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	<title>Terra Invicta Official Wiki - User contributions [en]</title>
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	<updated>2026-09-26T19:08:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Aliens&amp;diff=1360</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Aliens&amp;diff=1360"/>
		<updated>2022-10-07T19:00:28Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
Aliens are on the Solar System. That&#039;s the plot of Terra Invicta.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
Aliens start at the edge of the Solar System.  They are disgusting and evil.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
Feel free to fill info in this page, but please refrain from adding images or spoilers while the game is new.&lt;br /&gt;
&lt;br /&gt;
===Alien Hate===&lt;br /&gt;
There are a number of things which make the Aliens angry at you. Make them angry enough and they might throw a tantrum and start breaking your stuff.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
Once you&#039;ve killed your first alien and completed an autopsy the &#039;Alien Threat meter&#039; will be visible in the &#039;Alien&#039; section of the intel panel. Alien threat is scored on a level of 0 and up, where every tenth level increases the threat level by 1, with 10 - 20 - 30 - 40 - 50 each adding one &amp;quot;level&amp;quot; to the intel panel. It is also measured the same way other factions measure relations with you.&lt;br /&gt;
&lt;br /&gt;
Factions (and aliens) get 1 hate per tier of each module you&#039;ve destroyed.&lt;br /&gt;
&lt;br /&gt;
Aliens (and their proxy) get 40 hate if you destroy their landed UFO (whether by bombardment or by assault)&lt;br /&gt;
&lt;br /&gt;
Aliens (and their proxy) get 10 hate if you destroy their facility (whether by bombardment or by assault)&lt;br /&gt;
&lt;br /&gt;
Aliens get 80 hate if you destroy the alien nation.&lt;br /&gt;
&lt;br /&gt;
Also:&lt;br /&gt;
&lt;br /&gt;
Aliens gain an additional 1/8th of the hate the proxies get (or 1/4th if they can contact them)&lt;br /&gt;
&lt;br /&gt;
Proxies gain an additional 1/4th of the hate the aliens get (or 1/2th if they can contact them)&lt;br /&gt;
&lt;br /&gt;
Appeasers gain an additional 1/3th of the hate the aliens get if they can contact them&lt;br /&gt;
&lt;br /&gt;
These are all temporary values, and what I&#039;m guessing most people care about is Mission Control. So:&lt;br /&gt;
&lt;br /&gt;
The first thing I noticed is that the Mission Control hate applies to ALL factions. The only caveat is that factions whose x axis is below -1 and factions whose x axis is above 1 have an additional minimum hate of 1.&lt;br /&gt;
&lt;br /&gt;
Meaning Resistance and Humanity First will always have 20 hate for Servants, Protectorate, and Aliens, and vice versa.&lt;br /&gt;
&lt;br /&gt;
The actual formula depends on the difficulty. Cinematic is 0.05 per MC, Normal is 0.4 per MC, Veteran is 0.6 per MC, and brutal is 1 per MC. It&#039;s always 0 if your faction is Servants or Protectorate.&lt;br /&gt;
&lt;br /&gt;
It&#039;s reduced by 20% (multiplied by 0.8) by Strategic Deception, which is guaranteed to all factions but the Protectorate and the Servants, and another 0.8 by Operational Misdirection (guaranteed for Resistance) and Maskirovka (guaranteed for Initiative), though these are not guaranteed projects for anyone else (50%).&lt;br /&gt;
&lt;br /&gt;
Your councillors will start warning you once you surpass ~42 (50/1.2) hate from aliens (and others) by MC, by the way, which is equivalent to the base hate from 105 MC. The cap for 50 hate is 120.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Aliens&amp;diff=1359</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Aliens&amp;diff=1359"/>
		<updated>2022-10-07T18:57:21Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
Aliens are on the Solar System. That&#039;s the plot of Terra Invicta.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
Aliens start at the edge of the Solar System.  They are disgusting and evil.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
Feel free to fill info in this page, but please refrain from adding images or spoilers while the game is new.&lt;br /&gt;
&lt;br /&gt;
===Alien Hate===&lt;br /&gt;
Once you&#039;ve killed your first alien and completed an autopsy the &#039;Alien Threat meter&#039; will be visible in the &#039;Alien&#039; section of the intel panel. Alien threat is scored on a level of 0 and up, where every tenth level increases the threat level by 1, with 10 - 20 - 30 - 40 - 50 each adding one &amp;quot;level&amp;quot; to the intel panel. It is also measured the same way other factions measure relations with you.&lt;br /&gt;
&lt;br /&gt;
Factions (and aliens) get 1 hate per tier of each module you&#039;ve destroyed.&lt;br /&gt;
&lt;br /&gt;
Aliens (and their proxy) get 40 hate if you destroy their landed UFO (whether by bombardment or by assault)&lt;br /&gt;
&lt;br /&gt;
Aliens (and their proxy) get 10 hate if you destroy their facility (whether by bombardment or by assault)&lt;br /&gt;
&lt;br /&gt;
Aliens get 80 hate if you destroy the alien nation.&lt;br /&gt;
&lt;br /&gt;
Also:&lt;br /&gt;
&lt;br /&gt;
Aliens gain an additional 1/8th of the hate the proxies get (or 1/4th if they can contact them)&lt;br /&gt;
&lt;br /&gt;
Proxies gain an additional 1/4th of the hate the aliens get (or 1/2th if they can contact them)&lt;br /&gt;
&lt;br /&gt;
Appeasers gain an additional 1/3th of the hate the aliens get if they can contact them&lt;br /&gt;
&lt;br /&gt;
These are all temporary values, and what I&#039;m guessing most people care about is Mission Control. So:&lt;br /&gt;
&lt;br /&gt;
The first thing I noticed is that the Mission Control hate applies to ALL factions. The only caveat is that factions whose x axis is below -1 and factions whose x axis is above 1 have an additional minimum hate of 1.&lt;br /&gt;
&lt;br /&gt;
Meaning Resistance and Humanity First will always have 20 hate for Servants, Protectorate, and Aliens, and vice versa.&lt;br /&gt;
&lt;br /&gt;
The actual formula depends on the difficulty. Cinematic is 0.05 per MC, Normal is 0.4 per MC, Veteran is 0.6 per MC, and brutal is 1 per MC. It&#039;s always 0 if your faction is Servants or Protectorate.&lt;br /&gt;
&lt;br /&gt;
It&#039;s reduced by 20% (multiplied by 0.8) by Strategic Deception, which is guaranteed to all factions but the Protectorate and the Servants, and another 0.8 by Operational Misdirection (guaranteed for Resistance) and Maskirovka (guaranteed for Initiative), though these are not guaranteed projects for anyone else (50%).&lt;br /&gt;
&lt;br /&gt;
Your councillors will start warning you once you surpass ~42 (50/1.2) hate from aliens (and others) by MC, by the way, which is equivalent to the base hate from 105 MC. The cap for 50 hate is 120.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1358</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1358"/>
		<updated>2022-10-07T18:53:07Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* Policies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 fulfil 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 between within these 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;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&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;
=== Government ===&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;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anarcy || 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;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least one region OR are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Norway is not a developed nation; France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union. etc.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min((10-education)2/10, (10-democracy)2/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&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). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its&#039; resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
Base unrest is calculated as 10.5 - cohesion - (gdp per capita / 10000). Base unrest is also reduced by armies, but I can&#039;t tell what the values are. I *believe* it&#039;s -1 per army for a country with 0 democracy, scaling down to 0 with 10 democracy.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. If it reaches 10 the nation will suffer a Coup d&#039;Etat effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&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 its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&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;
| 0-90 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 90-600 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 600-2500 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2500-10000 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 10000-22000 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22000+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs. Climate change has a negative effect on GDP based on the following states.&lt;br /&gt;
&lt;br /&gt;
-4.032% for every degree C below pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
-1.344% for every degree C above pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
Every completed iteration of the Economy investment priority with raise GDP by 2.5 base, +1 per resource region, +1 per economic core region, +0.2 per democracy, +0.2 per education, +2.5 for cohesion = 5, tapering off to 0 for cohesion = 0 and 10.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want more resource regions, more democracy, more education, and middling cohesion, as well as as many economic regions as possible.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product 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 met.&lt;br /&gt;
&lt;br /&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;
====GDP Per Region====&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends regions with colonies have 50% the people who actually life there, and that resource and 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 economic and resource states than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. This has a great effect on population growth as described in the first section, as the GDP per capita calculation in that section is per region.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another nation decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Mitech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score 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;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&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;
=== 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 envirnmental damage globally. Nuclear strikes are directd 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 advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Education score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Education is one of the largest factors influences national research output aside from populaiton.&lt;br /&gt;
&lt;br /&gt;
0. Base of 7.5 + education (this only scales with 6-8)&lt;br /&gt;
&lt;br /&gt;
1. Scales polynomially with population in millions; 0.8x1.1 (0.794331.1)&lt;br /&gt;
&lt;br /&gt;
2. Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.)&lt;br /&gt;
&lt;br /&gt;
3. Scales by education squared (country with education level of 10 produces 100x as much as one with a level of 1)&lt;br /&gt;
&lt;br /&gt;
4. Scales by democracy^0.2, with a floor democracy = 0.1 (min value 0.63, max value 1.58)&lt;br /&gt;
&lt;br /&gt;
5. 60% efficient at 10 and 0 cohesion, scales linearly to 100% at 5 cohesion&lt;br /&gt;
&lt;br /&gt;
6. 20% efficient at 10 unrest, 100% efficient at &amp;lt;2 unrest. Linear relationship. Same as IP efficiency.&lt;br /&gt;
&lt;br /&gt;
7. n% increase from science advisor bonus - 1% per science of first advisor, 0.5% per science of second advisor. 0.25% from 3rd etc&lt;br /&gt;
&lt;br /&gt;
Note that 1-5 is multiplied by 0.00225 before the base value is added.&lt;br /&gt;
&lt;br /&gt;
In short: ((0 + 0.00225*1*2*3*4*5) * 6*7*8).&lt;br /&gt;
&lt;br /&gt;
This is, I think, the only value in the country interaction screen that scales directly with the population of a country. And boy does it scale.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&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.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Wars&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most&lt;br /&gt;
&lt;br /&gt;
Base Cohesion &lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)2 if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)0.15. 10 billion people would be a reduction of 4, 100 million would be -2.8, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 2 for every peer rival (same number of control points minus 1) up to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5. &#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion is increased by 3.51.5, and lowered by democracy^1.5, for a net gain of 0 at democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion approaches 5 by 0.5 per level of democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5 and &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
This is an odd one. Going from 3.49 to 3.5, your jump down c 1.5 levels of cohesion. You then climp up 1.5 again, until you&#039;re at 5 democracy, before going down 1.5 again. Upon reaching 6.5, you then jump up 1.5 again.&lt;br /&gt;
&lt;br /&gt;
I think this is a bug, and it&#039;s really supposed to be &amp;quot;+ 2|5-x| - 3&amp;quot;, not &amp;quot;-2|5-x|&amp;quot;, as that would make the line continuous and fit the tooltip description of anocracy. In that case, it works like described - you have great cohesion as a totalitarian regime, with cohesion falling quickly once you reach ~5 democracy, and it then starts approaching 5 as you become democratic.&lt;br /&gt;
&lt;br /&gt;
[Here are a few graphs describing it](https://imgur.com/a/nfRi6iy). The x-axis is democracy, and the y-axis is base cohesion excluding democracy.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
Public opinion is also tied to effective ideology of a nation. &lt;br /&gt;
The factions are mapped on a 2d-map:&lt;br /&gt;
&lt;br /&gt;
1. Resistance (1, 0)&lt;br /&gt;
&lt;br /&gt;
2. Humanity First (2, -0.5&lt;br /&gt;
&lt;br /&gt;
3. Initiative (0, -1)&lt;br /&gt;
&lt;br /&gt;
4. Servants (-2, 1)&lt;br /&gt;
&lt;br /&gt;
5. Protectorate (-1.5, -0.5)&lt;br /&gt;
&lt;br /&gt;
6. Academy (-0.5, 1)&lt;br /&gt;
&lt;br /&gt;
7. Exodus (1.5, 1)&lt;br /&gt;
&lt;br /&gt;
8. Aliens (-3, 0)&lt;br /&gt;
&lt;br /&gt;
9. Undecided (0, 0)&lt;br /&gt;
&lt;br /&gt;
10. Peaceful (2, 2)&lt;br /&gt;
&lt;br /&gt;
When the game calculates the distance between ideologies, I believe these are the values they use. There&#039;s technically a third axis, but it&#039;s zero for every ideology.&lt;br /&gt;
&lt;br /&gt;
When the game assigns an ideology to the public or the elite, it does so by averaging public support and control points, respectively. For instance, a country with 2 control points owned by the resistance and 1 by the servants, the elites would be at ((2*1 - 2)/3, 2*0 + 1) = (0, 1). This puts them closest to the Academy, so that&#039;s how they&#039;re viewed for the purposes of the game - they are thus saved at (-0.5, 1) and not (0, 1).&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&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 as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 0 to 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 0-2&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 || 6-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied. &lt;br /&gt;
&lt;br /&gt;
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%&lt;br /&gt;
&lt;br /&gt;
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely. I haven&#039;t managed to figure out what the actual effect of the second part is, as it doesn&#039;t correspond to in game values.&lt;br /&gt;
&lt;br /&gt;
===Xenoforming===&lt;br /&gt;
Xenoforming is a generally negative stat which is largely hidden from the player. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 100, a megafauna army spawns, reducing xenoforming level by 50. If not, growth is regulated by the following:&lt;br /&gt;
&lt;br /&gt;
Base growth is 0.025.&lt;br /&gt;
&lt;br /&gt;
A random number between 0 and 0.04 is added to this.&lt;br /&gt;
&lt;br /&gt;
If the terrain type is rugged, divide the number in two.&lt;br /&gt;
&lt;br /&gt;
If the region is above latitude 50, divide the number in two. (decided by TIRegionTemplate.json)&lt;br /&gt;
&lt;br /&gt;
If the region has an alien facility, double the number.&lt;br /&gt;
&lt;br /&gt;
Multiply this number by methane levels / 1.5. (or by 0.25, if methane levels are below 0.375)&lt;br /&gt;
&lt;br /&gt;
Multiply this number by CO2-levels / 400. (or by 0.25, if CO2-levels are below 100ppm)&lt;br /&gt;
&lt;br /&gt;
Xenoforming level is then incremented by this number.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 50, it can spread to a neighboring region if it wins a dice roll of 0.05%*xenoforming level. This is a daily roll, so it&#039;s a deceptively low chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. High latitudes and rugged terrain are unfavorable to alien growth, each halving it.&lt;br /&gt;
&lt;br /&gt;
2. Climate change slightly speeds up xenoforming, or slows it down if CO2 and Methane levels get below the levels mentioned.&lt;br /&gt;
&lt;br /&gt;
3. Max xenoforming level is 100, as it will always try to spawn a megafauna army if it exceeds that. I have no idea if it&#039;s always successful, I can&#039;t imagine that the world just endlessly spawns megafauna, but I can&#039;t find any other limiters besides CO2 consumption.&lt;br /&gt;
&lt;br /&gt;
4. A world with an average xenoflora coverage of 100 will reduce CO2 by 3.45 ppm yearly, with the reduction scaling down&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points 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;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Missiong Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control 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, combat, councillor 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;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control. &lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.&lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a permanent loss in population growth due to radiation and contaminated food and water supply.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects projects will increase the number of claims. The following nations start with claims:&lt;br /&gt;
* [[File:Flag France.png|30px]] France and every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] Czech Republic and [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] United Kingdom and [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States and [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China and [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India and [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia and [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia and [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea and [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia and [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala and [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan and [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela and [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. 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, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Policy !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Create a Federation with the targeted nation, or join their if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. May cause regions of the joining nation to secede if cohesion is low.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unification===&lt;br /&gt;
If the capital region of an absorbed country (Kazakhstan inside Russia, Tigray inside Ethiopia, etc) is not claimed by the absorbing nation (e.g. EU with extra claims absorbing Russia), there&#039;s a chance the country becomes a breakaway, like Taiwan is at game start. The chance is 75% if the absorbed nation has 0 cohesion, scaling to 0% if the absorbed nation has 5 cohesion. This chance applies per region that happens to be a capital, and creates a breakaway state that takes all claimed regions with it.&lt;br /&gt;
&lt;br /&gt;
For instance, if the EU absorbed a Russia that had absorbed central asia, there are five regions they do not have claims on that happen to be capital regions; kyrgyzstan, tajikistan, uzbekistan, turkenistan, and nur-sultan. If Russia has a cohesion of 3, that means every one of these regions have a 30% chance of creating a breakaway. Kazakhstan would Almaty along for the ride. If the EU had a democracy score lower than 7, any armies stationed in breakaways would be destroyed. A democracy score higher than 7 means there is no breakaway state; the country just becomes independent.&lt;br /&gt;
&lt;br /&gt;
If the absorbed country has a space program, the absorbing country now has it too. If the absorbed country has nukes, and the absorbing country does not have a nuclear program, those nukes are now gone forever.&lt;br /&gt;
&lt;br /&gt;
All investments get added together (so if both had 20 investment points in MC, the host country now has 40, which means it loops around to 15 and adds a level of MC)&lt;br /&gt;
&lt;br /&gt;
Miltech level becomes a weighted average based on regions. If country A has 20 regions and miltech 6, while country B has 10 regions and miltech 3, the new miltech value is 5.&lt;br /&gt;
&lt;br /&gt;
If the joining nation has more than 1 point more democracy than the absorbing nation, unrest increases by the difference divided by two. If China absorbs South Korea, where China has 2 democracy and SK has 8, unrest increases by 3. If it absorbs North Korea, where North Korea has &amp;lt;3 democracy, nothing happens.&lt;br /&gt;
&lt;br /&gt;
All breakaways of the absorbed nation is given independence.&lt;br /&gt;
&lt;br /&gt;
I can&#039;t find any info on inequality, education or democracy. The code leads me to believe they&#039;re unchanged by unification, but I&#039;m pretty sure that&#039;s not the case.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secend from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1357</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1357"/>
		<updated>2022-10-07T18:50:53Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* GDP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 fulfil 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 between within these 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;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&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;
=== Government ===&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;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anarcy || 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;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least one region OR are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Norway is not a developed nation; France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union. etc.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min((10-education)2/10, (10-democracy)2/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&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). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its&#039; resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
Base unrest is calculated as 10.5 - cohesion - (gdp per capita / 10000). Base unrest is also reduced by armies, but I can&#039;t tell what the values are. I *believe* it&#039;s -1 per army for a country with 0 democracy, scaling down to 0 with 10 democracy.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. If it reaches 10 the nation will suffer a Coup d&#039;Etat effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&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 its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&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;
| 0-90 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 90-600 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 600-2500 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2500-10000 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 10000-22000 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22000+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs. Climate change has a negative effect on GDP based on the following states.&lt;br /&gt;
&lt;br /&gt;
-4.032% for every degree C below pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
-1.344% for every degree C above pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
Every completed iteration of the Economy investment priority with raise GDP by 2.5 base, +1 per resource region, +1 per economic core region, +0.2 per democracy, +0.2 per education, +2.5 for cohesion = 5, tapering off to 0 for cohesion = 0 and 10.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want more resource regions, more democracy, more education, and middling cohesion, as well as as many economic regions as possible.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product 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 met.&lt;br /&gt;
&lt;br /&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;
====GDP Per Region====&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends regions with colonies have 50% the people who actually life there, and that resource and 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 economic and resource states than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. This has a great effect on population growth as described in the first section, as the GDP per capita calculation in that section is per region.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another nation decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Mitech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score 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;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&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;
=== 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 envirnmental damage globally. Nuclear strikes are directd 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 advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Education score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Education is one of the largest factors influences national research output aside from populaiton.&lt;br /&gt;
&lt;br /&gt;
0. Base of 7.5 + education (this only scales with 6-8)&lt;br /&gt;
&lt;br /&gt;
1. Scales polynomially with population in millions; 0.8x1.1 (0.794331.1)&lt;br /&gt;
&lt;br /&gt;
2. Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.)&lt;br /&gt;
&lt;br /&gt;
3. Scales by education squared (country with education level of 10 produces 100x as much as one with a level of 1)&lt;br /&gt;
&lt;br /&gt;
4. Scales by democracy^0.2, with a floor democracy = 0.1 (min value 0.63, max value 1.58)&lt;br /&gt;
&lt;br /&gt;
5. 60% efficient at 10 and 0 cohesion, scales linearly to 100% at 5 cohesion&lt;br /&gt;
&lt;br /&gt;
6. 20% efficient at 10 unrest, 100% efficient at &amp;lt;2 unrest. Linear relationship. Same as IP efficiency.&lt;br /&gt;
&lt;br /&gt;
7. n% increase from science advisor bonus - 1% per science of first advisor, 0.5% per science of second advisor. 0.25% from 3rd etc&lt;br /&gt;
&lt;br /&gt;
Note that 1-5 is multiplied by 0.00225 before the base value is added.&lt;br /&gt;
&lt;br /&gt;
In short: ((0 + 0.00225*1*2*3*4*5) * 6*7*8).&lt;br /&gt;
&lt;br /&gt;
This is, I think, the only value in the country interaction screen that scales directly with the population of a country. And boy does it scale.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&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.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Wars&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most&lt;br /&gt;
&lt;br /&gt;
Base Cohesion &lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)2 if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)0.15. 10 billion people would be a reduction of 4, 100 million would be -2.8, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 2 for every peer rival (same number of control points minus 1) up to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5. &#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion is increased by 3.51.5, and lowered by democracy^1.5, for a net gain of 0 at democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion approaches 5 by 0.5 per level of democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5 and &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
This is an odd one. Going from 3.49 to 3.5, your jump down c 1.5 levels of cohesion. You then climp up 1.5 again, until you&#039;re at 5 democracy, before going down 1.5 again. Upon reaching 6.5, you then jump up 1.5 again.&lt;br /&gt;
&lt;br /&gt;
I think this is a bug, and it&#039;s really supposed to be &amp;quot;+ 2|5-x| - 3&amp;quot;, not &amp;quot;-2|5-x|&amp;quot;, as that would make the line continuous and fit the tooltip description of anocracy. In that case, it works like described - you have great cohesion as a totalitarian regime, with cohesion falling quickly once you reach ~5 democracy, and it then starts approaching 5 as you become democratic.&lt;br /&gt;
&lt;br /&gt;
[Here are a few graphs describing it](https://imgur.com/a/nfRi6iy). The x-axis is democracy, and the y-axis is base cohesion excluding democracy.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
Public opinion is also tied to effective ideology of a nation. &lt;br /&gt;
The factions are mapped on a 2d-map:&lt;br /&gt;
&lt;br /&gt;
1. Resistance (1, 0)&lt;br /&gt;
&lt;br /&gt;
2. Humanity First (2, -0.5&lt;br /&gt;
&lt;br /&gt;
3. Initiative (0, -1)&lt;br /&gt;
&lt;br /&gt;
4. Servants (-2, 1)&lt;br /&gt;
&lt;br /&gt;
5. Protectorate (-1.5, -0.5)&lt;br /&gt;
&lt;br /&gt;
6. Academy (-0.5, 1)&lt;br /&gt;
&lt;br /&gt;
7. Exodus (1.5, 1)&lt;br /&gt;
&lt;br /&gt;
8. Aliens (-3, 0)&lt;br /&gt;
&lt;br /&gt;
9. Undecided (0, 0)&lt;br /&gt;
&lt;br /&gt;
10. Peaceful (2, 2)&lt;br /&gt;
&lt;br /&gt;
When the game calculates the distance between ideologies, I believe these are the values they use. There&#039;s technically a third axis, but it&#039;s zero for every ideology.&lt;br /&gt;
&lt;br /&gt;
When the game assigns an ideology to the public or the elite, it does so by averaging public support and control points, respectively. For instance, a country with 2 control points owned by the resistance and 1 by the servants, the elites would be at ((2*1 - 2)/3, 2*0 + 1) = (0, 1). This puts them closest to the Academy, so that&#039;s how they&#039;re viewed for the purposes of the game - they are thus saved at (-0.5, 1) and not (0, 1).&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&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 as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 0 to 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 0-2&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 || 6-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied. &lt;br /&gt;
&lt;br /&gt;
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%&lt;br /&gt;
&lt;br /&gt;
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely. I haven&#039;t managed to figure out what the actual effect of the second part is, as it doesn&#039;t correspond to in game values.&lt;br /&gt;
&lt;br /&gt;
===Xenoforming===&lt;br /&gt;
Xenoforming is a generally negative stat which is largely hidden from the player. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 100, a megafauna army spawns, reducing xenoforming level by 50. If not, growth is regulated by the following:&lt;br /&gt;
&lt;br /&gt;
Base growth is 0.025.&lt;br /&gt;
&lt;br /&gt;
A random number between 0 and 0.04 is added to this.&lt;br /&gt;
&lt;br /&gt;
If the terrain type is rugged, divide the number in two.&lt;br /&gt;
&lt;br /&gt;
If the region is above latitude 50, divide the number in two. (decided by TIRegionTemplate.json)&lt;br /&gt;
&lt;br /&gt;
If the region has an alien facility, double the number.&lt;br /&gt;
&lt;br /&gt;
Multiply this number by methane levels / 1.5. (or by 0.25, if methane levels are below 0.375)&lt;br /&gt;
&lt;br /&gt;
Multiply this number by CO2-levels / 400. (or by 0.25, if CO2-levels are below 100ppm)&lt;br /&gt;
&lt;br /&gt;
Xenoforming level is then incremented by this number.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 50, it can spread to a neighboring region if it wins a dice roll of 0.05%*xenoforming level. This is a daily roll, so it&#039;s a deceptively low chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. High latitudes and rugged terrain are unfavorable to alien growth, each halving it.&lt;br /&gt;
&lt;br /&gt;
2. Climate change slightly speeds up xenoforming, or slows it down if CO2 and Methane levels get below the levels mentioned.&lt;br /&gt;
&lt;br /&gt;
