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	<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?action=history&amp;feed=atom&amp;title=TI_Space_Nations%2FAliens</id>
	<title>TI Space Nations/Aliens - Revision history</title>
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	<updated>2026-10-12T21:19:53Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<title>76561198239355112: Created page with &quot;&lt;!-- Wiki page: TI Space Nations/Aliens --&gt; {{Spoiler}} &#039;&#039;This page is part of the TI Space Nations mod.&#039;&#039;  In vanilla Terra Invicta the aliens rarely attack anything inside Jupiter&#039;s orbit. TI Space Nations makes them react to humanity spreading into space: founding nations angers them, and a faction they hate enough is hunted everywhere. Each part has its own setting and can be switched off.  == Alien hate from space nations == Founding a space natio...&quot;</title>
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		<updated>2026-10-12T17:05:04Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;!-- Wiki page: TI Space Nations/Aliens --&amp;gt; {{Spoiler}} &amp;#039;&amp;#039;This page is part of the &lt;a href=&quot;/Terra_Invicta/TI_Space_Nations&quot; title=&quot;TI Space Nations&quot;&gt;TI Space Nations&lt;/a&gt; mod.&amp;#039;&amp;#039;  In vanilla Terra Invicta the &lt;a href=&quot;/Terra_Invicta/Aliens&quot; title=&quot;Aliens&quot;&gt;aliens&lt;/a&gt; rarely attack anything inside Jupiter&amp;#039;s orbit. &lt;a href=&quot;/Terra_Invicta/TI_Space_Nations&quot; title=&quot;TI Space Nations&quot;&gt;TI Space Nations&lt;/a&gt; makes them react to humanity spreading into space: founding nations angers them, and a faction they hate enough is hunted everywhere. Each part has its own setting and can be switched off.  == Alien hate from space nations == Founding a space natio...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;!-- Wiki page: TI Space Nations/Aliens --&amp;gt;&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&amp;#039;&amp;#039;This page is part of the [[TI Space Nations]] mod.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In vanilla Terra Invicta the [[Aliens|aliens]] rarely attack anything inside Jupiter&amp;#039;s orbit. [[TI Space Nations]] makes them react to humanity spreading into space: founding nations angers them, and a faction they hate enough is hunted everywhere. Each part has its own setting and can be switched off.&lt;br /&gt;
&lt;br /&gt;
== Alien hate from space nations ==&lt;br /&gt;
Founding a space nation provokes the aliens once, and holding it keeps angering them every month.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nation !! When founded !! Every month (to its executive faction)&lt;br /&gt;
|-&lt;br /&gt;
| Colony nation || +100 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Planetary union || +150 || +5&lt;br /&gt;
|-&lt;br /&gt;
| United Nations || +200 || +5&lt;br /&gt;
|}&lt;br /&gt;
* The one-time gain uses the vanilla rules: ±20 % random, × 0.6 while the aliens are still quiet, capped by the difficulty. The aliens&amp;#039; proxy and appeaser factions resent it too.&lt;br /&gt;
* For comparison: vanilla alien hate decays by about 0.8 per month, war starts at 50 and total war at 200. A &amp;#039;&amp;#039;&amp;#039;second colony nation&amp;#039;&amp;#039;&amp;#039; can already push a faction to the total-war line.&lt;br /&gt;
* AI factions pay the same.&lt;br /&gt;
&lt;br /&gt;
== Hunted factions ==&lt;br /&gt;
&amp;#039;&amp;#039;Setting: Aliens hunt their enemies everywhere (total war or hate 200+)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A faction is &amp;#039;&amp;#039;&amp;#039;hunted&amp;#039;&amp;#039;&amp;#039; as soon as the aliens declare total war on it, &amp;#039;&amp;#039;&amp;#039;or&amp;#039;&amp;#039;&amp;#039; its alien hate reaches &amp;#039;&amp;#039;&amp;#039;200&amp;#039;&amp;#039;&amp;#039; without an alien truce - on every difficulty and in every year. The aliens&amp;#039; proxy and appeaser and strongly pro-alien factions are never hunted.&lt;br /&gt;
&lt;br /&gt;
For a hunted faction:&lt;br /&gt;
* all of its habs and fleets count as intruders everywhere - also at Mercury, Mars, Luna and in Earth orbit - and destroying them no longer reduces the aliens&amp;#039; anger;&lt;br /&gt;
* the alien war planner keeps all its attacks on every difficulty, plus &amp;#039;&amp;#039;&amp;#039;2 extra attacks&amp;#039;&amp;#039;&amp;#039;, and only calls attacks off below half the war threshold;&lt;br /&gt;
* alien attack fleets may be up to &amp;#039;&amp;#039;&amp;#039;1.5 ×&amp;#039;&amp;#039;&amp;#039; larger;&lt;br /&gt;
* alien hate never falls below 200 - the hunt does not end by itself.&lt;br /&gt;
On Easy, alien hate stays capped near 70 until year 25.&lt;br /&gt;
&lt;br /&gt;
=== Combined strikes ===&lt;br /&gt;
