Set National Policy|policy]] against each other&#039;s [[Councilors]] and [[Nations]]. &lt;br /&gt;
&lt;br /&gt;
Some pairs of Factions can go one step further, forming an intel sharing agreement that allows both factions to see everything that the other faction sees, with one exception: the true loyalties of councilors is not shared.&lt;br /&gt;
&lt;br /&gt;
On the other hand, in some very rare situations, even factions that are at [[Diplomacy#War|war]] with each other can trade a truce, pausing their war for up to 12 months.&lt;br /&gt;
&lt;br /&gt;
Trade negotiations can never be held between the more extreme factions on opposite sides of the divide: &lt;br /&gt;
* {{icon|destroy}}[[Humanity First]] can never trade with {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].&lt;br /&gt;
* {{icon|submit}}[[The Servants]] can never trade with {{icon|destroy}}[[Humanity First]] or {{icon|resist}}[[The Resistance]].&lt;br /&gt;
&lt;br /&gt;
Trade options may be limited by the following factors:&lt;br /&gt;
* [[Diplomacy|Faction hate]]: Factions that hate each other will offer less and demand more.&lt;br /&gt;
* Starvation: &lt;br /&gt;
** Factions will refuse to sell any [[Resources]] that they believe they lack.&lt;br /&gt;
** Factions will refuse to buy any [[Habs]] whose upkeeps they cannot afford.&lt;br /&gt;
* Active use: &lt;br /&gt;
** Factions cannot trade [[Habs]] that currently have [[Spaceships|Ships]] docked to them. &lt;br /&gt;
** Factions cannot trade any [[Orgs]] that are currently being used for the missions they grant.&lt;br /&gt;
** Factions cannot trade any [[Orgs]] that grant {{TV|administration}} if said {{TV|administration}} is currently used to equip other [[Orgs]].&lt;br /&gt;
* [[Factions#Human_Faction_Threat_and_Self-Assessment|Threat]]: Factions will not offer a non-aggression pact if either party is the most threatening human faction.&lt;br /&gt;
* [[Diplomacy#Envy-Based_Human_Hate|Envy]]: Factions will not offer a non-aggression pact or a truce to a faction that they currently envy. Human factions are usually envied if they have unlocked their [[Factions#Victory Objectives|victory objective]] or if they possess the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]].&lt;br /&gt;
&lt;br /&gt;
In practice, it does not take long for players to become the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]]. Therefore any non-aggression pacts and intel sharing agreements that the player desires should be made early in the game and the player should try to avoid ever breaking them.&lt;br /&gt;
&lt;br /&gt;
=== Best Possible Player Relations with AI Factions ===&lt;br /&gt;
&lt;br /&gt;
Note: This section is outdated, and the new rules are unclear :(&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Player Faction&lt;br /&gt;
| [[Humanity First]] || [[The Resistance]] || [[Project Exodus]] || [[The Initiative]] || [[The Academy]] || [[The Protectorate]] || [[The Servants]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Humanity First]] AI&lt;br /&gt;
|  || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! [[The Resistance]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! [[Project Exodus]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; ||&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
! [[The Initiative]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[The Academy]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; ||  ||&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
! [[The Protectorate]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[The Servants]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#b3b300;&amp;quot;&amp;gt;NAP&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
! [[Aliens]] AI&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; ||&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;No Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Intel Share&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Resource Trade Limits ===&lt;br /&gt;
&lt;br /&gt;
For each tradeable resource type R:&lt;br /&gt;
* Let S be the current amount of that resource R that the AI faction has.&lt;br /&gt;
* Let M be the monthly income amount of that resource R that the AI faction has.&lt;br /&gt;
* Let B be the number of ground habs that the AI faction has.&lt;br /&gt;
* Let H be the amount of [[Diplomacy|hate]] that the AI faction has for its trading partner.&lt;br /&gt;
Then the AI faction is only willing to trade up to X units of R, where X is the minimum of all of the following:&lt;br /&gt;
* If R is {{TV|boost}}, then S × (0.2 + 0.1 × B).&lt;br /&gt;
* S × ((0.4 - H / 300), capped between 0.05 and 0.3).&lt;br /&gt;
* M × 3.&lt;br /&gt;
* S - T, where T is based on R:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Resource Type R !! Threshold T &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|money}} || 40000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|influence}} || 400&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|ops}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost}} || 80&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|water}} || rowspan=3 | 20000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|volatiles}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metals}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|nobles}} || 4000&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} || rowspan=2 | 400&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|exotics}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|antimatter}} || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Furthermore, if the AI faction feels that it is deficient on a resource type, then it is completely unwilling to trade away that resource type.&lt;br /&gt;
&lt;br /&gt;
=== Breaking Non-Aggression Pacts ===&lt;br /&gt;
&lt;br /&gt;
An AI faction will immediately break its non-aggression pact (and intel sharing agreement) with the player if any of the following become true:&lt;br /&gt;
* The AI faction has more hate for the player faction today than it did yesterday. See [[Diplomacy]] for details on how faction hate may increase.&lt;br /&gt;
* The AI faction&#039;s [[Diplomacy#Human_War_Threshold|war threshold]] towards the player has decreased to the point where the AI would declare war on the player faction because of its current hate value.&lt;br /&gt;
* The Player has monopolized every good nation on earth. &lt;br /&gt;
* The Player has unlocked their [[Factions#Victory_Objectives|Victory Objective]].&lt;br /&gt;
&lt;br /&gt;
The Player is always free to break any non-aggression pacts and intel sharing agreements from their end, without needing to generate any hate or contact the other faction. Simply open up the intel window, go to the faction page, click the relations tab of the faction you wish to break the pact with, and then click the break pact button.&lt;br /&gt;
&lt;br /&gt;
== Atrocity ==&lt;br /&gt;
[[File:Wartime_atrocity.png|thumb|A random event that usually gives an atrocity.]]&lt;br /&gt;
&lt;br /&gt;
Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the [[Nations#Public_Opinion|public opinion]] penalty increases dramatically. (See [[Nations#An_Atrocity_Committed]] for details on how this public opinion penalty is actually applied.) [[Councilors]] with the [[Ethical]] and [[Pacifist]] traits also lose loyalty whenever their faction commits an atrocity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Causes of Atrocities&lt;br /&gt;
|-&lt;br /&gt;
! Cause !! Condition(s) !! Atrocities&lt;br /&gt;
|-&lt;br /&gt;
| Starting&amp;lt;ref&amp;gt;The atrocity is committed even if you immediately cancel.&amp;lt;/ref&amp;gt; Bombardment of a [[Regions|Region]] &lt;br /&gt;
|&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
Only if the region is not owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a civilian [[Habs|Hab]] module&lt;br /&gt;
|&lt;br /&gt;
* Module must have completed construction.&lt;br /&gt;
* Module must not be decommissioning.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Failing to protect your own civilian [[Habs|Hab]] module from destruction&lt;br /&gt;
|&lt;br /&gt;
* Module must have completed construction.&lt;br /&gt;
* Module must not be decommissioning.&lt;br /&gt;
| 0&amp;lt;ref&amp;gt;Losing civilian [[Habs|hab]] modules does not generate any atrocities for the losing faction, but will cause a [[Nations#Public_Opinion|public opinion]] penalty of the same strength as the last atrocity committed by the faction.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Completing the {{TV|develop atomic bomb}} in a [[Nations|Nation]]&lt;br /&gt;
| Faction owns any (possibly disabled) control point in the nation.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Using a {{TV|nuke}}&lt;br /&gt;
| &lt;br /&gt;
| 1 per {{TV|pop|100k}} killed (rounded down). Multiply by 10 under [[Terrestrial_Warfare#Effects_of_a_Nuclear_Strike|certain conditions]]. Capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrestrial_Warfare#Army_Operations|Razing a region]] with an {{TV|army}}&lt;br /&gt;
| &lt;br /&gt;
| 5 + 1 per {{TV|pop|100k}} killed (rounded down). Capped between 5 and 25.&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Unrest}}[[Increase Unrest]] [[Missions]]&lt;br /&gt;
| Critical Failure&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{MissionIcon|Assassinate}}[[Assassinate]] [[Missions]]&lt;br /&gt;
| &lt;br /&gt;
* Not Critical Success&lt;br /&gt;
* Target has [[Beloved]] Trait&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Various random [[Events]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Total War Framing]] project, when researched, will halve the [[Nations#How_Propaganda_Works|negative propaganda strength]] of all atrocities committed by the faction. This project is only available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], and {{icon|submit}}[[The Servants]]. &lt;br /&gt;
&lt;br /&gt;
Note: The {{icon|alien}}[[Aliens]] can also commit atrocities. Atrocities committed by the {{icon|alien}}[[Aliens]] have the same effect as atrocities committed by {{icon|submit}}[[The Servants]], but their atrocity counts are not shared. The {{icon|alien}}[[Aliens|Aliens&#039;]] atrocity count is also hidden.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Campaign Milestones ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions awards milestones for factions, which can complete objectives and unlock new research [[Technology|projects]].&lt;br /&gt;
&lt;br /&gt;
Milestone list (unformatted for now):&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
* Complete Destroy Hab Operation on an Alien Hab with at least 1 crew -&amp;gt; Access Alien Tech&lt;br /&gt;
* Kill Human Army with at least militech 6 and belonging to alien nation -&amp;gt; Access Alien Tech, 50% Access Salamander Corpus, 10% Access Live Salamander&lt;br /&gt;
* Kill Megafauna -&amp;gt; Access Alien Megafauna&lt;br /&gt;
* Kill Invader Army -&amp;gt; Access Alien Tech, Access Salamander Corpus, Access War Dog Corpus, Alien Army Destroyed, 40% Access Live Salamander&lt;br /&gt;
* Access Alien Ship Milestone -&amp;gt; Access Alien Tech, Access Griffin Corpus&lt;br /&gt;
* Research Their Language Objective -&amp;gt; Access Alien Language&lt;br /&gt;
* Aliens destroy any hab -&amp;gt; Aliens Attack In Space (all factions)&lt;br /&gt;
* Capture Alien hab (complicated) -&amp;gt; Access Alien Tech, Access Griffin Corpus, Access Hydra Corpus, Access Live Griffin, Access Live Hydra, Access Live Griffin, Access Salamander Corpus, Access Live Salamander, Access War Dog Corpus, Access Alien Ship&lt;br /&gt;
* Alien Megafauna Spawns -&amp;gt; Alien Megafauna Spawns (all factions)&lt;br /&gt;
* Alien Nation Overthrown (complicated) -&amp;gt; Access Alien Tech, Access Hydra Corpus, Access Live Salamander, Access Salamander Corpus, Access War Dog Corpus&lt;br /&gt;
* Alien Nation Founded -&amp;gt; Alien Infrastructure Exists (Academy, Protectorate, Servants)&lt;br /&gt;
* Assault Xenoflora -&amp;gt; Destroy Xenoforming&lt;br /&gt;
* Assault Facility (complicated) -&amp;gt; Access Alien Tech, Access Salamander Corpus, Access Hydra Corpus, Access Live Salamander, Access Live Hydra, Access Hydra Corpus&lt;br /&gt;
* Assault UFO (complicated) -&amp;gt; Access Alien Ship, Access Alien Tech, Access Griffin Corpus, Access Hydra Corpus, Access Live Griffin, Access Live Hydra, Access Hydra Corpus&lt;br /&gt;
* Detect Alien Facility -&amp;gt; Alien Infrastructure Exists (Academy, Protectorate, Servants), Alien Diplomacy (Protectorate, Servants)&lt;br /&gt;
* Conquer Alien Non-capital Region -&amp;gt; Access Alien Tech (10%), Access Hydra Corpus (2%), Access Live Salamander (2%), Access Salamander Corpus (4.9%), Access War Dog Corpus (10%)&lt;br /&gt;
* UFO Lands -&amp;gt; Aliens Land Army (All factions)&lt;br /&gt;
* Kill alien ship in combat and WIN -&amp;gt; Access Alien Ship&lt;br /&gt;
* Aliens start bombarding earth -&amp;gt; Aliens Bombard Earth (all factions)&lt;br /&gt;
* Aliens start bombarding non-earth -&amp;gt; Aliens Attack in Space (all factions)&lt;br /&gt;
* Assassinate Alien -&amp;gt; Access Hydra Corpus, Access Salamander Corpus (25% per salamander org equipped), Access Live Salamander (10% per salamander org equipped, only if already accessed salamander corpus)&lt;br /&gt;
* Detain Alien -&amp;gt; Access Live Hydra, Access Salamander Corpus (25% per salamander org equipped), Access Live Salamander (10% per salamander org equipped, only if already accessed salamander corpus)&lt;br /&gt;
* Contact Alien -&amp;gt; Access Alien Tech (Servant Protectorate), Alien Diplomacy (Servant Protectorate)&lt;br /&gt;
* Terrorize Region steals control point -&amp;gt; Targeted By Terror Mission (faction that lost control point)&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Campaign Objectives ==&lt;br /&gt;
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.&lt;br /&gt;
&lt;br /&gt;
See [[Objective_List]] for a full list of campaign objectives.&lt;br /&gt;
&lt;br /&gt;
See the individual faction pages (linked above) for a list of campaign objectives for that faction.&lt;br /&gt;
&lt;br /&gt;
=== Victory Objectives ===&lt;br /&gt;
Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission. &lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Objective !! Org !! Mission !! width=45% | Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC SubmitCouncil 128.png|40px]] Assert Alien Hegemony&lt;br /&gt;
| [[File:Org submit win.png|40px]] [[The Sword of the Devoted]]&lt;br /&gt;
| [[File:ICO mission submit on.png|40px]] [[Herald Our Masters]]&lt;br /&gt;
| &lt;br /&gt;
* Targets New York region (No control needed)&lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] has at least 65% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* The combined [[Fleets]] of the {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], and {{icon|cooperate}}[[The Academy]] must make up at least 90% of the total {{TV|combat value}} for all [[Factions]]&#039; [[Fleets]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ResistCouncil 128.png|40px]] Close The Gate&lt;br /&gt;
| [[File:Org resist win.png|40px]] [[Janus Section]]&lt;br /&gt;
| [[File:ICO mission resist on.png|40px]] [[Close the Gate]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] controls no [[Regions]].&lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs]] on any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC ExploitCouncil 128.png|40px]] Earth Is Not Enough&lt;br /&gt;
| [[File:Org exploit win.png|40px]] [[The Pherocyte Masters]]&lt;br /&gt;
| [[File:ICO mission exploit on.png|40px]] [[Tame the Enemy]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Nations]] where the {{icon|exploit}}[[The Initiative]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total [[Nations#GDP|GDP]].&lt;br /&gt;
* {{icon|exploit}}[[The Initiative]] has at least one full&amp;lt;ref name=full&amp;gt;All modules must be tier 3, fully constructed, and fully powered.&amp;lt;/ref&amp;gt; T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs|Hab]] within each of the following 8 locations: &lt;br /&gt;
** [[Mercury]] &lt;br /&gt;
** [[Luna]] &lt;br /&gt;
** [[Mars]] and its moons &lt;br /&gt;
** [[Ceres]] &lt;br /&gt;
** The moons of [[Jupiter]] &lt;br /&gt;
** The moons of [[Saturn]] &lt;br /&gt;
** The moons of [[Uranus]] &lt;br /&gt;
** The moons of [[Neptune]]&lt;br /&gt;
* The {{icon|alien}}[[Aliens]] have no T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs]] on any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* All other factions have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC DestroyCouncil 128.png|40px]] Kill Them All&lt;br /&gt;
| [[File:Org destroy win.png|40px]] [[The Omega Solution]]&lt;br /&gt;
| [[File:ICO mission destroy on.png|40px]] [[Trigger the Weapon]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Aliens#Alien_Administration|Alien Nation]] controls no [[Regions]].&lt;br /&gt;
* The [[Nations]] where the {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], or {{icon|cooperate}}[[The Academy]] have Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; control at most 20% of the Earth&#039;s [[Regions]].&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Launch&lt;br /&gt;
| [[File:Org escape win.png|40px]] [[Bifrost Command Staff]]&lt;br /&gt;
| [[File:ICO mission escape on.png|40px]] [[Launch the Bifrost]]&lt;br /&gt;
| &lt;br /&gt;
* [[Habs#Campaign_Modules|Interstellar Launch Facility module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] Pacify The Earth&lt;br /&gt;
| [[File:Org appease win.png|40px]] [[The Protectorate Authority]]&lt;br /&gt;
| [[File:ICO mission appease on.png|40px]] [[Claim Hegemony]]&lt;br /&gt;
| &lt;br /&gt;
* 10 [[Habs#Campaign_Modules|Sentinel Complex modules]] (needed for previous objective, but you may be able to blow them up before winning?)&lt;br /&gt;
* The [[Nations]] where the {{icon|appease}}[[The Protectorate]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 50% of Earth&#039;s Total [[Nations#GDP|GDP]].&lt;br /&gt;
* The [[Nations]] where the {{icon|appease}}[[The Protectorate]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* All Factions except for The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
* All Factions except for The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAC CooperateCouncil 128.png|40px]] Send Out Envoys Through The Wormhole&lt;br /&gt;
| [[File:Org cooperate win.png|40px]] [[Mission to the Hydra]]&lt;br /&gt;
| [[File:ICO mission cooperate on.png|40px]] [[Forge an Alliance]]&lt;br /&gt;
| &lt;br /&gt;
* The [[Nations]] where the {{icon|cooperate}}[[The Academy]] has Majority Control&amp;lt;ref name=MajorityControl&amp;gt;A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation&#039;s Control Points.&amp;lt;/ref&amp;gt; have 60% of Earth&#039;s Total {{TV|pop}}.&lt;br /&gt;
* {{icon|cooperate}}[[The Academy]] has at least one full&amp;lt;ref name=full&amp;gt;All modules must be tier 3, fully constructed, and fully powered.&amp;lt;/ref&amp;gt; T3 &#039;&#039;&#039;Ground&#039;&#039;&#039; [[Habs|Hab]] within each of the following 8 locations: &lt;br /&gt;
** [[Mercury]] &lt;br /&gt;
** [[Luna]] &lt;br /&gt;
** [[Mars]] and its moons &lt;br /&gt;
** [[Ceres]] &lt;br /&gt;
** The moons of [[Jupiter]] &lt;br /&gt;
** The moons of [[Saturn]] &lt;br /&gt;
** The moons of [[Uranus]] &lt;br /&gt;
** The moons of [[Neptune]]&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|destroy}}[[Humanity First]] have no T3 [[Habs]] on or in orbit&amp;lt;ref name=Lagrange&amp;gt;Lagrange points don&#039;t count.&amp;lt;/ref&amp;gt; around any of the following locations:&lt;br /&gt;
** [[Mercury]]&lt;br /&gt;
** [[Earth]] and [[Luna]]&lt;br /&gt;
** [[Mars]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.&lt;br /&gt;
** [[Jupiter]] and its moons&lt;br /&gt;
** [[Saturn]] and its moons&lt;br /&gt;
** [[Uranus]] and its moons&lt;br /&gt;
** [[Neptune]] and its moons&lt;br /&gt;
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.&lt;br /&gt;
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.&amp;lt;ref name=Alpha&amp;gt; Note: Alien Base Alpha itself cannot be destroyed, so it does not count.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|destroy}}[[Humanity First]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Faction Ownership of Humanity ==&lt;br /&gt;
Humanity&#039;s total strength can be measured by four categories:&lt;br /&gt;
* The sum of GDP for all [[Nations]].&lt;br /&gt;
* The sum of {{TV|research}} outputs for all human factions.&lt;br /&gt;
* The sum of {{TV|mc}} upkeeps for all human [[Habs|hab]] core modules.&lt;br /&gt;
* The sum of {{TV|combat score}} for all human [[Spaceships|ships]].&lt;br /&gt;
&lt;br /&gt;
A human faction&#039;s fractional ownership of humanity can thus be measured by:&lt;br /&gt;
* The fraction of [[Nations|nation]]s&#039; GDP under the faction&#039;s control points.&lt;br /&gt;
* The fraction of Human {{TV|research}} that the faction outputs.&lt;br /&gt;
* The fraction of Human {{TV|mc}} upkeeps that the faction&#039;s [[Habs|hab]] core modules incur.&lt;br /&gt;
* The fraction of Human {{TV|combat score}} that the faction&#039;s [[Spaceships]] possess.&lt;br /&gt;
&lt;br /&gt;
In the case of {{icon|submit}}[[The Servants]] faction, their ownership scores are also affected by the {{icon|alien}}[[Aliens]]&#039; assets, especially those around [[Earth]].&lt;br /&gt;
&lt;br /&gt;
As the game progresses, factions will [[Diplomacy#Envy-Based_Human_Hate|envy]] the human faction with the highest fractional ownership of humanity, gaining passive hate for them and so slowly begin to target them. On [[Game_Options#Game_Difficulty|difficulties]] below Brutal, AI factions cannot gain envy for the player&#039;s faction if they are ideologically close enough.&lt;br /&gt;
&lt;br /&gt;
Note: In some cases, the game is only concerned with the fractional ownership of the two space categories, meaning the [[Habs]] and [[Spaceships]], but not the [[Nations]] and {{TV|research}}. We will refer to this value as the Faction&#039;s Fractional Ownership of Space Humanity.&lt;br /&gt;
&lt;br /&gt;
== Human Faction Threat and Self-Assessment ==&lt;br /&gt;
&lt;br /&gt;
Every human faction has a threat score, which represents how much of a danger it is to the other factions&#039; goals. Because at the end of the day, all seven human factions have differing goals, and would love to take all the resources of the other human factions and use them to achieve their own goals.&lt;br /&gt;
&lt;br /&gt;
This threat score is calculated as the sum of the following:&lt;br /&gt;
* For each [[Nations#Control_Points|control point]] under the faction&#039;s control, add the number of CPs the nation would have if it was not capped at 6. This is equal to the nation&#039;s [[Nations#GDP|GDP]] in billions ^ 0.25 / 2, rounded to the nearest integer.&lt;br /&gt;
* For each [[Nations#Armies|army]] under the faction&#039;s control, add the {{TV|miltech}} level of the army times 0.5.&lt;br /&gt;
* For each [[Habs|hab]] module under the faction&#039;s control, add the tier of the module times 0.3.&lt;br /&gt;
* For each [[Spaceships|ship]] under the faction&#039;s control, add the [[Spaceships#Hull|structural integrity]] of the ship&#039;s hull times 0.3.&lt;br /&gt;
* For each [[Factions#Campaign_Objectives|campaign objective]] completed by the faction, add 10.&lt;br /&gt;
&lt;br /&gt;
Each human faction sets their &#039;&#039;&#039;most powerful human enemy&#039;&#039;&#039; to be the human faction with the highest threat score other than itself. Then it assesses itself based on its own threat score compared to this most powerful human enemy:&lt;br /&gt;
* If it has at least 200% of the enemy&#039;s threat score, then it considers itself way ahead.&lt;br /&gt;
* If it has at least 125% of the enemy&#039;s threat score, then it considers itself ahead.&lt;br /&gt;
* If it has at most 80% of the enemy&#039;s threat score, then it considers itself losing.&lt;br /&gt;
* If it has at most 50% of the enemy&#039;s threat score, then it considers itself losing big.&lt;br /&gt;
* Otherwise, it considers itself to be on par.&lt;br /&gt;
&lt;br /&gt;
Threat Scores and Self Assessments influence the behavior of human AI factions in various ways, including but not limited to:&lt;br /&gt;
* [[Diplomacy#Passive_Hate_Change|Passively gaining hate]] for other factions.&lt;br /&gt;
* [[Diplomacy#Human_War_Threshold|Declaring open war]] on other factions.&lt;br /&gt;
* Their evaluations of trade offers and what they are willing to trade.&lt;br /&gt;
* Their willingness to take risks.&lt;br /&gt;
* Their fear of nuclear retaliation.&lt;br /&gt;
* Their desire to {{MissionIcon|Sabotage Facilities}}[[Sabotage_Facilities|sabotage space facilities]].&lt;br /&gt;
&lt;br /&gt;
It even influences the {{icon|alien}}[[Aliens|Alien]] faction to an extent, because the [[Aliens]] are more inclined to help {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] when they have lower self-assessments.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:BatteryLister&amp;diff=11701</id>
		<title>Module:BatteryLister</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:BatteryLister&amp;diff=11701"/>
		<updated>2026-05-02T17:22:11Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Reads the Battery data files and presents them in readable formats, with additional calculated statistics.&lt;br /&gt;
---&lt;br /&gt;
---@module BatteryLister&lt;br /&gt;
local BatteryLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
local TVModule = require(&#039;Module:TV&#039;)&lt;br /&gt;
local BatteryData = mw.loadData(&#039;Module:CSVReader/Battery&#039;)&lt;br /&gt;
local BatteryNames = mw.loadData(&#039;Module:ENReader/Battery&#039;)&lt;br /&gt;
local ProjectNameBuilder = require(&#039;Module:ProjectLister/NameBuilder&#039;)&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function BatteryLister.ListDetailedBatteries()&lt;br /&gt;
	return BatteryLister.ListBatteries(true)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function BatteryLister.ListBasicBatteries()&lt;br /&gt;
	return BatteryLister.ListBatteries(false)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@param detailed boolean whether to show the detailed or basic version.&lt;br /&gt;
---@return wiki table of batteries&lt;br /&gt;
function BatteryLister.ListBatteries(detailed)&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Battery&#039;&lt;br /&gt;
	if detailed then&lt;br /&gt;
		returnString = returnString .. &#039;\n! rowspan=2|Required Project&#039;&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Capacity&amp;lt;br&amp;gt;(GJ)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Recharge Rate&amp;lt;br&amp;gt;(GJ/minute)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Full Charge Time&amp;lt;br&amp;gt;(minutes)&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Crew&#039;&lt;br /&gt;
	if detailed then &lt;br /&gt;
		returnString = returnString .. &#039;\n! rowspan=2|HP&#039;&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Mass&amp;lt;br&amp;gt;(tons)&#039;&lt;br /&gt;
	if detailed then &lt;br /&gt;
		returnString = returnString .. &#039;\n! colspan=5|Resources&#039;&lt;br /&gt;
		returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
		returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;water&#039;}})&lt;br /&gt;
		returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;volatiles&#039;}})&lt;br /&gt;
		returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;metals&#039;}})&lt;br /&gt;
		returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;nobles&#039;}})&lt;br /&gt;
		returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;exotics&#039;}})&lt;br /&gt;
	else&lt;br /&gt;
		returnString = returnString .. &#039;\n! rowspan=2|Resources&#039;&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(BatteryData) do&lt;br /&gt;
		if row[&#039;disable&#039;] ~= &#039;true&#039; then&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. BatteryNames[&#039;TIBatteryTemplate.displayName.&#039; .. rowID]&lt;br /&gt;
			&lt;br /&gt;
			if detailed then &lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. ProjectNameBuilder.buildName({args={row[&#039;requiredProjectName&#039;]}})&lt;br /&gt;
			end&lt;br /&gt;
		&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. row[&#039;energyCapacity_GJ&#039;]&lt;br /&gt;
			&lt;br /&gt;
			local rechargePerMin = tonumber(row[&#039;rechargeRate_GJs&#039;]) * 60&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. tostring(rechargePerMin)&lt;br /&gt;
			&lt;br /&gt;
			local fullChargeTime = floor(tonumber(row[&#039;energyCapacity_GJ&#039;]) / rechargePerMin * 10 + 0.5) / 10&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. tostring(fullChargeTime)&lt;br /&gt;
			&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. row[&#039;crew&#039;]&lt;br /&gt;
			&lt;br /&gt;
			if detailed then &lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. row[&#039;hp&#039;]&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			local massWithCrew = tonumber(row[&#039;mass_tons&#039;]) + tonumber(row[&#039;crew&#039;]) * 4&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. massWithCrew&lt;br /&gt;
					&lt;br /&gt;
			local massTons = tonumber(row[&#039;mass_tons&#039;])&lt;br /&gt;
			local waterCost = massTons * (tonumber(row[&#039;weightedBuildMaterials/water&#039;]) or 0) / 10 + tonumber(row[&#039;crew&#039;]) / 5&lt;br /&gt;
			local volatileCost = massTons * (tonumber(row[&#039;weightedBuildMaterials/volatiles&#039;]) or 0) / 10 + tonumber(row[&#039;crew&#039;]) / 5&lt;br /&gt;
			local metalCost = massTons * (tonumber(row[&#039;weightedBuildMaterials/metals&#039;]) or 0) / 10&lt;br /&gt;
			local nobleCost = massTons * (tonumber(row[&#039;weightedBuildMaterials/nobleMetals&#039;]) or 0) / 10&lt;br /&gt;
			local exoticCost = massTons * (tonumber(row[&#039;weightedBuildMaterials/exotics&#039;]) or 0) / 10&lt;br /&gt;
			&lt;br /&gt;
			if detailed then &lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. tostring(waterCost)&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. tostring(volatileCost)&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. tostring(metalCost)&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. tostring(nobleCost)&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. tostring(exoticCost)&lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039;&lt;br /&gt;
				if waterCost ~= 0 then&lt;br /&gt;
					returnString = returnString .. TVModule.TV({args={&#039;water&#039;, waterCost, &#039;true&#039;}}) .. &#039; &#039;&lt;br /&gt;
				end&lt;br /&gt;
				if volatileCost ~= 0 then&lt;br /&gt;
					returnString = returnString .. TVModule.TV({args={&#039;volatiles&#039;, volatileCost, &#039;true&#039;}})  .. &#039; &#039;&lt;br /&gt;
				end&lt;br /&gt;
				if metalCost ~= 0 then&lt;br /&gt;
					returnString = returnString .. TVModule.TV({args={&#039;metals&#039;, metalCost, &#039;true&#039;}})  .. &#039; &#039;&lt;br /&gt;
				end&lt;br /&gt;
				if nobleCost ~= 0 then&lt;br /&gt;
					returnString = returnString .. TVModule.TV({args={&#039;nobles&#039;, nobleCost, &#039;true&#039;}})  .. &#039; &#039;&lt;br /&gt;
				end&lt;br /&gt;
				if exoticCost ~= 0 then&lt;br /&gt;
					returnString = returnString .. TVModule.TV({args={&#039;exotics&#039;, exoticCost, &#039;true&#039;}})  .. &#039; &#039;&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
					&lt;br /&gt;