3. Max xenoforming level is 100, as it will always try to spawn a megafauna army if it exceeds that. I have no idea if it&#039;s always successful, I can&#039;t imagine that the world just endlessly spawns megafauna, but I can&#039;t find any other limiters besides CO2 consumption.&lt;br /&gt;
&lt;br /&gt;
4. A world with an average xenoflora coverage of 100 will reduce CO2 by 3.45 ppm yearly, with the reduction scaling down&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points 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;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Missiong Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control 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, combat, councillor 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;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control. &lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.&lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a permanent loss in population growth due to radiation and contaminated food and water supply.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects projects will increase the number of claims. The following nations start with claims:&lt;br /&gt;
* [[File:Flag France.png|30px]] France and every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] Czech Republic and [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] United Kingdom and [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States and [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China and [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India and [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia and [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia and [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea and [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia and [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala and [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan and [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela and [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. 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, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Policy !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Create a Federation with the targeted nation, or join their if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. May cause regions of the joining nation to secede if cohesion is low.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secend from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1356</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1356"/>
		<updated>2022-10-07T18:48:44Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* Per Capita GDP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 fulfil 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 between within these 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;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&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;
=== Government ===&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;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anarcy || 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;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least one region OR are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Norway is not a developed nation; France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union. etc.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min((10-education)2/10, (10-democracy)2/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&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). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its&#039; resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
Base unrest is calculated as 10.5 - cohesion - (gdp per capita / 10000). Base unrest is also reduced by armies, but I can&#039;t tell what the values are. I *believe* it&#039;s -1 per army for a country with 0 democracy, scaling down to 0 with 10 democracy.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. If it reaches 10 the nation will suffer a Coup d&#039;Etat effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&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 its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&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;
| 0-90 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 90-600 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 600-2500 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2500-10000 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 10000-22000 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22000+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs. Climate change has a negative effect on GDP based on the following states.&lt;br /&gt;
&lt;br /&gt;
-4.032% for every degree C below pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
-1.344% for every degree C above pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product 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 met.&lt;br /&gt;
&lt;br /&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;
====GDP Per Region====&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends regions with colonies have 50% the people who actually life there, and that resource and 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 economic and resource states than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. This has a great effect on population growth as described in the first section, as the GDP per capita calculation in that section is per region.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another nation decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Mitech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score 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;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&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;
=== 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 envirnmental damage globally. Nuclear strikes are directd 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 advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Education score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Education is one of the largest factors influences national research output aside from populaiton.&lt;br /&gt;
&lt;br /&gt;
0. Base of 7.5 + education (this only scales with 6-8)&lt;br /&gt;
&lt;br /&gt;
1. Scales polynomially with population in millions; 0.8x1.1 (0.794331.1)&lt;br /&gt;
&lt;br /&gt;
2. Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.)&lt;br /&gt;
&lt;br /&gt;
3. Scales by education squared (country with education level of 10 produces 100x as much as one with a level of 1)&lt;br /&gt;
&lt;br /&gt;
4. Scales by democracy^0.2, with a floor democracy = 0.1 (min value 0.63, max value 1.58)&lt;br /&gt;
&lt;br /&gt;
5. 60% efficient at 10 and 0 cohesion, scales linearly to 100% at 5 cohesion&lt;br /&gt;
&lt;br /&gt;
6. 20% efficient at 10 unrest, 100% efficient at &amp;lt;2 unrest. Linear relationship. Same as IP efficiency.&lt;br /&gt;
&lt;br /&gt;
7. n% increase from science advisor bonus - 1% per science of first advisor, 0.5% per science of second advisor. 0.25% from 3rd etc&lt;br /&gt;
&lt;br /&gt;
Note that 1-5 is multiplied by 0.00225 before the base value is added.&lt;br /&gt;
&lt;br /&gt;
In short: ((0 + 0.00225*1*2*3*4*5) * 6*7*8).&lt;br /&gt;
&lt;br /&gt;
This is, I think, the only value in the country interaction screen that scales directly with the population of a country. And boy does it scale.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&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.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Wars&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most&lt;br /&gt;
&lt;br /&gt;
Base Cohesion &lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)2 if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)0.15. 10 billion people would be a reduction of 4, 100 million would be -2.8, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 2 for every peer rival (same number of control points minus 1) up to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5. &#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion is increased by 3.51.5, and lowered by democracy^1.5, for a net gain of 0 at democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion approaches 5 by 0.5 per level of democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5 and &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
This is an odd one. Going from 3.49 to 3.5, your jump down c 1.5 levels of cohesion. You then climp up 1.5 again, until you&#039;re at 5 democracy, before going down 1.5 again. Upon reaching 6.5, you then jump up 1.5 again.&lt;br /&gt;
&lt;br /&gt;
I think this is a bug, and it&#039;s really supposed to be &amp;quot;+ 2|5-x| - 3&amp;quot;, not &amp;quot;-2|5-x|&amp;quot;, as that would make the line continuous and fit the tooltip description of anocracy. In that case, it works like described - you have great cohesion as a totalitarian regime, with cohesion falling quickly once you reach ~5 democracy, and it then starts approaching 5 as you become democratic.&lt;br /&gt;
&lt;br /&gt;
[Here are a few graphs describing it](https://imgur.com/a/nfRi6iy). The x-axis is democracy, and the y-axis is base cohesion excluding democracy.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
Public opinion is also tied to effective ideology of a nation. &lt;br /&gt;
The factions are mapped on a 2d-map:&lt;br /&gt;
&lt;br /&gt;
1. Resistance (1, 0)&lt;br /&gt;
&lt;br /&gt;
2. Humanity First (2, -0.5&lt;br /&gt;
&lt;br /&gt;
3. Initiative (0, -1)&lt;br /&gt;
&lt;br /&gt;
4. Servants (-2, 1)&lt;br /&gt;
&lt;br /&gt;
5. Protectorate (-1.5, -0.5)&lt;br /&gt;
&lt;br /&gt;
6. Academy (-0.5, 1)&lt;br /&gt;
&lt;br /&gt;
7. Exodus (1.5, 1)&lt;br /&gt;
&lt;br /&gt;
8. Aliens (-3, 0)&lt;br /&gt;
&lt;br /&gt;
9. Undecided (0, 0)&lt;br /&gt;
&lt;br /&gt;
10. Peaceful (2, 2)&lt;br /&gt;
&lt;br /&gt;
When the game calculates the distance between ideologies, I believe these are the values they use. There&#039;s technically a third axis, but it&#039;s zero for every ideology.&lt;br /&gt;
&lt;br /&gt;
When the game assigns an ideology to the public or the elite, it does so by averaging public support and control points, respectively. For instance, a country with 2 control points owned by the resistance and 1 by the servants, the elites would be at ((2*1 - 2)/3, 2*0 + 1) = (0, 1). This puts them closest to the Academy, so that&#039;s how they&#039;re viewed for the purposes of the game - they are thus saved at (-0.5, 1) and not (0, 1).&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&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 as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 0 to 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 0-2&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 || 6-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied. &lt;br /&gt;
&lt;br /&gt;
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%&lt;br /&gt;
&lt;br /&gt;
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely. I haven&#039;t managed to figure out what the actual effect of the second part is, as it doesn&#039;t correspond to in game values.&lt;br /&gt;
&lt;br /&gt;
===Xenoforming===&lt;br /&gt;
Xenoforming is a generally negative stat which is largely hidden from the player. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 100, a megafauna army spawns, reducing xenoforming level by 50. If not, growth is regulated by the following:&lt;br /&gt;
&lt;br /&gt;
Base growth is 0.025.&lt;br /&gt;
&lt;br /&gt;
A random number between 0 and 0.04 is added to this.&lt;br /&gt;
&lt;br /&gt;
If the terrain type is rugged, divide the number in two.&lt;br /&gt;
&lt;br /&gt;
If the region is above latitude 50, divide the number in two. (decided by TIRegionTemplate.json)&lt;br /&gt;
&lt;br /&gt;
If the region has an alien facility, double the number.&lt;br /&gt;
&lt;br /&gt;
Multiply this number by methane levels / 1.5. (or by 0.25, if methane levels are below 0.375)&lt;br /&gt;
&lt;br /&gt;
Multiply this number by CO2-levels / 400. (or by 0.25, if CO2-levels are below 100ppm)&lt;br /&gt;
&lt;br /&gt;
Xenoforming level is then incremented by this number.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 50, it can spread to a neighboring region if it wins a dice roll of 0.05%*xenoforming level. This is a daily roll, so it&#039;s a deceptively low chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. High latitudes and rugged terrain are unfavorable to alien growth, each halving it.&lt;br /&gt;
&lt;br /&gt;
2. Climate change slightly speeds up xenoforming, or slows it down if CO2 and Methane levels get below the levels mentioned.&lt;br /&gt;
&lt;br /&gt;
3. Max xenoforming level is 100, as it will always try to spawn a megafauna army if it exceeds that. I have no idea if it&#039;s always successful, I can&#039;t imagine that the world just endlessly spawns megafauna, but I can&#039;t find any other limiters besides CO2 consumption.&lt;br /&gt;
&lt;br /&gt;
4. A world with an average xenoflora coverage of 100 will reduce CO2 by 3.45 ppm yearly, with the reduction scaling down&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points 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;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Missiong Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control 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, combat, councillor 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;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control. &lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.&lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a permanent loss in population growth due to radiation and contaminated food and water supply.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects projects will increase the number of claims. The following nations start with claims:&lt;br /&gt;
* [[File:Flag France.png|30px]] France and every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] Czech Republic and [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] United Kingdom and [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States and [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China and [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India and [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia and [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia and [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea and [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia and [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala and [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan and [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela and [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. 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, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Policy !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Create a Federation with the targeted nation, or join their if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. May cause regions of the joining nation to secede if cohesion is low.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secend from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1355</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1355"/>
		<updated>2022-10-07T18:47:52Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* Unrest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 fulfil 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 between within these 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;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&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;
=== Government ===&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;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anarcy || 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;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least one region OR are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Norway is not a developed nation; France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union. etc.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min((10-education)2/10, (10-democracy)2/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&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). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its&#039; resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
Base unrest is calculated as 10.5 - cohesion - (gdp per capita / 10000). Base unrest is also reduced by armies, but I can&#039;t tell what the values are. I *believe* it&#039;s -1 per army for a country with 0 democracy, scaling down to 0 with 10 democracy.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. If it reaches 10 the nation will suffer a Coup d&#039;Etat effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&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 its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&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;
| 0-90 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 90-600 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 600-2500 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2500-10000 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 10000-22000 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22000+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs. Climate change has a negative effect on GDP based on the following states.&lt;br /&gt;
&lt;br /&gt;
-4.032% for every degree C below pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
-1.344% for every degree C above pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product 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 met.&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another nation decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Mitech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score 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;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&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;
=== 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 envirnmental damage globally. Nuclear strikes are directd 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 advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Education score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Education is one of the largest factors influences national research output aside from populaiton.&lt;br /&gt;
&lt;br /&gt;
0. Base of 7.5 + education (this only scales with 6-8)&lt;br /&gt;
&lt;br /&gt;
1. Scales polynomially with population in millions; 0.8x1.1 (0.794331.1)&lt;br /&gt;
&lt;br /&gt;
2. Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.)&lt;br /&gt;
&lt;br /&gt;
3. Scales by education squared (country with education level of 10 produces 100x as much as one with a level of 1)&lt;br /&gt;
&lt;br /&gt;
4. Scales by democracy^0.2, with a floor democracy = 0.1 (min value 0.63, max value 1.58)&lt;br /&gt;
&lt;br /&gt;
5. 60% efficient at 10 and 0 cohesion, scales linearly to 100% at 5 cohesion&lt;br /&gt;
&lt;br /&gt;
6. 20% efficient at 10 unrest, 100% efficient at &amp;lt;2 unrest. Linear relationship. Same as IP efficiency.&lt;br /&gt;
&lt;br /&gt;
7. n% increase from science advisor bonus - 1% per science of first advisor, 0.5% per science of second advisor. 0.25% from 3rd etc&lt;br /&gt;
&lt;br /&gt;
Note that 1-5 is multiplied by 0.00225 before the base value is added.&lt;br /&gt;
&lt;br /&gt;
In short: ((0 + 0.00225*1*2*3*4*5) * 6*7*8).&lt;br /&gt;
&lt;br /&gt;
This is, I think, the only value in the country interaction screen that scales directly with the population of a country. And boy does it scale.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&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.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Wars&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most&lt;br /&gt;
&lt;br /&gt;
Base Cohesion &lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)2 if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)0.15. 10 billion people would be a reduction of 4, 100 million would be -2.8, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 2 for every peer rival (same number of control points minus 1) up to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5. &#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion is increased by 3.51.5, and lowered by democracy^1.5, for a net gain of 0 at democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion approaches 5 by 0.5 per level of democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5 and &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
This is an odd one. Going from 3.49 to 3.5, your jump down c 1.5 levels of cohesion. You then climp up 1.5 again, until you&#039;re at 5 democracy, before going down 1.5 again. Upon reaching 6.5, you then jump up 1.5 again.&lt;br /&gt;
&lt;br /&gt;
I think this is a bug, and it&#039;s really supposed to be &amp;quot;+ 2|5-x| - 3&amp;quot;, not &amp;quot;-2|5-x|&amp;quot;, as that would make the line continuous and fit the tooltip description of anocracy. In that case, it works like described - you have great cohesion as a totalitarian regime, with cohesion falling quickly once you reach ~5 democracy, and it then starts approaching 5 as you become democratic.&lt;br /&gt;
&lt;br /&gt;
[Here are a few graphs describing it](https://imgur.com/a/nfRi6iy). The x-axis is democracy, and the y-axis is base cohesion excluding democracy.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
Public opinion is also tied to effective ideology of a nation. &lt;br /&gt;
The factions are mapped on a 2d-map:&lt;br /&gt;
&lt;br /&gt;
1. Resistance (1, 0)&lt;br /&gt;
&lt;br /&gt;
2. Humanity First (2, -0.5&lt;br /&gt;
&lt;br /&gt;
3. Initiative (0, -1)&lt;br /&gt;
&lt;br /&gt;
4. Servants (-2, 1)&lt;br /&gt;
&lt;br /&gt;
5. Protectorate (-1.5, -0.5)&lt;br /&gt;
&lt;br /&gt;
6. Academy (-0.5, 1)&lt;br /&gt;
&lt;br /&gt;
7. Exodus (1.5, 1)&lt;br /&gt;
&lt;br /&gt;
8. Aliens (-3, 0)&lt;br /&gt;
&lt;br /&gt;
9. Undecided (0, 0)&lt;br /&gt;
&lt;br /&gt;
10. Peaceful (2, 2)&lt;br /&gt;
&lt;br /&gt;
When the game calculates the distance between ideologies, I believe these are the values they use. There&#039;s technically a third axis, but it&#039;s zero for every ideology.&lt;br /&gt;
&lt;br /&gt;
When the game assigns an ideology to the public or the elite, it does so by averaging public support and control points, respectively. For instance, a country with 2 control points owned by the resistance and 1 by the servants, the elites would be at ((2*1 - 2)/3, 2*0 + 1) = (0, 1). This puts them closest to the Academy, so that&#039;s how they&#039;re viewed for the purposes of the game - they are thus saved at (-0.5, 1) and not (0, 1).&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&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 as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 0 to 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 0-2&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 || 6-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied. &lt;br /&gt;
&lt;br /&gt;
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%&lt;br /&gt;
&lt;br /&gt;
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely. I haven&#039;t managed to figure out what the actual effect of the second part is, as it doesn&#039;t correspond to in game values.&lt;br /&gt;
&lt;br /&gt;
===Xenoforming===&lt;br /&gt;
Xenoforming is a generally negative stat which is largely hidden from the player. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 100, a megafauna army spawns, reducing xenoforming level by 50. If not, growth is regulated by the following:&lt;br /&gt;
&lt;br /&gt;
Base growth is 0.025.&lt;br /&gt;
&lt;br /&gt;
A random number between 0 and 0.04 is added to this.&lt;br /&gt;
&lt;br /&gt;
If the terrain type is rugged, divide the number in two.&lt;br /&gt;
&lt;br /&gt;
If the region is above latitude 50, divide the number in two. (decided by TIRegionTemplate.json)&lt;br /&gt;
&lt;br /&gt;
If the region has an alien facility, double the number.&lt;br /&gt;
&lt;br /&gt;
Multiply this number by methane levels / 1.5. (or by 0.25, if methane levels are below 0.375)&lt;br /&gt;
&lt;br /&gt;
Multiply this number by CO2-levels / 400. (or by 0.25, if CO2-levels are below 100ppm)&lt;br /&gt;
&lt;br /&gt;
Xenoforming level is then incremented by this number.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 50, it can spread to a neighboring region if it wins a dice roll of 0.05%*xenoforming level. This is a daily roll, so it&#039;s a deceptively low chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. High latitudes and rugged terrain are unfavorable to alien growth, each halving it.&lt;br /&gt;
&lt;br /&gt;
2. Climate change slightly speeds up xenoforming, or slows it down if CO2 and Methane levels get below the levels mentioned.&lt;br /&gt;
&lt;br /&gt;
3. Max xenoforming level is 100, as it will always try to spawn a megafauna army if it exceeds that. I have no idea if it&#039;s always successful, I can&#039;t imagine that the world just endlessly spawns megafauna, but I can&#039;t find any other limiters besides CO2 consumption.&lt;br /&gt;
&lt;br /&gt;
4. A world with an average xenoflora coverage of 100 will reduce CO2 by 3.45 ppm yearly, with the reduction scaling down&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points 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;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Missiong Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control 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, combat, councillor 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;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control. &lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.&lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a permanent loss in population growth due to radiation and contaminated food and water supply.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects projects will increase the number of claims. The following nations start with claims:&lt;br /&gt;
* [[File:Flag France.png|30px]] France and every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] Czech Republic and [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] United Kingdom and [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States and [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China and [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India and [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia and [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia and [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea and [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia and [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala and [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan and [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela and [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. 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, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Policy !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Create a Federation with the targeted nation, or join their if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. May cause regions of the joining nation to secede if cohesion is low.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secend from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1354</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1354"/>
		<updated>2022-10-07T18:45:51Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* Education */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 fulfil 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 between within these 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;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&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;
=== Government ===&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;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anarcy || 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;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least one region OR are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Norway is not a developed nation; France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union. etc.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min((10-education)2/10, (10-democracy)2/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&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). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its&#039; resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. If it reaches 10 the nation will suffer a Coup d&#039;Etat effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&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 its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&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;
| 0-90 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 90-600 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 600-2500 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2500-10000 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 10000-22000 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22000+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs. Climate change has a negative effect on GDP based on the following states.&lt;br /&gt;
&lt;br /&gt;
-4.032% for every degree C below pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
-1.344% for every degree C above pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product 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 met.&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another nation decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Mitech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score 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;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&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;
=== 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 envirnmental damage globally. Nuclear strikes are directd 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 advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Education score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Education is one of the largest factors influences national research output aside from populaiton.&lt;br /&gt;
&lt;br /&gt;
0. Base of 7.5 + education (this only scales with 6-8)&lt;br /&gt;
&lt;br /&gt;
1. Scales polynomially with population in millions; 0.8x1.1 (0.794331.1)&lt;br /&gt;
&lt;br /&gt;
2. Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.)&lt;br /&gt;
&lt;br /&gt;
3. Scales by education squared (country with education level of 10 produces 100x as much as one with a level of 1)&lt;br /&gt;
&lt;br /&gt;
4. Scales by democracy^0.2, with a floor democracy = 0.1 (min value 0.63, max value 1.58)&lt;br /&gt;
&lt;br /&gt;
5. 60% efficient at 10 and 0 cohesion, scales linearly to 100% at 5 cohesion&lt;br /&gt;
&lt;br /&gt;
6. 20% efficient at 10 unrest, 100% efficient at &amp;lt;2 unrest. Linear relationship. Same as IP efficiency.&lt;br /&gt;
&lt;br /&gt;
7. n% increase from science advisor bonus - 1% per science of first advisor, 0.5% per science of second advisor. 0.25% from 3rd etc&lt;br /&gt;
&lt;br /&gt;
Note that 1-5 is multiplied by 0.00225 before the base value is added.&lt;br /&gt;
&lt;br /&gt;
In short: ((0 + 0.00225*1*2*3*4*5) * 6*7*8).&lt;br /&gt;
&lt;br /&gt;
This is, I think, the only value in the country interaction screen that scales directly with the population of a country. And boy does it scale.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&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.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Wars&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most&lt;br /&gt;
&lt;br /&gt;
Base Cohesion &lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)2 if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)0.15. 10 billion people would be a reduction of 4, 100 million would be -2.8, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 2 for every peer rival (same number of control points minus 1) up to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5. &#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion is increased by 3.51.5, and lowered by democracy^1.5, for a net gain of 0 at democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion approaches 5 by 0.5 per level of democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5 and &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
This is an odd one. Going from 3.49 to 3.5, your jump down c 1.5 levels of cohesion. You then climp up 1.5 again, until you&#039;re at 5 democracy, before going down 1.5 again. Upon reaching 6.5, you then jump up 1.5 again.&lt;br /&gt;
&lt;br /&gt;
I think this is a bug, and it&#039;s really supposed to be &amp;quot;+ 2|5-x| - 3&amp;quot;, not &amp;quot;-2|5-x|&amp;quot;, as that would make the line continuous and fit the tooltip description of anocracy. In that case, it works like described - you have great cohesion as a totalitarian regime, with cohesion falling quickly once you reach ~5 democracy, and it then starts approaching 5 as you become democratic.&lt;br /&gt;
&lt;br /&gt;