Against a hunted faction the aliens launch &amp;#039;&amp;#039;&amp;#039;combined strikes&amp;#039;&amp;#039;&amp;#039;: up to 8 free alien fleets from one staging system join for one attack.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Strength needed:&amp;#039;&amp;#039;&amp;#039; the vanilla estimate of the target&amp;#039;s defense × (1.25 + 0.25 per AU of distance, at most 3), and never less than 4 typical alien ships. Against bases they also bring 1.5 × the bombardment strength.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Targets:&amp;#039;&amp;#039;&amp;#039; the faction&amp;#039;s habs (higher tier, cities, colony worlds of hunted nations and defended habs score higher; distance lowers the score) and its fleets of 3 or more ships that are parked at a world without an own hab, outside the Earth system.&lt;br /&gt;
* At most &amp;#039;&amp;#039;&amp;#039;3 strikes&amp;#039;&amp;#039;&amp;#039; at a time and &amp;#039;&amp;#039;&amp;#039;2 new ones per month&amp;#039;&amp;#039;&amp;#039;, never two on the same world, preferably in different systems.&lt;br /&gt;
* A strike that is not ready after 45 days is called off, as is one that cannot catch its target fleet within 45 days.&lt;br /&gt;
* When the hunt is on, a base the aliens raze is taken over by them.&lt;br /&gt;
&lt;br /&gt;
== Alien war production ==&lt;br /&gt;
&amp;#039;&amp;#039;Setting: Aliens mobilize once loud…&amp;#039;&amp;#039; - the full level also needs the hunt setting.&lt;br /&gt;
&lt;br /&gt;
The aliens get &amp;#039;&amp;#039;&amp;#039;no extra income and no cheaper ships&amp;#039;&amp;#039;&amp;#039;; only vanilla&amp;#039;s brakes on their build-up are loosened.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Lever !! Level 1 (aliens are loud) !! Level 2 (loud and hunting)&lt;br /&gt;
|-&lt;br /&gt;
| Idle shipyards build ships || half of the yards, 1 ship per day || all yards, 3 ships per day&lt;br /&gt;
|-&lt;br /&gt;
| Saving rule for warship upkeep || vanilla || relaxed: keep 15 % of a year&amp;#039;s upkeep and 10 % of propellant, 180 days of reserves&lt;br /&gt;
|-&lt;br /&gt;
| War reserves || - || up to 3 shipyard systems, together as strong as the strongest hunted navy&lt;br /&gt;
|-&lt;br /&gt;
| Number of alien bases / outer-body limit / delay for the middle system || +2 / +1 / −1 year || +6 / +2 / no delay&lt;br /&gt;
|-&lt;br /&gt;
| Forward bases || - || at most 2 at a time, within 1 AU of systems with hunted habs inside Jupiter&amp;#039;s orbit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{icon|warning}} Before removing the mod from a campaign, turn this setting off and play one month, so the war reserves are retired.&lt;br /&gt;
&lt;br /&gt;
== Invasions of colony nations ==&lt;br /&gt;
&amp;#039;&amp;#039;Setting: Aliens invade colony nations (spares pro-alien controlled ones)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Once the aliens are loud, they can open up to &amp;#039;&amp;#039;&amp;#039;2 invasion fronts&amp;#039;&amp;#039;&amp;#039; against colony worlds, one per world. Each front is a vanilla Earth-style invasion aimed at a colony world.&lt;br /&gt;
* A front needs a reason: the invasion of Earth is under way, or a hunted faction holds the executive or a control point of a colony nation there. Such nations are 3 × more likely targets, undefended nations 2 ×.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Spared:&amp;#039;&amp;#039;&amp;#039; nations run by pro-alien factions (majority control or executive, for example Protectorate or Servants), alien-run nations, regions with space defenses or an existing landing, and unclaimed land.&lt;br /&gt;
* Alien fleets in Earth orbit still only land on Earth.&lt;br /&gt;
&lt;br /&gt;
== Aliens and space nations ==&lt;br /&gt;
* The aliens never found, unify, settle or grow space nations.&lt;br /&gt;
* A nation whose executive is the aliens loses its Living Space and Frontier Settlement priorities.&lt;br /&gt;
* If the aliens hold only some control points, the human controllers pay for and grow the nation alone.&lt;br /&gt;
* Pro-alien AI factions value space nations 3 × as mission targets.&lt;br /&gt;
&lt;br /&gt;
== The Servants&amp;#039; victory ==&lt;br /&gt;
The Servants&amp;#039; victory condition gets an extra requirement: &amp;#039;&amp;#039;Every space nation must be under the majority control of a pro-alien faction (met when no space nation exists).&amp;#039;&amp;#039; Nations controlled by the aliens themselves count as pro-alien.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aliens]] - the vanilla alien mechanics&lt;br /&gt;
* [[TI Space Nations/AI]] - the human AI factions&lt;br /&gt;
* [[Objective List]] - victory conditions&lt;br /&gt;
&lt;br /&gt;
{{TI Space Nations Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198239355112</name></author>
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