	    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return BatteryLister&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Exotic_Nanowire_Battery&amp;diff=11700</id>
		<title>Exotic Nanowire Battery</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Exotic_Nanowire_Battery&amp;diff=11700"/>
		<updated>2026-05-02T17:19:13Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{project|{{ProjectDataName|{{PAGENAME}} }}|notes=}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{project|{{ProjectDataName|{{PAGENAME}} }}|notes=}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_ExoticNanowireBattery&amp;diff=11699</id>
		<title>Project ExoticNanowireBattery</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_ExoticNanowireBattery&amp;diff=11699"/>
		<updated>2026-05-02T17:18:58Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{subst:ProjectDisplayNameRedirect|{{subst:PAGENAMEE}} }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[Exotic Nanowire Battery]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11698</id>
		<title>Terrestrial Warfare</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11698"/>
		<updated>2026-04-29T23:49:44Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Effects of a Nuclear Strike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt; This page mainly discusses the mechanics for fighting terrestrial wars. For a more detailed discussion about starting and ending wars, see [[Foreign Relations#Wars]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Foreign Relations#Wars|Wars]] begin when a [[Councilors|councilor]] for the executive [[Factions|faction]] of one of two [[Foreign Relations#Rivals|Rivals]] selects the [[Foreign Relations#Declaring_Wars|War policy]] against the rival. All war-capable [[Foreign Relations#Alliances|allies]] of the defending rival (with an army or nuclear weapons) join the war. All war-capable allies of the attacker are given the option to join on the attacker&#039;s side.&lt;br /&gt;
&lt;br /&gt;
To win a war, an [[Nations#Armies|army]] must occupy the enemy&#039;s {{icon|capital|bgcolor=DarkSlateGray}}Capital  [[Regions|region]]. At that moment, the war ends, triggering a [[Foreign Relations#War_Conquest|regime change]]. [[Foreign Relations#Claims|Claimed regions]] change hands to the occupier and its allies. If any of the invaded nation remains, its control point owners are replaced with those of the victor. Some of the nation&#039;s stats change when a new regime is installed, sometimes in unpredictable ways, but the new ruling faction will be able to fund [[Nations#Direct_Investment|Direct Investments]] into the nation at greatly reduced {{TV|influence}} cost for a period of one year. Unoccupied [[Regions]] and surviving enemy armies will contribute to greater {{TV|unrest}} following a regime change.&lt;br /&gt;
&lt;br /&gt;
Wars may also end with a [[Foreign Relations#Seeking_Peace|simple peace]] where both sides return to the prewar status quo.&lt;br /&gt;
&lt;br /&gt;
== Armies ==&lt;br /&gt;
&lt;br /&gt;
[[Nations#Armies|Armies]] represent multiple modern divisions that are capable of gaining and holding territory in other [[Nations]]. Control of an army is gained after councilors gain at least partial control of a nation. Most [[Nations]] don&#039;t have armies at the campaign start, but [[Nations]] with sufficient {{TV|pop}} can build new ones with enough investment into the {{TV|build army}}. While powerful, armies are a drag on a nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development and remain subject to the international relations of their home countries, which too can be managed with sufficient control of a nation.&lt;br /&gt;
&lt;br /&gt;
Armies have a [[File:ICO army HQ.png|20px]]headquarters region in their home nation. If located there, they incur a smaller cost to the nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development.&lt;br /&gt;
&lt;br /&gt;
Armies rely on two key values: its parent nation&#039;s {{TV|miltech}} level and its strength. The strength value measures how much damage the army has taken. Armies usually passively and freely repair themselves when not fighting in a friendly region.&lt;br /&gt;
&lt;br /&gt;
Some armies have a {{icon|navy}}[[Nations#Navies|Navy]] upgrade that allows them to transit oceans. During wartime, a nation&#039;s navies can only cross the water if the nation has naval superiority over its foes. Only larger or wealthier [[Nations]] have the capability to {{icon|build navy}}build and project power with {{icon|navy}}navies.&lt;br /&gt;
&lt;br /&gt;
=== Naval Freedom ===&lt;br /&gt;
&lt;br /&gt;
For each [[Foreign Relations#Wars|war]], the game computes for each side the sum of the {{TV|miltech}} of the armies that have a navy upgrade. If one side has a higher sum than the other, then the other side of the war is blockaded: all of its nations no longer have Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
As a result, a nation only has Naval Freedom if it is not blockaded in any of the wars that it is involved in.&lt;br /&gt;
&lt;br /&gt;
Notably, since wars can get very messy, with multiple overlapping wars, it is actually entirely possible for all nations to lose their Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
Consider a simple example with 3 nations: A, B, and C, such that:&lt;br /&gt;
* A has a single navy with {{TV|miltech|3}}.&lt;br /&gt;
* B has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
* C has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
&lt;br /&gt;
Suppose there are three overlapping wars X, Y, and Z, such that:&lt;br /&gt;
* War X pits A against B.&lt;br /&gt;
* War Y pits A against C.&lt;br /&gt;
* War Z pits A against B and C.&lt;br /&gt;
&lt;br /&gt;
Then the result would be:&lt;br /&gt;
* War X blockades B, since A&#039;s 3 naval score beats B&#039;s 2 naval score.&lt;br /&gt;
* War Y blockades C, since A&#039;s 3 naval score beats C&#039;s 2 naval score.&lt;br /&gt;
* War Z blockades A, since A&#039;s 3 naval score is beaten by the combined naval score of B&#039;s 2 naval score added to C&#039;s 2 naval score = 4 naval score.&lt;br /&gt;
&lt;br /&gt;
So all 3 nations have no Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
=== Army Movement ===&lt;br /&gt;
&lt;br /&gt;
Armies are allowed to be in any region R such that one of the following is true:&lt;br /&gt;
* R belongs to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Alliances|allied]] to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Wars|at war]] with the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
An army can directly travel from any region R1 to any region R2 such that at least one of the following is true:&lt;br /&gt;
* R1 and R2 are adjacent.&amp;lt;ref name=adjacent&amp;gt;Note: Certain research projects can make pairs of regions become adjacent.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* R1 and R2 are adjacent only for friendly armies&amp;lt;ref name=adjacent /&amp;gt;, and both R1 and R2 belong to nation(s) that are not at war with the army&#039;s home nation.&lt;br /&gt;
* All of the following are true:&lt;br /&gt;
** R1 and R2 both currently have [[Regions#World_Ocean_Access|world ocean access]].&lt;br /&gt;
** The army&#039;s home nation has [[Terrestrial_Warfare#Naval_Freedom|naval freedom]].&lt;br /&gt;
** Either the army does not need to travel between the Black Sea and the World Ocean, or the army&#039;s home nation has access to the Turkish Strait.&lt;br /&gt;
&lt;br /&gt;
A nation has Turkish Strait access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Istanbul region. &lt;br /&gt;
* The Istanbul region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Land Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel directly between two adjacent regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = Distance (km) / 300 (km/day) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by the following multipliers:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| Condition(s) !! colspan=3|Multiplier Value When: &lt;br /&gt;
|-&lt;br /&gt;
! Only Origin Region is Small&amp;lt;ref name=small&amp;gt;A region is small if it is smaller than 150000km².&amp;lt;/ref&amp;gt; !! Only Destination Region is Small&amp;lt;ref name=small /&amp;gt;!! Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is not friendly OR Origin Region has enemy armies || 5 ^ 0.2 || 5 ^ 0.8 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| (Origin Region is not friendly OR Origin Region has enemy armies) AND Origin Region is {{icon|rugged}}Rugged || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Region is {{icon|rugged}}Rugged || 1.25 ^ 0.2 || 1.25 ^ 0.8 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly || 5 ^ 0.8 || 5 ^ 0.2 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly AND Destination Region is {{icon|rugged}}Rugged || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Region is {{icon|rugged}}Rugged || 1.25 ^ 0.8 || 1.25 ^ 0.2 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Naval Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel between two regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = (14 days + Distance (km) / 792 (km/day) ) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by a number of complex calculations that consider the different possible sea routes. In particular, the duration can be significantly affected by whether the army&#039;s nation has access to the Suez and Panama canals. &lt;br /&gt;
&lt;br /&gt;
A nation has canal access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Canal region. &lt;br /&gt;
* The Canal region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
The Canal regions are:&lt;br /&gt;
* Cairo for the Suez Canal.&lt;br /&gt;
* Panama City for the Panama Canal.&lt;br /&gt;
&lt;br /&gt;
=== Army Battle ===&lt;br /&gt;
&lt;br /&gt;
==== Simplified Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat in &#039;&#039;Terra Invicta&#039;&#039; is a comparison of Miltech levels. Higher Miltech means you hit more often and deal more damage. If two forces have equal Miltech, the base hit chance is 50%.&lt;br /&gt;
&lt;br /&gt;
===== 1. Hit Chance (The Accuracy Gap) =====&lt;br /&gt;
The game calculates the difference (Δ) between the Attacker&#039;s Miltech and the Defender&#039;s Miltech.&lt;br /&gt;
&lt;br /&gt;
If Miltechs are equal: 50% Hit Chance.&lt;br /&gt;
If you have the advantage: Your hit chance climbs toward 100%.&lt;br /&gt;
If you are outclassed: Your hit chance drops toward 0%.&lt;br /&gt;
&lt;br /&gt;
    Hit Chance (Advantage)=100%−(50%×0.775)^(1.5×Δ)&lt;br /&gt;
    Hit Chance (Disadvantage)=50%×0.775^(1.5×Δ)&lt;br /&gt;
&lt;br /&gt;
====== Hit Chance Reference Table ======&lt;br /&gt;
&lt;br /&gt;
The following table shows the 1vs1 hit chance based on the Miltech difference (Delta = Attacker Miltech - Defender Miltech).&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;
! Miltech Difference (Delta) !! Hit Chance !! Note&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+3.0&#039;&#039;&#039; || &#039;&#039;&#039;84.1%&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2.0&#039;&#039;&#039; || &#039;&#039;&#039;76.7%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+1.0&#039;&#039;&#039; || &#039;&#039;&#039;65.9%&#039;&#039;&#039; || &#039;&#039;&#039;Strong offensive edge.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| +0.8 || 63.2% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.6 || 60.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.4 || 57.1% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.2 || 53.7% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;0.0&#039;&#039;&#039; || &#039;&#039;&#039;50.0%&#039;&#039;&#039; || &#039;&#039;&#039;Even match; coin-flip odds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -0.2 || 46.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.4 || 42.9% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.6 || 39.7% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.8 || 36.8% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-1.0&#039;&#039;&#039; || &#039;&#039;&#039;34.1%&#039;&#039;&#039; || &#039;&#039;&#039;Struggling to land hits.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;-2.0&#039;&#039;&#039; || &#039;&#039;&#039;23.3%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-3.0&#039;&#039;&#039; || &#039;&#039;&#039;15.9%&#039;&#039;&#039; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== 2. Damage Formulas =====&lt;br /&gt;
Damage is calculated as a percentage of the defender’s Max Health.&lt;br /&gt;
&lt;br /&gt;
====== Army vs. Army ======&lt;br /&gt;
When an army hits another army, it &#039;&#039;&#039;deals roughly 10% of its Miltech in percentage of defender’s Max Health&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Miltech × 0.1 (±20%)&lt;br /&gt;
&lt;br /&gt;
Variance: ±20% is the game simulating a damage range mechanic.&lt;br /&gt;
&lt;br /&gt;
Critical Hit: Usually 1x. Increases to 3x if the attacker is at full health and the region is unoccupied (an &amp;quot;Ambush&amp;quot;), or by a small random chance based on the total number of armies in the fight.&lt;br /&gt;
&lt;br /&gt;
====== Region vs. Army ======&lt;br /&gt;
Region defenses (fortifications/militia) &#039;&#039;&#039;fire every day at every hostile army&#039;&#039;&#039;. They deal less base damage but have much higher &amp;quot;Critical&amp;quot; lethality.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Region Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lethality&amp;quot; Multiplier: If an army is at full health and the region is unoccupied, the region can deal a massive 100x damage critical hit.&lt;br /&gt;
&lt;br /&gt;
Overwhelmed Defenses: If more hostile armies are present than friendly armies, the region&#039;s damage output is reduced.&lt;br /&gt;
&lt;br /&gt;
====== Occupying a Region (Army vs. Region) ======&lt;br /&gt;
When an army hits region defenses, it increases the Occupation %.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Army Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
Advantage Bonus: If your Army Miltech is higher than the region&#039;s base tech, you gain occupation faster.&lt;br /&gt;
&lt;br /&gt;
Geography Modifiers: Occupation is slower in regions with huge populations (like Delhi) or massive land areas (like Siberia).&lt;br /&gt;
&lt;br /&gt;
Crowding Penalty: Having too many armies in one spot (more than 1 per 100,000 km2) slows down occupation by up to 50%.&lt;br /&gt;
&lt;br /&gt;
==== Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat occurs whenever an army A is in a [[Regions|region]] R such that at least one of the following is true:&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the home nation of another army in R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation owns R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation is [[Foreign_Relations#Alliances|allies]] with the nation that owns R.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and R is not fully occupied.&lt;br /&gt;
* A&#039;s home nation does not exist and R is not fully occupied.&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
* There is a [[Aliens#Megafauna|Megafauna Army]] in R that is not owned by the same faction that owns A.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A&#039;s home nation does not exist and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by the {{icon|alien}}[[Aliens]] and R is not part of the [[Aliens#Alien_Administration|Alien Nation]] and R is not owned by a nation whose executive is controlled by a faction that has researched [[Xenofauna Harmony]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by a faction F that is &#039;&#039;&#039;not&#039;&#039;&#039; the {{icon|alien}}[[Aliens]] and every non-[[Aliens#Megafauna|Megafauna]] army in R that is owned by F is owned by a nation that is [[Foreign_Relations#Wars|at war]] with the nation that owns R.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
Combat is simulated as a daily exchange of attacks. For each army A:&lt;br /&gt;
# If there is an enemy army in the combat region, then A randomly selects one to fire at, preferring to avoid any armies owned by the same faction as A.&lt;br /&gt;
# If A is within a region that is hostile to A, then the region defenses fires at A.&lt;br /&gt;
# If A did not fire at anyone in the first step AND the region defenses missed its attack on A, then A fires at the region defenses.&lt;br /&gt;
&lt;br /&gt;
Note that this means every army can fire at most one attack per day, but region defenses fire an attack on every hostile army every day.&lt;br /&gt;
&lt;br /&gt;
Every attack has a hit chance that is determined by the gap between the attacker&#039;s {{TV|miltech}} and the defender&#039;s {{TV|miltech}}. But several modifiers may be applied to each side&#039;s {{TV|miltech}}, including but not limited to {{MissionIcon|Advise}}[[Advise|Advising]] [[Councilors]], {{icon|rugged}}rugged terrain bonuses, and damage taken.&lt;br /&gt;
&lt;br /&gt;
When attacks hit, damage is taken, which scales based on the attacker&#039;s {{TV|miltech}}. When armies take damage, their health % drops. When region defenses take damage, their occupation % increases.&lt;br /&gt;
&lt;br /&gt;
If a region is fully occupied it ceases fighting, but it can&#039;t change hands until the war is concluded. Regional economies and space facilities can take significant [[Regions#Region_Damage|collateral damage]] during fighting, although the rate of damage goes down as {{{TV|miltech}} goes up (representing more precise weaponry). Sufficient collateral damage will count as an [[Factions#Atrocity|atrocity]] by the army&#039;s owning faction.&lt;br /&gt;
&lt;br /&gt;
==== Formulas ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miltech Calculations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factor !! Army Miltech A !! Army Miltech B !! Region Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Base Miltech || Base Miltech || Base Miltech || Base Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Councilor {{MissionIcon|Advise}}[[Advise]] Bonus || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}}&lt;br /&gt;
|-&lt;br /&gt;
| LEO Hab Bonus (capped at +0.3) || +0.03 per Military Lab || +0.03 per Military Lab || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation || +0.2 || +0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|rugged}}rugged || +0.2 || +0.2 || +0.2&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic || +0.1 || +0.1 || +0.1&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|rugged}}rugged and [[Mountain Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic and [[Urban Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Army CP is disabled (Abandoned or {{MissionIcon|Crackdown}}[[Crackdown]]ed) || -0.2 || -0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Allied (or Home) Nation || +0.05 per {{TV|cohesion}} of Allied Nation || No Effect || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|cohesion}} || No Effect || No Effect || +0.05 per {{TV|cohesion}}&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|unrest}} || No Effect || No Effect || -0.05 per {{TV|unrest}}&lt;br /&gt;
|-&lt;br /&gt;
| Adjacent Regions belonging to Same Home Nation || No Effect || No Effect || +Fraction of such Regions that are unoccupied and not fighting × Home Nation&#039;s Miltech × 0.1 × (1 - 0.05 × Home Nation&#039;s {{TV|unrest}})&lt;br /&gt;
|-&lt;br /&gt;
| Remaining Combat Effectiveness || × (1 - 0.5 × Lost Health %) || × (1 - 0.5 × Lost Health %) || × (1 - 1/3 × Occupation %)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If a nation has not completed the {{TV|found military}}, then its regions have effectively {{TV|miltech|0}} for combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Chance Calculation:&#039;&#039;&#039;&lt;br /&gt;
* When an army fires at another army, the attacking army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech B&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When region defenses fire at an army, the region defenses use &#039;&#039;&#039;Region Miltech&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When an army fires at the region defenses, the hit chance is always &#039;&#039;&#039;100%&#039;&#039;&#039;. (But the army only fires if the region defenses missed their attack.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Defense ≥ Attack&lt;br /&gt;
| &amp;lt;code&amp;gt;50% × 0.775^(1.5 × (Defense-Attack))&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Attack &amp;gt; Defense&lt;br /&gt;
| &amp;lt;code&amp;gt;100% − (50% × 0.775^(1.5 × (Attack-Defense)))&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage taken:&#039;&#039;&#039;&lt;br /&gt;
When an army successfully lands a hit on another army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.1.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 3, where Y is the square of the number of armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
## If the attacking army is at full health and neither army is a [[Aliens#Megafauna|Megafauna]] and the region is 0% occupied, set Z to 3.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
&lt;br /&gt;
When the region defenses successfully land a hit on an army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the region&#039;s &#039;&#039;&#039;Region Miltech&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Let Y be the number of region-friendly armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count) multiplied by the square of the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the defending army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X, except for bonuses against [[Aliens#Megafauna|Megafauna]]. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
# Let H be the sum of the Remaining Combat Effectiveness multipliers of every region-hostile army in the region.&lt;br /&gt;
# Let F be the sum of the Remaining Combat Effectiveness multipliers of every region-friendly army in the region that is involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
# If H - F is more than 0, then multiply X by 1 - (H - F) / (H - F + 2).&lt;br /&gt;
# (1 - Region occupation % by defending army&#039;s home nation / H) chance to multiply X by 2.&lt;br /&gt;
&lt;br /&gt;
If this last (1 - Region occupation % by defending army&#039;s home nation / H) chance fails, the region occupation % by the defending army&#039;s home nation actually &#039;&#039;&#039;decreases&#039;&#039;&#039; by D%, where D is calculated as follows:&lt;br /&gt;
# Set D to the region&#039;s Region Miltech.&lt;br /&gt;
# Multiply D by 0.0225.&lt;br /&gt;
# Multiply D by a random value between 0.8 and 1.2.&lt;br /&gt;
# Divide D by the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply D by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# If D &amp;gt; 10, then set D to 10.&lt;br /&gt;
&lt;br /&gt;
When an army hits the region defenses, the attacking army&#039;s home nation increases its occupation % of the region by X%, where X is calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Let G be X - the defending region&#039;s home nation&#039;s base {{TV|miltech}} - the Councilor {{MissionIcon|Advise}}[[Advise]] Bonus for the defending region&#039;s home nation.&lt;br /&gt;
# If G &amp;gt; 0 then add G to X.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the attacking army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# Let C be the number of region-hostile armies in the region - the region area / 100000km².&lt;br /&gt;
# If C &amp;gt; 0, then multiply X by Max(1 - C * 0.02, 0.5)&lt;br /&gt;
# If X &amp;gt; 10, then set X to 10.&lt;br /&gt;
&lt;br /&gt;
=== Army Operations ===&lt;br /&gt;
The faction that controls an army can conduct operations with it. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=85% | Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmyOperation on.png|40px]] Deploy Army&lt;br /&gt;
| Move this Army to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmiesOperation on.png|40px]] Deploy Armies&lt;br /&gt;
| Move all stacked armies to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultAlienAssetOperation on.png|40px]] Assault Alien Asset&lt;br /&gt;
| Launch an assault on a fixed alien target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultSpaceFacilityOperation on.png|40px]] Assault Space Facility&lt;br /&gt;
| Destroy a fixed space facility in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RazeRegionOperation on.png|40px]] Raze Region&lt;br /&gt;
| Launch a general attack on economic and civilian targets in this region. Commits 5 to 25 [[Factions#Atrocity|atrocities]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ArmyGoHomeOperation on.png|40px]] Airlift Home&lt;br /&gt;
| Return this army to its home region during peacetime. Operation will not complete if home nation is at war.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelArmyOperation on.png|40px]] Cancel Operation&lt;br /&gt;
| Cancel current operation for this Army. Army will resume fighting if enemies are present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiki Help wanted&#039;&#039;&#039;: Look up the in-game image and description for the Army Annex Region operation and upload both here!&lt;br /&gt;
&lt;br /&gt;
==== Annex Region ====&lt;br /&gt;
&lt;br /&gt;
The game mechanics for army annex operations are explained here [[Foreign Relations#War_Annexation]].&lt;br /&gt;
&lt;br /&gt;
==== Raze Region ====&lt;br /&gt;
&lt;br /&gt;
See [[Regions#Region_Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Assault Alien Asset ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken by {{TV|armies}} when they Assault Alien Assets&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Mission Outcome !! colspan=2 | Type of Alien Asset&lt;br /&gt;
|-&lt;br /&gt;
! [[Aliens#Alien_Xenoforming|Xenoflora]] !! Other&lt;br /&gt;
|-&lt;br /&gt;
| Critical Failure || (30% to 150%) / Base {{TV|miltech}} || (150% to 300%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Failure || (15% to 112.5%) / Base {{TV|miltech}} || (75% to 225%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Success || (0% to 75%) / Base {{TV|miltech}} || (0% to 150%) / Base {{TV|miltech}}&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || (0% to 15%) / Base {{TV|miltech}} || (0% to 30%) / Base {{TV|miltech}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Base {{TV|miltech}} is simply the army&#039;s home nation&#039;s {{TV|miltech}}, with all modifiers ignored.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens]] for spoilers on the different types of alien assets that can be assaulted, as well as the consequences of such assaults.&lt;br /&gt;
&lt;br /&gt;
=== Army Healing ===&lt;br /&gt;
&lt;br /&gt;
An injured human army will passively heal over time when all of the following conditions are true:&lt;br /&gt;
* It is in a friendly region&amp;lt;ref&amp;gt;A region owned by its home nation or a nation allied to its home nation&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* The region is currently not occupied or being occupied.&lt;br /&gt;
* It is not in battle with other armies.&lt;br /&gt;
* It is not currently performing an operation.&lt;br /&gt;
&lt;br /&gt;
The % health that gets healed each day is calculated as follows:&lt;br /&gt;
# 0.5% Base.&lt;br /&gt;
# +0.5% more if the faction that controls the army also controls the [[Nations#Control_Point_Types|Defense Sector Control Point]] of the army&#039;s home nation.&lt;br /&gt;
# +0.5% more if the army is in its home nation.&lt;br /&gt;
# +0.5% more if the army is in its home region.&lt;br /&gt;
# Multiply the total by (1 - (Currently Healing Human Armies of Home Nation / (Total Human Armies of Home Nation + 1))). &lt;br /&gt;
#* Note: This step is currently bugged to never occur.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Rapid Repairing Materials]] project.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Predictive Logistics Systems]] project.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
Human armies that are owned by the {{icon|alien}}[[Aliens]] still follow the same healing rules.&lt;br /&gt;
&lt;br /&gt;
But for the healing mechanics of Alien-related armies, see [[Aliens#Megafauna]] and [[Aliens#Invader_Armies]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Army Death ===&lt;br /&gt;
&lt;br /&gt;
Whenever an army dies, multiple effects may occur:&lt;br /&gt;
&lt;br /&gt;
==== Democracy Penalties ====&lt;br /&gt;
&lt;br /&gt;
If the dead army belonged to a democratic human nation, then that nation suffers two penalties:&lt;br /&gt;
* A {{TV|cohesion}} loss equal to the nation&#039;s {{TV|democracy}} / 10. &lt;br /&gt;
* Applies [[Nations#Changing_Public_Opinion|Propaganda]] in the nation for the faction that owned the dead army. Propaganda strength is equal to (0 - the nation&#039;s {{TV|democracy}}).&lt;br /&gt;
&lt;br /&gt;
==== Army IP Refund ====&lt;br /&gt;
&lt;br /&gt;
Whenever a human army dies, its home [[Nations|nation]] receives a fraction of its {{TV|IP}} Cost as a refund. This refund is put directly into the {{TV|build army}} and/or {{TV|build navy}}, so it can often result in new {{TV|armies}} and/or {{TV|navies}} being built the next day. Specifically, the refund amounts are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Refund Amounts for {{TV|build army}}. Only applies if army did not die by nuke.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || (30% to 50%) of {{TV|build army}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || (15% to 25%) of {{TV|build army}} cost.&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;
|+ Refund Amounts for {{TV|build navy}}. Only applies if the dead army had a navy.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Home Nation has [[Terrestrial_Warfare#Naval_Freedom|Naval Freedom]]? !! Army Died in Region that currently has [[Regions#World_Ocean_Access|World Ocean Access]]? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || Yes || (70% to 90%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || No || (90% to 110%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || No || || (20% to 30%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || Yes || (60% to 80%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || No || (80% to 100%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || No || || (10% to 20%) of {{TV|build navy}} cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Complete Milestones ====&lt;br /&gt;
&lt;br /&gt;
If the army is related to the [[Aliens]] in any way, then the faction that kills it may achieve certain milestones from doing so. See [[Aliens]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Hate Vent ====&lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy#Alien_Hate_Vent]].&lt;br /&gt;
&lt;br /&gt;
== Nuclear Warfare ==&lt;br /&gt;
Some nations have a number of {{TV|nukes}} available to them. These represent launching multiple strategic nuclear weapons at a target region. Launching nuclear strikes will devastate the economy of a [[Regions|region]] and the enemy {{TV|armies}} within it, although the damage will be somewhat mitigated if a nation is launching strikes on its own or an [[Foreign_Relations#Alliances|ally]]&#039;s territory. Launching factions will be charged with committing one or more [[Factions#Atrocity|atrocities]]. Detonating a sufficient number of nuclear weapons may also have disastrous global effects. A region with {{icon|sto defense}}space defenses cannot be attacked with {{TV|nuke}}.&lt;br /&gt;