[Here are a few graphs describing it](https://imgur.com/a/nfRi6iy). The x-axis is democracy, and the y-axis is base cohesion excluding democracy.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
Public opinion is also tied to effective ideology of a nation. &lt;br /&gt;
The factions are mapped on a 2d-map:&lt;br /&gt;
&lt;br /&gt;
1. Resistance (1, 0)&lt;br /&gt;
&lt;br /&gt;
2. Humanity First (2, -0.5&lt;br /&gt;
&lt;br /&gt;
3. Initiative (0, -1)&lt;br /&gt;
&lt;br /&gt;
4. Servants (-2, 1)&lt;br /&gt;
&lt;br /&gt;
5. Protectorate (-1.5, -0.5)&lt;br /&gt;
&lt;br /&gt;
6. Academy (-0.5, 1)&lt;br /&gt;
&lt;br /&gt;
7. Exodus (1.5, 1)&lt;br /&gt;
&lt;br /&gt;
8. Aliens (-3, 0)&lt;br /&gt;
&lt;br /&gt;
9. Undecided (0, 0)&lt;br /&gt;
&lt;br /&gt;
10. Peaceful (2, 2)&lt;br /&gt;
&lt;br /&gt;
When the game calculates the distance between ideologies, I believe these are the values they use. There&#039;s technically a third axis, but it&#039;s zero for every ideology.&lt;br /&gt;
&lt;br /&gt;
When the game assigns an ideology to the public or the elite, it does so by averaging public support and control points, respectively. For instance, a country with 2 control points owned by the resistance and 1 by the servants, the elites would be at ((2*1 - 2)/3, 2*0 + 1) = (0, 1). This puts them closest to the Academy, so that&#039;s how they&#039;re viewed for the purposes of the game - they are thus saved at (-0.5, 1) and not (0, 1).&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&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 as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 0 to 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 0-2&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 || 6-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied. &lt;br /&gt;
&lt;br /&gt;
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%&lt;br /&gt;
&lt;br /&gt;
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely. I haven&#039;t managed to figure out what the actual effect of the second part is, as it doesn&#039;t correspond to in game values.&lt;br /&gt;
&lt;br /&gt;
===Xenoforming===&lt;br /&gt;
Xenoforming is a generally negative stat which is largely hidden from the player. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 100, a megafauna army spawns, reducing xenoforming level by 50. If not, growth is regulated by the following:&lt;br /&gt;
&lt;br /&gt;
Base growth is 0.025.&lt;br /&gt;
&lt;br /&gt;
A random number between 0 and 0.04 is added to this.&lt;br /&gt;
&lt;br /&gt;
If the terrain type is rugged, divide the number in two.&lt;br /&gt;
&lt;br /&gt;
If the region is above latitude 50, divide the number in two. (decided by TIRegionTemplate.json)&lt;br /&gt;
&lt;br /&gt;
If the region has an alien facility, double the number.&lt;br /&gt;
&lt;br /&gt;
Multiply this number by methane levels / 1.5. (or by 0.25, if methane levels are below 0.375)&lt;br /&gt;
&lt;br /&gt;
Multiply this number by CO2-levels / 400. (or by 0.25, if CO2-levels are below 100ppm)&lt;br /&gt;
&lt;br /&gt;
Xenoforming level is then incremented by this number.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 50, it can spread to a neighboring region if it wins a dice roll of 0.05%*xenoforming level. This is a daily roll, so it&#039;s a deceptively low chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. High latitudes and rugged terrain are unfavorable to alien growth, each halving it.&lt;br /&gt;
&lt;br /&gt;
2. Climate change slightly speeds up xenoforming, or slows it down if CO2 and Methane levels get below the levels mentioned.&lt;br /&gt;
&lt;br /&gt;
3. Max xenoforming level is 100, as it will always try to spawn a megafauna army if it exceeds that. I have no idea if it&#039;s always successful, I can&#039;t imagine that the world just endlessly spawns megafauna, but I can&#039;t find any other limiters besides CO2 consumption.&lt;br /&gt;
&lt;br /&gt;
4. A world with an average xenoflora coverage of 100 will reduce CO2 by 3.45 ppm yearly, with the reduction scaling down&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points 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;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Missiong Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control 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, combat, councillor 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;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control. &lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.&lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a permanent loss in population growth due to radiation and contaminated food and water supply.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects projects will increase the number of claims. The following nations start with claims:&lt;br /&gt;
* [[File:Flag France.png|30px]] France and every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] Czech Republic and [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] United Kingdom and [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States and [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China and [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India and [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia and [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia and [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea and [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia and [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala and [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan and [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela and [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. 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, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Policy !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Create a Federation with the targeted nation, or join their if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. May cause regions of the joining nation to secede if cohesion is low.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secend from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1353</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1353"/>
		<updated>2022-10-07T18:43:33Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* Miltech */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 fulfil 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 between within these 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;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&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;
=== Government ===&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;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anarcy || 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;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least one region OR are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Norway is not a developed nation; France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union. etc.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min((10-education)2/10, (10-democracy)2/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&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). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its&#039; resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. If it reaches 10 the nation will suffer a Coup d&#039;Etat effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&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 its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&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;
| 0-90 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 90-600 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 600-2500 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2500-10000 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 10000-22000 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22000+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs. Climate change has a negative effect on GDP based on the following states.&lt;br /&gt;
&lt;br /&gt;
-4.032% for every degree C below pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
-1.344% for every degree C above pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product 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 met.&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another nation decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Mitech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score 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;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&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;
=== 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 envirnmental damage globally. Nuclear strikes are directd 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 advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Education score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&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.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Wars&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most&lt;br /&gt;
&lt;br /&gt;
Base Cohesion &lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)2 if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)0.15. 10 billion people would be a reduction of 4, 100 million would be -2.8, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 2 for every peer rival (same number of control points minus 1) up to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5. &#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion is increased by 3.51.5, and lowered by democracy^1.5, for a net gain of 0 at democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion approaches 5 by 0.5 per level of democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5 and &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
This is an odd one. Going from 3.49 to 3.5, your jump down c 1.5 levels of cohesion. You then climp up 1.5 again, until you&#039;re at 5 democracy, before going down 1.5 again. Upon reaching 6.5, you then jump up 1.5 again.&lt;br /&gt;
&lt;br /&gt;
I think this is a bug, and it&#039;s really supposed to be &amp;quot;+ 2|5-x| - 3&amp;quot;, not &amp;quot;-2|5-x|&amp;quot;, as that would make the line continuous and fit the tooltip description of anocracy. In that case, it works like described - you have great cohesion as a totalitarian regime, with cohesion falling quickly once you reach ~5 democracy, and it then starts approaching 5 as you become democratic.&lt;br /&gt;
&lt;br /&gt;
[Here are a few graphs describing it](https://imgur.com/a/nfRi6iy). The x-axis is democracy, and the y-axis is base cohesion excluding democracy.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
Public opinion is also tied to effective ideology of a nation. &lt;br /&gt;
The factions are mapped on a 2d-map:&lt;br /&gt;
&lt;br /&gt;
1. Resistance (1, 0)&lt;br /&gt;
&lt;br /&gt;
2. Humanity First (2, -0.5&lt;br /&gt;
&lt;br /&gt;
3. Initiative (0, -1)&lt;br /&gt;
&lt;br /&gt;
4. Servants (-2, 1)&lt;br /&gt;
&lt;br /&gt;
5. Protectorate (-1.5, -0.5)&lt;br /&gt;
&lt;br /&gt;
6. Academy (-0.5, 1)&lt;br /&gt;
&lt;br /&gt;
7. Exodus (1.5, 1)&lt;br /&gt;
&lt;br /&gt;
8. Aliens (-3, 0)&lt;br /&gt;
&lt;br /&gt;
9. Undecided (0, 0)&lt;br /&gt;
&lt;br /&gt;
10. Peaceful (2, 2)&lt;br /&gt;
&lt;br /&gt;
When the game calculates the distance between ideologies, I believe these are the values they use. There&#039;s technically a third axis, but it&#039;s zero for every ideology.&lt;br /&gt;
&lt;br /&gt;
When the game assigns an ideology to the public or the elite, it does so by averaging public support and control points, respectively. For instance, a country with 2 control points owned by the resistance and 1 by the servants, the elites would be at ((2*1 - 2)/3, 2*0 + 1) = (0, 1). This puts them closest to the Academy, so that&#039;s how they&#039;re viewed for the purposes of the game - they are thus saved at (-0.5, 1) and not (0, 1).&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&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 as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 0 to 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 0-2&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 || 6-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied. &lt;br /&gt;
&lt;br /&gt;
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%&lt;br /&gt;
&lt;br /&gt;
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely. I haven&#039;t managed to figure out what the actual effect of the second part is, as it doesn&#039;t correspond to in game values.&lt;br /&gt;
&lt;br /&gt;
===Xenoforming===&lt;br /&gt;
Xenoforming is a generally negative stat which is largely hidden from the player. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 100, a megafauna army spawns, reducing xenoforming level by 50. If not, growth is regulated by the following:&lt;br /&gt;
&lt;br /&gt;
Base growth is 0.025.&lt;br /&gt;
&lt;br /&gt;
A random number between 0 and 0.04 is added to this.&lt;br /&gt;
&lt;br /&gt;
If the terrain type is rugged, divide the number in two.&lt;br /&gt;
&lt;br /&gt;
If the region is above latitude 50, divide the number in two. (decided by TIRegionTemplate.json)&lt;br /&gt;
&lt;br /&gt;
If the region has an alien facility, double the number.&lt;br /&gt;
&lt;br /&gt;
Multiply this number by methane levels / 1.5. (or by 0.25, if methane levels are below 0.375)&lt;br /&gt;
&lt;br /&gt;
Multiply this number by CO2-levels / 400. (or by 0.25, if CO2-levels are below 100ppm)&lt;br /&gt;
&lt;br /&gt;
Xenoforming level is then incremented by this number.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 50, it can spread to a neighboring region if it wins a dice roll of 0.05%*xenoforming level. This is a daily roll, so it&#039;s a deceptively low chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. High latitudes and rugged terrain are unfavorable to alien growth, each halving it.&lt;br /&gt;
&lt;br /&gt;
2. Climate change slightly speeds up xenoforming, or slows it down if CO2 and Methane levels get below the levels mentioned.&lt;br /&gt;
&lt;br /&gt;
3. Max xenoforming level is 100, as it will always try to spawn a megafauna army if it exceeds that. I have no idea if it&#039;s always successful, I can&#039;t imagine that the world just endlessly spawns megafauna, but I can&#039;t find any other limiters besides CO2 consumption.&lt;br /&gt;
&lt;br /&gt;
4. A world with an average xenoflora coverage of 100 will reduce CO2 by 3.45 ppm yearly, with the reduction scaling down&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points 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;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Missiong Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control 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, combat, councillor 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;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control. &lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.&lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a permanent loss in population growth due to radiation and contaminated food and water supply.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects projects will increase the number of claims. The following nations start with claims:&lt;br /&gt;
* [[File:Flag France.png|30px]] France and every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] Czech Republic and [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] United Kingdom and [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States and [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China and [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India and [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia and [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia and [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea and [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia and [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala and [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan and [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela and [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. 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, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Policy !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Create a Federation with the targeted nation, or join their if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. May cause regions of the joining nation to secede if cohesion is low.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secend from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1352</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1352"/>
		<updated>2022-10-07T18:42:04Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* GDP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 fulfil 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 between within these 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;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&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;
=== Government ===&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;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anarcy || 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;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least one region OR are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Norway is not a developed nation; France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union. etc.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min((10-education)2/10, (10-democracy)2/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&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). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its&#039; resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. If it reaches 10 the nation will suffer a Coup d&#039;Etat effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&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 its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&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;
| 0-90 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 90-600 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 600-2500 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2500-10000 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 10000-22000 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22000+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs. Climate change has a negative effect on GDP based on the following states.&lt;br /&gt;
&lt;br /&gt;
-4.032% for every degree C below pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
-1.344% for every degree C above pre-industrial levels&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product 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 met.&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another nation decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Mitech is increased by &amp;lt;code&amp;gt;Unrest &amp;gt; 0 ? 0.000375*Government : 0.00375&amp;lt;/code&amp;gt; per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score 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;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&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;
=== 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 envirnmental damage globally. Nuclear strikes are directd 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 advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Education score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&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.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Wars&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most&lt;br /&gt;
&lt;br /&gt;
Base Cohesion &lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)2 if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)0.15. 10 billion people would be a reduction of 4, 100 million would be -2.8, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 2 for every peer rival (same number of control points minus 1) up to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5. &#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion is increased by 3.51.5, and lowered by democracy^1.5, for a net gain of 0 at democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion approaches 5 by 0.5 per level of democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5 and &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
This is an odd one. Going from 3.49 to 3.5, your jump down c 1.5 levels of cohesion. You then climp up 1.5 again, until you&#039;re at 5 democracy, before going down 1.5 again. Upon reaching 6.5, you then jump up 1.5 again.&lt;br /&gt;
&lt;br /&gt;
I think this is a bug, and it&#039;s really supposed to be &amp;quot;+ 2|5-x| - 3&amp;quot;, not &amp;quot;-2|5-x|&amp;quot;, as that would make the line continuous and fit the tooltip description of anocracy. In that case, it works like described - you have great cohesion as a totalitarian regime, with cohesion falling quickly once you reach ~5 democracy, and it then starts approaching 5 as you become democratic.&lt;br /&gt;
&lt;br /&gt;
[Here are a few graphs describing it](https://imgur.com/a/nfRi6iy). The x-axis is democracy, and the y-axis is base cohesion excluding democracy.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
Public opinion is also tied to effective ideology of a nation. &lt;br /&gt;
The factions are mapped on a 2d-map:&lt;br /&gt;
&lt;br /&gt;
1. Resistance (1, 0)&lt;br /&gt;
&lt;br /&gt;
2. Humanity First (2, -0.5&lt;br /&gt;
&lt;br /&gt;
3. Initiative (0, -1)&lt;br /&gt;
&lt;br /&gt;
4. Servants (-2, 1)&lt;br /&gt;
&lt;br /&gt;
5. Protectorate (-1.5, -0.5)&lt;br /&gt;
&lt;br /&gt;
6. Academy (-0.5, 1)&lt;br /&gt;
&lt;br /&gt;
7. Exodus (1.5, 1)&lt;br /&gt;
&lt;br /&gt;
8. Aliens (-3, 0)&lt;br /&gt;
&lt;br /&gt;
9. Undecided (0, 0)&lt;br /&gt;
&lt;br /&gt;
10. Peaceful (2, 2)&lt;br /&gt;
&lt;br /&gt;
When the game calculates the distance between ideologies, I believe these are the values they use. There&#039;s technically a third axis, but it&#039;s zero for every ideology.&lt;br /&gt;
&lt;br /&gt;
When the game assigns an ideology to the public or the elite, it does so by averaging public support and control points, respectively. For instance, a country with 2 control points owned by the resistance and 1 by the servants, the elites would be at ((2*1 - 2)/3, 2*0 + 1) = (0, 1). This puts them closest to the Academy, so that&#039;s how they&#039;re viewed for the purposes of the game - they are thus saved at (-0.5, 1) and not (0, 1).&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&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 as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 0 to 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 0-2&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 || 6-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied. &lt;br /&gt;
&lt;br /&gt;
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%&lt;br /&gt;
&lt;br /&gt;
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely. I haven&#039;t managed to figure out what the actual effect of the second part is, as it doesn&#039;t correspond to in game values.&lt;br /&gt;
&lt;br /&gt;
===Xenoforming===&lt;br /&gt;
Xenoforming is a generally negative stat which is largely hidden from the player. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 100, a megafauna army spawns, reducing xenoforming level by 50. If not, growth is regulated by the following:&lt;br /&gt;
&lt;br /&gt;
Base growth is 0.025.&lt;br /&gt;
&lt;br /&gt;
A random number between 0 and 0.04 is added to this.&lt;br /&gt;
&lt;br /&gt;
If the terrain type is rugged, divide the number in two.&lt;br /&gt;
&lt;br /&gt;
If the region is above latitude 50, divide the number in two. (decided by TIRegionTemplate.json)&lt;br /&gt;
&lt;br /&gt;
If the region has an alien facility, double the number.&lt;br /&gt;
&lt;br /&gt;
Multiply this number by methane levels / 1.5. (or by 0.25, if methane levels are below 0.375)&lt;br /&gt;
&lt;br /&gt;
Multiply this number by CO2-levels / 400. (or by 0.25, if CO2-levels are below 100ppm)&lt;br /&gt;
&lt;br /&gt;
Xenoforming level is then incremented by this number.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 50, it can spread to a neighboring region if it wins a dice roll of 0.05%*xenoforming level. This is a daily roll, so it&#039;s a deceptively low chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. High latitudes and rugged terrain are unfavorable to alien growth, each halving it.&lt;br /&gt;
&lt;br /&gt;
2. Climate change slightly speeds up xenoforming, or slows it down if CO2 and Methane levels get below the levels mentioned.&lt;br /&gt;
&lt;br /&gt;
3. Max xenoforming level is 100, as it will always try to spawn a megafauna army if it exceeds that. I have no idea if it&#039;s always successful, I can&#039;t imagine that the world just endlessly spawns megafauna, but I can&#039;t find any other limiters besides CO2 consumption.&lt;br /&gt;
&lt;br /&gt;
4. A world with an average xenoflora coverage of 100 will reduce CO2 by 3.45 ppm yearly, with the reduction scaling down&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points 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;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Missiong Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control 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, combat, councillor 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;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control. &lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.&lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a permanent loss in population growth due to radiation and contaminated food and water supply.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects projects will increase the number of claims. The following nations start with claims:&lt;br /&gt;
* [[File:Flag France.png|30px]] France and every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] Czech Republic and [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] United Kingdom and [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States and [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China and [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India and [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia and [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia and [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea and [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia and [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala and [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan and [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela and [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. 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, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Policy !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Create a Federation with the targeted nation, or join their if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. May cause regions of the joining nation to secede if cohesion is low.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secend from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1351</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1351"/>
		<updated>2022-10-07T18:41:00Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* Inequality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 fulfil 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 between within these 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;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&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;
=== Government ===&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;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anarcy || 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;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least one region OR are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Norway is not a developed nation; France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union. etc.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min((10-education)2/10, (10-democracy)2/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&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). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its&#039; resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. If it reaches 10 the nation will suffer a Coup d&#039;Etat effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&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 its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&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;
| 0-90 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 90-600 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 600-2500 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2500-10000 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 10000-22000 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22000+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product 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 met.&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another nation decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Mitech is increased by &amp;lt;code&amp;gt;Unrest &amp;gt; 0 ? 0.000375*Government : 0.00375&amp;lt;/code&amp;gt; per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score 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;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&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;
=== 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 envirnmental damage globally. Nuclear strikes are directd 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 advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Education score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&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.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Wars&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most&lt;br /&gt;
&lt;br /&gt;
Base Cohesion &lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)2 if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)0.15. 10 billion people would be a reduction of 4, 100 million would be -2.8, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 2 for every peer rival (same number of control points minus 1) up to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5. &#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion is increased by 3.51.5, and lowered by democracy^1.5, for a net gain of 0 at democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion approaches 5 by 0.5 per level of democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5 and &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
This is an odd one. Going from 3.49 to 3.5, your jump down c 1.5 levels of cohesion. You then climp up 1.5 again, until you&#039;re at 5 democracy, before going down 1.5 again. Upon reaching 6.5, you then jump up 1.5 again.&lt;br /&gt;
&lt;br /&gt;
I think this is a bug, and it&#039;s really supposed to be &amp;quot;+ 2|5-x| - 3&amp;quot;, not &amp;quot;-2|5-x|&amp;quot;, as that would make the line continuous and fit the tooltip description of anocracy. In that case, it works like described - you have great cohesion as a totalitarian regime, with cohesion falling quickly once you reach ~5 democracy, and it then starts approaching 5 as you become democratic.&lt;br /&gt;
&lt;br /&gt;
[Here are a few graphs describing it](https://imgur.com/a/nfRi6iy). The x-axis is democracy, and the y-axis is base cohesion excluding democracy.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
Public opinion is also tied to effective ideology of a nation. &lt;br /&gt;
The factions are mapped on a 2d-map:&lt;br /&gt;
&lt;br /&gt;
1. Resistance (1, 0)&lt;br /&gt;
&lt;br /&gt;
2. Humanity First (2, -0.5&lt;br /&gt;
&lt;br /&gt;
3. Initiative (0, -1)&lt;br /&gt;
&lt;br /&gt;
4. Servants (-2, 1)&lt;br /&gt;
&lt;br /&gt;
5. Protectorate (-1.5, -0.5)&lt;br /&gt;
&lt;br /&gt;
6. Academy (-0.5, 1)&lt;br /&gt;
&lt;br /&gt;
7. Exodus (1.5, 1)&lt;br /&gt;
&lt;br /&gt;
8. Aliens (-3, 0)&lt;br /&gt;
&lt;br /&gt;
9. Undecided (0, 0)&lt;br /&gt;
&lt;br /&gt;
10. Peaceful (2, 2)&lt;br /&gt;
&lt;br /&gt;
When the game calculates the distance between ideologies, I believe these are the values they use. There&#039;s technically a third axis, but it&#039;s zero for every ideology.&lt;br /&gt;
&lt;br /&gt;
When the game assigns an ideology to the public or the elite, it does so by averaging public support and control points, respectively. For instance, a country with 2 control points owned by the resistance and 1 by the servants, the elites would be at ((2*1 - 2)/3, 2*0 + 1) = (0, 1). This puts them closest to the Academy, so that&#039;s how they&#039;re viewed for the purposes of the game - they are thus saved at (-0.5, 1) and not (0, 1).&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&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 as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 0 to 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 0-2&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 || 6-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied. &lt;br /&gt;