&lt;br /&gt;
Nations can develop nuclear weapon with the {{TV|develop atomic bomb}}, which also gives {{TV|nuke|1}}. A nation with nuclear weapon program can build more with the {{TV|nuclear weapons}}.&lt;br /&gt;
&lt;br /&gt;
Nations construct nuclear weapons as a deterrent to enemy invasion. Attempting to conquer a nuclear-armed nation will almost certainly lead to nuclear strikes in retaliation.&lt;br /&gt;
&lt;br /&gt;
=== Valid Targets for a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Nukes can only be fired at [[Regions]]. The set of regions that a [[Nations|nation]] X can fire a nuke at is computed as follows:&lt;br /&gt;
# Add every region that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# If X does not have a spaceflight program, then remove every region that is not adjacent to X and does not have [[Regions#World_Ocean_Access|ocean access]].&lt;br /&gt;
# If X does not have a spaceflight program and does not have [[Terrestrial_Warfare#Naval_Freedom|naval freedom]], then remove every region that is not adjacent to X.&lt;br /&gt;
# Add every region owned by X or an [[Foreign_Relations#Alliances|ally]] of X if the region currently contains an army that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# For every region R, remove R unless one of the following is true:&lt;br /&gt;
#* R is owned by X.&lt;br /&gt;
#* R is owned by an [[Foreign_Relations#Alliances|ally]] of X.&lt;br /&gt;
#* R is owned by a nation that is [[Foreign_Relations#Wars|at war]] with X and R does not have a [[Nations#Space_Defenses|space defense facility]] built.&lt;br /&gt;
&lt;br /&gt;
=== Effects of a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Launching nuclear weapons will do terrible and lasting damage to the targeted region, destroy any enemy {{TV|armies}} and all space facilities, and surely be seen with horror around the globe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of a Nuclear Attack (In Chronological Order)&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Amount for Offensive Nukes !! Amount for Defensive Nukes !! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#GDP_Per_Region|Region GDP]] || -52.5% to -87.5% || -15% to -25% &lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
* [[Urban Armoring]] multiplies amount by 0.8.&lt;br /&gt;
* [[Civil Defense Programs]] multiplies amount by 0.8.&lt;br /&gt;
|-&lt;br /&gt;
| Target {{icon|pop}}[[Nations#Population|Region Population]] || -18.75% to -31.25% || -1.875% to -3.125%&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Sustainability|Pollution Multiplier]] || +0.075 to +0.125 || +0.00375 to +0.00625 || Multiplied by [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]&lt;br /&gt;
|-&lt;br /&gt;
| Nuking Faction Commits [[Factions#Atrocity|Atrocities]] || colspan=2 | 1 per 100k {{TV|pop}} killed (rounded down). &lt;br /&gt;
|&lt;br /&gt;
* Multiply by 10 if nuke launcher is not on the defending side of any war where the target nation is on the attacking side. &lt;br /&gt;
** ...seems to apply for self-nukes too??&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
** Does not apply if the target region is owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* Capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; GDP || -25% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || -5% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Family Ties]] Trait Effect || colspan=2 | {{TV|loyalty|-10}} || Multiply by 2 if Councilor&#039;s Faction launched the nuke.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic || Remove {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -2.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining || Remove {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -1.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Priorities|Priorities]] || colspan=2| Set to 0 || Except {{icon|spoils}}Spoils, {{icon|unity}}Unity, and {{icon|oppression}}Oppression.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Destroy Space Assets in Target Region || colspan=2 | All {{icon|boost}}[[Nations#Boost|Boost]], {{icon|mc}}[[Nations#Mission_Control|Mission Control]] , and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]] || If Target Nation is NOT Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| N/A || All {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]], just 1 {{icon|mc}}[[Nations#Mission_Control|Mission Control]]  || If Target Nation is Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation {{icon|funding}}[[Nations#Funding|Funding]] || colspan=2 | -50% × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]] || If Target Nation is NOT Nuke Launcher&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=7 | Health of Each Army in Target Region || colspan=2 | Instant Death || For the Strongest&amp;lt;ref&amp;gt;The strongest army is the army whose health % × Base {{TV|miltech}} is the highest.&amp;lt;/ref&amp;gt; Army that is not Ally of Nuker&amp;lt;ref name=allyofnuker&amp;gt;An army is an ally of the nuker if any of the following are true:&lt;br /&gt;
* The army is owned by the nuking nation.&lt;br /&gt;
* The army is owned by an ally of the nuking nation.&lt;br /&gt;
* The army is owned by the nuking faction and not a [[Aliens#Megafauna|Megafauna]].&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, (-100% + (1% to 5%) × (Base {{icon|miltech}}MilTech - 3.79)) × 0.140625) || For each [[Aliens#Invader Armies|Alien Invader Army]] that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79) × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens) || 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens || The other 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79)) || 50% chance for each Megafauna army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% || The other 50% chance for each [[Aliens#Megafauna|Megafauna]] army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% / (48 to 52) || For each army that is Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Each [[Councilors|Councilor]] in Target Region || colspan=2 | 50% Chance to die || [[Survivor]] trait gives immunity.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Xenoforming|Alien Xenoforming]] || colspan=2 | Set to 0 Xenoflora Growth Levels || None&lt;br /&gt;
|-&lt;br /&gt;
| Add [[Climate Change|Aerosols]] || colspan=2 | 0.00777 || Multiply by Region Area (km²) / 10000km² if Region is an Island smaller than 10000km².&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | Target Region Gains 1 Layer of Nuclear Fallout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orbital Bombardment ==&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] with certain weapon modules can bombard hostile armies from orbit.&lt;br /&gt;
&lt;br /&gt;
See [[Fleets#Orbital_Bombardment]] for more details.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11697</id>
		<title>Terrestrial Warfare</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11697"/>
		<updated>2026-04-29T23:49:20Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Effects of a Nuclear Strike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt; This page mainly discusses the mechanics for fighting terrestrial wars. For a more detailed discussion about starting and ending wars, see [[Foreign Relations#Wars]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Foreign Relations#Wars|Wars]] begin when a [[Councilors|councilor]] for the executive [[Factions|faction]] of one of two [[Foreign Relations#Rivals|Rivals]] selects the [[Foreign Relations#Declaring_Wars|War policy]] against the rival. All war-capable [[Foreign Relations#Alliances|allies]] of the defending rival (with an army or nuclear weapons) join the war. All war-capable allies of the attacker are given the option to join on the attacker&#039;s side.&lt;br /&gt;
&lt;br /&gt;
To win a war, an [[Nations#Armies|army]] must occupy the enemy&#039;s {{icon|capital|bgcolor=DarkSlateGray}}Capital  [[Regions|region]]. At that moment, the war ends, triggering a [[Foreign Relations#War_Conquest|regime change]]. [[Foreign Relations#Claims|Claimed regions]] change hands to the occupier and its allies. If any of the invaded nation remains, its control point owners are replaced with those of the victor. Some of the nation&#039;s stats change when a new regime is installed, sometimes in unpredictable ways, but the new ruling faction will be able to fund [[Nations#Direct_Investment|Direct Investments]] into the nation at greatly reduced {{TV|influence}} cost for a period of one year. Unoccupied [[Regions]] and surviving enemy armies will contribute to greater {{TV|unrest}} following a regime change.&lt;br /&gt;
&lt;br /&gt;
Wars may also end with a [[Foreign Relations#Seeking_Peace|simple peace]] where both sides return to the prewar status quo.&lt;br /&gt;
&lt;br /&gt;
== Armies ==&lt;br /&gt;
&lt;br /&gt;
[[Nations#Armies|Armies]] represent multiple modern divisions that are capable of gaining and holding territory in other [[Nations]]. Control of an army is gained after councilors gain at least partial control of a nation. Most [[Nations]] don&#039;t have armies at the campaign start, but [[Nations]] with sufficient {{TV|pop}} can build new ones with enough investment into the {{TV|build army}}. While powerful, armies are a drag on a nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development and remain subject to the international relations of their home countries, which too can be managed with sufficient control of a nation.&lt;br /&gt;
&lt;br /&gt;
Armies have a [[File:ICO army HQ.png|20px]]headquarters region in their home nation. If located there, they incur a smaller cost to the nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development.&lt;br /&gt;
&lt;br /&gt;
Armies rely on two key values: its parent nation&#039;s {{TV|miltech}} level and its strength. The strength value measures how much damage the army has taken. Armies usually passively and freely repair themselves when not fighting in a friendly region.&lt;br /&gt;
&lt;br /&gt;
Some armies have a {{icon|navy}}[[Nations#Navies|Navy]] upgrade that allows them to transit oceans. During wartime, a nation&#039;s navies can only cross the water if the nation has naval superiority over its foes. Only larger or wealthier [[Nations]] have the capability to {{icon|build navy}}build and project power with {{icon|navy}}navies.&lt;br /&gt;
&lt;br /&gt;
=== Naval Freedom ===&lt;br /&gt;
&lt;br /&gt;
For each [[Foreign Relations#Wars|war]], the game computes for each side the sum of the {{TV|miltech}} of the armies that have a navy upgrade. If one side has a higher sum than the other, then the other side of the war is blockaded: all of its nations no longer have Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
As a result, a nation only has Naval Freedom if it is not blockaded in any of the wars that it is involved in.&lt;br /&gt;
&lt;br /&gt;
Notably, since wars can get very messy, with multiple overlapping wars, it is actually entirely possible for all nations to lose their Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
Consider a simple example with 3 nations: A, B, and C, such that:&lt;br /&gt;
* A has a single navy with {{TV|miltech|3}}.&lt;br /&gt;
* B has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
* C has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
&lt;br /&gt;
Suppose there are three overlapping wars X, Y, and Z, such that:&lt;br /&gt;
* War X pits A against B.&lt;br /&gt;
* War Y pits A against C.&lt;br /&gt;
* War Z pits A against B and C.&lt;br /&gt;
&lt;br /&gt;
Then the result would be:&lt;br /&gt;
* War X blockades B, since A&#039;s 3 naval score beats B&#039;s 2 naval score.&lt;br /&gt;
* War Y blockades C, since A&#039;s 3 naval score beats C&#039;s 2 naval score.&lt;br /&gt;
* War Z blockades A, since A&#039;s 3 naval score is beaten by the combined naval score of B&#039;s 2 naval score added to C&#039;s 2 naval score = 4 naval score.&lt;br /&gt;
&lt;br /&gt;
So all 3 nations have no Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
=== Army Movement ===&lt;br /&gt;
&lt;br /&gt;
Armies are allowed to be in any region R such that one of the following is true:&lt;br /&gt;
* R belongs to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Alliances|allied]] to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Wars|at war]] with the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
An army can directly travel from any region R1 to any region R2 such that at least one of the following is true:&lt;br /&gt;
* R1 and R2 are adjacent.&amp;lt;ref name=adjacent&amp;gt;Note: Certain research projects can make pairs of regions become adjacent.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* R1 and R2 are adjacent only for friendly armies&amp;lt;ref name=adjacent /&amp;gt;, and both R1 and R2 belong to nation(s) that are not at war with the army&#039;s home nation.&lt;br /&gt;
* All of the following are true:&lt;br /&gt;
** R1 and R2 both currently have [[Regions#World_Ocean_Access|world ocean access]].&lt;br /&gt;
** The army&#039;s home nation has [[Terrestrial_Warfare#Naval_Freedom|naval freedom]].&lt;br /&gt;
** Either the army does not need to travel between the Black Sea and the World Ocean, or the army&#039;s home nation has access to the Turkish Strait.&lt;br /&gt;
&lt;br /&gt;
A nation has Turkish Strait access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Istanbul region. &lt;br /&gt;
* The Istanbul region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Land Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel directly between two adjacent regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = Distance (km) / 300 (km/day) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by the following multipliers:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| Condition(s) !! colspan=3|Multiplier Value When: &lt;br /&gt;
|-&lt;br /&gt;
! Only Origin Region is Small&amp;lt;ref name=small&amp;gt;A region is small if it is smaller than 150000km².&amp;lt;/ref&amp;gt; !! Only Destination Region is Small&amp;lt;ref name=small /&amp;gt;!! Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is not friendly OR Origin Region has enemy armies || 5 ^ 0.2 || 5 ^ 0.8 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| (Origin Region is not friendly OR Origin Region has enemy armies) AND Origin Region is {{icon|rugged}}Rugged || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Region is {{icon|rugged}}Rugged || 1.25 ^ 0.2 || 1.25 ^ 0.8 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly || 5 ^ 0.8 || 5 ^ 0.2 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly AND Destination Region is {{icon|rugged}}Rugged || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Region is {{icon|rugged}}Rugged || 1.25 ^ 0.8 || 1.25 ^ 0.2 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Naval Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel between two regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = (14 days + Distance (km) / 792 (km/day) ) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by a number of complex calculations that consider the different possible sea routes. In particular, the duration can be significantly affected by whether the army&#039;s nation has access to the Suez and Panama canals. &lt;br /&gt;
&lt;br /&gt;
A nation has canal access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Canal region. &lt;br /&gt;
* The Canal region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
The Canal regions are:&lt;br /&gt;
* Cairo for the Suez Canal.&lt;br /&gt;
* Panama City for the Panama Canal.&lt;br /&gt;
&lt;br /&gt;
=== Army Battle ===&lt;br /&gt;
&lt;br /&gt;
==== Simplified Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat in &#039;&#039;Terra Invicta&#039;&#039; is a comparison of Miltech levels. Higher Miltech means you hit more often and deal more damage. If two forces have equal Miltech, the base hit chance is 50%.&lt;br /&gt;
&lt;br /&gt;
===== 1. Hit Chance (The Accuracy Gap) =====&lt;br /&gt;
The game calculates the difference (Δ) between the Attacker&#039;s Miltech and the Defender&#039;s Miltech.&lt;br /&gt;
&lt;br /&gt;
If Miltechs are equal: 50% Hit Chance.&lt;br /&gt;
If you have the advantage: Your hit chance climbs toward 100%.&lt;br /&gt;
If you are outclassed: Your hit chance drops toward 0%.&lt;br /&gt;
&lt;br /&gt;
    Hit Chance (Advantage)=100%−(50%×0.775)^(1.5×Δ)&lt;br /&gt;
    Hit Chance (Disadvantage)=50%×0.775^(1.5×Δ)&lt;br /&gt;
&lt;br /&gt;
====== Hit Chance Reference Table ======&lt;br /&gt;
&lt;br /&gt;
The following table shows the 1vs1 hit chance based on the Miltech difference (Delta = Attacker Miltech - Defender Miltech).&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;
! Miltech Difference (Delta) !! Hit Chance !! Note&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+3.0&#039;&#039;&#039; || &#039;&#039;&#039;84.1%&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2.0&#039;&#039;&#039; || &#039;&#039;&#039;76.7%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+1.0&#039;&#039;&#039; || &#039;&#039;&#039;65.9%&#039;&#039;&#039; || &#039;&#039;&#039;Strong offensive edge.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| +0.8 || 63.2% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.6 || 60.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.4 || 57.1% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.2 || 53.7% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;0.0&#039;&#039;&#039; || &#039;&#039;&#039;50.0%&#039;&#039;&#039; || &#039;&#039;&#039;Even match; coin-flip odds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -0.2 || 46.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.4 || 42.9% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.6 || 39.7% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.8 || 36.8% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-1.0&#039;&#039;&#039; || &#039;&#039;&#039;34.1%&#039;&#039;&#039; || &#039;&#039;&#039;Struggling to land hits.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;-2.0&#039;&#039;&#039; || &#039;&#039;&#039;23.3%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-3.0&#039;&#039;&#039; || &#039;&#039;&#039;15.9%&#039;&#039;&#039; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== 2. Damage Formulas =====&lt;br /&gt;
Damage is calculated as a percentage of the defender’s Max Health.&lt;br /&gt;
&lt;br /&gt;
====== Army vs. Army ======&lt;br /&gt;
When an army hits another army, it &#039;&#039;&#039;deals roughly 10% of its Miltech in percentage of defender’s Max Health&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Miltech × 0.1 (±20%)&lt;br /&gt;
&lt;br /&gt;
Variance: ±20% is the game simulating a damage range mechanic.&lt;br /&gt;
&lt;br /&gt;
Critical Hit: Usually 1x. Increases to 3x if the attacker is at full health and the region is unoccupied (an &amp;quot;Ambush&amp;quot;), or by a small random chance based on the total number of armies in the fight.&lt;br /&gt;
&lt;br /&gt;
====== Region vs. Army ======&lt;br /&gt;
Region defenses (fortifications/militia) &#039;&#039;&#039;fire every day at every hostile army&#039;&#039;&#039;. They deal less base damage but have much higher &amp;quot;Critical&amp;quot; lethality.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Region Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lethality&amp;quot; Multiplier: If an army is at full health and the region is unoccupied, the region can deal a massive 100x damage critical hit.&lt;br /&gt;
&lt;br /&gt;
Overwhelmed Defenses: If more hostile armies are present than friendly armies, the region&#039;s damage output is reduced.&lt;br /&gt;
&lt;br /&gt;
====== Occupying a Region (Army vs. Region) ======&lt;br /&gt;
When an army hits region defenses, it increases the Occupation %.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Army Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
Advantage Bonus: If your Army Miltech is higher than the region&#039;s base tech, you gain occupation faster.&lt;br /&gt;
&lt;br /&gt;
Geography Modifiers: Occupation is slower in regions with huge populations (like Delhi) or massive land areas (like Siberia).&lt;br /&gt;
&lt;br /&gt;
Crowding Penalty: Having too many armies in one spot (more than 1 per 100,000 km2) slows down occupation by up to 50%.&lt;br /&gt;
&lt;br /&gt;
==== Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat occurs whenever an army A is in a [[Regions|region]] R such that at least one of the following is true:&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the home nation of another army in R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation owns R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation is [[Foreign_Relations#Alliances|allies]] with the nation that owns R.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and R is not fully occupied.&lt;br /&gt;
* A&#039;s home nation does not exist and R is not fully occupied.&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
* There is a [[Aliens#Megafauna|Megafauna Army]] in R that is not owned by the same faction that owns A.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A&#039;s home nation does not exist and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by the {{icon|alien}}[[Aliens]] and R is not part of the [[Aliens#Alien_Administration|Alien Nation]] and R is not owned by a nation whose executive is controlled by a faction that has researched [[Xenofauna Harmony]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by a faction F that is &#039;&#039;&#039;not&#039;&#039;&#039; the {{icon|alien}}[[Aliens]] and every non-[[Aliens#Megafauna|Megafauna]] army in R that is owned by F is owned by a nation that is [[Foreign_Relations#Wars|at war]] with the nation that owns R.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
Combat is simulated as a daily exchange of attacks. For each army A:&lt;br /&gt;
# If there is an enemy army in the combat region, then A randomly selects one to fire at, preferring to avoid any armies owned by the same faction as A.&lt;br /&gt;
# If A is within a region that is hostile to A, then the region defenses fires at A.&lt;br /&gt;
# If A did not fire at anyone in the first step AND the region defenses missed its attack on A, then A fires at the region defenses.&lt;br /&gt;
&lt;br /&gt;
Note that this means every army can fire at most one attack per day, but region defenses fire an attack on every hostile army every day.&lt;br /&gt;
&lt;br /&gt;
Every attack has a hit chance that is determined by the gap between the attacker&#039;s {{TV|miltech}} and the defender&#039;s {{TV|miltech}}. But several modifiers may be applied to each side&#039;s {{TV|miltech}}, including but not limited to {{MissionIcon|Advise}}[[Advise|Advising]] [[Councilors]], {{icon|rugged}}rugged terrain bonuses, and damage taken.&lt;br /&gt;
&lt;br /&gt;
When attacks hit, damage is taken, which scales based on the attacker&#039;s {{TV|miltech}}. When armies take damage, their health % drops. When region defenses take damage, their occupation % increases.&lt;br /&gt;
&lt;br /&gt;
If a region is fully occupied it ceases fighting, but it can&#039;t change hands until the war is concluded. Regional economies and space facilities can take significant [[Regions#Region_Damage|collateral damage]] during fighting, although the rate of damage goes down as {{{TV|miltech}} goes up (representing more precise weaponry). Sufficient collateral damage will count as an [[Factions#Atrocity|atrocity]] by the army&#039;s owning faction.&lt;br /&gt;
&lt;br /&gt;
==== Formulas ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miltech Calculations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factor !! Army Miltech A !! Army Miltech B !! Region Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Base Miltech || Base Miltech || Base Miltech || Base Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Councilor {{MissionIcon|Advise}}[[Advise]] Bonus || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}}&lt;br /&gt;
|-&lt;br /&gt;
| LEO Hab Bonus (capped at +0.3) || +0.03 per Military Lab || +0.03 per Military Lab || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation || +0.2 || +0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|rugged}}rugged || +0.2 || +0.2 || +0.2&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic || +0.1 || +0.1 || +0.1&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|rugged}}rugged and [[Mountain Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic and [[Urban Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Army CP is disabled (Abandoned or {{MissionIcon|Crackdown}}[[Crackdown]]ed) || -0.2 || -0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Allied (or Home) Nation || +0.05 per {{TV|cohesion}} of Allied Nation || No Effect || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|cohesion}} || No Effect || No Effect || +0.05 per {{TV|cohesion}}&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|unrest}} || No Effect || No Effect || -0.05 per {{TV|unrest}}&lt;br /&gt;
|-&lt;br /&gt;
| Adjacent Regions belonging to Same Home Nation || No Effect || No Effect || +Fraction of such Regions that are unoccupied and not fighting × Home Nation&#039;s Miltech × 0.1 × (1 - 0.05 × Home Nation&#039;s {{TV|unrest}})&lt;br /&gt;
|-&lt;br /&gt;
| Remaining Combat Effectiveness || × (1 - 0.5 × Lost Health %) || × (1 - 0.5 × Lost Health %) || × (1 - 1/3 × Occupation %)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If a nation has not completed the {{TV|found military}}, then its regions have effectively {{TV|miltech|0}} for combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Chance Calculation:&#039;&#039;&#039;&lt;br /&gt;
* When an army fires at another army, the attacking army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech B&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When region defenses fire at an army, the region defenses use &#039;&#039;&#039;Region Miltech&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When an army fires at the region defenses, the hit chance is always &#039;&#039;&#039;100%&#039;&#039;&#039;. (But the army only fires if the region defenses missed their attack.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Defense ≥ Attack&lt;br /&gt;
| &amp;lt;code&amp;gt;50% × 0.775^(1.5 × (Defense-Attack))&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Attack &amp;gt; Defense&lt;br /&gt;
| &amp;lt;code&amp;gt;100% − (50% × 0.775^(1.5 × (Attack-Defense)))&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage taken:&#039;&#039;&#039;&lt;br /&gt;
When an army successfully lands a hit on another army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.1.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 3, where Y is the square of the number of armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
## If the attacking army is at full health and neither army is a [[Aliens#Megafauna|Megafauna]] and the region is 0% occupied, set Z to 3.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
&lt;br /&gt;
When the region defenses successfully land a hit on an army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the region&#039;s &#039;&#039;&#039;Region Miltech&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Let Y be the number of region-friendly armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count) multiplied by the square of the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the defending army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X, except for bonuses against [[Aliens#Megafauna|Megafauna]]. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
# Let H be the sum of the Remaining Combat Effectiveness multipliers of every region-hostile army in the region.&lt;br /&gt;
# Let F be the sum of the Remaining Combat Effectiveness multipliers of every region-friendly army in the region that is involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
# If H - F is more than 0, then multiply X by 1 - (H - F) / (H - F + 2).&lt;br /&gt;
# (1 - Region occupation % by defending army&#039;s home nation / H) chance to multiply X by 2.&lt;br /&gt;
&lt;br /&gt;
If this last (1 - Region occupation % by defending army&#039;s home nation / H) chance fails, the region occupation % by the defending army&#039;s home nation actually &#039;&#039;&#039;decreases&#039;&#039;&#039; by D%, where D is calculated as follows:&lt;br /&gt;
# Set D to the region&#039;s Region Miltech.&lt;br /&gt;
# Multiply D by 0.0225.&lt;br /&gt;
# Multiply D by a random value between 0.8 and 1.2.&lt;br /&gt;
# Divide D by the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply D by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# If D &amp;gt; 10, then set D to 10.&lt;br /&gt;
&lt;br /&gt;
When an army hits the region defenses, the attacking army&#039;s home nation increases its occupation % of the region by X%, where X is calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Let G be X - the defending region&#039;s home nation&#039;s base {{TV|miltech}} - the Councilor {{MissionIcon|Advise}}[[Advise]] Bonus for the defending region&#039;s home nation.&lt;br /&gt;
# If G &amp;gt; 0 then add G to X.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the attacking army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# Let C be the number of region-hostile armies in the region - the region area / 100000km².&lt;br /&gt;
# If C &amp;gt; 0, then multiply X by Max(1 - C * 0.02, 0.5)&lt;br /&gt;
# If X &amp;gt; 10, then set X to 10.&lt;br /&gt;
&lt;br /&gt;
=== Army Operations ===&lt;br /&gt;
The faction that controls an army can conduct operations with it. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=85% | Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmyOperation on.png|40px]] Deploy Army&lt;br /&gt;
| Move this Army to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmiesOperation on.png|40px]] Deploy Armies&lt;br /&gt;
| Move all stacked armies to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultAlienAssetOperation on.png|40px]] Assault Alien Asset&lt;br /&gt;
| Launch an assault on a fixed alien target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultSpaceFacilityOperation on.png|40px]] Assault Space Facility&lt;br /&gt;
| Destroy a fixed space facility in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RazeRegionOperation on.png|40px]] Raze Region&lt;br /&gt;
| Launch a general attack on economic and civilian targets in this region. Commits 5 to 25 [[Factions#Atrocity|atrocities]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ArmyGoHomeOperation on.png|40px]] Airlift Home&lt;br /&gt;
| Return this army to its home region during peacetime. Operation will not complete if home nation is at war.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelArmyOperation on.png|40px]] Cancel Operation&lt;br /&gt;
| Cancel current operation for this Army. Army will resume fighting if enemies are present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiki Help wanted&#039;&#039;&#039;: Look up the in-game image and description for the Army Annex Region operation and upload both here!&lt;br /&gt;
&lt;br /&gt;
==== Annex Region ====&lt;br /&gt;
&lt;br /&gt;
The game mechanics for army annex operations are explained here [[Foreign Relations#War_Annexation]].&lt;br /&gt;
&lt;br /&gt;
==== Raze Region ====&lt;br /&gt;
&lt;br /&gt;
See [[Regions#Region_Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Assault Alien Asset ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken by {{TV|armies}} when they Assault Alien Assets&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Mission Outcome !! colspan=2 | Type of Alien Asset&lt;br /&gt;
|-&lt;br /&gt;
! [[Aliens#Alien_Xenoforming|Xenoflora]] !! Other&lt;br /&gt;
|-&lt;br /&gt;
| Critical Failure || (30% to 150%) / Base {{TV|miltech}} || (150% to 300%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Failure || (15% to 112.5%) / Base {{TV|miltech}} || (75% to 225%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Success || (0% to 75%) / Base {{TV|miltech}} || (0% to 150%) / Base {{TV|miltech}}&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || (0% to 15%) / Base {{TV|miltech}} || (0% to 30%) / Base {{TV|miltech}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Base {{TV|miltech}} is simply the army&#039;s home nation&#039;s {{TV|miltech}}, with all modifiers ignored.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens]] for spoilers on the different types of alien assets that can be assaulted, as well as the consequences of such assaults.&lt;br /&gt;
&lt;br /&gt;
=== Army Healing ===&lt;br /&gt;
&lt;br /&gt;
An injured human army will passively heal over time when all of the following conditions are true:&lt;br /&gt;
* It is in a friendly region&amp;lt;ref&amp;gt;A region owned by its home nation or a nation allied to its home nation&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* The region is currently not occupied or being occupied.&lt;br /&gt;
* It is not in battle with other armies.&lt;br /&gt;
* It is not currently performing an operation.&lt;br /&gt;
&lt;br /&gt;
The % health that gets healed each day is calculated as follows:&lt;br /&gt;
# 0.5% Base.&lt;br /&gt;
# +0.5% more if the faction that controls the army also controls the [[Nations#Control_Point_Types|Defense Sector Control Point]] of the army&#039;s home nation.&lt;br /&gt;
# +0.5% more if the army is in its home nation.&lt;br /&gt;
# +0.5% more if the army is in its home region.&lt;br /&gt;
# Multiply the total by (1 - (Currently Healing Human Armies of Home Nation / (Total Human Armies of Home Nation + 1))). &lt;br /&gt;
#* Note: This step is currently bugged to never occur.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Rapid Repairing Materials]] project.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Predictive Logistics Systems]] project.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
Human armies that are owned by the {{icon|alien}}[[Aliens]] still follow the same healing rules.&lt;br /&gt;
&lt;br /&gt;
But for the healing mechanics of Alien-related armies, see [[Aliens#Megafauna]] and [[Aliens#Invader_Armies]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Army Death ===&lt;br /&gt;
&lt;br /&gt;
Whenever an army dies, multiple effects may occur:&lt;br /&gt;
&lt;br /&gt;
==== Democracy Penalties ====&lt;br /&gt;
&lt;br /&gt;
If the dead army belonged to a democratic human nation, then that nation suffers two penalties:&lt;br /&gt;
* A {{TV|cohesion}} loss equal to the nation&#039;s {{TV|democracy}} / 10. &lt;br /&gt;
* Applies [[Nations#Changing_Public_Opinion|Propaganda]] in the nation for the faction that owned the dead army. Propaganda strength is equal to (0 - the nation&#039;s {{TV|democracy}}).&lt;br /&gt;
&lt;br /&gt;
==== Army IP Refund ====&lt;br /&gt;
&lt;br /&gt;
Whenever a human army dies, its home [[Nations|nation]] receives a fraction of its {{TV|IP}} Cost as a refund. This refund is put directly into the {{TV|build army}} and/or {{TV|build navy}}, so it can often result in new {{TV|armies}} and/or {{TV|navies}} being built the next day. Specifically, the refund amounts are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Refund Amounts for {{TV|build army}}. Only applies if army did not die by nuke.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || (30% to 50%) of {{TV|build army}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || (15% to 25%) of {{TV|build army}} cost.&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;
|+ Refund Amounts for {{TV|build navy}}. Only applies if the dead army had a navy.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Home Nation has [[Terrestrial_Warfare#Naval_Freedom|Naval Freedom]]? !! Army Died in Region that currently has [[Regions#World_Ocean_Access|World Ocean Access]]? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || Yes || (70% to 90%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || No || (90% to 110%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || No || || (20% to 30%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || Yes || (60% to 80%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || No || (80% to 100%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || No || || (10% to 20%) of {{TV|build navy}} cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Complete Milestones ====&lt;br /&gt;
&lt;br /&gt;
If the army is related to the [[Aliens]] in any way, then the faction that kills it may achieve certain milestones from doing so. See [[Aliens]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Hate Vent ====&lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy#Alien_Hate_Vent]].&lt;br /&gt;
&lt;br /&gt;
== Nuclear Warfare ==&lt;br /&gt;
Some nations have a number of {{TV|nukes}} available to them. These represent launching multiple strategic nuclear weapons at a target region. Launching nuclear strikes will devastate the economy of a [[Regions|region]] and the enemy {{TV|armies}} within it, although the damage will be somewhat mitigated if a nation is launching strikes on its own or an [[Foreign_Relations#Alliances|ally]]&#039;s territory. Launching factions will be charged with committing one or more [[Factions#Atrocity|atrocities]]. Detonating a sufficient number of nuclear weapons may also have disastrous global effects. A region with {{icon|sto defense}}space defenses cannot be attacked with {{TV|nuke}}.&lt;br /&gt;
&lt;br /&gt;
Nations can develop nuclear weapon with the {{TV|develop atomic bomb}}, which also gives {{TV|nuke|1}}. A nation with nuclear weapon program can build more with the {{TV|nuclear weapons}}.&lt;br /&gt;
&lt;br /&gt;
Nations construct nuclear weapons as a deterrent to enemy invasion. Attempting to conquer a nuclear-armed nation will almost certainly lead to nuclear strikes in retaliation.&lt;br /&gt;
&lt;br /&gt;
=== Valid Targets for a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Nukes can only be fired at [[Regions]]. The set of regions that a [[Nations|nation]] X can fire a nuke at is computed as follows:&lt;br /&gt;
# Add every region that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# If X does not have a spaceflight program, then remove every region that is not adjacent to X and does not have [[Regions#World_Ocean_Access|ocean access]].&lt;br /&gt;
# If X does not have a spaceflight program and does not have [[Terrestrial_Warfare#Naval_Freedom|naval freedom]], then remove every region that is not adjacent to X.&lt;br /&gt;
# Add every region owned by X or an [[Foreign_Relations#Alliances|ally]] of X if the region currently contains an army that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# For every region R, remove R unless one of the following is true:&lt;br /&gt;
#* R is owned by X.&lt;br /&gt;
#* R is owned by an [[Foreign_Relations#Alliances|ally]] of X.&lt;br /&gt;
#* R is owned by a nation that is [[Foreign_Relations#Wars|at war]] with X and R does not have a [[Nations#Space_Defenses|space defense facility]] built.&lt;br /&gt;
&lt;br /&gt;
=== Effects of a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Launching nuclear weapons will do terrible and lasting damage to the targeted region, destroy any enemy {{TV|armies}} and all space facilities, and surely be seen with horror around the globe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of a Nuclear Attack (In Chronological Order)&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Amount for Offensive Nukes !! Amount for Defensive Nukes !! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#GDP_Per_Region|Region GDP]] || -52.5% to -87.5% || -15% to -25% &lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
* [[Urban Armoring]] multiplies amount by 0.8.&lt;br /&gt;
* [[Civil Defense Programs]] multiplies amount by 0.8.&lt;br /&gt;
|-&lt;br /&gt;
| Target {{icon|pop}}[[Nations#Population|Region Population]] || -18.75% to -31.25% || -1.875% to -3.125%&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Sustainability|Pollution Multiplier]] || +0.075 to +0.125 || +0.00375 to +0.00625 || Multiplied by [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]&lt;br /&gt;
|-&lt;br /&gt;
| Nuking Faction Commits [[Factions#Atrocity|Atrocities]] || colspan=2 | 1 per 100k {{TV|pop}} killed (rounded down). &lt;br /&gt;
|&lt;br /&gt;
* Multiply by 10 if nuke launcher is not on the defending side of any war where the target nation is on the attacking side. &lt;br /&gt;
** ...seems to apply for self-nukes too??&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
** Does not apply if the target region is owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* Capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; GDP || -25% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || -5% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Family Ties]] Trait Effect || colspan=2 | {{TV|loyalty|-10}} || Multiply by 2 if Councilor&#039;s Faction launched the nuke.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic || Remove {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -2.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining || Remove {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -1.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Priorities|Priorities]] || colspan=2| Set to 0 || Except {{icon|spoils}}Spoils, {{icon|unity}}Unity, and {{icon|oppression}}Oppression.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Destroy Space Assets in Target Region || colspan=2 | All {{icon|boost}}[[Nations#Boost|Boost]], {{icon|mc}}[[Nations#Mission_Control|Mission Control]] , and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]] || If Target Nation is NOT Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| N/A || All {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]], just 1 {{icon|mc}}[[Nations#Mission_Control|Mission Control]]  || If Target Nation is Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation {{icon|funding}}[[Nations#Funding|Funding]] || rowspan=2 | -50% × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]] || If Target Nation is NOT Nuke Launcher&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=7 | Health of Each Army in Target Region || colspan=2 | Instant Death || For the Strongest&amp;lt;ref&amp;gt;The strongest army is the army whose health % × Base {{TV|miltech}} is the highest.&amp;lt;/ref&amp;gt; Army that is not Ally of Nuker&amp;lt;ref name=allyofnuker&amp;gt;An army is an ally of the nuker if any of the following are true:&lt;br /&gt;
* The army is owned by the nuking nation.&lt;br /&gt;
* The army is owned by an ally of the nuking nation.&lt;br /&gt;
* The army is owned by the nuking faction and not a [[Aliens#Megafauna|Megafauna]].&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, (-100% + (1% to 5%) × (Base {{icon|miltech}}MilTech - 3.79)) × 0.140625) || For each [[Aliens#Invader Armies|Alien Invader Army]] that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79) × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens) || 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens || The other 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79)) || 50% chance for each Megafauna army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% || The other 50% chance for each [[Aliens#Megafauna|Megafauna]] army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% / (48 to 52) || For each army that is Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Each [[Councilors|Councilor]] in Target Region || colspan=2 | 50% Chance to die || [[Survivor]] trait gives immunity.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Xenoforming|Alien Xenoforming]] || colspan=2 | Set to 0 Xenoflora Growth Levels || None&lt;br /&gt;
|-&lt;br /&gt;
| Add [[Climate Change|Aerosols]] || colspan=2 | 0.00777 || Multiply by Region Area (km²) / 10000km² if Region is an Island smaller than 10000km².&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | Target Region Gains 1 Layer of Nuclear Fallout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orbital Bombardment ==&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] with certain weapon modules can bombard hostile armies from orbit.&lt;br /&gt;
&lt;br /&gt;
See [[Fleets#Orbital_Bombardment]] for more details.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Regions&amp;diff=11696</id>
		<title>Regions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Regions&amp;diff=11696"/>
		<updated>2026-04-29T23:46:47Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Effects of Region Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page mainly discusses the game mechanics for regions. For a list of all regions in Terra Invicta, as well as their initial stats, see [[Region List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regions are geographic areas that make up a [[Nations|nation]].&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the {{TV|boost}} and {{TV|mc}} resources that are based in each region.&lt;br /&gt;
&lt;br /&gt;
The claims column lists other [[Nations]] that may annex a territory.&lt;br /&gt;
&lt;br /&gt;
[[Events]], [[Terrestrial_Warfare|combat]], [[Councilors|councilor]] [[Missions|activity]] location and the presence of launch facilities or other installations all occur in a particular region rather than nationwide.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
Regions may have the following characteristics:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Characteristic !! Icon !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Capital Region || {{icon|capital|bgcolor=DarkSlateGray}} || &lt;br /&gt;
* Councilor [[Missions]] targeting the nation as a whole or its control points will usually take place here.&lt;br /&gt;
* Conquering the capital of a nation in a [[Foreign_Relations#Wars|War]] will trigger regime change and annexation of any [[Foreign_Relations#Claims|Claimed]] territory by its enemies.&lt;br /&gt;
|-&lt;br /&gt;
| Colony Region || {{icon|colony|bgcolor=DarkSlateGray}} ||&lt;br /&gt;
* [[Nations#GDP_Per_Region|Gets only half of its fair share of the nation&#039;s GDP.]]&lt;br /&gt;
* Cannot have its own [[Nations#Armies|Armies]].&lt;br /&gt;
|-&lt;br /&gt;
| Core Oil Region || {{icon|oil|bgcolor=DarkSlateGray}} ||&lt;br /&gt;
* [[Nations#GDP_Per_Region|Gets 125% of its fair share of the nation&#039;s GDP.]]&lt;br /&gt;
* Increases [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Monthly Pollution]] for its Nation.&lt;br /&gt;
* Increases the {{TV|economy}}&#039;s effects on {{TV|gdppc}} and {{TV|inequality}}.&lt;br /&gt;
* Increases the {{TV|spoils}}&#039;s effects on {{TV|sustainability}} and {{TV|inequality}}, but also increases the {{TV|money}} produced.&lt;br /&gt;
|-&lt;br /&gt;
| Core Mining Region || {{icon|resource region|bgcolor=DarkSlateGray}} ||&lt;br /&gt;
* [[Nations#GDP_Per_Region|Gets 125% of its fair share of the nation&#039;s GDP.]]&lt;br /&gt;
* Increases the {{TV|economy}}&#039;s effects on {{TV|gdppc}} and {{TV|inequality}}.&lt;br /&gt;
* Increases the {{TV|spoils}}&#039;s effects on {{TV|sustainability}} and {{TV|inequality}}, but also increases the {{TV|money}} produced.&lt;br /&gt;
* Give {{TV|build army|+5%}} and {{TV|build navy|+5%}}&lt;br /&gt;
|-&lt;br /&gt;
| Core Economic Region || {{icon|core economic region|bgcolor=DarkSlateGray}} ||&lt;br /&gt;
* [[Nations#GDP_Per_Region|Gets 125% of its fair share of the nation&#039;s GDP.]]&lt;br /&gt;
* Increases the {{TV|economy}}&#039;s effects on {{TV|gdppc}}.&lt;br /&gt;
* Give {{TV|miltech|0.1}} to defending armies (including the region defense forces). &lt;br /&gt;
* Give {{TV|miltech|0.125}} to armies whose factions have researched [[Urban Warfare Doctrine]].&lt;br /&gt;
|-&lt;br /&gt;
| Rugged Region || {{icon|rugged|bgcolor=DarkSlateGray}} ||&lt;br /&gt;
* Give {{TV|miltech|0.2}} to defending armies (including the region defense forces). &lt;br /&gt;
* Give {{TV|miltech|0.125}} to armies whose factions have researched [[Mountain Warfare Doctrine]].&lt;br /&gt;
* Increase Annex Region operation duration by 25%.&lt;br /&gt;
* Increases [[Terrestrial_Warfare#Army_Movement|Army travel duration]] to and from region.&lt;br /&gt;
* Increase defenses of non-[[Aliens#Alien_Xenoforming|Xenoflora]] Alien Assets in region against Army Assault operations.&lt;br /&gt;
* Halve the Daily [[Aliens#Alien_Xenoforming|Xenoflora]] Growth cap in region.&lt;br /&gt;
|-&lt;br /&gt;
| Ecologically Protected Region || {{icon|ecologically protected region|bgcolor=DarkSlateGray}} ||&lt;br /&gt;
* Will not (directly) suffer economic loss from [[Climate_Change#Nation_Effects|Climate Change]].&lt;br /&gt;
* Will suffer only half the {{icon|pop}}[[Nations#Population_Growth|population growth]] penalty from extreme climate temperatures.&lt;br /&gt;
|-&lt;br /&gt;
| Ecologically Vulnerable Region || {{icon|ecologically vulnerable region|bgcolor=DarkSlateGray}} ||&lt;br /&gt;
* Will suffer twice the economic loss from [[Climate_Change#Nation_Effects|Climate Change]].&lt;br /&gt;
* Will suffer twice the {{icon|pop}}[[Nations#Population_Growth|population growth]] penalty from extreme climate temperatures.&lt;br /&gt;
|-&lt;br /&gt;
| Alien Activity || {{icon|alien activity|bgcolor=DarkSlateGray}} ||&lt;br /&gt;
* Indicates that some form of alien activity has been detected in this region.&lt;br /&gt;
* No real effects.&lt;br /&gt;
|-&lt;br /&gt;
| Fallout || {{icon|fallout|bgcolor=DarkSlateGray}} ||&lt;br /&gt;
* Prevents certain region improvements.&lt;br /&gt;
* Reduces the {{TV|environment}}&#039;s effect on {{TV|sustainability}}.&lt;br /&gt;
* -4% {{icon|pop}}[[Nations#Population_Growth|population growth]] penalty per layer of fallout.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Improving Regions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Improvement !! Conditions !! Nation Priority !! Completions Needed &lt;br /&gt;
|-&lt;br /&gt;
| Set to {{icon|oil}} Oil Region&lt;br /&gt;
| &lt;br /&gt;
* Cannot be {{icon|core economic region|bgcolor=DarkSlateGray}} Core Economic Region or {{icon|resource region}} Core Mining Region.&lt;br /&gt;
* Cannot have Fallout.&lt;br /&gt;
* Marked as Oil Capable in [[Region List|the game template files]].&lt;br /&gt;
| rowspan=3|{{icon|economy}} Economy&amp;lt;ref&amp;gt;Always prioritizes making {{icon|oil}} Core Oil, then {{icon|resource region}} Core Mining, then finally {{icon|core economic region|bgcolor=DarkSlateGray}} Core Economic Regions&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Set to {{icon|resource region}} Core Mining Region&lt;br /&gt;
| &lt;br /&gt;
* Cannot be {{icon|core economic region|bgcolor=DarkSlateGray}} Core Economic Region or {{icon|oil region}} Core Oil Region.&lt;br /&gt;
* Cannot have Fallout.&lt;br /&gt;
* Marked as Mining Capable in [[Region List|the game template files]].&lt;br /&gt;
| 750&lt;br /&gt;
|-&lt;br /&gt;
| Set to {{icon|core economic region|bgcolor=DarkSlateGray}} Core Economic Region&amp;lt;ref&amp;gt;Removes Core Oil and Core Mining Statuses.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Cannot be {{icon|colony|bgcolor=DarkSlateGray}} Colony Region.&lt;br /&gt;
* Cannot have Fallout.&lt;br /&gt;
* Has &amp;gt;500 Billion [[Nations#GDP_Per_Region|Region GDP]]&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Remove {{icon|colony|bgcolor=DarkSlateGray}} Colony Status&amp;lt;ref&amp;gt;Can also be removed (or regained) through [[Foreign Relations#Effects_of_Transferring_Regions|Region Transfers]] between Nations.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| {{icon|welfare}} Welfare&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| Remove one layer of Fallout&lt;br /&gt;
| None&lt;br /&gt;
| {{icon|environment}} Environment&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If multiple regions are valid targets for an improvement type, the one with the highest [[Nations#GDP_Per_Region|Region GDP]] is usually improved first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World Ocean Access ==&lt;br /&gt;
&lt;br /&gt;
Some regions may allow armies in them to access the world oceans. The [[Region List|game template files]] include a variable for each region indicating when they allow such access:&lt;br /&gt;
* Some regions never allow armies in them to access the world oceans. These regions are typically inland regions.&lt;br /&gt;
* Some regions always allow armies in them to access the world oceans. These regions are typically island or coastal regions that are near the equator.&lt;br /&gt;
* Some regions only allow armies in them seasonal access to the world oceans. These regions are typically island or coastal regions that are near the poles.&lt;br /&gt;
&lt;br /&gt;
In the case of seasonal access, regions in the northern hemisphere allow access only from April to September, whereas regions in the southern hemisphere allow access only from October to March.&lt;br /&gt;
&lt;br /&gt;
Notably, if the [[Climate Change|temperature anomaly]] exceeds 1.9C, the [[Arctic Melt Accelerates]] event can trigger. This event causes every region that has seasonal world ocean access to gain permanent world ocean access.&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
Facilities are constructed in a nation&#039;s regions following certain priorities and can be attacked via the {{MissionIcon|Sabotage Facilities}}[[Sabotage Facilities]] councilor mission, Assault Space Facility army mission, or orbital bombardment.&lt;br /&gt;
* &#039;&#039;&#039;Launch Complex&#039;&#039;&#039; produces {{TV|boost}}.&lt;br /&gt;
* &#039;&#039;&#039;Mission Control Facility&#039;&#039;&#039; produces {{TV|mc}}.&lt;br /&gt;
* {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|&#039;&#039;&#039;Space Defense Array&#039;&#039;&#039;]] prevents {{TV|nukes}} from being used in the region and will fire back if the region is being bombarded. It may also prevent {{icon|alien}}[[Aliens|Alien]] ships in orbit from executing certain operations. See [[Aliens]] for details.&lt;br /&gt;
&lt;br /&gt;
== Alien Assets ==&lt;br /&gt;
Alien Assets in a targeted region and can be attacked via the [[Assault Alien Asset]] mission or destroyed by orbital bombardment. See [[Aliens]] for more details on the different types of Alien Assets.&lt;br /&gt;
&lt;br /&gt;
=== Alien Life Forms ===&lt;br /&gt;
Alien Life Forms, or Xenoforming as it is sometimes called, is an alien asset created by one of the alien councilors&#039; missions. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation. It passively grows over time and spreads to adjacent regions.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Xenoforming]] for more details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Xenoflora Growth Levels &lt;br /&gt;
| &amp;lt; 30 || Between 30 and 75 || &amp;gt; 75&lt;br /&gt;
|-&lt;br /&gt;
! Image &lt;br /&gt;
| [[File:Location XenoformingLow.png|200px]] || [[File:Location XenoformingMed.png|200px]] || [[File:Location XenoformingHigh.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Region Damage ==&lt;br /&gt;
&lt;br /&gt;
Whether deliberately or by accident, regions in Terra Invicta can be heavily damaged through the actions of the different factions, especially when they wage wars over the Earth. &lt;br /&gt;
&lt;br /&gt;
=== Effects of Region Damage ===&lt;br /&gt;
&lt;br /&gt;
Note: Region damage almost always has strength between 0 and 1. If anything attempts to apply region damage of negative strength, nothing happens.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of an X Strength Non-Nuclear Attack on a Region (In Chronological Order)&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Amount &lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#GDP_Per_Region|Region GDP]] || None || X × (-7.5% to -12.5%) &lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#Population|Region Population]] {{icon|pop}} || None || X × (-0.075% to -0.125%) &lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Sustainability|Pollution Multiplier]] {{icon|sustainability|bgcolor=DarkSlateGray}} || None || X × (+0.0000075 to +0.0000125) × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]&lt;br /&gt;
|-&lt;br /&gt;
| Responsible Faction Commits [[Factions#Atrocity|Atrocities]] || [[Nations#Population|Population]] {{icon|pop}} killed &amp;gt;= 100k. || 1 per 100k [[Nations#Population|Population]] {{icon|pop}} killed, capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Target Nation [[Nations#Priorities|Priorities]] || X &amp;gt;= 0.9 || Multiply IP invested by (1 - X) for all priorities except Spoils {{icon|spoils}}, Unity {{icon|unity}}, and Oppression {{icon|oppression}}.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* X &amp;lt; 0.9.&lt;br /&gt;
* An X × 500% roll passes.&lt;br /&gt;
* Target Region is not a Colony Region {{icon|colony|bgcolor=DarkSlateGray}}.&lt;br /&gt;
| Multiply IP invested by (1 - X) for one random priority that is not Spoils {{icon|spoils}} or Unity {{icon|unity}}.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* X &amp;lt; 0.9.&lt;br /&gt;
* An X × 500% roll passes.&lt;br /&gt;
* Target Region is a Colony Region {{icon|colony|bgcolor=DarkSlateGray}}.&lt;br /&gt;
| Multiply IP invested by (1 - 0.5X) for one random priority that is not Spoils {{icon|spoils}} or Unity {{icon|unity}}.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Target [[Nations#Boost|Boost]] {{icon|boost|bgcolor=DarkSlateGray}} Production || &lt;br /&gt;
* Target Nation is NOT Responsible Nation.&lt;br /&gt;
* X &amp;gt;= 0.75.&lt;br /&gt;
| -100%&lt;br /&gt;
|-&lt;br /&gt;
| An X × 100% roll passes. || X × -100%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Target [[Nations#Mission_Control|Mission Control]] {{icon|mc|bgcolor=DarkSlateGray}} || &lt;br /&gt;
* Target Nation is NOT Responsible Nation.&lt;br /&gt;
* X &amp;gt;= 0.75.&lt;br /&gt;
| -100%&lt;br /&gt;
|-&lt;br /&gt;
| An X × 100% roll passes. || -1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Target [[Nations#Space_Defenses|Space Defenses]] {{icon|sto defense|bgcolor=DarkSlateGray}} || &lt;br /&gt;
* Target Nation is NOT Responsible Nation.&lt;br /&gt;
* X &amp;gt;= 0.75.&lt;br /&gt;
| Destroy&lt;br /&gt;
|-&lt;br /&gt;
| An X × 100% roll passes. || Destroy&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Funding|Funding]] {{icon|funding}} || Target Nation is NOT Responsible Nation. || -10% × X × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]  &lt;br /&gt;
|- &lt;br /&gt;
| Health of Each Army in Target Region || Army is not Ally of Region Damager || X × -100%&lt;br /&gt;
|-&lt;br /&gt;
| Target [[Aliens#Xenoforming|Alien Xenoforming]] || Responsible Faction is not [[Aliens]] or [[The Servants]] || -X × Xenoflora Growth Levels &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: An army is an ally of the region damager if any of the following are true:&lt;br /&gt;
* The army is owned by the responsible nation.&lt;br /&gt;
* The army is owned by an ally of the responsible nation.&lt;br /&gt;
* The army is owned by the responsible faction and not a [[Aliens#Megafauna|Megafauna]].&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Nuclear_Warfare|Nuclear Warfare]] for the effects of a nuclear attack on the region.&lt;br /&gt;
&lt;br /&gt;
=== Sources of Region Damage ===&lt;br /&gt;
&lt;br /&gt;
These include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Strength !! Special Notes &lt;br /&gt;
|-&lt;br /&gt;
| Non-[[Aliens#Megafauna|Megafauna]] Enemy Army || Each Day Fighting in Region || Max(1, 12 - Effective {{TV|miltech}}) / 50000 × (1 to 100) || Cannot cause damage to armies through this region damage. &lt;br /&gt;
|- &lt;br /&gt;
| [[Aliens#Megafauna|Megafauna]] Enemy Army || Each Day Fighting in Region || {{TV|miltech}} × Health % / 2000 || Cannot cause damage to armies through this region damage. &lt;br /&gt;
|-&lt;br /&gt;
| Non-[[Aliens#Megafauna|Megafauna]] Army || Each Day Fighting Another Army in Region || (10 - Effective {{TV|miltech}}) / 50000 × (1 to 3) || Cannot cause damage to armies through this region damage. &lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Megafauna|Megafauna]] Army || Each Day Fighting Another Army in Region || (10 - Effective {{TV|miltech}}) / 500 × (1 to 3) || Cannot cause damage to armies through this region damage.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Revolution || Region is the Capital {{icon|capital|bgcolor=DarkSlateGray}} || 0 to 0.5 || None&lt;br /&gt;
|-&lt;br /&gt;
| Region is not the Capital {{icon|capital|bgcolor=DarkSlateGray}} || 0 to 0.25 || None&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
{{SpoilerBox}} &lt;br /&gt;
[[Aliens#Alien_Administration|Alien Nation]] Overthrown &lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Region is the Capital {{icon|capital|bgcolor=DarkSlateGray}} || 0 to 0.5 || Cannot cause damage to armies through this region damage.&lt;br /&gt;
|-&lt;br /&gt;
| Region is not the Capital {{icon|capital|bgcolor=DarkSlateGray}} || 0 to 0.25 || Cannot cause damage to armies through this region damage.&lt;br /&gt;
|-&lt;br /&gt;
| Bombardment of Armies || Weapon Chip % Chance || Attack Damage / 500000, capped at 0.001 || Cannot cause damage to armies through this region damage.&lt;br /&gt;
|-&lt;br /&gt;
| Bombardment of Regions || Each Attack || Attack Damage / 10000, capped at 0.05 || Cannot cause damage to armies through this region damage.&lt;br /&gt;
|-&lt;br /&gt;
| Raze Region Army Operation || On Completion || Army Home Nation&#039;s {{TV|miltech}} / 10 × Army Health % || Automatically passes rolls against [[Nations#Boost|Boost]] {{icon|boost|bgcolor=DarkSlateGray}}, [[Nations#Mission_Control|Mission Control]] {{icon|mc|bgcolor=DarkSlateGray}}, and [[Nations#Space_Defenses|Space Defense]] {{icon|space defenses|bgcolor=DarkSlateGray}} Facilities.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
{{SpoilerBox}} &lt;br /&gt;
{{MissionIcon|Dominate Nation}}[[Dominate Nation]] Mission&lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Normal Failure || 0.4 || Automatically passes rolls against [[Nations#Boost|Boost]] {{icon|boost|bgcolor=DarkSlateGray}}, [[Nations#Mission_Control|Mission Control]] {{icon|mc|bgcolor=DarkSlateGray}}, and [[Nations#Space_Defenses|Space Defense]] {{icon|space defenses|bgcolor=DarkSlateGray}} Facilities.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Failure || 0.9 || Automatically passes rolls against [[Nations#Boost|Boost]] {{icon|boost|bgcolor=DarkSlateGray}}, [[Nations#Mission_Control|Mission Control]] {{icon|mc|bgcolor=DarkSlateGray}}, and [[Nations#Space_Defenses|Space Defense]] {{icon|space defenses|bgcolor=DarkSlateGray}} Facilities.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{SpoilerBox}} &lt;br /&gt;
{{MissionIcon|Terrorize}}[[Terrorize Region]] Mission&lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| None || 0.01 to 0.07 || None&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 5 | Random [[Events]]&lt;br /&gt;