&lt;br /&gt;
corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%&lt;br /&gt;
&lt;br /&gt;
Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely. I haven&#039;t managed to figure out what the actual effect of the second part is, as it doesn&#039;t correspond to in game values.&lt;br /&gt;
&lt;br /&gt;
===Xenoforming===&lt;br /&gt;
Xenoforming is a generally negative stat which is largely hidden from the player. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 100, a megafauna army spawns, reducing xenoforming level by 50. If not, growth is regulated by the following:&lt;br /&gt;
&lt;br /&gt;
Base growth is 0.025.&lt;br /&gt;
&lt;br /&gt;
A random number between 0 and 0.04 is added to this.&lt;br /&gt;
&lt;br /&gt;
If the terrain type is rugged, divide the number in two.&lt;br /&gt;
&lt;br /&gt;
If the region is above latitude 50, divide the number in two. (decided by TIRegionTemplate.json)&lt;br /&gt;
&lt;br /&gt;
If the region has an alien facility, double the number.&lt;br /&gt;
&lt;br /&gt;
Multiply this number by methane levels / 1.5. (or by 0.25, if methane levels are below 0.375)&lt;br /&gt;
&lt;br /&gt;
Multiply this number by CO2-levels / 400. (or by 0.25, if CO2-levels are below 100ppm)&lt;br /&gt;
&lt;br /&gt;
Xenoforming level is then incremented by this number.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 50, it can spread to a neighboring region if it wins a dice roll of 0.05%*xenoforming level. This is a daily roll, so it&#039;s a deceptively low chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. High latitudes and rugged terrain are unfavorable to alien growth, each halving it.&lt;br /&gt;
&lt;br /&gt;
2. Climate change slightly speeds up xenoforming, or slows it down if CO2 and Methane levels get below the levels mentioned.&lt;br /&gt;
&lt;br /&gt;
3. Max xenoforming level is 100, as it will always try to spawn a megafauna army if it exceeds that. I have no idea if it&#039;s always successful, I can&#039;t imagine that the world just endlessly spawns megafauna, but I can&#039;t find any other limiters besides CO2 consumption.&lt;br /&gt;
&lt;br /&gt;
4. A world with an average xenoflora coverage of 100 will reduce CO2 by 3.45 ppm yearly, with the reduction scaling down&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points 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;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Missiong Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control 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, combat, councillor 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;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control. &lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.&lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a permanent loss in population growth due to radiation and contaminated food and water supply.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects projects will increase the number of claims. The following nations start with claims:&lt;br /&gt;
* [[File:Flag France.png|30px]] France and every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] Czech Republic and [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] United Kingdom and [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States and [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China and [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India and [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia and [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia and [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea and [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia and [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala and [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan and [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela and [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. 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, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Policy !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Create a Federation with the targeted nation, or join their if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. May cause regions of the joining nation to secede if cohesion is low.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secend from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1350</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1350"/>
		<updated>2022-10-07T18:38:49Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* Cohesion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 fulfil 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 between within these 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;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&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;
=== Government ===&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;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anarcy || 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;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least one region OR are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Norway is not a developed nation; France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union. etc.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min((10-education)2/10, (10-democracy)2/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&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). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its&#039; resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. If it reaches 10 the nation will suffer a Coup d&#039;Etat effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&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 its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&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;
| 0-90 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 90-600 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 600-2500 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2500-10000 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 10000-22000 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22000+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product 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 met.&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another nation decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Mitech is increased by &amp;lt;code&amp;gt;Unrest &amp;gt; 0 ? 0.000375*Government : 0.00375&amp;lt;/code&amp;gt; per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score 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;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&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;
=== 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 envirnmental damage globally. Nuclear strikes are directd 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 advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Education score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&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.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Wars&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most&lt;br /&gt;
&lt;br /&gt;
Base Cohesion &lt;br /&gt;
&lt;br /&gt;
This is a long one.&lt;br /&gt;
&lt;br /&gt;
Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.&lt;br /&gt;
&lt;br /&gt;
Base cohesion is 20.25.&lt;br /&gt;
&lt;br /&gt;
This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)2 if inequality is above 4.5.&lt;br /&gt;
&lt;br /&gt;
It is further reduced by 1 for every 1000 GDP per capita below 6000.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by (population in millions)0.15. 10 billion people would be a reduction of 4, 100 million would be -2.8, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also reduced by 0.25 for every additional region above 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 2 for every peer rival (same number of control points minus 1) up to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
It&#039;s increased by 1 for every war you&#039;re in, for a maximum of 5. &#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s lowered by the distance between the Elite and the Public&#039;s ideologies, as described above, multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
Finally, democracy comes into play. It&#039;s slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion is increased by 3.51.5, and lowered by democracy^1.5, for a net gain of 0 at democracy = 3.5.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
Cohesion approaches 5 by 0.5 per level of democracy.&lt;br /&gt;
&lt;br /&gt;
If democracy &amp;lt; 3.5 and &amp;gt; 6.5:&lt;br /&gt;
&lt;br /&gt;
This is an odd one. Going from 3.49 to 3.5, your jump down c 1.5 levels of cohesion. You then climp up 1.5 again, until you&#039;re at 5 democracy, before going down 1.5 again. Upon reaching 6.5, you then jump up 1.5 again.&lt;br /&gt;
&lt;br /&gt;
I think this is a bug, and it&#039;s really supposed to be &amp;quot;+ 2|5-x| - 3&amp;quot;, not &amp;quot;-2|5-x|&amp;quot;, as that would make the line continuous and fit the tooltip description of anocracy. In that case, it works like described - you have great cohesion as a totalitarian regime, with cohesion falling quickly once you reach ~5 democracy, and it then starts approaching 5 as you become democratic.&lt;br /&gt;
&lt;br /&gt;
[Here are a few graphs describing it](https://imgur.com/a/nfRi6iy). The x-axis is democracy, and the y-axis is base cohesion excluding democracy.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
Public opinion is also tied to effective ideology of a nation. &lt;br /&gt;
The factions are mapped on a 2d-map:&lt;br /&gt;
&lt;br /&gt;
1. Resistance (1, 0)&lt;br /&gt;
&lt;br /&gt;
2. Humanity First (2, -0.5&lt;br /&gt;
&lt;br /&gt;
3. Initiative (0, -1)&lt;br /&gt;
&lt;br /&gt;
4. Servants (-2, 1)&lt;br /&gt;
&lt;br /&gt;
5. Protectorate (-1.5, -0.5)&lt;br /&gt;
&lt;br /&gt;
6. Academy (-0.5, 1)&lt;br /&gt;
&lt;br /&gt;
7. Exodus (1.5, 1)&lt;br /&gt;
&lt;br /&gt;
8. Aliens (-3, 0)&lt;br /&gt;
&lt;br /&gt;
9. Undecided (0, 0)&lt;br /&gt;
&lt;br /&gt;
10. Peaceful (2, 2)&lt;br /&gt;
&lt;br /&gt;
When the game calculates the distance between ideologies, I believe these are the values they use. There&#039;s technically a third axis, but it&#039;s zero for every ideology.&lt;br /&gt;
&lt;br /&gt;
When the game assigns an ideology to the public or the elite, it does so by averaging public support and control points, respectively. For instance, a country with 2 control points owned by the resistance and 1 by the servants, the elites would be at ((2*1 - 2)/3, 2*0 + 1) = (0, 1). This puts them closest to the Academy, so that&#039;s how they&#039;re viewed for the purposes of the game - they are thus saved at (-0.5, 1) and not (0, 1).&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&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 as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 0 to 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 0-2&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 || 6-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Xenoforming===&lt;br /&gt;
Xenoforming is a generally negative stat which is largely hidden from the player. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 100, a megafauna army spawns, reducing xenoforming level by 50. If not, growth is regulated by the following:&lt;br /&gt;
&lt;br /&gt;
Base growth is 0.025.&lt;br /&gt;
&lt;br /&gt;
A random number between 0 and 0.04 is added to this.&lt;br /&gt;
&lt;br /&gt;
If the terrain type is rugged, divide the number in two.&lt;br /&gt;
&lt;br /&gt;
If the region is above latitude 50, divide the number in two. (decided by TIRegionTemplate.json)&lt;br /&gt;
&lt;br /&gt;
If the region has an alien facility, double the number.&lt;br /&gt;
&lt;br /&gt;
Multiply this number by methane levels / 1.5. (or by 0.25, if methane levels are below 0.375)&lt;br /&gt;
&lt;br /&gt;
Multiply this number by CO2-levels / 400. (or by 0.25, if CO2-levels are below 100ppm)&lt;br /&gt;
&lt;br /&gt;
Xenoforming level is then incremented by this number.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 50, it can spread to a neighboring region if it wins a dice roll of 0.05%*xenoforming level. This is a daily roll, so it&#039;s a deceptively low chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. High latitudes and rugged terrain are unfavorable to alien growth, each halving it.&lt;br /&gt;
&lt;br /&gt;
2. Climate change slightly speeds up xenoforming, or slows it down if CO2 and Methane levels get below the levels mentioned.&lt;br /&gt;
&lt;br /&gt;
3. Max xenoforming level is 100, as it will always try to spawn a megafauna army if it exceeds that. I have no idea if it&#039;s always successful, I can&#039;t imagine that the world just endlessly spawns megafauna, but I can&#039;t find any other limiters besides CO2 consumption.&lt;br /&gt;
&lt;br /&gt;
4. A world with an average xenoflora coverage of 100 will reduce CO2 by 3.45 ppm yearly, with the reduction scaling down&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points 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;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Missiong Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control 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, combat, councillor 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;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control. &lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.&lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a permanent loss in population growth due to radiation and contaminated food and water supply.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects projects will increase the number of claims. The following nations start with claims:&lt;br /&gt;
* [[File:Flag France.png|30px]] France and every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] Czech Republic and [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] United Kingdom and [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States and [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China and [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India and [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia and [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia and [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea and [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia and [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala and [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan and [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela and [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. 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, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Policy !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Create a Federation with the targeted nation, or join their if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. May cause regions of the joining nation to secede if cohesion is low.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secend from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1349</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1349"/>
		<updated>2022-10-07T18:37:20Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* Public Opinion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 fulfil 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 between within these 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;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&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;
=== Government ===&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;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anarcy || 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;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least one region OR are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Norway is not a developed nation; France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union. etc.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min((10-education)2/10, (10-democracy)2/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&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). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its&#039; resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. If it reaches 10 the nation will suffer a Coup d&#039;Etat effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&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 its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&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;
| 0-90 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 90-600 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 600-2500 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2500-10000 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 10000-22000 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22000+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product 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 met.&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another nation decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Mitech is increased by &amp;lt;code&amp;gt;Unrest &amp;gt; 0 ? 0.000375*Government : 0.00375&amp;lt;/code&amp;gt; per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score 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;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&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;
=== 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 envirnmental damage globally. Nuclear strikes are directd 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 advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Education score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&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.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Wars&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
Public opinion is also tied to effective ideology of a nation. &lt;br /&gt;
The factions are mapped on a 2d-map:&lt;br /&gt;
&lt;br /&gt;
1. Resistance (1, 0)&lt;br /&gt;
&lt;br /&gt;
2. Humanity First (2, -0.5&lt;br /&gt;
&lt;br /&gt;
3. Initiative (0, -1)&lt;br /&gt;
&lt;br /&gt;
4. Servants (-2, 1)&lt;br /&gt;
&lt;br /&gt;
5. Protectorate (-1.5, -0.5)&lt;br /&gt;
&lt;br /&gt;
6. Academy (-0.5, 1)&lt;br /&gt;
&lt;br /&gt;
7. Exodus (1.5, 1)&lt;br /&gt;
&lt;br /&gt;
8. Aliens (-3, 0)&lt;br /&gt;
&lt;br /&gt;
9. Undecided (0, 0)&lt;br /&gt;
&lt;br /&gt;
10. Peaceful (2, 2)&lt;br /&gt;
&lt;br /&gt;
When the game calculates the distance between ideologies, I believe these are the values they use. There&#039;s technically a third axis, but it&#039;s zero for every ideology.&lt;br /&gt;
&lt;br /&gt;
When the game assigns an ideology to the public or the elite, it does so by averaging public support and control points, respectively. For instance, a country with 2 control points owned by the resistance and 1 by the servants, the elites would be at ((2*1 - 2)/3, 2*0 + 1) = (0, 1). This puts them closest to the Academy, so that&#039;s how they&#039;re viewed for the purposes of the game - they are thus saved at (-0.5, 1) and not (0, 1).&lt;br /&gt;
&lt;br /&gt;
For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it&#039;s more continuous.&lt;br /&gt;
&lt;br /&gt;
Ideology distance is calculated by normal means; good old pythagoras.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&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 as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 0 to 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 0-2&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 || 6-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Xenoforming===&lt;br /&gt;
Xenoforming is a generally negative stat which is largely hidden from the player. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 100, a megafauna army spawns, reducing xenoforming level by 50. If not, growth is regulated by the following:&lt;br /&gt;
&lt;br /&gt;
Base growth is 0.025.&lt;br /&gt;
&lt;br /&gt;
A random number between 0 and 0.04 is added to this.&lt;br /&gt;
&lt;br /&gt;
If the terrain type is rugged, divide the number in two.&lt;br /&gt;
&lt;br /&gt;
If the region is above latitude 50, divide the number in two. (decided by TIRegionTemplate.json)&lt;br /&gt;
&lt;br /&gt;
If the region has an alien facility, double the number.&lt;br /&gt;
&lt;br /&gt;
Multiply this number by methane levels / 1.5. (or by 0.25, if methane levels are below 0.375)&lt;br /&gt;
&lt;br /&gt;
Multiply this number by CO2-levels / 400. (or by 0.25, if CO2-levels are below 100ppm)&lt;br /&gt;
&lt;br /&gt;
Xenoforming level is then incremented by this number.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 50, it can spread to a neighboring region if it wins a dice roll of 0.05%*xenoforming level. This is a daily roll, so it&#039;s a deceptively low chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. High latitudes and rugged terrain are unfavorable to alien growth, each halving it.&lt;br /&gt;
&lt;br /&gt;
2. Climate change slightly speeds up xenoforming, or slows it down if CO2 and Methane levels get below the levels mentioned.&lt;br /&gt;
&lt;br /&gt;
3. Max xenoforming level is 100, as it will always try to spawn a megafauna army if it exceeds that. I have no idea if it&#039;s always successful, I can&#039;t imagine that the world just endlessly spawns megafauna, but I can&#039;t find any other limiters besides CO2 consumption.&lt;br /&gt;
&lt;br /&gt;
4. A world with an average xenoflora coverage of 100 will reduce CO2 by 3.45 ppm yearly, with the reduction scaling down&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points 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;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Missiong Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control 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, combat, councillor 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;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control. &lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.&lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a permanent loss in population growth due to radiation and contaminated food and water supply.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects projects will increase the number of claims. The following nations start with claims:&lt;br /&gt;
* [[File:Flag France.png|30px]] France and every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] Czech Republic and [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] United Kingdom and [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States and [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China and [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India and [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia and [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia and [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea and [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia and [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala and [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan and [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela and [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. 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, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Policy !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Create a Federation with the targeted nation, or join their if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. May cause regions of the joining nation to secede if cohesion is low.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secend from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1348</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1348"/>
		<updated>2022-10-07T18:34:47Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* Xenoforming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 fulfil 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 between within these 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;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&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;
=== Government ===&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;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anarcy || 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;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least one region OR are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Norway is not a developed nation; France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union. etc.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min((10-education)2/10, (10-democracy)2/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&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). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its&#039; resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. If it reaches 10 the nation will suffer a Coup d&#039;Etat effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&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 its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&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;
| 0-90 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 90-600 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 600-2500 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2500-10000 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 10000-22000 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22000+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product 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 met.&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another nation decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Mitech is increased by &amp;lt;code&amp;gt;Unrest &amp;gt; 0 ? 0.000375*Government : 0.00375&amp;lt;/code&amp;gt; per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score 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;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&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;
=== 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 envirnmental damage globally. Nuclear strikes are directd 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 advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Education score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&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.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Wars&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&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 as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 0 to 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 0-2&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 || 6-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Xenoforming===&lt;br /&gt;
Xenoforming is a generally negative stat which is largely hidden from the player. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 100, a megafauna army spawns, reducing xenoforming level by 50. If not, growth is regulated by the following:&lt;br /&gt;
&lt;br /&gt;
Base growth is 0.025.&lt;br /&gt;
&lt;br /&gt;
A random number between 0 and 0.04 is added to this.&lt;br /&gt;
&lt;br /&gt;
If the terrain type is rugged, divide the number in two.&lt;br /&gt;
&lt;br /&gt;
If the region is above latitude 50, divide the number in two. (decided by TIRegionTemplate.json)&lt;br /&gt;
&lt;br /&gt;
If the region has an alien facility, double the number.&lt;br /&gt;
&lt;br /&gt;
Multiply this number by methane levels / 1.5. (or by 0.25, if methane levels are below 0.375)&lt;br /&gt;
&lt;br /&gt;
Multiply this number by CO2-levels / 400. (or by 0.25, if CO2-levels are below 100ppm)&lt;br /&gt;
&lt;br /&gt;
Xenoforming level is then incremented by this number.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 50, it can spread to a neighboring region if it wins a dice roll of 0.05%*xenoforming level. This is a daily roll, so it&#039;s a deceptively low chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. High latitudes and rugged terrain are unfavorable to alien growth, each halving it.&lt;br /&gt;
&lt;br /&gt;
2. Climate change slightly speeds up xenoforming, or slows it down if CO2 and Methane levels get below the levels mentioned.&lt;br /&gt;
&lt;br /&gt;
3. Max xenoforming level is 100, as it will always try to spawn a megafauna army if it exceeds that. I have no idea if it&#039;s always successful, I can&#039;t imagine that the world just endlessly spawns megafauna, but I can&#039;t find any other limiters besides CO2 consumption.&lt;br /&gt;
&lt;br /&gt;
4. A world with an average xenoflora coverage of 100 will reduce CO2 by 3.45 ppm yearly, with the reduction scaling down&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points 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;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Missiong Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control 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, combat, councillor 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;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control. &lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.&lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a permanent loss in population growth due to radiation and contaminated food and water supply.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects projects will increase the number of claims. The following nations start with claims:&lt;br /&gt;
* [[File:Flag France.png|30px]] France and every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] Czech Republic and [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] United Kingdom and [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States and [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China and [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India and [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia and [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia and [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea and [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia and [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala and [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan and [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela and [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. 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, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Policy !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Create a Federation with the targeted nation, or join their if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. May cause regions of the joining nation to secede if cohesion is low.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secend from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1347</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1347"/>
		<updated>2022-10-07T18:33:57Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* National Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 fulfil 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 between within these 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;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&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;
=== Government ===&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;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anarcy || 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;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least one region OR are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Norway is not a developed nation; France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union. etc.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min((10-education)2/10, (10-democracy)2/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&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). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its&#039; resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. If it reaches 10 the nation will suffer a Coup d&#039;Etat effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&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 its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&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;
| 0-90 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 90-600 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 600-2500 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2500-10000 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 10000-22000 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22000+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product 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 met.&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another nation decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Mitech is increased by &amp;lt;code&amp;gt;Unrest &amp;gt; 0 ? 0.000375*Government : 0.00375&amp;lt;/code&amp;gt; per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score 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;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&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;