| &amp;quot;a small amount of damage&amp;quot; || 0.0095 to 0.0105 || rowspan = 5 | None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;limited damage&amp;quot; || 0.0475 to 0.0525 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;major damage&amp;quot; || 0.09 to 0.11&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;massive damage&amp;quot; || 0.1875 to 0.3125&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;near-total destruction&amp;quot; || 0.675 to 0.825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11695</id>
		<title>Terrestrial Warfare</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Terrestrial_Warfare&amp;diff=11695"/>
		<updated>2026-04-28T23:42:03Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Formulas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt; This page mainly discusses the mechanics for fighting terrestrial wars. For a more detailed discussion about starting and ending wars, see [[Foreign Relations#Wars]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Foreign Relations#Wars|Wars]] begin when a [[Councilors|councilor]] for the executive [[Factions|faction]] of one of two [[Foreign Relations#Rivals|Rivals]] selects the [[Foreign Relations#Declaring_Wars|War policy]] against the rival. All war-capable [[Foreign Relations#Alliances|allies]] of the defending rival (with an army or nuclear weapons) join the war. All war-capable allies of the attacker are given the option to join on the attacker&#039;s side.&lt;br /&gt;
&lt;br /&gt;
To win a war, an [[Nations#Armies|army]] must occupy the enemy&#039;s {{icon|capital|bgcolor=DarkSlateGray}}Capital  [[Regions|region]]. At that moment, the war ends, triggering a [[Foreign Relations#War_Conquest|regime change]]. [[Foreign Relations#Claims|Claimed regions]] change hands to the occupier and its allies. If any of the invaded nation remains, its control point owners are replaced with those of the victor. Some of the nation&#039;s stats change when a new regime is installed, sometimes in unpredictable ways, but the new ruling faction will be able to fund [[Nations#Direct_Investment|Direct Investments]] into the nation at greatly reduced {{TV|influence}} cost for a period of one year. Unoccupied [[Regions]] and surviving enemy armies will contribute to greater {{TV|unrest}} following a regime change.&lt;br /&gt;
&lt;br /&gt;
Wars may also end with a [[Foreign Relations#Seeking_Peace|simple peace]] where both sides return to the prewar status quo.&lt;br /&gt;
&lt;br /&gt;
== Armies ==&lt;br /&gt;
&lt;br /&gt;
[[Nations#Armies|Armies]] represent multiple modern divisions that are capable of gaining and holding territory in other [[Nations]]. Control of an army is gained after councilors gain at least partial control of a nation. Most [[Nations]] don&#039;t have armies at the campaign start, but [[Nations]] with sufficient {{TV|pop}} can build new ones with enough investment into the {{TV|build army}}. While powerful, armies are a drag on a nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development and remain subject to the international relations of their home countries, which too can be managed with sufficient control of a nation.&lt;br /&gt;
&lt;br /&gt;
Armies have a [[File:ICO army HQ.png|20px]]headquarters region in their home nation. If located there, they incur a smaller cost to the nation&#039;s {{icon|ip|bgcolor=DarkSlateGray}}economic development.&lt;br /&gt;
&lt;br /&gt;
Armies rely on two key values: its parent nation&#039;s {{TV|miltech}} level and its strength. The strength value measures how much damage the army has taken. Armies usually passively and freely repair themselves when not fighting in a friendly region.&lt;br /&gt;
&lt;br /&gt;
Some armies have a {{icon|navy}}[[Nations#Navies|Navy]] upgrade that allows them to transit oceans. During wartime, a nation&#039;s navies can only cross the water if the nation has naval superiority over its foes. Only larger or wealthier [[Nations]] have the capability to {{icon|build navy}}build and project power with {{icon|navy}}navies.&lt;br /&gt;
&lt;br /&gt;
=== Naval Freedom ===&lt;br /&gt;
&lt;br /&gt;
For each [[Foreign Relations#Wars|war]], the game computes for each side the sum of the {{TV|miltech}} of the armies that have a navy upgrade. If one side has a higher sum than the other, then the other side of the war is blockaded: all of its nations no longer have Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
As a result, a nation only has Naval Freedom if it is not blockaded in any of the wars that it is involved in.&lt;br /&gt;
&lt;br /&gt;
Notably, since wars can get very messy, with multiple overlapping wars, it is actually entirely possible for all nations to lose their Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
Consider a simple example with 3 nations: A, B, and C, such that:&lt;br /&gt;
* A has a single navy with {{TV|miltech|3}}.&lt;br /&gt;
* B has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
* C has a single navy with {{TV|miltech|2}}.&lt;br /&gt;
&lt;br /&gt;
Suppose there are three overlapping wars X, Y, and Z, such that:&lt;br /&gt;
* War X pits A against B.&lt;br /&gt;
* War Y pits A against C.&lt;br /&gt;
* War Z pits A against B and C.&lt;br /&gt;
&lt;br /&gt;
Then the result would be:&lt;br /&gt;
* War X blockades B, since A&#039;s 3 naval score beats B&#039;s 2 naval score.&lt;br /&gt;
* War Y blockades C, since A&#039;s 3 naval score beats C&#039;s 2 naval score.&lt;br /&gt;
* War Z blockades A, since A&#039;s 3 naval score is beaten by the combined naval score of B&#039;s 2 naval score added to C&#039;s 2 naval score = 4 naval score.&lt;br /&gt;
&lt;br /&gt;
So all 3 nations have no Naval Freedom.&lt;br /&gt;
&lt;br /&gt;
=== Army Movement ===&lt;br /&gt;
&lt;br /&gt;
Armies are allowed to be in any region R such that one of the following is true:&lt;br /&gt;
* R belongs to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Alliances|allied]] to the army&#039;s home nation.&lt;br /&gt;
* R belongs to a nation that is [[Foreign Relations#Wars|at war]] with the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
An army can directly travel from any region R1 to any region R2 such that at least one of the following is true:&lt;br /&gt;
* R1 and R2 are adjacent.&amp;lt;ref name=adjacent&amp;gt;Note: Certain research projects can make pairs of regions become adjacent.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* R1 and R2 are adjacent only for friendly armies&amp;lt;ref name=adjacent /&amp;gt;, and both R1 and R2 belong to nation(s) that are not at war with the army&#039;s home nation.&lt;br /&gt;
* All of the following are true:&lt;br /&gt;
** R1 and R2 both currently have [[Regions#World_Ocean_Access|world ocean access]].&lt;br /&gt;
** The army&#039;s home nation has [[Terrestrial_Warfare#Naval_Freedom|naval freedom]].&lt;br /&gt;
** Either the army does not need to travel between the Black Sea and the World Ocean, or the army&#039;s home nation has access to the Turkish Strait.&lt;br /&gt;
&lt;br /&gt;
A nation has Turkish Strait access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Istanbul region. &lt;br /&gt;
* The Istanbul region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Land Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel directly between two adjacent regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = Distance (km) / 300 (km/day) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by the following multipliers:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| Condition(s) !! colspan=3|Multiplier Value When: &lt;br /&gt;
|-&lt;br /&gt;
! Only Origin Region is Small&amp;lt;ref name=small&amp;gt;A region is small if it is smaller than 150000km².&amp;lt;/ref&amp;gt; !! Only Destination Region is Small&amp;lt;ref name=small /&amp;gt;!! Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is not friendly OR Origin Region has enemy armies || 5 ^ 0.2 || 5 ^ 0.8 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| (Origin Region is not friendly OR Origin Region has enemy armies) AND Origin Region is {{icon|rugged}}Rugged || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Region is {{icon|rugged}}Rugged || 1.25 ^ 0.2 || 1.25 ^ 0.8 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is friendly AND Origin Region has no enemy armies AND Origin Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Origin Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Origin Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.2 || 1.5 ^ 0.8 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly || 5 ^ 0.8 || 5 ^ 0.2 || 5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is not friendly AND Destination Region is {{icon|rugged}}Rugged || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Region is {{icon|rugged}}Rugged || 1.25 ^ 0.8 || 1.25 ^ 0.2 || 1.25 ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is friendly AND Destination Nation has {{TV|unrest|&amp;gt;5}} || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.8 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.2 || (1 + (Destination Nation {{TV|unrest}} - 5) / 6.5) ^ 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Destination Region is a {{icon|colony|bgcolor=DarkSlateGray}}Colony || 1.5 ^ 0.8 || 1.5 ^ 0.2 || 1.5 ^ 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Naval Movement ====&lt;br /&gt;
&lt;br /&gt;
The time needed for an army to travel between two regions without using a navy is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Duration (days) = (14 days + Distance (km) / 792 (km/day) ) * 4 / Miltech &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But this value is affected by a number of complex calculations that consider the different possible sea routes. In particular, the duration can be significantly affected by whether the army&#039;s nation has access to the Suez and Panama canals. &lt;br /&gt;
&lt;br /&gt;
A nation has canal access as long as one of the following is true:&lt;br /&gt;
* It is not at war with the nation that owns the Canal region. &lt;br /&gt;
* The Canal region is fully occupied.&lt;br /&gt;
&lt;br /&gt;
The Canal regions are:&lt;br /&gt;
* Cairo for the Suez Canal.&lt;br /&gt;
* Panama City for the Panama Canal.&lt;br /&gt;
&lt;br /&gt;
=== Army Battle ===&lt;br /&gt;
&lt;br /&gt;
==== Simplified Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat in &#039;&#039;Terra Invicta&#039;&#039; is a comparison of Miltech levels. Higher Miltech means you hit more often and deal more damage. If two forces have equal Miltech, the base hit chance is 50%.&lt;br /&gt;
&lt;br /&gt;
===== 1. Hit Chance (The Accuracy Gap) =====&lt;br /&gt;
The game calculates the difference (Δ) between the Attacker&#039;s Miltech and the Defender&#039;s Miltech.&lt;br /&gt;
&lt;br /&gt;
If Miltechs are equal: 50% Hit Chance.&lt;br /&gt;
If you have the advantage: Your hit chance climbs toward 100%.&lt;br /&gt;
If you are outclassed: Your hit chance drops toward 0%.&lt;br /&gt;
&lt;br /&gt;
    Hit Chance (Advantage)=100%−(50%×0.775)^(1.5×Δ)&lt;br /&gt;
    Hit Chance (Disadvantage)=50%×0.775^(1.5×Δ)&lt;br /&gt;
&lt;br /&gt;
====== Hit Chance Reference Table ======&lt;br /&gt;
&lt;br /&gt;
The following table shows the 1vs1 hit chance based on the Miltech difference (Delta = Attacker Miltech - Defender Miltech).&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;
! Miltech Difference (Delta) !! Hit Chance !! Note&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+3.0&#039;&#039;&#039; || &#039;&#039;&#039;84.1%&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2.0&#039;&#039;&#039; || &#039;&#039;&#039;76.7%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;+1.0&#039;&#039;&#039; || &#039;&#039;&#039;65.9%&#039;&#039;&#039; || &#039;&#039;&#039;Strong offensive edge.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| +0.8 || 63.2% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.6 || 60.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.4 || 57.1% ||&lt;br /&gt;
|-&lt;br /&gt;
| +0.2 || 53.7% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;0.0&#039;&#039;&#039; || &#039;&#039;&#039;50.0%&#039;&#039;&#039; || &#039;&#039;&#039;Even match; coin-flip odds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -0.2 || 46.3% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.4 || 42.9% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.6 || 39.7% ||&lt;br /&gt;
|-&lt;br /&gt;
| -0.8 || 36.8% ||&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-1.0&#039;&#039;&#039; || &#039;&#039;&#039;34.1%&#039;&#039;&#039; || &#039;&#039;&#039;Struggling to land hits.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;-2.0&#039;&#039;&#039; || &#039;&#039;&#039;23.3%&#039;&#039;&#039; || &lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;-3.0&#039;&#039;&#039; || &#039;&#039;&#039;15.9%&#039;&#039;&#039; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== 2. Damage Formulas =====&lt;br /&gt;
Damage is calculated as a percentage of the defender’s Max Health.&lt;br /&gt;
&lt;br /&gt;
====== Army vs. Army ======&lt;br /&gt;
When an army hits another army, it &#039;&#039;&#039;deals roughly 10% of its Miltech in percentage of defender’s Max Health&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Miltech × 0.1 (±20%)&lt;br /&gt;
&lt;br /&gt;
Variance: ±20% is the game simulating a damage range mechanic.&lt;br /&gt;
&lt;br /&gt;
Critical Hit: Usually 1x. Increases to 3x if the attacker is at full health and the region is unoccupied (an &amp;quot;Ambush&amp;quot;), or by a small random chance based on the total number of armies in the fight.&lt;br /&gt;
&lt;br /&gt;
====== Region vs. Army ======&lt;br /&gt;
Region defenses (fortifications/militia) &#039;&#039;&#039;fire every day at every hostile army&#039;&#039;&#039;. They deal less base damage but have much higher &amp;quot;Critical&amp;quot; lethality.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Region Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lethality&amp;quot; Multiplier: If an army is at full health and the region is unoccupied, the region can deal a massive 100x damage critical hit.&lt;br /&gt;
&lt;br /&gt;
Overwhelmed Defenses: If more hostile armies are present than friendly armies, the region&#039;s damage output is reduced.&lt;br /&gt;
&lt;br /&gt;
====== Occupying a Region (Army vs. Region) ======&lt;br /&gt;
When an army hits region defenses, it increases the Occupation %.&lt;br /&gt;
&lt;br /&gt;
    Base Damage: Army Miltech × 0.0225&lt;br /&gt;
&lt;br /&gt;
Advantage Bonus: If your Army Miltech is higher than the region&#039;s base tech, you gain occupation faster.&lt;br /&gt;
&lt;br /&gt;
Geography Modifiers: Occupation is slower in regions with huge populations (like Delhi) or massive land areas (like Siberia).&lt;br /&gt;
&lt;br /&gt;
Crowding Penalty: Having too many armies in one spot (more than 1 per 100,000 km2) slows down occupation by up to 50%.&lt;br /&gt;
&lt;br /&gt;
==== Combat Rules ====&lt;br /&gt;
&lt;br /&gt;
Combat occurs whenever an army A is in a [[Regions|region]] R such that at least one of the following is true:&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the home nation of another army in R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation owns R.&lt;br /&gt;
* R is partially or fully occupied and A&#039;s home nation is [[Foreign_Relations#Alliances|allies]] with the nation that owns R.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and R is not fully occupied.&lt;br /&gt;
* A&#039;s home nation does not exist and R is not fully occupied.&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
* There is a [[Aliens#Megafauna|Megafauna Army]] in R that is not owned by the same faction that owns A.&lt;br /&gt;
* A&#039;s home nation is [[Foreign_Relations#Wars|at war]] with the nation that owns R and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A&#039;s home nation does not exist and A is an [[Aliens#Invader_Armies|Invader Army]] and R is fully occupied by a war alliance that does not include the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by the {{icon|alien}}[[Aliens]] and R is not part of the [[Aliens#Alien_Administration|Alien Nation]] and R is not owned by a nation whose executive is controlled by a faction that has researched [[Xenofauna Harmony]].&lt;br /&gt;
* A is a [[Aliens#Megafauna|Megafauna Army]] that is owned by a faction F that is &#039;&#039;&#039;not&#039;&#039;&#039; the {{icon|alien}}[[Aliens]] and every non-[[Aliens#Megafauna|Megafauna]] army in R that is owned by F is owned by a nation that is [[Foreign_Relations#Wars|at war]] with the nation that owns R.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
Combat is simulated as a daily exchange of attacks. For each army A:&lt;br /&gt;
# If there is an enemy army in the combat region, then A randomly selects one to fire at, preferring to avoid any armies owned by the same faction as A.&lt;br /&gt;
# If A is within a region that is hostile to A, then the region defenses fires at A.&lt;br /&gt;
# If A did not fire at anyone in the first step AND the region defenses missed its attack on A, then A fires at the region defenses.&lt;br /&gt;
&lt;br /&gt;
Note that this means every army can fire at most one attack per day, but region defenses fire an attack on every hostile army every day.&lt;br /&gt;
&lt;br /&gt;
Every attack has a hit chance that is determined by the gap between the attacker&#039;s {{TV|miltech}} and the defender&#039;s {{TV|miltech}}. But several modifiers may be applied to each side&#039;s {{TV|miltech}}, including but not limited to {{MissionIcon|Advise}}[[Advise|Advising]] [[Councilors]], {{icon|rugged}}rugged terrain bonuses, and damage taken.&lt;br /&gt;
&lt;br /&gt;
When attacks hit, damage is taken, which scales based on the attacker&#039;s {{TV|miltech}}. When armies take damage, their health % drops. When region defenses take damage, their occupation % increases.&lt;br /&gt;
&lt;br /&gt;
If a region is fully occupied it ceases fighting, but it can&#039;t change hands until the war is concluded. Regional economies and space facilities can take significant [[Regions#Region_Damage|collateral damage]] during fighting, although the rate of damage goes down as {{{TV|miltech}} goes up (representing more precise weaponry). Sufficient collateral damage will count as an [[Factions#Atrocity|atrocity]] by the army&#039;s owning faction.&lt;br /&gt;
&lt;br /&gt;
==== Formulas ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miltech Calculations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factor !! Army Miltech A !! Army Miltech B !! Region Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Base Miltech || Base Miltech || Base Miltech || Base Miltech&lt;br /&gt;
|-&lt;br /&gt;
| Councilor {{MissionIcon|Advise}}[[Advise]] Bonus || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}} || +0.01 per {{TVS|command}}&lt;br /&gt;
|-&lt;br /&gt;
| LEO Hab Bonus (capped at +0.3) || +0.03 per Military Lab || +0.03 per Military Lab || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation || +0.2 || +0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|rugged}}rugged || +0.2 || +0.2 || +0.2&lt;br /&gt;
|-&lt;br /&gt;
| In Home Nation AND region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic || +0.1 || +0.1 || +0.1&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|rugged}}rugged and [[Mountain Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Region is {{icon|core economic region|bgcolor=DarkSlateGray}}core economic and [[Urban Warfare Doctrine]] is researched || +0.125 || +0.125 || +0.125&lt;br /&gt;
|-&lt;br /&gt;
| Army CP is disabled (Abandoned or {{MissionIcon|Crackdown}}[[Crackdown]]ed) || -0.2 || -0.2 || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| In Allied (or Home) Nation || +0.05 per {{TV|cohesion}} of Allied Nation || No Effect || No Effect&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|cohesion}} || No Effect || No Effect || +0.05 per {{TV|cohesion}}&lt;br /&gt;
|-&lt;br /&gt;
| Home Nation&#039;s {{TV|unrest}} || No Effect || No Effect || -0.05 per {{TV|unrest}}&lt;br /&gt;
|-&lt;br /&gt;
| Adjacent Regions belonging to Same Home Nation || No Effect || No Effect || +Fraction of such Regions that are unoccupied and not fighting × Home Nation&#039;s Miltech × 0.1 × (1 - 0.05 × Home Nation&#039;s {{TV|unrest}})&lt;br /&gt;
|-&lt;br /&gt;
| Remaining Combat Effectiveness || × (1 - 0.5 × Lost Health %) || × (1 - 0.5 × Lost Health %) || × (1 - 1/3 × Occupation %)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If a nation has not completed the {{TV|found military}}, then its regions have effectively {{TV|miltech|0}} for combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Chance Calculation:&#039;&#039;&#039;&lt;br /&gt;
* When an army fires at another army, the attacking army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech B&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When region defenses fire at an army, the region defenses use &#039;&#039;&#039;Region Miltech&#039;&#039;&#039; as the Attack value, while the defending army uses its &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039; as the Defense value.&lt;br /&gt;
* When an army fires at the region defenses, the hit chance is always &#039;&#039;&#039;100%&#039;&#039;&#039;. (But the army only fires if the region defenses missed their attack.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Defense ≥ Attack&lt;br /&gt;
| &amp;lt;code&amp;gt;50% × 0.775^(1.5 × (Defense-Attack))&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Attack &amp;gt; Defense&lt;br /&gt;
| &amp;lt;code&amp;gt;100% − (50% × 0.775^(1.5 × (Attack-Defense)))&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage taken:&#039;&#039;&#039;&lt;br /&gt;
When an army successfully lands a hit on another army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.1.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 3, where Y is the square of the number of armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
## If the attacking army is at full health and neither army is a [[Aliens#Megafauna|Megafauna]] and the region is 0% occupied, set Z to 3.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
&lt;br /&gt;
When the region defenses successfully land a hit on an army, the defending army loses X% of its max health, where X calculated as follows:&lt;br /&gt;
# Set X to the region&#039;s &#039;&#039;&#039;Region Miltech&#039;&#039;&#039;.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Let Y be the number of region-friendly armies in the region that are involved in the war (allied armies that aren&#039;t part of the war don&#039;t count) multiplied by the square of the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the defending army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# All army damage bonuses from [[Technology|Projects]] are applied to X, except for bonuses against [[Aliens#Megafauna|Megafauna]]. (These bonuses are multiplicative and compounding, but often require the defending army to be a specific type of army.)&lt;br /&gt;
# Let H be the sum of the Remaining Combat Effectiveness multipliers of every region-hostile army in the region.&lt;br /&gt;
# Let F be the sum of the Remaining Combat Effectiveness multipliers of every region-friendly army in the region that is involved in the war (allied armies that aren&#039;t part of the war don&#039;t count).&lt;br /&gt;
# If H - F is more than 0, then multiply X by 1 - (H - F) / (H - F + 2).&lt;br /&gt;
# (1 - Region occupation % by defending army&#039;s home nation / H) chance to multiply X by 2.&lt;br /&gt;
&lt;br /&gt;
If this last (1 - Region occupation % by defending army&#039;s home nation / H) chance fails, the region occupation % by the defending army&#039;s home nation actually &#039;&#039;&#039;decreases&#039;&#039;&#039; by D%, where D is calculated as follows:&lt;br /&gt;
# Set D to the region&#039;s Region Miltech.&lt;br /&gt;
# Multiply D by 0.0225.&lt;br /&gt;
# Multiply D by a random value between 0.8 and 1.2.&lt;br /&gt;
# Divide D by the number of region-hostile armies in the region.&lt;br /&gt;
# Multiply D by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# If D &amp;gt; 10, then set D to 10.&lt;br /&gt;
&lt;br /&gt;
When an army hits the region defenses, the attacking army&#039;s home nation increases its occupation % of the region by X%, where X is calculated as follows:&lt;br /&gt;
# Set X to the attacking army&#039;s &#039;&#039;&#039;Army Miltech A&#039;&#039;&#039;.&lt;br /&gt;
# Let G be X - the defending region&#039;s home nation&#039;s base {{TV|miltech}} - the Councilor {{MissionIcon|Advise}}[[Advise]] Bonus for the defending region&#039;s home nation.&lt;br /&gt;
# If G &amp;gt; 0 then add G to X.&lt;br /&gt;
# Multiply X by 0.0225.&lt;br /&gt;
# Multiply X by a random value between 0.8 and 1.2.&lt;br /&gt;
# Multiply X by the &#039;&#039;&#039;Region Combat Action Multiplier&#039;&#039;&#039;, which is calculated as 2 / (Region Population ^ 0.75 / Game Start Mean Average Region Population ^ 0.75 + Region Area ^ 0.5 / Median Region Area ^ 0.5).&lt;br /&gt;
# Multiply X by a critical multiplier Z, calculated as follows:&lt;br /&gt;
## Set Z to 1.&lt;br /&gt;
## Y% chance to set Z to 40.&lt;br /&gt;
## If the region is 0% occupied and the attacking army is at full health, then set Z to 100.&lt;br /&gt;
## If Z is not 100, another Y% chance to set Z to 40.&lt;br /&gt;
## If Z is less than 40, (Y% / (100% - Y%)) chance to set Z to 5.&lt;br /&gt;
# Let C be the number of region-hostile armies in the region - the region area / 100000km².&lt;br /&gt;
# If C &amp;gt; 0, then multiply X by Max(1 - C * 0.02, 0.5)&lt;br /&gt;
# If X &amp;gt; 10, then set X to 10.&lt;br /&gt;
&lt;br /&gt;
=== Army Operations ===&lt;br /&gt;
The faction that controls an army can conduct operations with it. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=85% | Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmyOperation on.png|40px]] Deploy Army&lt;br /&gt;
| Move this Army to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DeployArmiesOperation on.png|40px]] Deploy Armies&lt;br /&gt;
| Move all stacked armies to an adjacent region, including those of allies or wartime enemies. Armies will engage in battle with enemy armies and occupy enemy regions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultAlienAssetOperation on.png|40px]] Assault Alien Asset&lt;br /&gt;
| Launch an assault on a fixed alien target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultSpaceFacilityOperation on.png|40px]] Assault Space Facility&lt;br /&gt;
| Destroy a fixed space facility in the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RazeRegionOperation on.png|40px]] Raze Region&lt;br /&gt;
| Launch a general attack on economic and civilian targets in this region. Commits 5 to 25 [[Factions#Atrocity|atrocities]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ArmyGoHomeOperation on.png|40px]] Airlift Home&lt;br /&gt;
| Return this army to its home region during peacetime. Operation will not complete if home nation is at war.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelArmyOperation on.png|40px]] Cancel Operation&lt;br /&gt;
| Cancel current operation for this Army. Army will resume fighting if enemies are present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiki Help wanted&#039;&#039;&#039;: Look up the in-game image and description for the Army Annex Region operation and upload both here!&lt;br /&gt;
&lt;br /&gt;
==== Annex Region ====&lt;br /&gt;
&lt;br /&gt;
The game mechanics for army annex operations are explained here [[Foreign Relations#War_Annexation]].&lt;br /&gt;
&lt;br /&gt;
==== Raze Region ====&lt;br /&gt;
&lt;br /&gt;
See [[Regions#Region_Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Assault Alien Asset ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken by {{TV|armies}} when they Assault Alien Assets&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Mission Outcome !! colspan=2 | Type of Alien Asset&lt;br /&gt;
|-&lt;br /&gt;
! [[Aliens#Alien_Xenoforming|Xenoflora]] !! Other&lt;br /&gt;
|-&lt;br /&gt;
| Critical Failure || (30% to 150%) / Base {{TV|miltech}} || (150% to 300%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Failure || (15% to 112.5%) / Base {{TV|miltech}} || (75% to 225%) / Base {{TV|miltech}} &lt;br /&gt;
|-&lt;br /&gt;
| Normal Success || (0% to 75%) / Base {{TV|miltech}} || (0% to 150%) / Base {{TV|miltech}}&lt;br /&gt;
|-&lt;br /&gt;
| Critical Success || (0% to 15%) / Base {{TV|miltech}} || (0% to 30%) / Base {{TV|miltech}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Base {{TV|miltech}} is simply the army&#039;s home nation&#039;s {{TV|miltech}}, with all modifiers ignored.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens]] for spoilers on the different types of alien assets that can be assaulted, as well as the consequences of such assaults.&lt;br /&gt;
&lt;br /&gt;
=== Army Healing ===&lt;br /&gt;
&lt;br /&gt;
An injured human army will passively heal over time when all of the following conditions are true:&lt;br /&gt;
* It is in a friendly region&amp;lt;ref&amp;gt;A region owned by its home nation or a nation allied to its home nation&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* The region is currently not occupied or being occupied.&lt;br /&gt;
* It is not in battle with other armies.&lt;br /&gt;
* It is not currently performing an operation.&lt;br /&gt;
&lt;br /&gt;
The % health that gets healed each day is calculated as follows:&lt;br /&gt;
# 0.5% Base.&lt;br /&gt;
# +0.5% more if the faction that controls the army also controls the [[Nations#Control_Point_Types|Defense Sector Control Point]] of the army&#039;s home nation.&lt;br /&gt;
# +0.5% more if the army is in its home nation.&lt;br /&gt;
# +0.5% more if the army is in its home region.&lt;br /&gt;
# Multiply the total by (1 - (Currently Healing Human Armies of Home Nation / (Total Human Armies of Home Nation + 1))). &lt;br /&gt;
#* Note: This step is currently bugged to never occur.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Rapid Repairing Materials]] project.&lt;br /&gt;
# +0.5% more if the faction that controls the army has researched the [[Predictive Logistics Systems]] project.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
Human armies that are owned by the {{icon|alien}}[[Aliens]] still follow the same healing rules.&lt;br /&gt;
&lt;br /&gt;
But for the healing mechanics of Alien-related armies, see [[Aliens#Megafauna]] and [[Aliens#Invader_Armies]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Army Death ===&lt;br /&gt;
&lt;br /&gt;
Whenever an army dies, multiple effects may occur:&lt;br /&gt;
&lt;br /&gt;
==== Democracy Penalties ====&lt;br /&gt;
&lt;br /&gt;
If the dead army belonged to a democratic human nation, then that nation suffers two penalties:&lt;br /&gt;
* A {{TV|cohesion}} loss equal to the nation&#039;s {{TV|democracy}} / 10. &lt;br /&gt;
* Applies [[Nations#Changing_Public_Opinion|Propaganda]] in the nation for the faction that owned the dead army. Propaganda strength is equal to (0 - the nation&#039;s {{TV|democracy}}).&lt;br /&gt;
&lt;br /&gt;
==== Army IP Refund ====&lt;br /&gt;
&lt;br /&gt;
Whenever a human army dies, its home [[Nations|nation]] receives a fraction of its {{TV|IP}} Cost as a refund. This refund is put directly into the {{TV|build army}} and/or {{TV|build navy}}, so it can often result in new {{TV|armies}} and/or {{TV|navies}} being built the next day. Specifically, the refund amounts are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Refund Amounts for {{TV|build army}}. Only applies if army did not die by nuke.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || (30% to 50%) of {{TV|build army}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || (15% to 25%) of {{TV|build army}} cost.&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;
|+ Refund Amounts for {{TV|build navy}}. Only applies if the dead army had a navy.&lt;br /&gt;
|-&lt;br /&gt;
! Army Died in Home Nation? !! Home Nation has [[Terrestrial_Warfare#Naval_Freedom|Naval Freedom]]? !! Army Died in Region that currently has [[Regions#World_Ocean_Access|World Ocean Access]]? !! Refund Amount&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || Yes || (70% to 90%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || Yes || No || (90% to 110%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| Yes || No || || (20% to 30%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || Yes || (60% to 80%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || Yes || No || (80% to 100%) of {{TV|build navy}} cost.&lt;br /&gt;
|-&lt;br /&gt;
| No || No || || (10% to 20%) of {{TV|build navy}} cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Complete Milestones ====&lt;br /&gt;
&lt;br /&gt;
If the army is related to the [[Aliens]] in any way, then the faction that kills it may achieve certain milestones from doing so. See [[Aliens]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Hate Vent ====&lt;br /&gt;
&lt;br /&gt;
See [[Diplomacy#Alien_Hate_Vent]].&lt;br /&gt;
&lt;br /&gt;
== Nuclear Warfare ==&lt;br /&gt;
Some nations have a number of {{TV|nukes}} available to them. These represent launching multiple strategic nuclear weapons at a target region. Launching nuclear strikes will devastate the economy of a [[Regions|region]] and the enemy {{TV|armies}} within it, although the damage will be somewhat mitigated if a nation is launching strikes on its own or an [[Foreign_Relations#Alliances|ally]]&#039;s territory. Launching factions will be charged with committing one or more [[Factions#Atrocity|atrocities]]. Detonating a sufficient number of nuclear weapons may also have disastrous global effects. A region with {{icon|sto defense}}space defenses cannot be attacked with {{TV|nuke}}.&lt;br /&gt;
&lt;br /&gt;
Nations can develop nuclear weapon with the {{TV|develop atomic bomb}}, which also gives {{TV|nuke|1}}. A nation with nuclear weapon program can build more with the {{TV|nuclear weapons}}.&lt;br /&gt;
&lt;br /&gt;
Nations construct nuclear weapons as a deterrent to enemy invasion. Attempting to conquer a nuclear-armed nation will almost certainly lead to nuclear strikes in retaliation.&lt;br /&gt;
&lt;br /&gt;
=== Valid Targets for a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Nukes can only be fired at [[Regions]]. The set of regions that a [[Nations|nation]] X can fire a nuke at is computed as follows:&lt;br /&gt;
# Add every region that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# If X does not have a spaceflight program, then remove every region that is not adjacent to X and does not have [[Regions#World_Ocean_Access|ocean access]].&lt;br /&gt;
# If X does not have a spaceflight program and does not have [[Terrestrial_Warfare#Naval_Freedom|naval freedom]], then remove every region that is not adjacent to X.&lt;br /&gt;
# Add every region owned by X or an [[Foreign_Relations#Alliances|ally]] of X if the region currently contains an army that is owned by any nation that is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
# For every region R, remove R unless one of the following is true:&lt;br /&gt;
#* R is owned by X.&lt;br /&gt;
#* R is owned by an [[Foreign_Relations#Alliances|ally]] of X.&lt;br /&gt;
#* R is owned by a nation that is [[Foreign_Relations#Wars|at war]] with X and R does not have a [[Nations#Space_Defenses|space defense facility]] built.&lt;br /&gt;
&lt;br /&gt;
=== Effects of a Nuclear Strike ===&lt;br /&gt;
&lt;br /&gt;
Launching nuclear weapons will do terrible and lasting damage to the targeted region, destroy any enemy {{TV|armies}} and all space facilities, and surely be seen with horror around the globe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of a Nuclear Attack (In Chronological Order)&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Amount for Offensive Nukes !! Amount for Defensive Nukes !! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#GDP_Per_Region|Region GDP]] || -52.5% to -87.5% || -15% to -25% &lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
* [[Urban Armoring]] multiplies amount by 0.8.&lt;br /&gt;
* [[Civil Defense Programs]] multiplies amount by 0.8.&lt;br /&gt;
|-&lt;br /&gt;
| Target {{icon|pop}}[[Nations#Population|Region Population]] || -18.75% to -31.25% || -1.875% to -3.125%&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Sustainability|Pollution Multiplier]] || +0.075 to +0.125 || +0.00375 to +0.00625 || Multiplied by [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]&lt;br /&gt;
|-&lt;br /&gt;
| Nuking Faction Commits [[Factions#Atrocity|Atrocities]] || colspan=2 | 1 per 100k {{TV|pop}} killed (rounded down). &lt;br /&gt;
|&lt;br /&gt;
* Multiply by 10 if nuke launcher is not on the defending side of any war where the target nation is on the attacking side. &lt;br /&gt;
** ...seems to apply for self-nukes too??&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
** Does not apply if the target region is owned by the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* Capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; GDP || -25% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || -5% × [[Nations#GDP_Per_Region|Region GDP]] / Global GDP + (0% to -2%) || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Family Ties]] Trait Effect || colspan=2 | {{TV|loyalty|-10}} || Multiply by 2 if Councilor&#039;s Faction launched the nuke.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic || Remove {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -2.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Region is {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining || Remove {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status || Nothing || None&lt;br /&gt;
|-&lt;br /&gt;
| All Human Nations&#039; [[Nations#GDP|GDP]] || -1.5% + (0% to -2%) || N/A || If Target Region just lost {{icon|oil region}}Core Oil or {{icon|resource region}}Core Mining status.&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Priorities|Priorities]] || colspan=2| Set to 0 || Except {{icon|spoils}}Spoils, {{icon|unity}}Unity, and {{icon|oppression}}Oppression.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Destroy Space Assets in Target Region || colspan=2 | All {{icon|boost}}[[Nations#Boost|Boost]], {{icon|mc}}[[Nations#Mission_Control|Mission Control]] , and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]] || If Target Nation is NOT Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| N/A || All {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|sto defense|bgcolor=DarkSlateGray}}[[Nations#Space_Defenses|Space Defenses]], just 1 {{icon|mc}}[[Nations#Mission_Control|Mission Control]]  || If Target Nation is Nuke Launcher&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation {{icon|funding}}[[Nations#Funding|Funding]] || N/A || -50% × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]] || If Target Nation is Nuke Launcher&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=7 | Health of Each Army in Target Region || colspan=2 | Instant Death || For the Strongest&amp;lt;ref&amp;gt;The strongest army is the army whose health % × Base {{TV|miltech}} is the highest.&amp;lt;/ref&amp;gt; Army that is not Ally of Nuker&amp;lt;ref name=allyofnuker&amp;gt;An army is an ally of the nuker if any of the following are true:&lt;br /&gt;
* The army is owned by the nuking nation.&lt;br /&gt;
* The army is owned by an ally of the nuking nation.&lt;br /&gt;
* The army is owned by the nuking faction and not a [[Aliens#Megafauna|Megafauna]].&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, (-100% + (1% to 5%) × (Base {{icon|miltech}}MilTech - 3.79)) × 0.140625) || For each [[Aliens#Invader Armies|Alien Invader Army]] that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79) × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens) || 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% × 0.75 if [[Army Nuclear Hardening]] researched × 0.140625 if working for Aliens || The other 50% chance for each Human army that is not Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Min(0%, -100% + (1% to 5%) × Max(0, Base {{icon|miltech}}MilTech - 3.79)) || 50% chance for each Megafauna army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% || The other 50% chance for each [[Aliens#Megafauna|Megafauna]] army.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | -100% / (48 to 52) || For each army that is Ally of Nuker&amp;lt;ref name=allyofnuker /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Each [[Councilors|Councilor]] in Target Region || colspan=2 | 50% Chance to die || [[Survivor]] trait gives immunity.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Xenoforming|Alien Xenoforming]] || colspan=2 | Set to 0 Xenoflora Growth Levels || None&lt;br /&gt;
|-&lt;br /&gt;
| Add [[Climate Change|Aerosols]] || colspan=2 | 0.00777 || Multiply by Region Area (km²) / 10000km² if Region is an Island smaller than 10000km².&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | Target Region Gains 1 Layer of Nuclear Fallout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orbital Bombardment ==&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] with certain weapon modules can bombard hostile armies from orbit.&lt;br /&gt;
&lt;br /&gt;
See [[Fleets#Orbital_Bombardment]] for more details.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11694</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11694"/>
		<updated>2026-04-26T21:13:37Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: /* Coups and revolutions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see [[Nation List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
&lt;br /&gt;
Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:Gray;&amp;quot;&lt;br /&gt;
| colspan=2| || {{icon|pop}} || {{icon|gdppc}} || {{icon|ip}} || {{icon|economy}} || {{icon|welfare}} || {{icon|knowledge}} || {{icon|government priority}} || {{icon|unity}} || {{icon|oppression}} || {{icon|inequality}} || {{icon|cohesion}} || {{icon|unrest}} || {{icon|education}} || {{icon|democracy}} || {{icon|spoils}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|pop}} || [[Nations#Population|Population]]&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|gdppc}} || [[Nations#Per_Capita_GDP|GDPPC]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|ip}} || [[Nations#Monthly_Investment_Points|IP]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|economy}} || Economy Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|welfare}} || Welfare Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|knowledge}} || Knowledge Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|government priority}} || Government Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unity}} || Unity Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|oppression}} || Oppression Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|inequality}} || [[Nations#Inequality|Inequality]]&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|cohesion}} || [[Nations#Cohesion|Cohesion]]&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| {{icon|star}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unrest}} || [[Nations#Unrest|Unrest]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|education}} || [[Nations#Education|Education]]&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|democracy}} || [[Nations#Government|Government]]&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|spoils}} || Spoils Priority&lt;br /&gt;
| style=&amp;quot;background-color:#110000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|research}} || [[Nations#Research|Research]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| {{icon|star}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|mc}} || [[Nations#Mission_Control|MC]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Each cell represents the effect of having higher amounts of the column stat on the row stat. &lt;br /&gt;
* Lighter background colors indicate stronger effects on the row stat.&lt;br /&gt;
* Empty cell indicates that the column stat has no direct effect on the row stat.&lt;br /&gt;
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
&lt;br /&gt;
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to:&lt;br /&gt;
* {{TV|IP}}.&lt;br /&gt;
* {{icon|research|bgcolor=DarkSlateGray}}[[Nations#Research|Research output]].&lt;br /&gt;
* The maximum amount of {{icon|mc|bgcolor=DarkSlateGray}}[[Nations#Mission_Control|Mission Control Cap]] that can be built in each region.&lt;br /&gt;
* The maximum amount of {{TV|armies}} that the nation can build.&lt;br /&gt;
* {{TV|Cohesion}}.&lt;br /&gt;
* {{TV|influence}} income from [[Nations#Public_Opinion|public support]].&lt;br /&gt;
* {{icon|sustainability}}[[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Pollution output]] and pollution removal from the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
As a result, nations with larger {{TV|pop}} tend to have far greater long-term potential. On the other hand, nations with larger {{TV|pop}} are also slower to change their nation stats, because of the need to apply these changes to a larger number of people.&lt;br /&gt;
&lt;br /&gt;
====Population Scaling for Nation Stat Changes====&lt;br /&gt;
&lt;br /&gt;
The following nation stats are considered to apply to the entire population of the nation:&lt;br /&gt;
* {{TV|democracy}}&lt;br /&gt;
* {{TV|unrest}}&lt;br /&gt;
* {{TV|cohesion}}&lt;br /&gt;
* {{TV|inequality}}&lt;br /&gt;
* {{TV|gdppc}}&lt;br /&gt;
* {{TV|education}}&lt;br /&gt;
* {{TV|sustainability}}&lt;br /&gt;
&lt;br /&gt;
As a result, most changes to these stats are slowed down in nations with larger {{TV|pop}}. Specifically, the amount of change is divided by ({{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Notably, the base monthly {{TV|ip}} production of a nation is the product of ({{TV|gdppc}} in thousands) ^ 0.35 and ({{TV|pop}} in millions) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Consequently, two nations with different {{TV|pop}} but otherwise identical stats would usually develop themselves at the same rate.&lt;br /&gt;
&lt;br /&gt;
====Population Growth====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the game calculates the annual {{TV|pop}} growth of a region as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TIRegionState&lt;br /&gt;
public double annualPopulationGrowth&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		double num = 4.49788037409348;&lt;br /&gt;
		return Mathd.Max(Mathd.Clamp(num + Mathd.Max(-num, -0.418190741 * (double)this.nation.education) + -0.0624798523403752 * (double)this.nation.cohesion + 9.80843732089162E-06 * (double)Mathf.Min(180000f, this.nation.perCapitaGDP) + -0.115739931206548 * (double)Mathf.Sqrt(Mathf.Abs(this.latitude)) + (double)(this.annualPopGrowthModifier * Mathf.Max(0f, (25f - TITimeState.CampaignDuration_years_Exact()) / 25f)) + (double)this.nation.template.popGrowthModifier - (double)(this.xenoforming.xenoformingLevel / 200f) - (double)(this.nuclearDetonations * 4), -10.0, 10.0) - (double)(Math.Max(0f, Mathf.Abs(GameStateManager.GlobalValues().temperatureAnomaly_C) - 8f) * ((this.template.environment == EnvironmentType.Beneficiary) ? 0.5f : ((this.template.environment == EnvironmentType.Vulnerable) ? 2f : 1f))), -100.0) * 0.01;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
* Lower {{TV|education}} increases {{TV|pop}} growth by roughly 0.42% for each point of education below roughly 11, up to a maximum of roughly 4.08%.&lt;br /&gt;
* Higher {{TV|cohesion}} decreases {{TV|pop}} growth by roughly 0.06% for each point of cohesion, up to a maximum of roughly 0.62%.&lt;br /&gt;
* Higher {{TV|gdppc}} increases {{TV|pop}} growth by roughly 0.098% for every 10k GDP per capita, up to a maximum of roughly 1.77%.&lt;br /&gt;
* Distance from the equator decreases {{TV|pop}} growth by 0.115739931206548% multiplied by the square root of the absolute latitude of the region.&lt;br /&gt;
* Every nation and region has a {{TV|pop}} growth modifier, which is defined in plain text in [[TINationTemplate CSV|TINationTemplate.json]] and [[Region List|TIRegionTemplate.json]] in the game files. These values are simply added directly to the annual {{TV|pop}} growth. But the region {{TV|pop}} growth modifiers slowly fades away over time. After 25 years, they are completely removed.&lt;br /&gt;
* [[Aliens#Alien Xenoforming|Xenoflora]] decreases {{TV|pop}} growth by -1% per 200 levels of xenoflora growth. For reference, whenever xenoflora growth exceeds 100 levels, 50 levels are spent to spawn a [[Aliens#Megafauna|megafauna]].&lt;br /&gt;
* Nuclear fallout decreases {{TV|pop}} growth by 4% per layer of nuclear fallout. These can be removed through massive investments into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
The above effects are summed up and then capped between -10% and +10% annual {{TV|pop}} growth.&lt;br /&gt;
&lt;br /&gt;
Then the effects of severe [[Climate Change]] are applied:&lt;br /&gt;
* For every degree of temperature anomaly above or below 8 degrees, population growth decreases by 1%.&lt;br /&gt;
* This effect is doubled for {{icon|ecologically vulnerable region|bgcolor=DarkSlateGray}}ecologically vulnerable regions.&lt;br /&gt;
* This effect is halved for {{icon|ecologically protected region}}ecologically protected regions.&lt;br /&gt;
&lt;br /&gt;
At the start of every month, the {{TV|pop}} of every region is changed to match its projected annual {{TV|pop}} growth rate. But a small amount of randomization between -0.0412% and +0.0412% is also added to this monthly {{TV|pop}} change.&lt;br /&gt;
&lt;br /&gt;
If the region population decreases, the nation&#039;s {{TV|education}} does too. If you lose more than 0.5 million {{TV|pop}} (no, it does not scale with total {{TV|pop}}), you get the maximum reduction of -0.005 {{TV|education}}. This can add up quickly in a large nation with many regions, each reducing the {{TV|education}} by a maximum of -0.005 every month.&lt;br /&gt;
&lt;br /&gt;
Note: This {{TV|education}} decrease is only applied by the automatic monthly {{TV|pop}} change. Loss of {{TV|pop}} from other sources such as [[Terrestrial_Warfare|war]] or [[Events|natural disasters]] has no effect on {{TV|education}}.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 1.0.29.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|government priority}} adds {{TV|democracy|0.001}} per {{TV|education}}.&lt;br /&gt;
* Each completion of the {{TV|oppression}} removes {{TV|democracy|0.0025}}.&lt;br /&gt;
* Each completion of the {{TV|spoils}} removes {{TV|democracy|0.0005}}.&lt;br /&gt;
* Every month, if the nation is at war, then remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation has less than 4 {{TV|cohesion}}, then there is a (1 - {{TV|cohesion}} / 4) chance to remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation and all of its neighbors are not at [[Foreign Relations#Wars|war]] and all of its neighbors have higher {{TV|democracy}} than the nation, then the nation gains {{TV|democracy|0.01}}.&lt;br /&gt;
&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} impacts {{TV|base cohesion}}:&lt;br /&gt;
* Low {{TV|democracy}} increases the {{TV|base cohesion}}.&lt;br /&gt;
* Middle {{TV|democracy}} lowers the {{TV|base cohesion}}.&lt;br /&gt;
* High {{TV|democracy}} draws the {{TV|base cohesion}} towards a central value of 5, and simultaneously increases {{icon|research}}[[Nations#Research|research production]]. &lt;br /&gt;
&lt;br /&gt;
Higher {{TV|democracy}} also lowers the {{TV|spoils}} requirement to keep the national [[Nations#Corruption|elites happy]] in order to avoid resetting of CPs by {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] and boosts [[Nations#Per_Capita_GDP|economic growth]]. &lt;br /&gt;
&lt;br /&gt;
Lower {{TV|democracy}} increases the effectiveness of the {{TV|oppression}} and armies at reducing {{TV|unrest}}. It also increases the {{TV|money}} output of the {{TV|spoils}}, and the [[Nations#Public_Support_Cap|Public Support Cap]].&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} also has effects on [[Foreign Relations]] and [[Terrestrial Warfare]].&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|democracy}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|unrest}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || &amp;lt;1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Subversion || &amp;lt;3 &lt;br /&gt;
|-&lt;br /&gt;
| Strife || &amp;lt;4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || &amp;lt;7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || ≥9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as:&lt;br /&gt;
* 10.5 &lt;br /&gt;
* -1 per {{TV|gdppc|10000}}.&lt;br /&gt;
* -1 per {{TV|cohesion}}.&lt;br /&gt;
* For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation:&lt;br /&gt;
** -0.5.&lt;br /&gt;
** Multiplied by the army health %.&lt;br /&gt;
** Multiplied by (10 - {{TV|democracy}}).&lt;br /&gt;
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65.&lt;br /&gt;
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}})&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation&#039;s [[Regions]]&#039; Xenoflora Growth Levels) / 20.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Unrest ====&lt;br /&gt;
&lt;br /&gt;
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}. &lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}.&lt;br /&gt;
&lt;br /&gt;
==== Coups and revolutions ====&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|&amp;gt;9.9}} when checked, but never otherwise. A naturally occurring coup will never happen if {{TV|democracy|≥8}} and {{TV|unrest|&amp;lt;8}}; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is (({{TV|unrest}} * 2 - {{TV|cohesion}} - {{TV|democracy}}) / 10 + conditional elite unhappiness) / 6000, where the elites&#039; unhappiness is {{TV|corruption}} percent - {{TV|spoils}} percent, but is ignored if any of the following conditions are true:&lt;br /&gt;
* {{TV|corruption}} percent &amp;lt; {{TV|spoils}} percent.&lt;br /&gt;
* Some faction owns all the nation&#039;s control points and that faction has {{TV|public support|≥65%}}.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering {{TV|unrest}} and increasing {{TV|cohesion}}, {{TV|democracy}} and {{TV|spoils}} (up to the {{TV|corruption}} level). The {{TV|spoils}} may often be ignored if the level of {{TV|unrest}} in a country is sufficiently low and the {{TV|cohesion}} and/or {{TV|democracy}} sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Coup =====&lt;br /&gt;
&lt;br /&gt;
When a nation undergoes a coup for any reason, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied, except for those owned by the faction whose councilor performed the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]], if any.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a random amount between -2 and 1.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a random amount between -3 and 0.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a random amount between -1 and 1.&lt;br /&gt;
# The nation&#039;s [[Nations#GDP|GDP]] is changed by a random amount between -10% and 0%.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.&lt;br /&gt;
# If the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was performed by a councilor of some faction F, then:&lt;br /&gt;
#* If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.&lt;br /&gt;
#* If there is exactly one empty control point in the nation and the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.&lt;br /&gt;
#* Otherwise, give the first empty control point in the nation to F, and if the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was a critical success, also give the control point immediately to the right of it to F.&lt;br /&gt;
# Empty out every control point that is to the right of an empty control point.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
# Every councilor that is still planning to perform a {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission on the nation this turn aborts their pending {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Revolution =====&lt;br /&gt;
&lt;br /&gt;
When a human nation undergoes a revolution, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied.&lt;br /&gt;
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a semi-random amount between -6 and -3, where the likelihood of larger reductions is proportional to how much the nation&#039;s [[Nations#Public_Opinion|public opinion]] prefers the new control point owners over the old control point owners.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, where the likelihood of positive changes is proportional to how much the nation&#039;s [[Nations#Public_Opinion|public opinion]] prefers the new control point owners over the old control point owners.&lt;br /&gt;
# If the nation&#039;s {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, where the likelihood of larger reductions is proportional to how much {{TV|public support}} the new control point owners have compared to the old control point owners.&lt;br /&gt;
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is proportional to the average [[Factions#Human_Factions|Idealism]] of the new control point owners.&lt;br /&gt;
#* Note: {{TV|democracy}} cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# X% chance for the number of loose nukes to increase by 1, where X is the number of {{TV|nukes}} the nation had. But note that this doesn&#039;t actually reduce the number of {{TV|nukes}} the nation has.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by purchasing power parity. The nation&#039;s GDP determines how many [[Nations#Control Points|Control Points]] a nation has, how many Investment Points it produces, and how difficult certain missions there are.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with [[Nations#Control_Points|Control Points]] in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of [[Nations#Armies|Armies]] and [[Nations#Navies|Navies]] it fields and by high levels of {{TV|unrest}}.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.35&amp;lt;/code&amp;gt;.&lt;br /&gt;
* {{TV|unrest}} removes {{TV|ip|1%}} for every {{TV|unrest|0.1}} above 2, capping at {{TV|ip|80%}} removed at {{TV|unrest|10}}.&lt;br /&gt;
* {{TV|navies}} remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Idle {{TV|armies}} in their home regions remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Other {{TV|armies}} remove {{TV|ip|1}} each.&lt;br /&gt;
&lt;br /&gt;
The overall formula is (GDP in billions)^0.35 × (1 - max({{TV|unrest}}-2, 0)/10) - 0.5 × ({{TV|navies}}) - 0.5 × (idle {{TV|armies}} at home) - (other {{TV|armies}}).&lt;br /&gt;
&lt;br /&gt;
The value can be significantly increased during a turn by assigning a [[Councilors|councilor]] to {{MissionIcon|Advise}}[[Advise]] the nation. The n-th advisor adds +(Advisor {{TV|administration}} / n)% to {{TV|ip}}.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s per-capita GDP is its &#039;&#039;&#039;Gross Domestic Product&#039;&#039;&#039; divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not being met.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}, the {{TV|economy}} increases the {{TV|gdppc}} by:&lt;br /&gt;
* 3 (Base value), slightly increased by certain global Techs.&lt;br /&gt;
* +1.5 per {{icon|oil}}Oil Region&lt;br /&gt;
* +1.5 per {{icon|resource region}}Mining Region.&lt;br /&gt;
* +1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region.&lt;br /&gt;
* +0.5 per {{TV|democracy}}.&lt;br /&gt;
* +1 per {{TV|education}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want higher {{TV|democracy}}, higher {{TV|education}}, as well as as many {{icon|core economic region|bgcolor=DarkSlateGray}}economic, {{icon|oil}}oil, and {{icon|resource region}}mining regions as possible.&lt;br /&gt;
&lt;br /&gt;
It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability. [[Climate Change]] has a negative effect on GDP that is increased by {{TV|inequality}}.&lt;br /&gt;
&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on region {{TV|pop}} and economic modifiers. It pretends {{icon|colony|bgcolor=DarkSlateGray}}colony regions have 50% the people who actually live there, and that {{icon|oil}}core oil, {{icon|resource region}}core mining, and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. &lt;br /&gt;
&lt;br /&gt;
This affects the amount of {{TV|mc}} capacity that can be built in each region.&lt;br /&gt;
&lt;br /&gt;
For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:&lt;br /&gt;
* A {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}}.&lt;br /&gt;
* A {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}}.&lt;br /&gt;
Then because of economic modifiers:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is treated as if it has {{TV|pop|50 million}}&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is treated as if it has {{TV|pop|10 million}}.&lt;br /&gt;
So the 60 billion GDP is divided up such that:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is given 50 billion GDP.&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is given 10 billion GDP.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s {{TV|education}} value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of {{TV|education}} there. Nations with higher {{TV|education}} scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.&lt;br /&gt;
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5.&lt;br /&gt;
** Multiplied by 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12.&lt;br /&gt;
* After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}.&lt;br /&gt;
* Each completion of the {{TV|unity}} removes {{TV|education|0.001}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|education}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 1-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} cannot be decreased below 1.&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} is one of the largest factors influencing {{TV|national research}} output aside from {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the {{TV|national research}} output is calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TINationState&lt;br /&gt;
public float research_month&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		float population_Millions = this.population_Millions;&lt;br /&gt;
		float perCapitaGDP = this.perCapitaGDP;&lt;br /&gt;
		return (population_Millions * ((perCapitaGDP &amp;lt;= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other words:&lt;br /&gt;
&lt;br /&gt;
A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000.&lt;br /&gt;
&lt;br /&gt;
B) {{TV|pop}} in millions.&lt;br /&gt;
&lt;br /&gt;
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6.&lt;br /&gt;
&lt;br /&gt;
If the {{TV|gdppc}} is higher than $30000, use 1.5157166 + 0.90942997 × (ln({{TV|gdppc}}/15000) - 0.6931472) instead.&lt;br /&gt;
&lt;br /&gt;