=== 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 envirnmental damage globally. Nuclear strikes are directd 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 advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Education score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&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.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Wars&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&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 as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 0 to 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 0-2&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 || 6-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Xenoforming===&lt;br /&gt;
Xenoforming is a generally negative stat which is largely hidden from the player. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 100, a megafauna army spawns, reducing xenoforming level by 50.&lt;br /&gt;
&lt;br /&gt;
If not, growth is regulated by the following:&lt;br /&gt;
&lt;br /&gt;
Base growth is 0.025.&lt;br /&gt;
&lt;br /&gt;
A random number between 0 and 0.04 is added to this.&lt;br /&gt;
&lt;br /&gt;
If the terrain type is rugged, divide the number in two.&lt;br /&gt;
&lt;br /&gt;
If the region is above latitude 50, divide the number in two. (decided by TIRegionTemplate.json)&lt;br /&gt;
&lt;br /&gt;
If the region has an alien facility, double the number.&lt;br /&gt;
&lt;br /&gt;
Multiply this number by methane levels / 1.5. (or by 0.25, if methane levels are below 0.375)&lt;br /&gt;
&lt;br /&gt;
Multiply this number by CO2-levels / 400. (or by 0.25, if CO2-levels are below 100ppm)&lt;br /&gt;
&lt;br /&gt;
Xenoforming level is then incremented by this number.&lt;br /&gt;
&lt;br /&gt;
If xenoforming level is above 50, it can spread to a neighboring region if it wins a dice roll of 0.05%*xenoforming level. This is a daily roll, so it&#039;s a deceptively low chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. High latitudes and rugged terrain are unfavorable to alien growth, each halving it.&lt;br /&gt;
&lt;br /&gt;
2. Climate change slightly speeds up xenoforming, or slows it down if CO2 and Methane levels get below the levels mentioned.&lt;br /&gt;
&lt;br /&gt;
3. Max xenoforming level is 100, as it will always try to spawn a megafauna army if it exceeds that. I have no idea if it&#039;s always successful, I can&#039;t imagine that the world just endlessly spawns megafauna, but I can&#039;t find any other limiters besides CO2 consumption.&lt;br /&gt;
&lt;br /&gt;
4. A world with an average xenoflora coverage of 100 will reduce CO2 by 3.45 ppm yearly, with the reduction scaling down&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points 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;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Missiong Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control 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, combat, councillor 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;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control. &lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.&lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a permanent loss in population growth due to radiation and contaminated food and water supply.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects projects will increase the number of claims. The following nations start with claims:&lt;br /&gt;
* [[File:Flag France.png|30px]] France and every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] Czech Republic and [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] United Kingdom and [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States and [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China and [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India and [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia and [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia and [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea and [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia and [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala and [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan and [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela and [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. 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, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Policy !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Create a Federation with the targeted nation, or join their if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. May cause regions of the joining nation to secede if cohesion is low.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secend from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1346</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=1346"/>
		<updated>2022-10-07T18:31:12Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* National Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 fulfil 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 between within these 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;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&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;
=== Government ===&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;
&lt;br /&gt;
Government increases by 0.005 per 2 Investment Point(s) in the Knowledge priority. It changes by -0.001 per 2 Investment Point(s) in the Unity priority.&lt;br /&gt;
&lt;br /&gt;
The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d&#039;etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.&lt;br /&gt;
&lt;br /&gt;
Goverment score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Government !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anarcy || 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;
===Population===&lt;br /&gt;
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.&lt;br /&gt;
&lt;br /&gt;
Developed countries have at least one region OR are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) &amp;gt;= 25. Norway is not a developed nation; France is. The Baltics can be developed if the country improves, without expanding, because it&#039;s a fake union. etc.&lt;br /&gt;
&lt;br /&gt;
(regional per capita GDP / 30 000) + min((10-education)2/10, (10-democracy)2/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.&lt;br /&gt;
&lt;br /&gt;
The game also does not let you shrink by more than 95% annually.&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
&lt;br /&gt;
1. More GDP per capita = faster population growth (+1% per 30k)&lt;br /&gt;
&lt;br /&gt;
2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -&amp;gt; 0% at 10 education or democracy. It&#039;s not a linear drop, and accelerates as you approach 10.)&lt;br /&gt;
&lt;br /&gt;
3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)&lt;br /&gt;
&lt;br /&gt;
4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)&lt;br /&gt;
&lt;br /&gt;
5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.&lt;br /&gt;
&lt;br /&gt;
6. Nuclear bombs reduce pop growth (-4% per nuking)&lt;br /&gt;
&lt;br /&gt;
This number is then used monthly to calculate pop growth;&lt;br /&gt;
&lt;br /&gt;
(1 + popGrowth + (random number between -0.005 and 0.005))1/12&lt;br /&gt;
&lt;br /&gt;
If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&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). Military spending and armies can reduce it, especially in non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
Unrest is decreased by &amp;lt;code&amp;gt;0.1 - 0.01*Government&amp;lt;/code&amp;gt; per 3 Investment Points in the Military priority.&lt;br /&gt;
&lt;br /&gt;
Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor &#039;&#039;Increase unrest&#039;&#039; and reduced by &#039;&#039;stabilize nation&#039;&#039; assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.&lt;br /&gt;
&lt;br /&gt;
Unrest changes relatively quickly (0.25 per month) if it is not at its resting point. It&#039;s generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its&#039; resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.&lt;br /&gt;
&lt;br /&gt;
Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest. If it reaches 10 the nation will suffer a Coup d&#039;Etat effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unrest !! Score range !! Negative effects&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 0-1.5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Subversion || 1.5-3 || rowspan=6 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Strife || 3-4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || 4.5-6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || 6-7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || 7.5-9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || 9-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&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 its purchasing power parity. The nation&#039;s GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.&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;
| 0-90 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 90-600 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 600-2500 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2500-10000 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 10000-22000 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22000+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability.  Unification combines both nation&#039;s GDPs.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
A Per Capita nation&#039;s GDP its its Gross Domestic Product 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 met.&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of armies it fields and by high levels of unrest.&lt;br /&gt;
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest, capping at -80% at 10 unrest.&lt;br /&gt;
* Navies decrease Monthly Investment Points by 0.5 per navy.&lt;br /&gt;
* Armies stationed in the nation decrease Monthly Investment Points by 0.5 per army.&lt;br /&gt;
* Armies stationed in another nation decrease Monthly Investment Points by 1 per army.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology value represents the capability of the nation&#039;s armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.&lt;br /&gt;
&lt;br /&gt;
Mitech is increased by &amp;lt;code&amp;gt;Unrest &amp;gt; 0 ? 0.000375*Government : 0.00375&amp;lt;/code&amp;gt; per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.&lt;br /&gt;
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech. &lt;br /&gt;
* If there is &#039;&#039;&#039;any&#039;&#039;&#039; unrest, the Miltech gain is scaled linearly by Government level. &lt;br /&gt;
* The more Democratic(higher) the Government level, the more Miltech it gains. &lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.&lt;br /&gt;
&lt;br /&gt;
Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Miltech age !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|110px]] || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|110px]] || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|110px]] || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|110px]] || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|110px]] || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|110px]] || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the Miltech score 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;
=== Navies ===&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of navies it has attached to its armies multiplied by the nation&#039;s military technology score.&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;
=== 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 envirnmental damage globally. Nuclear strikes are directd 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 advanced defenses will prevent any attack.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
A nation&#039;s Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&lt;br /&gt;
Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Education score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO education.png|25px]] Education !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 0-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&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.&lt;br /&gt;
&lt;br /&gt;
Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion moves 0.1 per month towards its&#039; resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its&#039; resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Cohesion score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || 0-1 || rowspan=4 | Unrest increases&lt;br /&gt;
|-&lt;br /&gt;
| Fractured || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || 4-5 || rowspan=3 | Research increases&lt;br /&gt;
|-&lt;br /&gt;
| Diverse || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || 6-7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || 7-8 || rowspan=4 | Unrest decreases&amp;lt;br&amp;gt;Ability to resist occupation increases&lt;br /&gt;
|-&lt;br /&gt;
| Dominated || 8-9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium government score&lt;br /&gt;
* High inequality score&lt;br /&gt;
* Population&lt;br /&gt;
* Regions&lt;br /&gt;
* Loss of armies&lt;br /&gt;
* Difference between public opinion and the faction controlling the control points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High goverment score&lt;br /&gt;
* Knowledge priority&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cohesion is raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low government score&lt;br /&gt;
* Wars&lt;br /&gt;
* Unity priority&lt;br /&gt;
* Rivalries with nations with a 1 control point difference at most&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.&lt;br /&gt;
&lt;br /&gt;
The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&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 as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.&lt;br /&gt;
&lt;br /&gt;
Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 0 to 7:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:ICO inequality.png|25px]] Inequality !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 0-2&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 || 6-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of Investmen Points, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each control point may direct a share of investment Points 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;
Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
Investment Points 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Per Capita GDP&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by high government score&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by medium cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Economy priority represents investments in industry and growth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Welfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green down.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Greenhouse Gases&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Knowledge&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Centers Cohesion score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Knowledge priority covers investments in education and the free flow of information.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unity&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Popular Opinion&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Cohesion&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low education score&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Miltech&amp;lt;br&amp;gt;[[File:ICO arrow green down.png|24px]] Unrest&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by low unrest score&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The Military priority represents investments in internal security and military technology.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spoils&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Inequality&amp;lt;br&amp;gt;[[File:ICO arrow red.png|24px]] Greenhouse Gases&amp;lt;br&amp;gt;[[File:ICO arrow red down.png|24px]] Government&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Funding&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Faction Money&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nuclear Weapons&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages&amp;lt;br&amp;gt;&#039;&#039;&#039;Requires 80 IPs for the first time&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;This priority will add one nuclear barrage to the nation&#039;s stockpile.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spaceflight Program&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Boost priority&amp;lt;br&amp;gt;[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority&lt;br /&gt;
| 50&lt;br /&gt;
| Can only be done once&lt;br /&gt;
| &#039;&#039;This one-time priority, for nations that do not have a domestic spaceflight program at the campaign&#039;s start, will unlock the Boost and Mission Control priorities once completed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Boost&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by certain Orgs&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by stations in Low Earth Orbit&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Effects increased by equator regions&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| Nation finished the Spaceflight Program priority&lt;br /&gt;
| &#039;&#039;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.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Control&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Mission Control&lt;br /&gt;
| 25&lt;br /&gt;
| Not Colony Region&amp;lt;br&amp;gt;Nation or a federation member finished the Spaceflight Program priority&amp;lt;br&amp;gt;Limited to 6 Mission Control per region (8 for core economic regions)&lt;br /&gt;
| &#039;&#039;Completing the Missiong Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Army&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Army&lt;br /&gt;
| 60&lt;br /&gt;
| 5 Mn Population&amp;lt;br&amp;gt;25 Mn Population per army&amp;lt;br&amp;gt;1 region per army&lt;br /&gt;
| &#039;&#039;The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Build Navy&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Navy&lt;br /&gt;
| 100&lt;br /&gt;
| 4 Control Points or 40000 Per Capita GDP&lt;br /&gt;
| &#039;&#039;The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Defenses&#039;&#039;&#039;&lt;br /&gt;
| [[File:ICO arrow green.png|24px]] Space Defenses&lt;br /&gt;
| 50&lt;br /&gt;
| Required technology&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation&#039;s GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d&#039;etat. The percentage required is reduced by high scores of Government, Education and Cohesion.&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Build Army priority ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Armies !! Navies&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Spaceflight Program priority ===&lt;br /&gt;
The following nations at start have completed at least one Spaceflight Program priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)&amp;lt;br&amp;gt;Goddard Space Flight Center (1)&amp;lt;br&amp;gt;Kennedy Space Center (1)&amp;lt;br&amp;gt;JPL Spaceflight Operations (1) || Launch Complex 39 (20)&amp;lt;br&amp;gt;Vandemburg Air Force Base (5)&amp;lt;br&amp;gt;Wallops Flight Facility (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)&amp;lt;br&amp;gt;Jiuquan Launch Center (3)&amp;lt;br&amp;gt;Taiyuan Launch Center (3)&amp;lt;br&amp;gt;Wenchang Spacecraft Launch Site (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)&amp;lt;br&amp;gt;Vastochny Cosmodrome (0.8)&amp;lt;br&amp;gt;Yasny Cosmodrome (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nations with completed Nuclear Weapons priority ===&lt;br /&gt;
The following nations at start have completed at least one Nuclear Weapons priority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Russia.png|50px]] Russia || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States.png|50px]] United States of America || 28&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag China.png|50px]] China || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag France.png|50px]] France || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Pakistan.png|50px]] Pakistan || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag India.png|50px]] India || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Israel.png|50px]] Israel || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] North Korea || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Africa.png|50px]] South Africa || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control 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, combat, councillor 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;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP. A colony region cannot support any mission control. &lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. A core economic region can support a maximum of 8 mission control.&lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphrere, will not suffer economic loss due to global envirnmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global envirnmental damage as normal regions.&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a permanent loss in population growth due to radiation and contaminated food and water supply.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
Some nations have claims on regions that aren&#039;t theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.&lt;br /&gt;
&lt;br /&gt;
Completing certain research projects projects will increase the number of claims. The following nations start with claims:&lt;br /&gt;
* [[File:Flag France.png|30px]] France and every member of the [[File:Flag European Union.png|30px]] European Union&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union&lt;br /&gt;
* [[File:Flag Czech Republic.png|30px]] Czech Republic and [[File:Flag Slovakia.png|30px]] Slovakia&lt;br /&gt;
* [[File:Flag United Kingdom.png|30px]] United Kingdom and [[File:Flag Ireland.png|30px]] Ireland&lt;br /&gt;
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States and [[File:Flag Serbia.png|30px]] Southern Balkan States&lt;br /&gt;
* [[File:Flag China.png|30px]] China and [[File:Flag India.png|30px]] India&lt;br /&gt;
* [[File:Flag India.png|30px]] India and [[File:Flag Bangladesh.png|30px]] Bangladesh&lt;br /&gt;
* [[File:Flag Russia.png|30px]] Russia and [[File:Flag Ukraine.png|30px]] Ukraine&lt;br /&gt;
* [[File:Flag Australia.png|30px]] Australia and [[File:Flag New Zealand.png|30px]] New Zealand&lt;br /&gt;
* [[File:Flag Indonesia.png|30px]] Indonesia and [[File:Flag Papua New Guinea.png|30px]] Pacific States&lt;br /&gt;
* [[File:Flag South Korea.png|30px]] South Korea and [[File:Flag North Korea.png|30px]] North Korea&lt;br /&gt;
* [[File:Flag Ethiopia.png|30px]] Ethiopia and [[File:Flag Somalia.png|30px]] Somalia&lt;br /&gt;
* [[File:Flag Guatemala.png|30px]] Guatemala and [[File:Flag Belize.png|30px]] Belize&lt;br /&gt;
* [[File:Flag Sudan.png|30px]] Sudan and [[File:Flag South Sudan.png|30px]] South Sudan&lt;br /&gt;
* [[File:Flag Venezuela.png|30px]] Venezuela and [[File:Flag Guyana.png|30px]] Guyana&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation&#039;s economy. 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, control over the nation&#039;s armies, and the ability to direct economic priorities.&lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.&lt;br /&gt;
&lt;br /&gt;
Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction&#039;s control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.&lt;br /&gt;
&lt;br /&gt;
Every nation has between 1 and 6 control points, depending on their GDP. The GDP also determines how much influence it costs to hold control of a control point.&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
* &#039;&#039;&#039;Executive&#039;&#039;&#039;: Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it&#039;s the only one.&lt;br /&gt;
* &#039;&#039;&#039;Legislature:&#039;&#039;&#039; Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; Bonus to Purge missions in the same nation against all control points except the Executive one.&lt;br /&gt;
* &#039;&#039;&#039;Security Apparatus&#039;&#039;&#039; Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Bureaucracy:&#039;&#039;&#039; Bonus to Control Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Identity Blocks:&#039;&#039;&#039; Bonus to Increase unrest missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Mass Media:&#039;&#039;&#039; Bonus to Public Campaign missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;National Industries:&#039;&#039;&#039; Bonus to Hostile Takeover missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Oligarchs:&#039;&#039;&#039; Bonus to Coup d&#039;Etat missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Regional Authorities:&#039;&#039;&#039; Bonus to Stabilize Nation missions in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Aristocracy:&#039;&#039;&#039; Bonus to Money gained from the Unity priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Financial Sector:&#039;&#039;&#039; Bonus to Money gained from the Funding priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Bonus to Public Opinion gained from the Spoils priority in the same nation.&lt;br /&gt;
* &#039;&#039;&#039;Corporations:&#039;&#039;&#039; Orgs based in the same nation cost less money.&lt;br /&gt;
* &#039;&#039;&#039;Trade Unions:&#039;&#039;&#039; Orgs based in the same nation cost less influence.&lt;br /&gt;
* &#039;&#039;&#039;Defense Sector:&#039;&#039;&#039; Owned armies in the same nation repair faster.&lt;br /&gt;
&lt;br /&gt;
Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.&lt;br /&gt;
&lt;br /&gt;
If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.&lt;br /&gt;
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d&#039;Etat. It can either be performed with your councillor or happen naturally. Successful Coup d&#039;Etat missions will turn all the CP from that nation to your faction, while Coup d&#039;Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d&#039;Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Policy !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare War&#039;&#039;&#039;&lt;br /&gt;
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
* Target is a rival&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seek Peace&#039;&#039;&#039;&lt;br /&gt;
| End a war against the targeted nation and all its allies.&lt;br /&gt;
| &lt;br /&gt;
* War leader&lt;br /&gt;
* Target is at war with this nation&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grant Independence&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation or region becomes independent. Gain control of all its control points.&lt;br /&gt;
| &lt;br /&gt;
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cede Territory&#039;&#039;&#039;&lt;br /&gt;
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.&lt;br /&gt;
| &lt;br /&gt;
* Another nation has claims to at least one controlled region&lt;br /&gt;
* If there is only one claimed region it must not have the Capital Region classification&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Army&#039;&#039;&#039;&lt;br /&gt;
| Disband one of the nation&#039;s armies.&lt;br /&gt;
| &lt;br /&gt;
* Any army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disband Warheads&#039;&#039;&#039;&lt;br /&gt;
| Remove 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.&lt;br /&gt;
| &lt;br /&gt;
* Any strategic nuclear barrage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declare Independence&#039;&#039;&#039;&lt;br /&gt;
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.&lt;br /&gt;
| &lt;br /&gt;
* Breakaway nation&lt;br /&gt;
* Target is the parent nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leave Federation&#039;&#039;&#039;&lt;br /&gt;
| Leaves the targeted federation.&lt;br /&gt;
| &lt;br /&gt;
* Member of a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federation&#039;&#039;&#039;&lt;br /&gt;
| Create a Federation with the targeted nation, or join their if they&#039;re already in one.&lt;br /&gt;
| &lt;br /&gt;
* Allied with the targeted nation for some time&lt;br /&gt;
* Claims to one of the federation&#039;s regions or federation has a clain to one of the nation&#039;s regions&lt;br /&gt;
* Not a rival or at war with any of the federation&#039;s members&lt;br /&gt;
* Not breakaway nation&lt;br /&gt;
* Not already in a federation&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Target nation accepts (can be skipped by controlling its executive control point)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unification&#039;&#039;&#039;&lt;br /&gt;
| Both nations unite into a single nation. May cause regions of the joining nation to secede if cohesion is low.&lt;br /&gt;
| &lt;br /&gt;
* Claims to the target nation&#039;s capital region&lt;br /&gt;
* Member of the same federation or original nation for some time&lt;br /&gt;
* Consolidated control of the executive control point&lt;br /&gt;
* Consolidated control of the executive control point of the targeted nation&lt;br /&gt;
* Control of all control points in the targeted nation&lt;br /&gt;
|}&lt;br /&gt;
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.&lt;br /&gt;
&lt;br /&gt;
At the game start date there are two federations:&lt;br /&gt;
* [[File:Flag European Union.png|50px]] &#039;&#039;&#039;European Union:&#039;&#039;&#039; France, Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece&lt;br /&gt;
* [[File:Flag Eurasian Union.png|50px]] &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; Russia, Kazakhstan, Belarus, Armenia, Kyrgyzstan&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view]]&lt;br /&gt;
The Relations tab describes the relations between different nations.&lt;br /&gt;
* &#039;&#039;&#039;Allies&#039;&#039;&#039; are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another&#039;s armies as well.&lt;br /&gt;
* &#039;&#039;&#039;Rivals&#039;&#039;&#039; are nations with which this nation may go to war.&lt;br /&gt;
&lt;br /&gt;
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway&#039;s parent nation, and vice versa. &lt;br /&gt;
&lt;br /&gt;
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.&lt;br /&gt;
&lt;br /&gt;
Hovering over the alliance option will also show the detailed requirements for federation and unification.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
Nations that secend from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.&lt;br /&gt;
&lt;br /&gt;
When the game starts there is only one breakaway nation - Taiwan.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1252</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1252"/>
		<updated>2022-10-06T18:14:49Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* List of all Hab Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
All modules require the couuncil engineering project with the same name to be constructed.&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station, with two Solar Collectors and one Space Science Lab, and Tiangong Station, with no modules beyond the core. A random faction will have control of each habitat.&lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Station T1 PlatformCore.png|80px]] Platform Core&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Station T2 OrbitalCore.png|80px]] Orbital Core&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Station T3 RingCore.png|80px]] Ring Core&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 960&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Station T1 PlatformCore.png|80px]] Automated Platform Core&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched. They use the following core modules:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Base T1 OutpostCore.png|80px]] Outpost Core&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Base T2 SettlementCore.png|80px]] Settlement Core&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Base T3 ColonyCore.png|80px]] ColonyCore&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 1280&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Base T1 OutpostCore.png|80px]] Automated Outpost Core&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab. Modules also have a maintenance cost in space resources, which can be paid with boost and money if sufficient space resources aren&#039;t available. Some modules also have a mission control cost, as well.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
Many modules can be built both at stations and bases, although some are hab-type-specific. Most need a project completed to unlock them. A few are faction-specific. Several are upgrades of prior ones: The materials lab can become a materials research center, which can become a materials institute at the largest hab.&lt;br /&gt;
&lt;br /&gt;
There are hab modules for research, hab modules for money and influence production, and hab modules that grant engineering project capacity. Most modules have a support cost, which is drawn from your space resources, if you have them, otherwise from your boost. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
Five module types deserve further note:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mines&#039;&#039;&#039;. Buildable only on bases, of course, these produce space resources based on the hab site’s profile. These are built with electromagnetic catapults that fling material into space and into your resource pool.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Supply Depots&#039;&#039;&#039;. These let your fleets take on propellant and reload weapons by drawing down your space resource supply, or boost. These can go on the smallest habs; we expect you’ll need a network of them around the Solar System to keep your fleets moving.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Shipyards&#039;&#039;&#039;. These let you build and repair your warships. Larger yards speed construction of the ships. You’ll have a shipyard manager interface with build queues so you can coordinate construction across your holdings.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Barracks&#039;&#039;&#039;. These hold Marines to defend your hab from enemy assaults. From stations in an interface orbit, the Marines can also drop to assault surface bases, as long as one of your councilors is present to lead them. Councilors can similarly lead Marine assaults from one of your bases against a nearby enemy base.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Defense modules&#039;&#039;&#039;. These mount antiship and point defense weaponry for space combat. If a station is involved in combat, the enemy’s objective is to destroy these modules. After the battle, the station can be boarded or destroyed. Defense modules on bases fire back when the base is being bombarded form orbit.&lt;br /&gt;
&lt;br /&gt;
== List of all Hab Modules ==&lt;br /&gt;
&amp;lt;!--What I need is the monthly support cost for everything, plus the tech that unlocks it. I also don&#039;t know the yields of some of the modules, please fill them out if you know them--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|&#039;&#039;&#039;plaeholder&#039;&#039;&#039;&lt;br /&gt;
|tier&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
| build time&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| requirements&lt;br /&gt;
| effect&lt;br /&gt;
|- &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Power Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! width=1% | Crew !! Mass (tons) !! Build Time (days) !! Support Cost !! Build Cost (from earth) !! Build Cost (from space) !! Requirements !! width=60% | Effect &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Panel&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 30&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is 10 power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Array&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
| 60&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*Base output is 42 power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Collector&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
| build time&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*Base output is ? power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Pile&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
|30&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| Nuclear Fission in space&lt;br /&gt;
| &lt;br /&gt;
*Produces 10 power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Reactor Array&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
|60&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| Nuclear Fission in space&lt;br /&gt;
| &lt;br /&gt;
*Produces 42 power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Reactor Complex&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
| buildtime&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| Nuclear Fission in space&lt;br /&gt;
| &lt;br /&gt;
*Produces ? power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Automated Fission Pile&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| 0&lt;br /&gt;
| mass&lt;br /&gt;
|30&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| Nuclear Fission in space&lt;br /&gt;
Advanced Neural Networks&lt;br /&gt;
| &lt;br /&gt;
*Produces 10 power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fusion Pile&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
| time&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| Nuclear Fusion in space&lt;br /&gt;
| &lt;br /&gt;
*Produces ? power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fusion Reactor Array&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
| time&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| Nuclear Fusion in space&lt;br /&gt;
| &lt;br /&gt;
*Produces ? power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fusion Reactor Complex&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
| time&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| Nuclear Fusion in space&lt;br /&gt;
| &lt;br /&gt;
*Produces ? power&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Science Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resource Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;!--can someone figure out what infleunces power draw on mining complexes, and also relative effeiceny boost?--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outpost Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Settlement Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*2 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
*25(?)% more yield than tier&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Colony Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
*(?)% more yield than tier&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tourist Berth&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; 0.3 boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*? Funds&lt;br /&gt;
*1 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Space Hotel&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; 1.5 boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*80 Funds&lt;br /&gt;
*2 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Space Resort&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*? Funds&lt;br /&gt;
*3 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Broadcast Center&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*8 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nano Forge&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? base metal&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:orange&amp;quot;;&amp;gt; 1 noble metal&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*80 funds when not currently constructing other modules around the local body&lt;br /&gt;
*Increases build speed for modules around local body&lt;br /&gt;
*Allows direct founding of t2 platforms and settlements&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Industrial Atomic Assembler&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? base metal&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:orange&amp;quot;;&amp;gt; ? noble metal&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*? funds when not currently constructing other modules around the local body&lt;br /&gt;
*Increases build speed for modules around local body&lt;br /&gt;
*Allows direct founding of t3 stations and colonies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Utility Modules&lt;br /&gt;
&lt;br /&gt;
== Councilor Missions ==&lt;br /&gt;
&lt;br /&gt;
You can also send councilors to habs, either by spending boost to launch from Earth to somewhere in the Earth-Moon system, or by hitching a ride on a ship. Councilors may only board enemy human ships or the smallest habs if they have the “undercover” trait. But second- and third-tier habs are large enough that councilors may board freely.&lt;br /&gt;
&lt;br /&gt;
Once aboard, councilors can run a number of missions, including sabotaging a particular module or persuading the hab’s leaders to switch sides and join your faction.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Go back to [[Main Page]].&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1251</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1251"/>
		<updated>2022-10-06T18:11:40Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* List of all Hab Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
All modules require the couuncil engineering project with the same name to be constructed.&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station, with two Solar Collectors and one Space Science Lab, and Tiangong Station, with no modules beyond the core. A random faction will have control of each habitat.&lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Station T1 PlatformCore.png|80px]] Platform Core&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Station T2 OrbitalCore.png|80px]] Orbital Core&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Station T3 RingCore.png|80px]] Ring Core&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 960&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Station T1 PlatformCore.png|80px]] Automated Platform Core&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched. They use the following core modules:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Base T1 OutpostCore.png|80px]] Outpost Core&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Base T2 SettlementCore.png|80px]] Settlement Core&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Base T3 ColonyCore.png|80px]] ColonyCore&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 1280&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Base T1 OutpostCore.png|80px]] Automated Outpost Core&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab. Modules also have a maintenance cost in space resources, which can be paid with boost and money if sufficient space resources aren&#039;t available. Some modules also have a mission control cost, as well.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
Many modules can be built both at stations and bases, although some are hab-type-specific. Most need a project completed to unlock them. A few are faction-specific. Several are upgrades of prior ones: The materials lab can become a materials research center, which can become a materials institute at the largest hab.&lt;br /&gt;
&lt;br /&gt;
There are hab modules for research, hab modules for money and influence production, and hab modules that grant engineering project capacity. Most modules have a support cost, which is drawn from your space resources, if you have them, otherwise from your boost. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
Five module types deserve further note:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mines&#039;&#039;&#039;. Buildable only on bases, of course, these produce space resources based on the hab site’s profile. These are built with electromagnetic catapults that fling material into space and into your resource pool.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Supply Depots&#039;&#039;&#039;. These let your fleets take on propellant and reload weapons by drawing down your space resource supply, or boost. These can go on the smallest habs; we expect you’ll need a network of them around the Solar System to keep your fleets moving.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Shipyards&#039;&#039;&#039;. These let you build and repair your warships. Larger yards speed construction of the ships. You’ll have a shipyard manager interface with build queues so you can coordinate construction across your holdings.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Barracks&#039;&#039;&#039;. These hold Marines to defend your hab from enemy assaults. From stations in an interface orbit, the Marines can also drop to assault surface bases, as long as one of your councilors is present to lead them. Councilors can similarly lead Marine assaults from one of your bases against a nearby enemy base.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Defense modules&#039;&#039;&#039;. These mount antiship and point defense weaponry for space combat. If a station is involved in combat, the enemy’s objective is to destroy these modules. After the battle, the station can be boarded or destroyed. Defense modules on bases fire back when the base is being bombarded form orbit.&lt;br /&gt;
&lt;br /&gt;
== List of all Hab Modules ==&lt;br /&gt;
&amp;lt;!--What I need is the monthly support cost for everything, plus the tech that unlocks it. I also don&#039;t know the yields of some of the modules, please fill them out if you know them--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|&#039;&#039;&#039;plaeholder&#039;&#039;&#039;&lt;br /&gt;
|tier&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
| build time&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| requirements&lt;br /&gt;
| effect&lt;br /&gt;
|- &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Power Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! width=1% | Crew !! Mass (tons) !! Build Time (days) !! Support Cost !! Build Cost (from earth) !! Build Cost (from space) !! Requirements !! width=60% | Effect &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Panel&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 30&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is 10 power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Array&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
| 60&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*Base output is 42 power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Collector&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
| build time&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*Base output is ? power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Pile&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
|30&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| Nuclear Fission in space&lt;br /&gt;
| Produces 10 power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Reactor Array&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
|60&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| Nuclear Fission in space&lt;br /&gt;
| Produces 42power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Reactor Complex&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
| buildtime&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| Nuclear Fission in space&lt;br /&gt;
| Produces ? power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Automated Fission Pile&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| 0&lt;br /&gt;
| mass&lt;br /&gt;
|30&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| Nuclear Fission in space&lt;br /&gt;
Advanced Neural Networks&lt;br /&gt;
| Produces 10 power&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Science Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resource Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;!--can someone figure out what infleunces power draw on mining complexes, and also relative effeiceny boost?--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outpost Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Settlement Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*2 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
*25(?)% more yield than tier&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Colony Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
*(?)% more yield than tier&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tourist Berth&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; 0.3 boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*? Funds&lt;br /&gt;
*1 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Space Hotel&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; 1.5 boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*80 Funds&lt;br /&gt;
*2 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Space Resort&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*? Funds&lt;br /&gt;
*3 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Broadcast Center&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*8 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nano Forge&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? base metal&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:orange&amp;quot;;&amp;gt; 1 noble metal&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*80 funds when not currently constructing other modules around the local body&lt;br /&gt;
*Increases build speed for modules around local body&lt;br /&gt;
*Allows direct founding of t2 platforms and settlements&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Industrial Atomic Assembler&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? base metal&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:orange&amp;quot;;&amp;gt; ? noble metal&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*? funds when not currently constructing other modules around the local body&lt;br /&gt;
*Increases build speed for modules around local body&lt;br /&gt;
*Allows direct founding of t3 stations and colonies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Utility Modules&lt;br /&gt;
&lt;br /&gt;
== Councilor Missions ==&lt;br /&gt;
&lt;br /&gt;
You can also send councilors to habs, either by spending boost to launch from Earth to somewhere in the Earth-Moon system, or by hitching a ride on a ship. Councilors may only board enemy human ships or the smallest habs if they have the “undercover” trait. But second- and third-tier habs are large enough that councilors may board freely.&lt;br /&gt;
&lt;br /&gt;
Once aboard, councilors can run a number of missions, including sabotaging a particular module or persuading the hab’s leaders to switch sides and join your faction.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Go back to [[Main Page]].&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Events&amp;diff=1249</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Events&amp;diff=1249"/>
		<updated>2022-10-06T18:02:12Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* Random Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Story Events ==&lt;br /&gt;
Story Events can can only take place once after the required conditions are met.&lt;br /&gt;
* &#039;&#039;&#039;One Humanity?&#039;&#039;&#039; takes place withing the first two weeks. It will grant all nations 1 Cohesion.&lt;br /&gt;
* &#039;&#039;&#039;U.N. Security Council Meets&#039;&#039;&#039; takes place withing the first two weeks. It will give each faction a choice between remaining in shadows, quietly steering support (+25 influence, small Public Opinion boost everywhere, reveals the faction&#039;s motives to other factions) and delivering their menifesto (+50 Influence, moderate Public Opinion boost everywhere, reveals the faction&#039;s motives and councilors to other factions).&lt;br /&gt;
* &#039;&#039;&#039;Select Advisory Team&#039;&#039;&#039; takes place withing the first two weeks. It will give each faction a choice between 4 permanent bonuses to monthly income: +3 Influence, +15 Research, +3 Ops, +10 Money.&lt;br /&gt;
* &#039;&#039;&#039;Select Management Team&#039;&#039;&#039; takes place withing the first two weeks. It will give each faction a choice between 4 permanent bonuses to priority investments: +10% Economy, +5% Spaceflight Program and Boost, +5% Military and Build Army, +5% Welfare and Knowledge.&lt;br /&gt;
* &#039;&#039;&#039;Objective Complete - Alien Crash&#039;&#039;&#039; takes place for every faction that investigates the starting crash site. It will grant 20 Influence and Research.&lt;br /&gt;
* &#039;&#039;&#039;The New Normal&#039;&#039;&#039; takes place on 1st February 2023. Afterwards the mission assignment phase will only take place every 2 weeks.&lt;br /&gt;
* &#039;&#039;&#039;They Have Not Come In Peace&#039;&#039;&#039; takes place in early March 2023. The Academy will suffer a massive loss of Public Opinion and half of their Control Points will suffer a Crackdown effect. All nations with Cohesion above 5 will gain 1 Cohesion. All nations with Cohesion below 5 will lose 1 Cohesion.&lt;br /&gt;
&lt;br /&gt;
== Random Events ==&lt;br /&gt;
Random Events can take place at any point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Test&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti Satellite Test&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lucky Strike&#039;&#039;&#039; A random ground based hab will get a 25% increase in base resource yields. If your collective science rating between all councilors is 25 or more, gain the option to try to make it a 50% chance instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;COUNTRY Develops Super Crop&#039;&#039;&#039; A random country will invent a new super food. Default option gives +1% GDP. Second option allows for spending large sum of funds and some influence for a +2% GDP gain and public opinion. A third option, available only if ???, allows the player exploit this new food for profit, granting a lump sum of money and inequality. &amp;lt;i&amp;gt; can someone find out what the last option needs?&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1247</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1247"/>
		<updated>2022-10-06T17:39:45Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* List of all Hab Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
All modules require the couuncil engineering project with the same name to be constructed.&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station, with two Solar Collectors and one Space Science Lab, and Tiangong Station, with no modules beyond the core. A random faction will have control of each habitat.&lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Station T1 PlatformCore.png|80px]] Platform Core&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Station T2 OrbitalCore.png|80px]] Orbital Core&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Station T3 RingCore.png|80px]] Ring Core&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 960&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Station T1 PlatformCore.png|80px]] Automated Platform Core&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched. They use the following core modules:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Base T1 OutpostCore.png|80px]] Outpost Core&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Base T2 SettlementCore.png|80px]] Settlement Core&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Base T3 ColonyCore.png|80px]] ColonyCore&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 1280&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Base T1 OutpostCore.png|80px]] Automated Outpost Core&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab. Modules also have a maintenance cost in space resources, which can be paid with boost and money if sufficient space resources aren&#039;t available. Some modules also have a mission control cost, as well.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
Many modules can be built both at stations and bases, although some are hab-type-specific. Most need a project completed to unlock them. A few are faction-specific. Several are upgrades of prior ones: The materials lab can become a materials research center, which can become a materials institute at the largest hab.&lt;br /&gt;
&lt;br /&gt;
There are hab modules for research, hab modules for money and influence production, and hab modules that grant engineering project capacity. Most modules have a support cost, which is drawn from your space resources, if you have them, otherwise from your boost. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
Five module types deserve further note:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mines&#039;&#039;&#039;. Buildable only on bases, of course, these produce space resources based on the hab site’s profile. These are built with electromagnetic catapults that fling material into space and into your resource pool.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Supply Depots&#039;&#039;&#039;. These let your fleets take on propellant and reload weapons by drawing down your space resource supply, or boost. These can go on the smallest habs; we expect you’ll need a network of them around the Solar System to keep your fleets moving.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Shipyards&#039;&#039;&#039;. These let you build and repair your warships. Larger yards speed construction of the ships. You’ll have a shipyard manager interface with build queues so you can coordinate construction across your holdings.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Barracks&#039;&#039;&#039;. These hold Marines to defend your hab from enemy assaults. From stations in an interface orbit, the Marines can also drop to assault surface bases, as long as one of your councilors is present to lead them. Councilors can similarly lead Marine assaults from one of your bases against a nearby enemy base.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Defense modules&#039;&#039;&#039;. These mount antiship and point defense weaponry for space combat. If a station is involved in combat, the enemy’s objective is to destroy these modules. After the battle, the station can be boarded or destroyed. Defense modules on bases fire back when the base is being bombarded form orbit.&lt;br /&gt;
&lt;br /&gt;
== List of all Hab Modules ==&lt;br /&gt;
&amp;lt;!--What I need is the monthly support cost for everything, plus the tech that unlocks it. I also don&#039;t know the yields of some of the modules, please fill them out if you know them--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|&#039;&#039;&#039;plaeholder&#039;&#039;&#039;&lt;br /&gt;
|tier&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
| build time&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| requirements&lt;br /&gt;
| effect&lt;br /&gt;
|- &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Power Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! width=1% | Crew !! Mass (tons) !! Build Time (days) !! Support Cost !! Build Cost (from earth) !! Build Cost (from space) !! Requirements !! width=60% | Effect &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Panel&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 30&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is 10 power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Array&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
| 60&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*Base output is 42 power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Collector&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| crew&lt;br /&gt;
| mass&lt;br /&gt;
| build time&lt;br /&gt;
| suport cost&lt;br /&gt;
|build cost&lt;br /&gt;
| buidl cot space&lt;br /&gt;
| requirements&lt;br /&gt;
| &lt;br /&gt;
*Base output is ? power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Science Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resource Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;!--can someone figure out what infleunces power draw on mining complexes, and also relative effeiceny boost?--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outpost Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Settlement Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*2 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
*25(?)% more yield than tier&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Colony Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
*(?)% more yield than tier&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tourist Berth&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; 0.3 boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*? Funds&lt;br /&gt;
*1 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Space Hotel&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; 1.5 boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*80 Funds&lt;br /&gt;
*2 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Space Resort&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*? Funds&lt;br /&gt;
*3 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Broadcast Center&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*8 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nano Forge&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? base metal&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:orange&amp;quot;;&amp;gt; 1 noble metal&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*80 funds when not currently constructing other modules around the local body&lt;br /&gt;
*Increases build speed for modules around local body&lt;br /&gt;
*Allows direct founding of t2 platforms and settlements&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Industrial Atomic Assembler&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? base metal&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:orange&amp;quot;;&amp;gt; ? noble metal&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*? funds when not currently constructing other modules around the local body&lt;br /&gt;
*Increases build speed for modules around local body&lt;br /&gt;
*Allows direct founding of t3 stations and colonies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Utility Modules&lt;br /&gt;
&lt;br /&gt;
== Councilor Missions ==&lt;br /&gt;
&lt;br /&gt;
You can also send councilors to habs, either by spending boost to launch from Earth to somewhere in the Earth-Moon system, or by hitching a ride on a ship. Councilors may only board enemy human ships or the smallest habs if they have the “undercover” trait. But second- and third-tier habs are large enough that councilors may board freely.&lt;br /&gt;
&lt;br /&gt;
Once aboard, councilors can run a number of missions, including sabotaging a particular module or persuading the hab’s leaders to switch sides and join your faction.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Go back to [[Main Page]].&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Events&amp;diff=1244</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Events&amp;diff=1244"/>
		<updated>2022-10-06T17:28:00Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* Random Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Story Events ==&lt;br /&gt;
Story Events can can only take place once after the required conditions are met.&lt;br /&gt;
* &#039;&#039;&#039;One Humanity?&#039;&#039;&#039; takes place withing the first two weeks. It will grant all nations 1 Cohesion.&lt;br /&gt;
* &#039;&#039;&#039;U.N. Security Council Meets&#039;&#039;&#039; takes place withing the first two weeks. It will give each faction a choice between remaining in shadows, quietly steering support (+25 influence, small Public Opinion boost everywhere, reveals the faction&#039;s motives to other factions) and delivering their menifesto (+50 Influence, moderate Public Opinion boost everywhere, reveals the faction&#039;s motives and councilors to other factions).&lt;br /&gt;
* &#039;&#039;&#039;Select Advisory Team&#039;&#039;&#039; takes place withing the first two weeks. It will give each faction a choice between 4 permanent bonuses to monthly income: +3 Influence, +15 Research, +3 Ops, +10 Money.&lt;br /&gt;
* &#039;&#039;&#039;Select Management Team&#039;&#039;&#039; takes place withing the first two weeks. It will give each faction a choice between 4 permanent bonuses to priority investments: +10% Economy, +5% Spaceflight Program and Boost, +5% Military and Build Army, +5% Welfare and Knowledge.&lt;br /&gt;
* &#039;&#039;&#039;Objective Complete - Alien Crash&#039;&#039;&#039; takes place for every faction that investigates the starting crash site. It will grant 20 Influence and Research.&lt;br /&gt;
&lt;br /&gt;
== Random Events ==&lt;br /&gt;
Random Events can take place at any point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Test&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti Satellite Test&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lucy Strike&#039;&#039;&#039; A random ground based hab will get a 25% increase in base resource yields. If your collective science rating between all councilors is 25 or more, gain the option to try to make it a 50% chance instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;COUNTRY Develops Super Crop&#039;&#039;&#039; A random country will invent a new super food. Default option gives +1% GDP. Second option allows for spending large sum of funds and some influence for a +2% GDP gain and public opinion. A third option, available only if ???, allows the player exploit this new food for profit, granting a lump sum of money and inequality. &amp;lt;i&amp;gt; can someone find out what the last option needs?&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Events&amp;diff=1243</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Events&amp;diff=1243"/>
		<updated>2022-10-06T17:24:12Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* Random Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Story Events ==&lt;br /&gt;
Story Events can can only take place once after the required conditions are met.&lt;br /&gt;
* &#039;&#039;&#039;One Humanity?&#039;&#039;&#039; takes place withing the first two weeks. It will grant all nations 1 Cohesion.&lt;br /&gt;