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is this is equivalent to 2^0.6 × (1 + 0.6 × ln({{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC/30000))&lt;br /&gt;
&lt;br /&gt;
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]]&lt;br /&gt;
&lt;br /&gt;
D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12)&lt;br /&gt;
&lt;br /&gt;
E) Scales by the sixth root of {{TV|democracy}}, with a floor of 1 at 1 {{TV|democracy}}: Max({{TV|democracy}}&amp;lt;sup&amp;gt;0.16666667&amp;lt;/sup&amp;gt;, 1) (maximum of ~1.4678).&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
G) 100% efficient at 0 {{TV|unrest}} and 0% efficient at 10 {{TV|unrest}}, scales with {{TV|unrest}} squared: 1-{{TV|unrest}}²/100&lt;br /&gt;
&lt;br /&gt;
H) n% per {{TV|science}} {{MissionIcon|Advise}}[[Advise|Advisor]] with diminishing return: 1% per {{TV|science}} of first {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.5% per {{TV|science}} of second {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.333333% from 3rd etc, always sorted by {{MissionIcon|Advise}}[[Advise|Advisor]] bonus, descending (best {{MissionIcon|Advise}}[[Advise|Advisor]] will count towards the first bonus).&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H&lt;br /&gt;
&lt;br /&gt;
=== Mission Control ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Completing the Mission Control priority grants one Mission Control to the nation. New facilities will tend to go in regions that already have Mission Control facilities. A region&#039;s Mission Control maximum capacity is a function of the region&#039;s GDP and education.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|mc}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|mission control priority}} is completed, a random region in the nation is selected to gain {{TV|mc|1}}. This random selection is slightly weighted to favor {{icon|capital|bgcolor=DarkSlateGray}}capital and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions over {{icon|colony|bgcolor=DarkSlateGray}}colony regions. It cannot select regions that are currently occupied by war enemies. It also cannot select any regions that have reached (or exceeded) their Maximum Mission Control.&lt;br /&gt;
&lt;br /&gt;
The Maximum Mission Control of a region is calculated as 1 + [[#GDP_Per_Region|Region GDP]] in billions / Max(200, 300 - 6 * {{TV|education}}), rounded down to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
In practice, this formula is dominated by the region {{TV|pop}} and nation {{TV|gdppc}} factors, so players who wish to rapidly increase their nation&#039;s Maximum Mission Control should focus on the {{TV|economy}} over the {{TV|knowledge}}.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation&#039;s total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|boost}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|boost priority}} is completed, a random region in the nation is selected to increase its {{TV|boost}} production. This random selection is heavily weighted to favor the regions that already produce the most {{TV|boost}}, with a slight preference for regions that would gain more {{TV|boost}} production when selected. It also heavily prefers regions that are not currently occupied by war enemies.&lt;br /&gt;
&lt;br /&gt;
The amount of {{TV|boost}} production a region gains depends on the latitude of its Launch Facility. Specifically, the region&#039;s annual {{TV|boost}} production increases by 0.4 - (Launch Facility Latitude / 250). &lt;br /&gt;
&lt;br /&gt;
So the worst regions are Iceland and Arkhangelsk, whose Launch Facility Latitudes of 65 mean that each only gains {{TV|boost|0.14}} to annual production when selected. Whereas the best regions are the 26 regions with Launch Facilities that are practically on the Equator: each gains {{TV|boost|0.4}} to annual production when selected. See [[Region List]] for a full list of [[Regions]] and how much {{TV|boost}} each gains per {{TV|boost priority}} completion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their {{TV|boost}} with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total {{TV|boost}}, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Funding ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|funding}} is completed, the nation&#039;s annual funding grows by 10 + (the nation&#039;s GDP in billions)^0.25 / 2, rounded to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the {{TV|funding}} is completed.&lt;br /&gt;
&lt;br /&gt;
The annual funding of a nation is capped at the nation&#039;s [[Nations#GDP|GDP]] in billions multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their funding with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total funding, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology {{TV|miltech}} value represents the capability of the nation&#039;s armed forces. &lt;br /&gt;
&lt;br /&gt;
Each completion of the {{TV|military priority}} adds {{TV|miltech|0.00125}}. This is further increased for nations that are falling behind on {{TV|miltech}}. Specifically, the effect is multiplied by (best Human Nation&#039;s {{TV|miltech}}/ this nation&#039;s {{TV|miltech}}).&lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the {{TV|miltech}} between the two nations. {{{TV|miltech}} applies to both army strength, which changes together with national {{{TV|miltech}}, and regional defense power.&lt;br /&gt;
&lt;br /&gt;
{{TV|miltech}} ranges from 2 to infinity. The {{TV|miltech}} &#039;age&#039; also determines the visual appearance of armies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{TV|miltech}} range&lt;br /&gt;
| 2-3 || 3-4 || 4-5 || 5-6 || 6-7 || 7-infinity&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|miltech}} age&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|x55px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the {{TV|miltech}} is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Cybernetics]]&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Applied Artificial Intelligence]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Next-Generation Aerospace]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Diamondoids]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Terrestrial Military Science]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Networked Global Defense]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Coilguns]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Trans-Interface Warfare]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Future Tech: Military Science]]&lt;br /&gt;
&lt;br /&gt;
=== Armies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Armies are powerful and expensive assets that belong to nations. Each army represents multiple divisions of troops, air support, and a logistics train sufficient for the unit to take and hold territory outside their home nation&#039;s borders.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Naval armies are supported by a combat and transport fleet, and are able to cross oceans if the nation&#039;s naval score exceeds that of its enemies.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Armies are bound to a particular control point in a nation; the owner of that control point commands the army&#039;s actions. Use of armies on foreign soil are subject the nation&#039;s relations; they may be stationed in allied nations and only enter the territory of hostile nations during war.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Each nation may have one army per region it controls; if a region joins another nation, any armies based in that region will belong to the new nation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Armies, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
An army needs two things: {{TV|pop}} and land.&lt;br /&gt;
* Each army needs its own unique home region that is:&lt;br /&gt;
** Not shared by any other army.&lt;br /&gt;
** Not a {{icon|colony|bgcolor=DarkSlateGray}}colony region.&lt;br /&gt;
** Not occupied by enemy forces.&lt;br /&gt;
* Each army needs {{TV|pop|25 million}} in the nation.&lt;br /&gt;
** Except the first army of each nation gets a discount: it only needs {{TV|pop|5 million}}.&lt;br /&gt;
&lt;br /&gt;
Some nations do not begin with any military, and must first complete the {{TV|found military}} before they can use the {{TV|build army}} to build any armies.&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation&#039;s {{TV|miltech}}.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur.&lt;br /&gt;
&lt;br /&gt;
{{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true:&lt;br /&gt;
* The nation has completed the {{TV|found military}} (or started with it already complete).&lt;br /&gt;
* The nation has more {{TV|armies}} than {{TV|navies}}.&lt;br /&gt;
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]].&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The nation has at least 4 [[Nations#Control_Points|control points]].&lt;br /&gt;
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack.&lt;br /&gt;
&lt;br /&gt;
=== Estimated Military Strength ===&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation X is calculated as the sum of the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Multipliers&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For Alien Invader Armies, use their {{TV|miltech}} instead of the {{TV|miltech}} of the Alien Nation.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Navies|Navies]] of X || || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} Value of X || || -1&lt;br /&gt;
|-&lt;br /&gt;
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100&lt;br /&gt;
|-&lt;br /&gt;
| Number {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, at the start of the game, the nation of North Korea has {{TV|miltech|2.8}}, 1 region, {{TV|armies|1}}, {{TV|navies|0}}, {{TV|unrest|0}}, and {{TV|nuke|1}}. So its estimated military strength is the sum of:&lt;br /&gt;
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96&lt;br /&gt;
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4&lt;br /&gt;
* {{TV|navies|0}} × 1 = 0&lt;br /&gt;
* {{TV|unrest|0}} × -1 = 0&lt;br /&gt;
* 1 (has nukes) × 100 = 100&lt;br /&gt;
* {{TV|nuke|1}} × 5 = 5&lt;br /&gt;
So it has an estimated military strength of 115.36.&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation is important because when multiple nations fight on the same side of a [[Foreign_Relations#Wars|war]], the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.&lt;br /&gt;
&lt;br /&gt;
In addition, the estimated military strength of a nation is often used by the AI to determine their [[Foreign_Relations|international relations]]. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.&lt;br /&gt;
&lt;br /&gt;
=== Space Defenses ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
Human Nations can build Space Defenses after [[Trans-Interface Warfare]] is researched.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are built in the following order:&lt;br /&gt;
# The {{icon|capital|bgcolor=DarkSlateGray}}Capital region.&lt;br /&gt;
# The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|oil|bgcolor=DarkSlateGray}}{{icon|resource region|bgcolor=DarkSlateGray}}Resource regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The Non-Colony regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
&lt;br /&gt;
The amount of IP needed by the {{icon|space defenses}}Space Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See [[Region List]] for a list of all regions and their areas.&lt;br /&gt;
&lt;br /&gt;
=== Exofighters ===&lt;br /&gt;
&lt;br /&gt;
Human nations can build {{icon|exofighter}}exofighters after [[Exoatmospheric Fighters]] is researched.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{icon|build exofighter}}Build Exofighter priority is completed, a region in the nation is selected to increase its {{icon|exofighter}}exofighters by 1. The region is selected as follows:&lt;br /&gt;
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters.&lt;br /&gt;
* If any remaining region has zero {{icon|exofighter}}exofighters, then pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production.&lt;br /&gt;
* Pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production divided by the number of {{icon|exofighter}}exofighters already in the region.&lt;br /&gt;
&lt;br /&gt;
The Maximum {{icon|exofighter}}exofighters of a region is calculated as:&lt;br /&gt;
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1.&lt;br /&gt;
* Min(64, Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production / 4), rounded up to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal. High values keep unrest in check and increase the nation&#039;s ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed.&lt;br /&gt;
* Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|education}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|democracy}}.&lt;br /&gt;
** This cannot be reduced below 0.025.&lt;br /&gt;
* If {{TV|democracy}} &amp;gt; 5, then each completion of the {{TV|oppression}} removes {{TV|cohesion|0.025}} per {{TV|democracy}} over 5.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} moves by 0.1 per month towards {{TV|base cohesion}}. It can decrease faster, up to 0.25 per month towards its resting point, depending on {{TV|inequality}} (this acceleration occurs for {{TV|inequality}} values between 4 to 4.6). Specifically, when {{TV|base cohesion}} is lower than {{TV|cohesion}}, the {{TV|cohesion}} decrease per month is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is not affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] and is rapid enough that it is usually better to move {{TV|base cohesion}} rather than trying to fight the tide. See [[Nations#Resting_Cohesion]] for details on how to achieve this.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} is also commonly changed by [[Events]], and can be strongly affected by [[Foreign Relations#Declaring_Wars|War Declarations]] and the [[Terrestrial_Warfare#Army_Death|Destruction of armies]].&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|cohesion}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || &amp;lt;1 &lt;br /&gt;
|-&lt;br /&gt;
| Fractured || &amp;lt;2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || &amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || &amp;lt;4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || &amp;lt;5 &lt;br /&gt;
|-&lt;br /&gt;
| Diverse || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || &amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || &amp;lt;8 &lt;br /&gt;
|-&lt;br /&gt;
| Dominated || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Resting Cohesion ====&lt;br /&gt;
&lt;br /&gt;
{{TV|base cohesion}} depends on the following factors:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{TV|inequality}}&lt;br /&gt;
| ≤ 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × 2.25 × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × (3.25 × {{TV|inequality}} - 4.75)&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|gdppc}}&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by (1 - ({{TV|gdppc}} / Highest {{TV|gdppc}} in last 10 years)) × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{TV|pop}}&lt;br /&gt;
| 1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|pop}}Population Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.0025/km × {{TV|pop}}-weighted average distance from each [[Regions|Region]] to the nation&#039;s capital. Capped at 7.5 Reduction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Foreign Relations#Wars|Wars]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Peer [[Foreign Relations#Rivals|Rivals]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners.&lt;br /&gt;
|-&lt;br /&gt;
| Public Opinion Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Change&amp;lt;/span&amp;gt; by -6 × ([[#Public_Opinion|Standard Deviation]] of Public Opinion / Worst Possible Standard Deviation - 0.5).&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{TV|democracy}}&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by (3.5&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt; - {{TV|democracy}}&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt;) × ((10 - {{TV|unrest}}) / 10)&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - {{TV|democracy}})&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × ({{TV|democracy}} - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × ({{TV|democracy}} - 6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Owning [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1.6 × {{TV|democracy}} × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In other words, {{TV|base cohesion}} is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high.&lt;br /&gt;
* War enemies that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3.&lt;br /&gt;
* Rivalries with nations no more than 1 control point smaller, that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3 - the amount already given by the War {{TV|base cohesion}} Bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High {{TV|democracy}} score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;changed by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Public Opinion [[#Public_Opinion|distribution]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium {{TV|democracy}} score.&lt;br /&gt;
* High {{TV|inequality}} score, stronger when {{TV|education}} is high.&lt;br /&gt;
* Loss of {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDP per Capita]] within the last 10 years.&lt;br /&gt;
* {{TV|pop}}, worse when the entire {{TV|pop}} is confined to just one [[Region]] because the nation has no other [[Regions]].&lt;br /&gt;
* Geographic {{icon|pop}}Population Distribution.&lt;br /&gt;
* Difference between [[#Public_Opinion|average public opinion]] and the [[Factions]] that own the control points.&lt;br /&gt;
* Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]], multiplied by {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Cohesion ====&lt;br /&gt;
&lt;br /&gt;
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}.&lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1.25 - |{{TV|cohesion}} - 5| / 10). So it is multiplied by 75% at {{TV|cohesion|0}} and at {{TV|cohesion|10}}, whereas it is multiplied by 125% at {{TV|cohesion|5}}.&lt;br /&gt;
* The [[Nations#Public_Support_Cap|Public Support Cap]] of a Nation is increased by its {{TV|cohesion}}.&lt;br /&gt;
* The [[Nations#Population_Growth|Population Growth]] of a Nation is decreased by its {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
==== Underflowing Cohesion ====&lt;br /&gt;
&lt;br /&gt;
If {{TV|cohesion}} would ever be reduced below 0, then it &#039;&#039;&#039;underflows&#039;&#039;&#039;. This section discusses the effects of such an underflow.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|democracy}} is reduced by &amp;lt;code&amp;gt;Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
* {{TV|unrest}} is increased by &amp;lt;code&amp;gt;({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount - Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0))) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The people of Earth all hold a particular viewpoint about the alien arrival. But people are malleable, and events and propaganda can sway them to a different point of view.&lt;br /&gt;
&lt;br /&gt;
These viewpoints track with the ideologies of each faction, along with an &amp;quot;undecided&amp;quot; viewpoint in the middle of all of them. Ideologies have a position relative to each other; when events have a chance to change someone&#039;s opinion, they will typically move to something nearby -- a Resistance supporter could see their views radicalize to those of Humanity First, or soften to being simply undecided, for example.&lt;br /&gt;
&lt;br /&gt;
Public support for your faction is a primary source of the influence resource. You will also receive bonuses on missions in nations where a large portion of the public is on your side.&lt;br /&gt;
&lt;br /&gt;
A potential mover of public opinion are atrocities committed by a faction. Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the public opinion penalty increases dramatically.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
Public support for a faction provides many benefits, including but not limited to:&lt;br /&gt;
; {{TV|influence}} Income&lt;br /&gt;
: For every one million supporters a faction possesses, their annual {{TV|influence}} income is increased by 0.5.&lt;br /&gt;
: This bonus applies even if the faction does not possess any of the nation&#039;s control points.&lt;br /&gt;
: With over 8 billion people on Earth, a faction with high public support around the globe could earn more than 200 {{TV|influence}} every month, just from their public support.&lt;br /&gt;
; Councilor [[Missions#Mission_Modifiers|Mission Support]]&lt;br /&gt;
: Most councilor missions that attempt to gain or maintain control of the nation have mission modifiers based on the nation&#039;s public opinion. Public support for a faction makes such missions significantly easier for them, and significantly harder against them.&lt;br /&gt;
: This is especially true in highly democratic nations.&lt;br /&gt;
: Specifically, the [[Missions#Mission_Modifiers|mission modifier]] has X points, where X = (10 + {{icon|democracy|bgcolor=DarkSlateGray}}Government) * public support fraction for the faction.&lt;br /&gt;
; Preventing [[Nations#Coups_and_revolutions|Organic Coups]]&lt;br /&gt;
: In very rare cases, high [[Nations#Corruption|Corruption]] in a nation can lead its elites to organically launch a [[Nations#Coups_and_revolutions|coup]] even without outside intervention, if they are not sufficiently appeased by investments into the {{icon|spoils}}Spoils priority.&lt;br /&gt;
: But high public support (&amp;gt;65%) for the faction that owns the nation automatically prevents such [[Nations#Coups_and_revolutions|organic coups]] from occurring.&lt;br /&gt;
; Post-Revolution Changes&lt;br /&gt;
: Whenever a [[Nations#Coups_and_revolutions|revolution]] occurs in a human nation, public support for the old control point owners is compared to public support for the new control point owners. If the new owners are significantly more popular with the public, the nation can experience large benefits: increased {{TV|cohesion}}, reduced {{TV|unrest}}, and reduced {{TV|inequality}}.&lt;br /&gt;
; {{TV|base cohesion}}&lt;br /&gt;
: Public opinion affects the {{TV|base cohesion}} of a nation in two ways.&lt;br /&gt;
: First, [[Factions]] that own a nation will find the nation to be significantly less cohesive when the public does not support them. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is twice the ideological distance between the average ideology of the factions that own the nation&#039;s control points and the population-weighted average ideology of the public. &lt;br /&gt;
: Note: ideological distance is calculated using good old pythagoras. &lt;br /&gt;
: Second, a public with wildly differing views is naturally far less cohesive than a public that bands together to support one ideology. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is calculated as follows:&lt;br /&gt;
: 1. Set X to be the public opinion&#039;s standard deviation.&lt;br /&gt;
: 2. Divide X by the worst possible standard deviation (this is when the two most different ideologies are each supported by exactly half the public).&lt;br /&gt;
: 3. Subtract 0.5 from X.&lt;br /&gt;
: 4. Multiply X by 6.&lt;br /&gt;
: Note: X can actually be negative, meaning that the {{TV|base cohesion}} can actually be increased by a highly unified public opinion.&lt;br /&gt;
&lt;br /&gt;
==== Changing Public Opinion ====&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s public opinion can be changed by applying Propaganda to it. Each piece of propaganda is defined by two things: the &#039;&#039;&#039;faction ideology&#039;&#039;&#039; it is aimed at, and the &#039;&#039;&#039;strength&#039;&#039;&#039; of the propaganda. For example, a typical public campaign mission applies Propaganda for the councilor&#039;s faction, with a strength of roughly 10.&lt;br /&gt;
&lt;br /&gt;
===== How Propaganda Works =====&lt;br /&gt;
&lt;br /&gt;
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Faction Ideology Chart]]&lt;br /&gt;
&lt;br /&gt;
Whenever Propaganda of strength X for a faction F is applied on a nation, the {{TV|pop}} of the nation is split into roughly ({{TV|pop}} / 100) ^ 0.5 groups, where each group fully supports one ideology. Then for each group, a random value Y between 0 and 100 is rolled, and then:&lt;br /&gt;
* Nothing happens if any of the following are true:&lt;br /&gt;
** X &amp;gt;= 0 and the group already supports faction F. Because this is just preaching to the choir.&lt;br /&gt;
** X &amp;lt; 0 and the group does not support faction F.&lt;br /&gt;
** Y &amp;gt; X and Y &amp;gt; -X, indicating that the propaganda failed to convince the group.&lt;br /&gt;
* Otherwise:&lt;br /&gt;
** If X &amp;gt;= 0, then:&lt;br /&gt;
*** If X - Y &amp;gt; 10, the group&#039;s ideology moves towards F&#039;s ideology by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards F&#039;s ideology by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
** If X &amp;lt; 0, then a completely random coordinate is selected from within a cube of length 2 that is centered on the group&#039;s original ideology, and then:&lt;br /&gt;
*** If (-X) - Y &amp;gt; 10, the group&#039;s ideology moves towards the coordinate by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards the coordinate by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
&lt;br /&gt;
====== Public Support Cap ======&lt;br /&gt;
&lt;br /&gt;
Within each nation, the public support for any faction is capped at (90 - {{TV|democracy}} + {{TV|cohesion}})%. But this cap is implemented in a somewhat counter-intuitive manner: whenever a propaganda is about to be applied, the game will first check if any faction&#039;s public support has surpassed the cap. If so, then during the application of the propaganda, every attempt by a {{TV|pop}} group to move to the closest matching ideology will behave as if the capped faction&#039;s ideology does not exist.&lt;br /&gt;
&lt;br /&gt;
Consequently, once a faction goes over the public support cap, it can no longer gain public support from any kind of propaganda. But if a faction is below the public support cap, there is nothing preventing it from gaining enough public support from one propaganda application to far exceed the public support cap.&lt;br /&gt;
&lt;br /&gt;
===== Sources of Propaganda =====&lt;br /&gt;
&lt;br /&gt;
These include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
====== A Successful Councilor [[Public Campaign]] ======&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction with strength X, where X is calculated as: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| ×2 || On critical success.&lt;br /&gt;
|-&lt;br /&gt;
| Up to +9 || Earth Interface Hab Module bonus &amp;lt;br&amp;gt; (Broadcast Outlets, Communications Hubs, and Media Centers.)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.15 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Hope Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|resist}}[[The Resistance]], {{icon|escape}}[[Project Exodus]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Fear Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], {{icon|appease}}[[The Protectorate]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Enslave the Masters]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
(Available to {{icon|exploit}}[[The Initiative]].) &lt;br /&gt;
|- &lt;br /&gt;
| -3.5 to +3.5 || Random.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== A Unity Priority Completion ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points. (Empty control points do not count.)&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 5 multiplied by the number of control points owned by the faction, but the Religion control point counts as 4 control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is also affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].&lt;br /&gt;
&lt;br /&gt;
Abandoned or {{MissionIcon|Crackdown}}[[Crackdown|Cracked]] control points do not count.&lt;br /&gt;
&lt;br /&gt;
Note: Ordering matters. The last faction to get propaganda applied on each unity completion would get more public support and influence income on average.&lt;br /&gt;
&lt;br /&gt;
The ordering here is determined by the control point ownership: the faction that owns the leftmost control point goes first, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous faction, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous factions, and so on. Thus when sharing nations with other factions, one should try to avoid owning the leftmost control points.&lt;br /&gt;
&lt;br /&gt;
====== A Spoils Priority Completion ======&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is ({{TV|education}} + {{TV|democracy}}) multiplied by -0.125 multiplied by the fraction of the nation&#039;s control points owned by the faction.&lt;br /&gt;
&lt;br /&gt;
====== An Army Destroyed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the faction that controlled the army on the home nation of the army.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is {{TV|democracy}} multiplied by -1.&lt;br /&gt;
&lt;br /&gt;
====== A Martyr Councilor Killed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction on every nation.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 35.&lt;br /&gt;
&lt;br /&gt;
====== An [[Factions#Atrocity|Atrocity]] Committed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength X for the faction responsible on every nation, where X is calculated as:&lt;br /&gt;
# Set X to the total number of atrocities committed by the faction, including the newest atrocity.&lt;br /&gt;
# Multiply X by -0.333.&lt;br /&gt;
# Divide X by 2 if [[Total War Framing]] has been researched. (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
&lt;br /&gt;
====== [[Publicize Alien Threat]] Researched ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength 10 for the faction responsible on every nation.&lt;br /&gt;
&lt;br /&gt;
Available to {{icon|destroy}}[[Humanity First]], {{icon|resist}}[[The Resistance]], and {{icon|escape}}[[Project Exodus]].&lt;br /&gt;
&lt;br /&gt;
=== Sustainability ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation&#039;s GDP, population, and presence of oil resource regions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies:&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation passively produces each month.&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}.&lt;br /&gt;
&lt;br /&gt;
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0:&lt;br /&gt;
* [[Arrival International Development]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Designer Lifeforms]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Integrated Earth-Space Economy]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Clean Energy]] reduces the minimum by 0.1.&lt;br /&gt;
* [[Climate Change Mitigation]] reduces the minimum by 0.1.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}: &lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.&lt;br /&gt;
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.&lt;br /&gt;
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.&lt;br /&gt;
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} &amp;gt; 2.&lt;br /&gt;