* &#039;&#039;&#039;U.N. Security Council Meets&#039;&#039;&#039; takes place withing the first two weeks. It will give each faction a choice between remaining in shadows, quietly steering support (+25 influence, small Public Opinion boost everywhere, reveals the faction&#039;s motives to other factions) and delivering their menifesto (+50 Influence, moderate Public Opinion boost everywhere, reveals the faction&#039;s motives and councilors to other factions).&lt;br /&gt;
* &#039;&#039;&#039;Select Advisory Team&#039;&#039;&#039; takes place withing the first two weeks. It will give each faction a choice between 4 permanent bonuses to monthly income: +3 Influence, +15 Research, +3 Ops, +10 Money.&lt;br /&gt;
* &#039;&#039;&#039;Select Management Team&#039;&#039;&#039; takes place withing the first two weeks. It will give each faction a choice between 4 permanent bonuses to priority investments: +10% Economy, +5% Spaceflight Program and Boost, +5% Military and Build Army, +5% Welfare and Knowledge.&lt;br /&gt;
* &#039;&#039;&#039;Objective Complete - Alien Crash&#039;&#039;&#039; takes place for every faction that investigates the starting crash site. It will grant 20 Influence and Research.&lt;br /&gt;
&lt;br /&gt;
== Random Events ==&lt;br /&gt;
Random Events can take place at any point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Test&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti Satellite Test&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lucy Strike&#039;&#039;&#039; A random ground based hab will get a 25% increase in base resource yields. If your collective science rating between all councilors is 25 or more, gain the option to try to make it a 50% chance instead.&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Events&amp;diff=1242</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Events&amp;diff=1242"/>
		<updated>2022-10-06T17:22:07Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* Random Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Story Events ==&lt;br /&gt;
Story Events can can only take place once after the required conditions are met.&lt;br /&gt;
* &#039;&#039;&#039;One Humanity?&#039;&#039;&#039; takes place withing the first two weeks. It will grant all nations 1 Cohesion.&lt;br /&gt;
* &#039;&#039;&#039;U.N. Security Council Meets&#039;&#039;&#039; takes place withing the first two weeks. It will give each faction a choice between remaining in shadows, quietly steering support (+25 influence, small Public Opinion boost everywhere, reveals the faction&#039;s motives to other factions) and delivering their menifesto (+50 Influence, moderate Public Opinion boost everywhere, reveals the faction&#039;s motives and councilors to other factions).&lt;br /&gt;
* &#039;&#039;&#039;Select Advisory Team&#039;&#039;&#039; takes place withing the first two weeks. It will give each faction a choice between 4 permanent bonuses to monthly income: +3 Influence, +15 Research, +3 Ops, +10 Money.&lt;br /&gt;
* &#039;&#039;&#039;Select Management Team&#039;&#039;&#039; takes place withing the first two weeks. It will give each faction a choice between 4 permanent bonuses to priority investments: +10% Economy, +5% Spaceflight Program and Boost, +5% Military and Build Army, +5% Welfare and Knowledge.&lt;br /&gt;
* &#039;&#039;&#039;Objective Complete - Alien Crash&#039;&#039;&#039; takes place for every faction that investigates the starting crash site. It will grant 20 Influence and Research.&lt;br /&gt;
&lt;br /&gt;
== Random Events ==&lt;br /&gt;
Random Events can take place at any point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Test&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1145</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1145"/>
		<updated>2022-10-06T04:00:14Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* List of all Hab Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28980&amp;amp;p=55516&amp;amp;hilit=habs#p55516 Terra Invicta Dev Diary #13: Habitats]&#039;&#039;.)&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
=== Types of Habs ===&lt;br /&gt;
&lt;br /&gt;
A critical component of your faction’s efforts are &#039;&#039;&#039;habitats&#039;&#039;&#039;, or &#039;&#039;&#039;habs&#039;&#039;&#039;. You can build two types of habs: stations, which go in an orbit, and bases, which go at a hab site. Habs are composed of &#039;&#039;&#039;modules&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Both types of habs come in three sizes. Stations grow from platforms, to orbitals, and then to rings. Bases start as outposts, grow to settlements, and finally become colonies. The size determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
[[File:Orbital.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
All habs have a core module; upgrading the core upgrades the entire station and unlocks new module slots. Those slots have designated positions in the overall layout of the hab, so construction is a bit “on the rails” instead of freeform.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
You can found a new hab in a few ways. One is to launch the core module from Earth, using boost. This can be a bit slow if the location is far from the homeworld. A second is to develop and build kits your ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a factory module.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Habs need power generating modules for all non-core modules to work. Initially only solar power modules are available, but you can develop fission and fusion modules as the game goes on. It’s important to note that solar power output decreases dramatically the further you go from the Sun – and are unlikely to be useful beyond Mars, but the panels will have huge output if located near or on Mercury.&lt;br /&gt;
&lt;br /&gt;
Many modules can be built both at stations and bases, although some are hab-type-specific. Most need a project completed to unlock them. A few are faction-specific. Several are upgrades of prior ones: The materials lab can become a materials research center, which can become a materials institute at the largest hab.&lt;br /&gt;
&lt;br /&gt;
[[File:HabDesigner.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
There are hab modules for research, hab modules for money and influence production, and hab modules that grant engineering project capacity. Most modules have a support cost, which is drawn from your space resources, if you have them, otherwise from your boost. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
Five module types deserve further note:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mines&#039;&#039;&#039;. Buildable only on bases, of course, these produce space resources based on the hab site’s profile. These are built with electromagnetic catapults that fling material into space and into your resource pool.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Supply Depots&#039;&#039;&#039;. These let your fleets take on propellant and reload weapons by drawing down your space resource supply, or boost. These can go on the smallest habs; we expect you’ll need a network of them around the Solar System to keep your fleets moving.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Shipyards&#039;&#039;&#039;. These let you build and repair your warships. Larger yards speed construction of the ships. You’ll have a shipyard manager interface with build queues so you can coordinate construction across your holdings.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Barracks&#039;&#039;&#039;. These hold Marines to defend your hab from enemy assaults. From stations in an interface orbit, the Marines can also drop to assault surface bases, as long as one of your councilors is present to lead them. Councilors can similarly lead Marine assaults from one of your bases against a nearby enemy base.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Defense modules&#039;&#039;&#039;. These mount antiship and point defense weaponry for space combat. If a station is involved in combat, the enemy’s objective is to destroy these modules. After the battle, the station can be boarded or destroyed. Defense modules on bases fire back when the base is being bombarded form orbit.&lt;br /&gt;
&lt;br /&gt;
=== List of all Hab Modules ===&lt;br /&gt;
&amp;lt;!--What I need is the monthly support cost for everything, plus the tech that unlocks it. I also don&#039;t know the yields of some of the modules, please fill them out if you know them--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|&#039;&#039;&#039;Placholder&#039;&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
X&lt;br /&gt;
|&lt;br /&gt;
X&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Core Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outpost Core&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t1 modules&lt;br /&gt;
*3 module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Settlement Core&#039;&#039;&#039;&lt;br /&gt;
| 2 &lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t2 modules&lt;br /&gt;
*9 module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Colony Core&#039;&#039;&#039;&lt;br /&gt;
| 3 &lt;br /&gt;
|&lt;br /&gt;
*19 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t3 modules&lt;br /&gt;
*? module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Station Core&#039;&#039;&#039;&lt;br /&gt;
| 1 &lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t1 modules&lt;br /&gt;
*4 module slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Platform Core&#039;&#039;&#039;&lt;br /&gt;
| 2 &lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t2 modules&lt;br /&gt;
*10 module slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Station Core&#039;&#039;&#039;&lt;br /&gt;
| 3 &lt;br /&gt;
|&lt;br /&gt;
*? Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t3 modules&lt;br /&gt;
*? module slots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Power Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Panel&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is 10 power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Array&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is 42 power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Complex&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is ? power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Pile&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; 1.6 water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;;&amp;gt; 0.1 Fissiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*10 power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Reactor Array&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;;&amp;gt; ? Fissiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*42 power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Reactor Complex&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;;&amp;gt; ? Fissiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*? power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Science Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resource Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;!--can someone figure out what infleunces power draw on mining complexes, and also relative effeiceny boost?--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outpost Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Settlement Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*2 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
*25(?)% more yield than tier&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Colony Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
*(?)% more yield than tier&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tourist Berth&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; 0.3 boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*? Funds&lt;br /&gt;
*1 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Space Hotel&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; 1.5 boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*80 Funds&lt;br /&gt;
*2 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Space Resort&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*? Funds&lt;br /&gt;
*3 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Broadcast Center&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*8 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nano Forge&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? base metal&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:orange&amp;quot;;&amp;gt; 1 noble metal&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*80 funds when not currently constructing other modules around the local body&lt;br /&gt;
*Increases build speed for modules around local body&lt;br /&gt;
*Allows direct founding of t2 platforms and settlements&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Industrial Atomic Assembler&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? base metal&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:orange&amp;quot;;&amp;gt; ? noble metal&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*? funds when not currently constructing other modules around the local body&lt;br /&gt;
*Increases build speed for modules around local body&lt;br /&gt;
*Allows direct founding of t3 stations and colonies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Utility Modules&lt;br /&gt;
&lt;br /&gt;
=== Councilor Missions ===&lt;br /&gt;
&lt;br /&gt;
You can also send councilors to habs, either by spending boost to launch from Earth to somewhere in the Earth-Moon system, or by hitching a ride on a ship. Councilors may only board enemy human ships or the smallest habs if they have the “undercover” trait. But second- and third-tier habs are large enough that councilors may board freely.&lt;br /&gt;
&lt;br /&gt;
Once aboard, councilors can run a number of missions, including sabotaging a particular module or persuading the hab’s leaders to switch sides and join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Finding the UI ===&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Go back to [[Main Page]].&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1110</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1110"/>
		<updated>2022-10-05T19:16:42Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* List of all Hab Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28980&amp;amp;p=55516&amp;amp;hilit=habs#p55516 Terra Invicta Dev Diary #13: Habitats]&#039;&#039;.)&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
=== Types of Habs ===&lt;br /&gt;
&lt;br /&gt;
A critical component of your faction’s efforts are &#039;&#039;&#039;habitats&#039;&#039;&#039;, or &#039;&#039;&#039;habs&#039;&#039;&#039;. You can build two types of habs: stations, which go in an orbit, and bases, which go at a hab site. Habs are composed of &#039;&#039;&#039;modules&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Both types of habs come in three sizes. Stations grow from platforms, to orbitals, and then to rings. Bases start as outposts, grow to settlements, and finally become colonies. The size determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
[[File:Orbital.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
All habs have a core module; upgrading the core upgrades the entire station and unlocks new module slots. Those slots have designated positions in the overall layout of the hab, so construction is a bit “on the rails” instead of freeform.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
You can found a new hab in a few ways. One is to launch the core module from Earth, using boost. This can be a bit slow if the location is far from the homeworld. A second is to develop and build kits your ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a factory module.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Habs need power generating modules for all non-core modules to work. Initially only solar power modules are available, but you can develop fission and fusion modules as the game goes on. It’s important to note that solar power output decreases dramatically the further you go from the Sun – and are unlikely to be useful beyond Mars, but the panels will have huge output if located near or on Mercury.&lt;br /&gt;
&lt;br /&gt;
Many modules can be built both at stations and bases, although some are hab-type-specific. Most need a project completed to unlock them. A few are faction-specific. Several are upgrades of prior ones: The materials lab can become a materials research center, which can become a materials institute at the largest hab.&lt;br /&gt;
&lt;br /&gt;
[[File:HabDesigner.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
There are hab modules for research, hab modules for money and influence production, and hab modules that grant engineering project capacity. Most modules have a support cost, which is drawn from your space resources, if you have them, otherwise from your boost. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
Five module types deserve further note:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mines&#039;&#039;&#039;. Buildable only on bases, of course, these produce space resources based on the hab site’s profile. These are built with electromagnetic catapults that fling material into space and into your resource pool.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Supply Depots&#039;&#039;&#039;. These let your fleets take on propellant and reload weapons by drawing down your space resource supply, or boost. These can go on the smallest habs; we expect you’ll need a network of them around the Solar System to keep your fleets moving.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Shipyards&#039;&#039;&#039;. These let you build and repair your warships. Larger yards speed construction of the ships. You’ll have a shipyard manager interface with build queues so you can coordinate construction across your holdings.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Barracks&#039;&#039;&#039;. These hold Marines to defend your hab from enemy assaults. From stations in an interface orbit, the Marines can also drop to assault surface bases, as long as one of your councilors is present to lead them. Councilors can similarly lead Marine assaults from one of your bases against a nearby enemy base.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Defense modules&#039;&#039;&#039;. These mount antiship and point defense weaponry for space combat. If a station is involved in combat, the enemy’s objective is to destroy these modules. After the battle, the station can be boarded or destroyed. Defense modules on bases fire back when the base is being bombarded form orbit.&lt;br /&gt;
&lt;br /&gt;
=== List of all Hab Modules ===&lt;br /&gt;
&amp;lt;!--What I need is the monthly support cost for everything, plus the tech that unlocks it. I also don&#039;t know the yields of some of the modules, please fill them out if you know them--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|&#039;&#039;&#039;Placholder&#039;&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
X&lt;br /&gt;
|&lt;br /&gt;
X&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Core Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outpost Core&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t1 modules&lt;br /&gt;
*3 module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Settlement Core&#039;&#039;&#039;&lt;br /&gt;
| 2 &lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t2 modules&lt;br /&gt;
*9 module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Colony Core&#039;&#039;&#039;&lt;br /&gt;
| 3 &lt;br /&gt;
|&lt;br /&gt;
*19 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t3 modules&lt;br /&gt;
*? module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Station Core&#039;&#039;&#039;&lt;br /&gt;
| 1 &lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t1 modules&lt;br /&gt;
*4 module slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Platform Core&#039;&#039;&#039;&lt;br /&gt;
| 2 &lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t2 modules&lt;br /&gt;
*10 module slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Station Core&#039;&#039;&#039;&lt;br /&gt;
| 3 &lt;br /&gt;
|&lt;br /&gt;
*? Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t3 modules&lt;br /&gt;
*? module slots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Power Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Panel&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is 10 power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Panel&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is 42 power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Collector&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is ? power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Pile&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;;&amp;gt; 0.1 Fissiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*10 power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Reactor Array&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;;&amp;gt; ? Fissiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*42 power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Reactor Complex&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;;&amp;gt; ? Fissiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*? power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Science Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resource Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;!--can someone figure out what infleunces power draw on mining complexes, and also relative effeiceny boost?--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outpost Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Settlement Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*2 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
*25(?)% more yield than tier&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Colony Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
*(?)% more yield than tier&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tourist Berth&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; 0.3 boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*? Funds&lt;br /&gt;
*1 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Space Hotel&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; 1.5 boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*80 Funds&lt;br /&gt;
*2 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Space Resort&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? boost&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Earth Interface Orbit&lt;br /&gt;
|&lt;br /&gt;
*? Funds&lt;br /&gt;
*3 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Broadcast Center&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*8 Influence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nano Forge&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? base metal&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:orange&amp;quot;;&amp;gt; 1 noble metal&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*80 funds when not currently constructing other modules around the local body&lt;br /&gt;
*Increases build speed for modules around local body&lt;br /&gt;
*Allows direct founding of t2 platforms and settlements&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;(whats the name of the t3 construciton moduel?&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:grey&amp;quot;;&amp;gt; ? base metal&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:orange&amp;quot;;&amp;gt; ? noble metal&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*? funds when not currently constructing other modules around the local body&lt;br /&gt;
*Increases build speed for modules around local body&lt;br /&gt;
*Allows direct founding of t3 stations and colonies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Utility Modules&lt;br /&gt;
&lt;br /&gt;
=== Councilor Missions ===&lt;br /&gt;
&lt;br /&gt;
You can also send councilors to habs, either by spending boost to launch from Earth to somewhere in the Earth-Moon system, or by hitching a ride on a ship. Councilors may only board enemy human ships or the smallest habs if they have the “undercover” trait. But second- and third-tier habs are large enough that councilors may board freely.&lt;br /&gt;
&lt;br /&gt;
Once aboard, councilors can run a number of missions, including sabotaging a particular module or persuading the hab’s leaders to switch sides and join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Finding the UI ===&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Go back to [[Main Page]].&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1090</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1090"/>
		<updated>2022-10-05T17:27:38Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* List of all Hab Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28980&amp;amp;p=55516&amp;amp;hilit=habs#p55516 Terra Invicta Dev Diary #13: Habitats]&#039;&#039;.)&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
=== Types of Habs ===&lt;br /&gt;
&lt;br /&gt;
A critical component of your faction’s efforts are &#039;&#039;&#039;habitats&#039;&#039;&#039;, or &#039;&#039;&#039;habs&#039;&#039;&#039;. You can build two types of habs: stations, which go in an orbit, and bases, which go at a hab site. Habs are composed of &#039;&#039;&#039;modules&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Both types of habs come in three sizes. Stations grow from platforms, to orbitals, and then to rings. Bases start as outposts, grow to settlements, and finally become colonies. The size determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
[[File:Orbital.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
All habs have a core module; upgrading the core upgrades the entire station and unlocks new module slots. Those slots have designated positions in the overall layout of the hab, so construction is a bit “on the rails” instead of freeform.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
You can found a new hab in a few ways. One is to launch the core module from Earth, using boost. This can be a bit slow if the location is far from the homeworld. A second is to develop and build kits your ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a factory module.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Habs need power generating modules for all non-core modules to work. Initially only solar power modules are available, but you can develop fission and fusion modules as the game goes on. It’s important to note that solar power output decreases dramatically the further you go from the Sun – and are unlikely to be useful beyond Mars, but the panels will have huge output if located near or on Mercury.&lt;br /&gt;
&lt;br /&gt;
Many modules can be built both at stations and bases, although some are hab-type-specific. Most need a project completed to unlock them. A few are faction-specific. Several are upgrades of prior ones: The materials lab can become a materials research center, which can become a materials institute at the largest hab.&lt;br /&gt;
&lt;br /&gt;
[[File:HabDesigner.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
There are hab modules for research, hab modules for money and influence production, and hab modules that grant engineering project capacity. Most modules have a support cost, which is drawn from your space resources, if you have them, otherwise from your boost. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
Five module types deserve further note:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mines&#039;&#039;&#039;. Buildable only on bases, of course, these produce space resources based on the hab site’s profile. These are built with electromagnetic catapults that fling material into space and into your resource pool.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Supply Depots&#039;&#039;&#039;. These let your fleets take on propellant and reload weapons by drawing down your space resource supply, or boost. These can go on the smallest habs; we expect you’ll need a network of them around the Solar System to keep your fleets moving.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Shipyards&#039;&#039;&#039;. These let you build and repair your warships. Larger yards speed construction of the ships. You’ll have a shipyard manager interface with build queues so you can coordinate construction across your holdings.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Barracks&#039;&#039;&#039;. These hold Marines to defend your hab from enemy assaults. From stations in an interface orbit, the Marines can also drop to assault surface bases, as long as one of your councilors is present to lead them. Councilors can similarly lead Marine assaults from one of your bases against a nearby enemy base.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Defense modules&#039;&#039;&#039;. These mount antiship and point defense weaponry for space combat. If a station is involved in combat, the enemy’s objective is to destroy these modules. After the battle, the station can be boarded or destroyed. Defense modules on bases fire back when the base is being bombarded form orbit.&lt;br /&gt;
&lt;br /&gt;
=== List of all Hab Modules ===&lt;br /&gt;
&amp;lt;!--What I need is the monthly support cost for everything, plus the tech that unlocks it. I also don&#039;t know the yields of some of the modules, please fill them out if you know them--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Core Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outpost Core&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t1 modules&lt;br /&gt;
*3 module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Settlement Core&#039;&#039;&#039;&lt;br /&gt;
| 2 &lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t2 modules&lt;br /&gt;
*9 module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Colony Core&#039;&#039;&#039;&lt;br /&gt;
| 3 &lt;br /&gt;
|&lt;br /&gt;
*? Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t3 modules&lt;br /&gt;
*? module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Station Core&#039;&#039;&#039;&lt;br /&gt;
| 1 &lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t1 modules&lt;br /&gt;
*4 module slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Platform Core&#039;&#039;&#039;&lt;br /&gt;
| 2 &lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t2 modules&lt;br /&gt;
*10 module slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Station Core&#039;&#039;&#039;&lt;br /&gt;
| 3 &lt;br /&gt;
|&lt;br /&gt;
*? Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t3 modules&lt;br /&gt;
*? module slots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Power Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Panel&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is 10 power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Panel&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is 42 power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Collector&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is ? power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Pile&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;;&amp;gt; 0.1 Fissiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*10 power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Reactor Array&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;;&amp;gt; ? Fissiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*42 power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Reactor Complex&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;;&amp;gt; ? Fissiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*? power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Science Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Resource Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;!--can someone figure out what infleunces power draw on mining complexes, and also relative effeiceny boost?--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outpost Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Settlement Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
*2 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
*25(?)% more yield than tier&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Colony Mining Complex&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*Variable power&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Mining access&lt;br /&gt;
|&lt;br /&gt;
*Space resource extraction based on colony site resources&lt;br /&gt;
*(?)% more yield than tier&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Utility Modules&lt;br /&gt;
&lt;br /&gt;
=== Councilor Missions ===&lt;br /&gt;
&lt;br /&gt;
You can also send councilors to habs, either by spending boost to launch from Earth to somewhere in the Earth-Moon system, or by hitching a ride on a ship. Councilors may only board enemy human ships or the smallest habs if they have the “undercover” trait. But second- and third-tier habs are large enough that councilors may board freely.&lt;br /&gt;
&lt;br /&gt;
Once aboard, councilors can run a number of missions, including sabotaging a particular module or persuading the hab’s leaders to switch sides and join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Finding the UI ===&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Go back to [[Main Page]].&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1085</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1085"/>
		<updated>2022-10-05T17:20:31Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* List of all Hab Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28980&amp;amp;p=55516&amp;amp;hilit=habs#p55516 Terra Invicta Dev Diary #13: Habitats]&#039;&#039;.)&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
=== Types of Habs ===&lt;br /&gt;
&lt;br /&gt;
A critical component of your faction’s efforts are &#039;&#039;&#039;habitats&#039;&#039;&#039;, or &#039;&#039;&#039;habs&#039;&#039;&#039;. You can build two types of habs: stations, which go in an orbit, and bases, which go at a hab site. Habs are composed of &#039;&#039;&#039;modules&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Both types of habs come in three sizes. Stations grow from platforms, to orbitals, and then to rings. Bases start as outposts, grow to settlements, and finally become colonies. The size determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
[[File:Orbital.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
All habs have a core module; upgrading the core upgrades the entire station and unlocks new module slots. Those slots have designated positions in the overall layout of the hab, so construction is a bit “on the rails” instead of freeform.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
You can found a new hab in a few ways. One is to launch the core module from Earth, using boost. This can be a bit slow if the location is far from the homeworld. A second is to develop and build kits your ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a factory module.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Habs need power generating modules for all non-core modules to work. Initially only solar power modules are available, but you can develop fission and fusion modules as the game goes on. It’s important to note that solar power output decreases dramatically the further you go from the Sun – and are unlikely to be useful beyond Mars, but the panels will have huge output if located near or on Mercury.&lt;br /&gt;
&lt;br /&gt;
Many modules can be built both at stations and bases, although some are hab-type-specific. Most need a project completed to unlock them. A few are faction-specific. Several are upgrades of prior ones: The materials lab can become a materials research center, which can become a materials institute at the largest hab.&lt;br /&gt;
&lt;br /&gt;
[[File:HabDesigner.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
There are hab modules for research, hab modules for money and influence production, and hab modules that grant engineering project capacity. Most modules have a support cost, which is drawn from your space resources, if you have them, otherwise from your boost. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
Five module types deserve further note:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mines&#039;&#039;&#039;. Buildable only on bases, of course, these produce space resources based on the hab site’s profile. These are built with electromagnetic catapults that fling material into space and into your resource pool.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Supply Depots&#039;&#039;&#039;. These let your fleets take on propellant and reload weapons by drawing down your space resource supply, or boost. These can go on the smallest habs; we expect you’ll need a network of them around the Solar System to keep your fleets moving.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Shipyards&#039;&#039;&#039;. These let you build and repair your warships. Larger yards speed construction of the ships. You’ll have a shipyard manager interface with build queues so you can coordinate construction across your holdings.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Barracks&#039;&#039;&#039;. These hold Marines to defend your hab from enemy assaults. From stations in an interface orbit, the Marines can also drop to assault surface bases, as long as one of your councilors is present to lead them. Councilors can similarly lead Marine assaults from one of your bases against a nearby enemy base.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Defense modules&#039;&#039;&#039;. These mount antiship and point defense weaponry for space combat. If a station is involved in combat, the enemy’s objective is to destroy these modules. After the battle, the station can be boarded or destroyed. Defense modules on bases fire back when the base is being bombarded form orbit.&lt;br /&gt;
&lt;br /&gt;
=== List of all Hab Modules ===&lt;br /&gt;
&amp;lt;!--What I need is the monthly support cost for everything, plus the tech that unlocks it. I also don&#039;t know the yields of some of the modules, please fill them out if you know them--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Core Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outpost Core&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t1 modules&lt;br /&gt;
*3 module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Settlement Core&#039;&#039;&#039;&lt;br /&gt;
| 2 &lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t2 modules&lt;br /&gt;
*9 module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Colony Core&#039;&#039;&#039;&lt;br /&gt;
| 3 &lt;br /&gt;
|&lt;br /&gt;
*? Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t3 modules&lt;br /&gt;
*? module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Station Core&#039;&#039;&#039;&lt;br /&gt;
| 1 &lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t1 modules&lt;br /&gt;
*4 module slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Platform Core&#039;&#039;&#039;&lt;br /&gt;
| 2 &lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t2 modules&lt;br /&gt;
*10 module slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Station Core&#039;&#039;&#039;&lt;br /&gt;
| 3 &lt;br /&gt;
|&lt;br /&gt;
*? Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t3 modules&lt;br /&gt;
*? module slots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Power Modules&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Panel&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is 10 power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Panel&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is 42 power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Solar Collector&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Base output is ? power in Earth Luna system&lt;br /&gt;
*Vastly more efficient closer to the sun&lt;br /&gt;
*Vastly less efficient further from the sun&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Pile&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;;&amp;gt; 0.1 Fissiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*10 power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Reactor Array&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;;&amp;gt; ? Fissiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*42 power&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Fission Reactor Complex&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;;&amp;gt; ? Fissiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*? power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Science Modules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resource Modules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Utility Modules&lt;br /&gt;
&lt;br /&gt;
=== Councilor Missions ===&lt;br /&gt;
&lt;br /&gt;
You can also send councilors to habs, either by spending boost to launch from Earth to somewhere in the Earth-Moon system, or by hitching a ride on a ship. Councilors may only board enemy human ships or the smallest habs if they have the “undercover” trait. But second- and third-tier habs are large enough that councilors may board freely.&lt;br /&gt;
&lt;br /&gt;
Once aboard, councilors can run a number of missions, including sabotaging a particular module or persuading the hab’s leaders to switch sides and join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Finding the UI ===&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Go back to [[Main Page]].&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1081</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1081"/>
		<updated>2022-10-05T17:09:06Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* List of all Hab Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28980&amp;amp;p=55516&amp;amp;hilit=habs#p55516 Terra Invicta Dev Diary #13: Habitats]&#039;&#039;.)&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
=== Types of Habs ===&lt;br /&gt;
&lt;br /&gt;
A critical component of your faction’s efforts are &#039;&#039;&#039;habitats&#039;&#039;&#039;, or &#039;&#039;&#039;habs&#039;&#039;&#039;. You can build two types of habs: stations, which go in an orbit, and bases, which go at a hab site. Habs are composed of &#039;&#039;&#039;modules&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Both types of habs come in three sizes. Stations grow from platforms, to orbitals, and then to rings. Bases start as outposts, grow to settlements, and finally become colonies. The size determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
[[File:Orbital.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
All habs have a core module; upgrading the core upgrades the entire station and unlocks new module slots. Those slots have designated positions in the overall layout of the hab, so construction is a bit “on the rails” instead of freeform.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
You can found a new hab in a few ways. One is to launch the core module from Earth, using boost. This can be a bit slow if the location is far from the homeworld. A second is to develop and build kits your ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a factory module.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Habs need power generating modules for all non-core modules to work. Initially only solar power modules are available, but you can develop fission and fusion modules as the game goes on. It’s important to note that solar power output decreases dramatically the further you go from the Sun – and are unlikely to be useful beyond Mars, but the panels will have huge output if located near or on Mercury.&lt;br /&gt;
&lt;br /&gt;
Many modules can be built both at stations and bases, although some are hab-type-specific. Most need a project completed to unlock them. A few are faction-specific. Several are upgrades of prior ones: The materials lab can become a materials research center, which can become a materials institute at the largest hab.&lt;br /&gt;
&lt;br /&gt;
[[File:HabDesigner.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
There are hab modules for research, hab modules for money and influence production, and hab modules that grant engineering project capacity. Most modules have a support cost, which is drawn from your space resources, if you have them, otherwise from your boost. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
Five module types deserve further note:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mines&#039;&#039;&#039;. Buildable only on bases, of course, these produce space resources based on the hab site’s profile. These are built with electromagnetic catapults that fling material into space and into your resource pool.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Supply Depots&#039;&#039;&#039;. These let your fleets take on propellant and reload weapons by drawing down your space resource supply, or boost. These can go on the smallest habs; we expect you’ll need a network of them around the Solar System to keep your fleets moving.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Shipyards&#039;&#039;&#039;. These let you build and repair your warships. Larger yards speed construction of the ships. You’ll have a shipyard manager interface with build queues so you can coordinate construction across your holdings.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Barracks&#039;&#039;&#039;. These hold Marines to defend your hab from enemy assaults. From stations in an interface orbit, the Marines can also drop to assault surface bases, as long as one of your councilors is present to lead them. Councilors can similarly lead Marine assaults from one of your bases against a nearby enemy base.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Defense modules&#039;&#039;&#039;. These mount antiship and point defense weaponry for space combat. If a station is involved in combat, the enemy’s objective is to destroy these modules. After the battle, the station can be boarded or destroyed. Defense modules on bases fire back when the base is being bombarded form orbit.&lt;br /&gt;
&lt;br /&gt;
=== List of all Hab Modules ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Core Modules&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Requirements !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outpost Core&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t1 modules&lt;br /&gt;
*3 module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Settlement Core&#039;&#039;&#039;&lt;br /&gt;
| 2 &lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t2 modules&lt;br /&gt;
*9 module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Colony Core&#039;&#039;&#039;&lt;br /&gt;
| 2 &lt;br /&gt;
|&lt;br /&gt;
*? Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Surveyed colony site&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t3 modules&lt;br /&gt;
*? module slots&lt;br /&gt;
*Mining access&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Station Core&#039;&#039;&#039;&lt;br /&gt;
| 1 &lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t1 modules&lt;br /&gt;
*4 module slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Platform Core&#039;&#039;&#039;&lt;br /&gt;
| 2 &lt;br /&gt;
|&lt;br /&gt;
*3 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t2 modules&lt;br /&gt;
*10 module slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Station Core&#039;&#039;&#039;&lt;br /&gt;
| 3 &lt;br /&gt;
|&lt;br /&gt;
*? Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Free space in orbit&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t3 modules&lt;br /&gt;
*? module slots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Power Modules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Science Modules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resource Modules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Utility Modules&lt;br /&gt;
&lt;br /&gt;
=== Councilor Missions ===&lt;br /&gt;
&lt;br /&gt;
You can also send councilors to habs, either by spending boost to launch from Earth to somewhere in the Earth-Moon system, or by hitching a ride on a ship. Councilors may only board enemy human ships or the smallest habs if they have the “undercover” trait. But second- and third-tier habs are large enough that councilors may board freely.&lt;br /&gt;
&lt;br /&gt;
Once aboard, councilors can run a number of missions, including sabotaging a particular module or persuading the hab’s leaders to switch sides and join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Finding the UI ===&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Go back to [[Main Page]].&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1073</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1073"/>
		<updated>2022-10-05T15:47:07Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* List of all Hab Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28980&amp;amp;p=55516&amp;amp;hilit=habs#p55516 Terra Invicta Dev Diary #13: Habitats]&#039;&#039;.)&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
=== Types of Habs ===&lt;br /&gt;
&lt;br /&gt;
A critical component of your faction’s efforts are &#039;&#039;&#039;habitats&#039;&#039;&#039;, or &#039;&#039;&#039;habs&#039;&#039;&#039;. You can build two types of habs: stations, which go in an orbit, and bases, which go at a hab site. Habs are composed of &#039;&#039;&#039;modules&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Both types of habs come in three sizes. Stations grow from platforms, to orbitals, and then to rings. Bases start as outposts, grow to settlements, and finally become colonies. The size determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
[[File:Orbital.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
All habs have a core module; upgrading the core upgrades the entire station and unlocks new module slots. Those slots have designated positions in the overall layout of the hab, so construction is a bit “on the rails” instead of freeform.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
You can found a new hab in a few ways. One is to launch the core module from Earth, using boost. This can be a bit slow if the location is far from the homeworld. A second is to develop and build kits your ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a factory module.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Habs need power generating modules for all non-core modules to work. Initially only solar power modules are available, but you can develop fission and fusion modules as the game goes on. It’s important to note that solar power output decreases dramatically the further you go from the Sun – and are unlikely to be useful beyond Mars, but the panels will have huge output if located near or on Mercury.&lt;br /&gt;
&lt;br /&gt;
Many modules can be built both at stations and bases, although some are hab-type-specific. Most need a project completed to unlock them. A few are faction-specific. Several are upgrades of prior ones: The materials lab can become a materials research center, which can become a materials institute at the largest hab.&lt;br /&gt;
&lt;br /&gt;
[[File:HabDesigner.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
There are hab modules for research, hab modules for money and influence production, and hab modules that grant engineering project capacity. Most modules have a support cost, which is drawn from your space resources, if you have them, otherwise from your boost. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
Five module types deserve further note:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mines&#039;&#039;&#039;. Buildable only on bases, of course, these produce space resources based on the hab site’s profile. These are built with electromagnetic catapults that fling material into space and into your resource pool.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Supply Depots&#039;&#039;&#039;. These let your fleets take on propellant and reload weapons by drawing down your space resource supply, or boost. These can go on the smallest habs; we expect you’ll need a network of them around the Solar System to keep your fleets moving.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Shipyards&#039;&#039;&#039;. These let you build and repair your warships. Larger yards speed construction of the ships. You’ll have a shipyard manager interface with build queues so you can coordinate construction across your holdings.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Barracks&#039;&#039;&#039;. These hold Marines to defend your hab from enemy assaults. From stations in an interface orbit, the Marines can also drop to assault surface bases, as long as one of your councilors is present to lead them. Councilors can similarly lead Marine assaults from one of your bases against a nearby enemy base.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Defense modules&#039;&#039;&#039;. These mount antiship and point defense weaponry for space combat. If a station is involved in combat, the enemy’s objective is to destroy these modules. After the battle, the station can be boarded or destroyed. Defense modules on bases fire back when the base is being bombarded form orbit.&lt;br /&gt;
&lt;br /&gt;
=== List of all Hab Modules ===&lt;br /&gt;
&lt;br /&gt;
Core Modules&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! Unlocked by !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outpost Core&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t1 modules&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Settlement Core&#039;&#039;&#039;&lt;br /&gt;
| 2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Power Modules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Science Modules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resource Modules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Utility Modules&lt;br /&gt;
&lt;br /&gt;
=== Councilor Missions ===&lt;br /&gt;
&lt;br /&gt;
You can also send councilors to habs, either by spending boost to launch from Earth to somewhere in the Earth-Moon system, or by hitching a ride on a ship. Councilors may only board enemy human ships or the smallest habs if they have the “undercover” trait. But second- and third-tier habs are large enough that councilors may board freely.&lt;br /&gt;
&lt;br /&gt;
Once aboard, councilors can run a number of missions, including sabotaging a particular module or persuading the hab’s leaders to switch sides and join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Finding the UI ===&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Go back to [[Main Page]].&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1071</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1071"/>
		<updated>2022-10-05T15:45:01Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: /* List of all Hab Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28980&amp;amp;p=55516&amp;amp;hilit=habs#p55516 Terra Invicta Dev Diary #13: Habitats]&#039;&#039;.)&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
=== Types of Habs ===&lt;br /&gt;
&lt;br /&gt;
A critical component of your faction’s efforts are &#039;&#039;&#039;habitats&#039;&#039;&#039;, or &#039;&#039;&#039;habs&#039;&#039;&#039;. You can build two types of habs: stations, which go in an orbit, and bases, which go at a hab site. Habs are composed of &#039;&#039;&#039;modules&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Both types of habs come in three sizes. Stations grow from platforms, to orbitals, and then to rings. Bases start as outposts, grow to settlements, and finally become colonies. The size determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
[[File:Orbital.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
All habs have a core module; upgrading the core upgrades the entire station and unlocks new module slots. Those slots have designated positions in the overall layout of the hab, so construction is a bit “on the rails” instead of freeform.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
You can found a new hab in a few ways. One is to launch the core module from Earth, using boost. This can be a bit slow if the location is far from the homeworld. A second is to develop and build kits your ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a factory module.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Habs need power generating modules for all non-core modules to work. Initially only solar power modules are available, but you can develop fission and fusion modules as the game goes on. It’s important to note that solar power output decreases dramatically the further you go from the Sun – and are unlikely to be useful beyond Mars, but the panels will have huge output if located near or on Mercury.&lt;br /&gt;
&lt;br /&gt;
Many modules can be built both at stations and bases, although some are hab-type-specific. Most need a project completed to unlock them. A few are faction-specific. Several are upgrades of prior ones: The materials lab can become a materials research center, which can become a materials institute at the largest hab.&lt;br /&gt;
&lt;br /&gt;
[[File:HabDesigner.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
There are hab modules for research, hab modules for money and influence production, and hab modules that grant engineering project capacity. Most modules have a support cost, which is drawn from your space resources, if you have them, otherwise from your boost. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
Five module types deserve further note:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mines&#039;&#039;&#039;. Buildable only on bases, of course, these produce space resources based on the hab site’s profile. These are built with electromagnetic catapults that fling material into space and into your resource pool.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Supply Depots&#039;&#039;&#039;. These let your fleets take on propellant and reload weapons by drawing down your space resource supply, or boost. These can go on the smallest habs; we expect you’ll need a network of them around the Solar System to keep your fleets moving.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Shipyards&#039;&#039;&#039;. These let you build and repair your warships. Larger yards speed construction of the ships. You’ll have a shipyard manager interface with build queues so you can coordinate construction across your holdings.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Barracks&#039;&#039;&#039;. These hold Marines to defend your hab from enemy assaults. From stations in an interface orbit, the Marines can also drop to assault surface bases, as long as one of your councilors is present to lead them. Councilors can similarly lead Marine assaults from one of your bases against a nearby enemy base.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Defense modules&#039;&#039;&#039;. These mount antiship and point defense weaponry for space combat. If a station is involved in combat, the enemy’s objective is to destroy these modules. After the battle, the station can be boarded or destroyed. Defense modules on bases fire back when the base is being bombarded form orbit.&lt;br /&gt;
&lt;br /&gt;
=== List of all Hab Modules ===&lt;br /&gt;
&lt;br /&gt;
Core Modules&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=3% | Module !! width=1% | Tier !! Support Cost !! width=60% | Effect  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outpost Core&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
*1 Mission Control&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;;&amp;gt; ? water &amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;;&amp;gt; ? volatiles&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Hab can support t1 modules&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Settlement Core&#039;&#039;&#039;&lt;br /&gt;
| 2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Power Modules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Science Modules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resource Modules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Utility Modules&lt;br /&gt;
&lt;br /&gt;
=== Councilor Missions ===&lt;br /&gt;
&lt;br /&gt;
You can also send councilors to habs, either by spending boost to launch from Earth to somewhere in the Earth-Moon system, or by hitching a ride on a ship. Councilors may only board enemy human ships or the smallest habs if they have the “undercover” trait. But second- and third-tier habs are large enough that councilors may board freely.&lt;br /&gt;
&lt;br /&gt;
Once aboard, councilors can run a number of missions, including sabotaging a particular module or persuading the hab’s leaders to switch sides and join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Finding the UI ===&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Go back to [[Main Page]].&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1057</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=1057"/>
		<updated>2022-10-05T15:26:13Z</updated>

		<summary type="html">&lt;p&gt;Ferrous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28980&amp;amp;p=55516&amp;amp;hilit=habs#p55516 Terra Invicta Dev Diary #13: Habitats]&#039;&#039;.)&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
=== Types of Habs ===&lt;br /&gt;
&lt;br /&gt;
A critical component of your faction’s efforts are &#039;&#039;&#039;habitats&#039;&#039;&#039;, or &#039;&#039;&#039;habs&#039;&#039;&#039;. You can build two types of habs: stations, which go in an orbit, and bases, which go at a hab site. Habs are composed of &#039;&#039;&#039;modules&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Both types of habs come in three sizes. Stations grow from platforms, to orbitals, and then to rings. Bases start as outposts, grow to settlements, and finally become colonies. The size determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
[[File:Orbital.JPG|1000px]]&lt;br /&gt;
&lt;br /&gt;
All habs have a core module; upgrading the core upgrades the entire station and unlocks new module slots. Those slots have designated positions in the overall layout of the hab, so construction is a bit “on the rails” instead of freeform.&lt;br /&gt;
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Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
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You can found a new hab in a few ways. One is to launch the core module from Earth, using boost. This can be a bit slow if the location is far from the homeworld. A second is to develop and build kits your ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a factory module.&lt;br /&gt;
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=== Modules ===&lt;br /&gt;
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Habs need power generating modules for all non-core modules to work. Initially only solar power modules are available, but you can develop fission and fusion modules as the game goes on. It’s important to note that solar power output decreases dramatically the further you go from the Sun – and are unlikely to be useful beyond Mars, but the panels will have huge output if located near or on Mercury.&lt;br /&gt;
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Many modules can be built both at stations and bases, although some are hab-type-specific. Most need a project completed to unlock them. A few are faction-specific. Several are upgrades of prior ones: The materials lab can become a materials research center, which can become a materials institute at the largest hab.&lt;br /&gt;
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[[File:HabDesigner.JPG|1000px]]&lt;br /&gt;
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There are hab modules for research, hab modules for money and influence production, and hab modules that grant engineering project capacity. Most modules have a support cost, which is drawn from your space resources, if you have them, otherwise from your boost. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
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Five module types deserve further note:&lt;br /&gt;
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: &#039;&#039;&#039;Mines&#039;&#039;&#039;. Buildable only on bases, of course, these produce space resources based on the hab site’s profile. These are built with electromagnetic catapults that fling material into space and into your resource pool.&lt;br /&gt;
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: &#039;&#039;&#039;Supply Depots&#039;&#039;&#039;. These let your fleets take on propellant and reload weapons by drawing down your space resource supply, or boost. These can go on the smallest habs; we expect you’ll need a network of them around the Solar System to keep your fleets moving.&lt;br /&gt;
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: &#039;&#039;&#039;Shipyards&#039;&#039;&#039;. These let you build and repair your warships. Larger yards speed construction of the ships. You’ll have a shipyard manager interface with build queues so you can coordinate construction across your holdings.&lt;br /&gt;
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: &#039;&#039;&#039;Barracks&#039;&#039;&#039;. These hold Marines to defend your hab from enemy assaults. From stations in an interface orbit, the Marines can also drop to assault surface bases, as long as one of your councilors is present to lead them. Councilors can similarly lead Marine assaults from one of your bases against a nearby enemy base.&lt;br /&gt;
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: &#039;&#039;&#039;Defense modules&#039;&#039;&#039;. These mount antiship and point defense weaponry for space combat. If a station is involved in combat, the enemy’s objective is to destroy these modules. After the battle, the station can be boarded or destroyed. Defense modules on bases fire back when the base is being bombarded form orbit.&lt;br /&gt;
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=== List of all Hab Modules ===&lt;br /&gt;
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=== Councilor Missions ===&lt;br /&gt;
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You can also send councilors to habs, either by spending boost to launch from Earth to somewhere in the Earth-Moon system, or by hitching a ride on a ship. Councilors may only board enemy human ships or the smallest habs if they have the “undercover” trait. But second- and third-tier habs are large enough that councilors may board freely.&lt;br /&gt;
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Once aboard, councilors can run a number of missions, including sabotaging a particular module or persuading the hab’s leaders to switch sides and join your faction.&lt;br /&gt;
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=== Finding the UI ===&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Go back to [[Main Page]].&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ferrous</name></author>
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