** Multiplied by Max(0.25, {{TV|pollution multiplier}} / 0.5) if the {{TV|pollution multiplier}} &amp;lt; 0.5.&lt;br /&gt;
** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.&lt;br /&gt;
 &lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation&#039;s Pollution Multiplier.&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s {{TV|sustainability}}value is calculated as:&lt;br /&gt;
* 10 if {{TV|pollution multiplier}} = 0.&lt;br /&gt;
* 9.99+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.99.&lt;br /&gt;
* 9.9+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.9.&lt;br /&gt;
* 1 / {{TV|pollution multiplier}} otherwise.&lt;br /&gt;
&lt;br /&gt;
Once a nation reaches {{TV|sustainability|10}} ({{TV|pollution multiplier|0}}), the {{TV|environment}} will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere. &lt;br /&gt;
&lt;br /&gt;
At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes |population scaling]] effect gets inverted. A larger {{TV|pop}} is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the {{TV|environment}} is completed is now multiplied by (the nation&#039;s {{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Hence, a player who wishes to fix the [[Climate_Change|Climate]] should aim to make the most populated nations reach {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}.&lt;br /&gt;
** This is further increased by 0.0001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}.&lt;br /&gt;
** This is further increased by 0.001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 9:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|inequality}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Whenever a nation&#039;s {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}.&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
&lt;br /&gt;
Corruption (shown in the {{TV|spoils}} tooltip) determines what percentage of the nation&#039;s {{TV|ip}} the elites want diverted to the {{TV|spoils}} (Note: Does not account for priority bonuses). If this is not done then {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]s become easier to perform against the nation, to the point where they might even [[Nations#Coups_and_revolutions|naturally occur]] without any faction&#039;s involvement. Conversely, assigning more to the {{TV|spoils}} than the elites want will cause them to protect your nation from councilor {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] attempts.&lt;br /&gt;
&lt;br /&gt;
Corruption for human nations is calculated as follows:&lt;br /&gt;
* 50% base value.&lt;br /&gt;
* Decreased by 2.65515% for every point of {{TV|democracy}}.&lt;br /&gt;
* Decreased by 0.57342% for every point of {{TV|cohesion}}.&lt;br /&gt;
* Decreased by 0.824624% for every {{TV|gdppc|3000}}.&lt;br /&gt;
* Multiplied by 0.8 if the [[A Common Concern]] project has been researched. &lt;br /&gt;
** Note: Only available to {{icon|resist}}[[The Resistance]], {{icon|cooperate}}[[The Academy]], {{icon|escape}}[[Project Exodus]], and {{icon|submit}}[[The Servants]].&lt;br /&gt;
* Capped from below at 5%.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Administration]] always has 0% corruption.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of {{TV|ip}}, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each [[Nations#Control_Points|control point]] may direct a share of {{TV|ip}} into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of {{TV|ip}} going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
=== List of Priorities ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Priority !! {{TV|ip}} cost !! Requirements !! Effects !! [[Nations#Population_Scaling_for_Nation_Stat_Changes|Pop Scaled]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO economy priority.png|50px]] Economy || rowspan=4 | 1 || rowspan=4 | None&lt;br /&gt;
| {{TV|gdppc}} [[File:ICO arrow green.png|24px]] by 3 + (1.5 per {{icon|resource region}}Mining Region) + (1.5 per {{icon|oil}}Oil Region) + (1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region) + (0.5 per {{TV|democracy}}) + {{TV|education}} &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per {{icon|resource region}}Mining Region + 0.0001 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]] may be [[Regions#Improving_Regions|Improved]] into {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic, {{icon|resource region}}Mining or {{icon|oil}}Oil Regions after sufficient investment || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions]] || One {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions|Region]] loses {{icon|colony|bgcolor=DarkSlateGray}}Colony status every 1000 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO environment priority.png|50px]] Environment || rowspan=3 | 1&lt;br /&gt;
| {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|sustainability|&amp;lt;10}}&lt;br /&gt;
| &lt;br /&gt;
[[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow green down.png|24px]] by -0.005 / Max(1, total layers of Fallout)&lt;br /&gt;
* × [[Nations#Sustainability|Pollution Multiplier]] / 2 if the [[Nations#Sustainability|Pollution Multiplier]] &amp;gt; 2&lt;br /&gt;
* × Max(0.25, the [[Nations#Sustainability|Pollution Multiplier]] / 0.5) if the [[Nations#Sustainability|Pollution Multiplier]] &amp;lt; 0.5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* {{icon|life}}[[Transform Phages]] researched&lt;br /&gt;
* At least one [[Regions|Region]] has {{icon|fallout}}Fallout &lt;br /&gt;
| One [[Regions|Region]] loses a layer of {{icon|fallout}}Fallout every 100 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO knowledge priority.png|50px]] Knowledge || rowspan=2 | 1 || rowspan=2 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005 &lt;br /&gt;
* × 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5&lt;br /&gt;
* × 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cohesion}} centered by 0.01 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO government priority.png|50px]] Government || rowspan=3 | 1 || {{TV|democracy|&amp;lt;10}} || {{TV|democracy}} [[File:ICO arrow green.png|24px]] by 0.001 per {{TV|education}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy|10}} || Same as {{TV|knowledge}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|unity}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}})&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength 5 × number of control points owned by faction &amp;lt;br&amp;gt;&lt;br /&gt;
(Religion counts as 4 control points)&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|government priority}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || {{TV|miltech}} [[File:ICO arrow green.png|24px]] by 0.00125 / {{TV|miltech}} × Best Human Nation&#039;s {{TV|miltech}} || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO oppression priority.png|50px]] Oppression || rowspan=3 | 1 || rowspan=2 | Found Military Completed in Nation&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} [[File:ICO arrow green down.png|24px]] by (0.1 - {{TV|democracy}} / 100) × 3 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Found Military Completed in Nation and &amp;gt;5 {{TV|democracy}} || {{TV|cohesion}} [[File:ICO arrow red down.png|24px]] by 0.025 × ({{TV|democracy}} - 5) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[File:ICO spoils priority.png|50px]] Spoils || rowspan=6 | 1 || rowspan=5 | None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.0025 + 0.0015 per {{icon|resource region}}Mining Region + 0.0015 per {{icon|oil}}Oil Region || Yes &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength - 0.125 × ({{TV|education}} + {{TV|democracy}}) × fraction of control points owned by faction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow red.png|24px]] by 0.0005 + 0.00075 per {{icon|resource region}}Mining Region + 0.00075 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow red.png|24px]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Control Points Not Cracked&lt;br /&gt;
|&lt;br /&gt;
Each Faction&#039;s {{TV|money}} [[File:ICO arrow green.png|24px]] by (5 × Monthly {{TV|ip}} + 5 per {{icon|resource region}}Mining Region + 5 per {{icon|oil}}Oil Region + 2.5 × (10 - {{TV|democracy}})) × fraction of control points owned by faction &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO funding priority.png|50px]] Funding || 1 || None || Annual {{TV|money}} Production [[File:ICO arrow green.png|24px]] by 10 + max(round(((GDP in billions)^0.18)/1.09),1) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO_launchFacilities_Priority.png|50px]] Boost || 2 || Found Space Program Completed in Nation || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.4 - (Launch Facility Latitude / 250) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO missionControl priority.png|50px]] Mission Control || 25 || Found Space Program Completed in [[Foreign Relations#Federations|Federation]] || {{icon|mc}}Mission Control [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO spaceflightProgram priority.png|50px]] Found Space Program || 50 || None || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO found military priority.png|50px]] Found Military || 40 || None &lt;br /&gt;
|&lt;br /&gt;
Set {{TV|miltech}} to the Max of:&lt;br /&gt;
* 2&lt;br /&gt;
* Worst [[Foreign Relations#Federations|Federation]] Member&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst [[Foreign Relations#Alliances|Ally]]&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst Human Nation&#039;s {{TV|miltech}}&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;(5 + 25 × {{TV|Armies}}) {{TV|pop}} in Millions&lt;br /&gt;
* Has a non-colony Region without its own [[Nations#Armies|Army]]&lt;br /&gt;
| Builds an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;4 Control Points, or 3 Control Points and {{TV|gdppc|&amp;gt;40000}}&lt;br /&gt;
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]]&lt;br /&gt;
| Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO develop atomic bomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 |  80 || rowspan=4 | None || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No&lt;br /&gt;
|- &lt;br /&gt;
| Each Owning Faction Commits 1 [[Factions#Atrocity|Atrocity]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNuclearWeapons priority.png|50px]] Nuclear Weapons || rowspan=2 | 40 || rowspan=2 | Develop Atomic Bomb Completed in Nation || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || {{icon|military}}[[Trans-Interface Warfare]] researched || Builds a {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense Facility]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10 &lt;br /&gt;
| &lt;br /&gt;
* {{icon|military}}[[Exoatmospheric Fighters]] researched &lt;br /&gt;
* Has a Region not at [[Nations#Exofighters|Maximum Exofighters]]&lt;br /&gt;
|| Builds an {{icon|exofighter}}[[Nations#Exofighters|Exofighter]] || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Diversity Bonus ===&lt;br /&gt;
&lt;br /&gt;
Each control point &#039;&#039;&#039;independently&#039;&#039;&#039;&amp;lt;ref&amp;gt;The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.&amp;lt;/ref&amp;gt; gains a small diversity bonus to each of its priorities based on how much it is personally investing into &#039;&#039;&#039;other&#039;&#039;&#039;&amp;lt;ref&amp;gt;A priority cannot give itself its own diversity bonus&amp;lt;/ref&amp;gt; nation building priorities. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! Diversity Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|military priority}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of these nation building priorities adds a diversity bonus of X% to all &#039;&#039;&#039;other&#039;&#039;&#039; priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).&lt;br /&gt;
&lt;br /&gt;
For example, suppose a control point has 3 pips in the {{TV|economy}}, 1 pip in the {{TV|welfare}}, and 1 pip in the {{TV|spoils}}, for a total of 5 pips. Then:&lt;br /&gt;
* The {{TV|economy}} adds a diversity bonus of 50% × 3 ÷ 5 = 30%.&lt;br /&gt;
* The {{TV|welfare}} adds a diversity bonus of 20% × 1 ÷ 5 = 4%.&lt;br /&gt;
* The {{TV|spoils}} adds no diversity bonus, because it is not a nation building priority.&lt;br /&gt;
&lt;br /&gt;
Thus:&lt;br /&gt;
* The {{TV|economy}} receives a diversity bonus of 4% (because it cannot receive the 30% from itself).&lt;br /&gt;
* The {{TV|welfare}} receives a diversity bonus of 30% (because it cannot receive the 4% from itself).&lt;br /&gt;
* The {{TV|spoils}} receives a diversity bonus of 30% + 4% = 34%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This diversity bonus is &#039;&#039;&#039;additive&#039;&#039;&#039; with other bonuses to nation priorities. Specifically, whenever a control point would put any {{TV|IP}} into any priority, the amount of {{TV|IP}} that is actually put into the priority is multiplied by:&lt;br /&gt;
&amp;lt;pre&amp;gt;100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase {{TV|ip}} in a certain priority with {{TV|money}}, {{TV|influence}}, and/or {{TV|ops}}. The number of {{TV|ip}} that may be purchased each calendar year in any nation is capped at 12 × ({{TV|pop}} in Millions × 48.75) ^ 0.175 × ([[Nations#GDP|GDP]] in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Base Direct Investment Costs for each Nation Priority&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 150000 × [[Nations#Sustainability|Pollution Multiplier]] Decrease Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 625 / 41 × {{TV|pop}} in Millions / ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|oppression}} || 0 || 50 × Max(1, {{TV|democracy}}) × Required {{icon|ip|bgcolor=DarkSlateGray}}IP / ({{TV|pop}} / 50 million) ^ 0.35 || 30 / (1 + Min(2, {{TV|miltech}} / 10))&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|military priority}} || 250 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 30 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build army}} || 10000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build navy}} || 1200 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|develop atomic bomb}} || 30000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|nuclear weapons}} || 5000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|space defenses}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 600 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|build exofighter}} || 1000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 200 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Direct Investment Cost Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! {{TV|money}} Cost Multiplier !! {{TV|influence}} Cost Multiplier !! {{TV|ops}} Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Technology|Projects]] || Researched || 1 - 0.15 for [[Transnational Investments]] - 0.15 for [[Adaptive FDI Modeling]] || 1 - 0.25 for [[Strategic Lobbying]] - 0.25 for [[Regulatory Capture]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| Recently Conquered || Within 365.25 days &amp;lt;br&amp;gt; Not {{TV|oppression}}&amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.5 || 1&lt;br /&gt;
|- &lt;br /&gt;
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1 &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cp}} Cost || Not Alien Nation &amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.1 × Single Control Point {{TV|cp}} Cost || 1  &lt;br /&gt;
|- &lt;br /&gt;
| National Priority Bonuses || Not from [[Foreign Relations#Federations|Federation]] &amp;lt;br&amp;gt; Not from [[Nations#Diversity_Bonus|Diversity]] || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign Relations#Federations|Federation]] Bonus || {{TV|economy}} Only || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| Nation {{icon|resource region}}Mining Regions || {{TV|build army}} and {{TV|build navy}} Only || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
&lt;br /&gt;
Each nation requires a certain percentage of {{TV|ip}} to be put into the {{TV|spoils}}. Failing to provide enough {{TV|ip}} into {{TV|spoils}}, shown by the priority becoming red, increases the chance of a [[Nations#Coups_and_revolutions|coup]]. See [[Nations#Corruption]] for details on how this percentage is calculated.&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. &lt;br /&gt;
&lt;br /&gt;
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical [[Resources|resources]], control over the nation&#039;s [[Nations#Armies|armies]], and the ability to direct [[Nations#Priorities|investment priorities]].&lt;br /&gt;
&lt;br /&gt;
The {{TV|research}}, {{TV|boost}}, {{TV|mc}} and {{TV|money}} (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned still get their share, but the owning faction does not receive it.&lt;br /&gt;
&lt;br /&gt;
If there are [[Nations#Armies|Armies]] controlled by the nation, owning a control point may also grant you direct control of said [[Nations#Armies|Armies]]. Control Points with [[Nations#Armies|Armies]] attached to them are shown with the {{TVS|army}} symbol. If there is more than one [[Nations#Armies|Army]] attached to a control point then the number of attached [[Nations#Armies|Armies]] is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving [[Foreign Relations#Federations|federations]] and [[Foreign Relations#Peaceful_Unification|merging nations]], require Consolidated control of the executive, which means the executive faction either gained control of the nation through violent means such as [[Foreign Relations#War_Conquest|war]] or [[Nations#Coups_and_revolutions|revolution]], or must have held continuous control of the executive control point for 180 days.&lt;br /&gt;
&lt;br /&gt;
=== Number of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The number of control points is based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-15.4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15.4-263 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 263-1701 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1701-6869 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6869-20944 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 20944+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The {{TV|cp}} cost of a control point is also based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
When a faction exceeds their {{TV|cp}}, they suffer the following penalties:&lt;br /&gt;
* Certain [[Missions]] against the faction gain a bonus attack mission modifier of {{TV|cp}} overcap / 3. These [[Missions]] are:&lt;br /&gt;
** {{MissionIcon|Crackdown}}[[Crackdown]]&lt;br /&gt;
** {{MissionIcon|Purge}}[[Purge]]&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
** {{MissionIcon|Dominate}}[[Dominate Nation]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* The faction&#039;s annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2.&lt;br /&gt;
&lt;br /&gt;
=== Taking Control Points ===&lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral Control Point, one usually performs a successful {{MissionIcon|Control Nation}}[[Control Nation]] mission with one of their [[Councilors]]. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by [[Factions]], then the {{MissionIcon|Control Nation}}[[Control Nation]] mission becomes unavailable. In that case you would need to perform a successful {{MissionIcon|Purge}}[[Purge]] mission on an enemy Control Point.&lt;br /&gt;
&lt;br /&gt;
To increase {{MissionIcon|Purge}}[[Purge]] success chances, it is recommended to conduct {{MissionIcon|Crackdown}}[[Crackdown]] on these Control Points first. Another alternative to Control Nation is {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]. It can either be performed with your councilor or happen naturally. See [[Nations#Effects_of_a_Coup]] for the effects of a coup, including the distribution of control points when a coup occurs. {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] has a higher success chance in nations with high {{TV|unrest}}, so {{MissionIcon|Unrest}}[[Increase Unrest]] missions can be very helpful.&lt;br /&gt;
&lt;br /&gt;
One more alternative is to simply use [[Foreign Relations#Wars|war]]. When armies [[Foreign Relations#War_Conquest|conquer]] a nation&#039;s {{icon|capital|bgcolor=DarkSlateGray}}capital region, all control points in the nation switch owners to whichever [[Factions|faction]] [[Foreign Relations#War_Conquest|conquered]] them.&lt;br /&gt;
&lt;br /&gt;
=== Control Point Types ===&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national {{TV|democracy}} and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.&lt;br /&gt;
|-&lt;br /&gt;
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits&lt;br /&gt;
|-&lt;br /&gt;
| 1st || None || Executive || &lt;br /&gt;
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions.&lt;br /&gt;
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]].&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|nukes}}.&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|exofighters}}.&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to [[Events]].&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to incoming requests for [[Foreign Relations#Declaring_Wars|joining wars]], [[Foreign Relations#Proposing_Alliances|allying]], and [[Foreign Relations#Joining_Federations|federating]].&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting the Executive.&lt;br /&gt;
* Otherwise, the faction gains +3 Bonus Attack on its {{MissionIcon|Purge}}[[Purge]] Missions targeting the Executive.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Purge}}[[Purge]] Missions targeting each non-Executive control point.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and &amp;lt;7 {{TV|cohesion}} || Oligarchs ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions&#039; {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3rd || &amp;lt;5 {{TV|democracy}} || Security Apparatus || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Extract}}[[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Crackdown}}[[Crackdown]], {{MissionIcon|Detain}}[[Detain]], and {{MissionIcon|Extract}}[[Extract Councilor]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| ≥7 {{TV|education}} || Mass Media || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Public Campaign}}[[Public Campaign]] and {{MissionIcon|Dominate}}[[Dominate Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for {{icon|unity}}Unity Priority&#039;s Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 4th || &amp;lt;4 {{TV|democracy}} || National Industries || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions targeting [[Orgs]] owned by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;3.5 {{TV|inequality}} and &amp;gt;10000 {{TV|gdppc}} and &amp;gt;7 {{TV|education}} || Trade Unions || [[Orgs]] based in the same nation cost 20% less {{TV|influence}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 5th || &amp;gt;6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 {{TV|cohesion}} or &amp;lt;7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Warlords || +6 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 6th || &amp;gt;9 {{TV|democracy}} and &amp;gt;9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|cohesion}} and Nation has a [[Foreign Relations#Rivals|rival]] or [[Foreign Relations#Wars|war enemy]] which has at least the same number of control points. || Defense Sector || Faction&#039;s {{TV|armies}} that belong to this Nation gain +0.005 [[Terrestrial_Warfare#Army_Healing|daily heal rate]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|democracy}} and &amp;gt;7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| Nation has at least 1 {{icon|oil}}Oil or {{icon|resource region}}Mining Region || Extractive Sector || Nation {{icon|spoils}}Spoils Money Output for Faction increased by 2 × Number of {{icon|oil}}Oil or {{icon|resource region}}Mining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Agricultural Sector || Nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] does not have any special control point types or bonuses. Though naturally the [[Aliens]] still receive all of the benefits that an Executive Control Point grants.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Nations]]&lt;/div&gt;</summary>
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	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Community_Policing_Drones&amp;diff=11669</id>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Global_Counterproliferation_Regime&amp;diff=11667</id>
		<title>Global Counterproliferation Regime</title>
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		<updated>2026-04-08T01:42:39Z</updated>

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	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Global_Arms_Control_Regime&amp;diff=11666</id>
		<title>Global Arms Control Regime</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Global_Arms_Control_Regime&amp;diff=11666"/>
		<updated>2026-04-08T01:42:34Z</updated>

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		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Kill_the_Hive&amp;diff=11665</id>
		<title>Kill the Hive</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Kill_the_Hive&amp;diff=11665"/>
		<updated>2026-04-08T01:42:30Z</updated>

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		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Independent_Commands&amp;diff=11664</id>
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		<updated>2026-04-08T01:42:25Z</updated>

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		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Hunter-Killer_Tactical_Units&amp;diff=11663</id>
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		<updated>2026-04-08T01:42:21Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{project|{{ProjectDataName|{{PAGENAME}} }}|notes=}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{project|{{ProjectDataName|{{PAGENAME}} }}|notes=}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Argus_Complex&amp;diff=11662</id>
		<title>Argus Complex</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Argus_Complex&amp;diff=11662"/>
		<updated>2026-04-08T01:42:17Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{project|{{ProjectDataName|{{PAGENAME}} }}|notes=}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{project|{{ProjectDataName|{{PAGENAME}} }}|notes=}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Inertial_Confinement_Fusion_Reactor_VI&amp;diff=11661</id>
		<title>Inertial Confinement Fusion Reactor VI</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Inertial_Confinement_Fusion_Reactor_VI&amp;diff=11661"/>
		<updated>2026-04-08T01:42:12Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{project|{{ProjectDataName|{{PAGENAME}} }}|notes=}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{project|{{ProjectDataName|{{PAGENAME}} }}|notes=}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Zeta_Deuteron_Torch&amp;diff=11660</id>
		<title>Zeta Deuteron Torch</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Zeta_Deuteron_Torch&amp;diff=11660"/>
		<updated>2026-04-08T01:42:08Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{project|{{ProjectDataName|{{PAGENAME}} }}|notes=}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{project|{{ProjectDataName|{{PAGENAME}} }}|notes=}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Pion_Torch&amp;diff=11659</id>
		<title>Pion Torch</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Pion_Torch&amp;diff=11659"/>
		<updated>2026-04-08T01:42:04Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{project|{{ProjectDataName|{{PAGENAME}} }}|notes=}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{project|{{ProjectDataName|{{PAGENAME}} }}|notes=}}&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_CommunityPolicingDrones&amp;diff=11658</id>
		<title>Project CommunityPolicingDrones</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_CommunityPolicingDrones&amp;diff=11658"/>
		<updated>2026-04-08T01:41:52Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{subst:ProjectDisplayNameRedirect|{{subst:PAGENAMEE}} }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[Community Policing Drones]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_RapidStabilizationOperations&amp;diff=11657</id>
		<title>Project RapidStabilizationOperations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_RapidStabilizationOperations&amp;diff=11657"/>
		<updated>2026-04-08T01:41:49Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{subst:ProjectDisplayNameRedirect|{{subst:PAGENAMEE}} }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[Rapid Stabilization Operations]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_GlobalCounterproliferationRegime&amp;diff=11656</id>
		<title>Project GlobalCounterproliferationRegime</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_GlobalCounterproliferationRegime&amp;diff=11656"/>
		<updated>2026-04-08T01:40:19Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{subst:ProjectDisplayNameRedirect|{{subst:PAGENAMEE}} }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[Global Counterproliferation Regime]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_GlobalArmsControlRegime&amp;diff=11655</id>
		<title>Project GlobalArmsControlRegime</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_GlobalArmsControlRegime&amp;diff=11655"/>
		<updated>2026-04-08T01:40:16Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{subst:ProjectDisplayNameRedirect|{{subst:PAGENAMEE}} }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[Global Arms Control Regime]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_KilltheHive&amp;diff=11654</id>
		<title>Project KilltheHive</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_KilltheHive&amp;diff=11654"/>
		<updated>2026-04-08T01:40:13Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{subst:ProjectDisplayNameRedirect|{{subst:PAGENAMEE}} }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[Kill the Hive]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_IndependentCommands&amp;diff=11653</id>
		<title>Project IndependentCommands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_IndependentCommands&amp;diff=11653"/>
		<updated>2026-04-08T01:40:10Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{subst:ProjectDisplayNameRedirect|{{subst:PAGENAMEE}} }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[Independent Commands]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_Hunter-KillerTacticalUnits&amp;diff=11652</id>
		<title>Project Hunter-KillerTacticalUnits</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_Hunter-KillerTacticalUnits&amp;diff=11652"/>
		<updated>2026-04-08T01:40:07Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{subst:ProjectDisplayNameRedirect|{{subst:PAGENAMEE}} }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[Hunter-Killer Tactical Units]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_ArgusComplex&amp;diff=11651</id>
		<title>Project ArgusComplex</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Project_ArgusComplex&amp;diff=11651"/>
		<updated>2026-04-08T01:40:04Z</updated>

		<summary type="html">&lt;p&gt;76561199014279152: Created page with &amp;quot;{{subst:ProjectDisplayNameRedirect|{{subst:PAGENAMEE}} }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[Argus Complex]]&lt;/div&gt;</summary>
		<author><name>76561199014279152</name></author>
	</entry>
</feed>