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[[File:Council.png|thumb|320px|Council view]]
[[File:Council.png|thumb|400px|Council view]]
Councilors are a faction's primary proxies on Earth and may also go to space to advance its interests there. Factions may initially have four councilors but certain projects allow them to expand the size of their council to six. Their primary role is to perform Missions on behalf of their faction.
Councilors are a faction's primary proxies on Earth and may also go to space to advance its interests there. [[Factions]] may initially have four councilors but certain projects allow them to expand the size of their council to six. Their primary role is to perform [[Missions]] on behalf of their faction.


Periodically, the game will enter the assignment phase, during which all factions will assign their councilors to missions. These missions will be resolved in a random sequence over the next few weeks. While some missions are automatically successful, most require a success roll. Missions can target nations, control points, habitats, and other councilors.
Periodically, the game will enter the assignment phase, during which all factions will assign their councilors to missions. These missions will be resolved over the next few weeks. While some missions are automatically successful, most require a success roll. Missions can target [[Regions]], [[Nations]], control points, [[Habs]], [[Orgs]], [[Spaceships]], and other councilors.


Factions can recruit councilors by spending Influence. Each month there is a new group of potetial recruits to choose from. You can also turn councilors from other factions to work for you.
Factions can recruit councilors by spending {{TV|influence}}. Each month there is a new group of potential recruits to choose from. You can also turn councilors from other factions to work for you.


The name and appearance of recruired councilors can be changed at any time.
The name and appearance of recruited councilors can be customized at any time.
 
== Recruiting ==
 
On the 1st of each month, just after missions are assigned, each faction refreshes their own private recruiting candidate pool. Each refresh works as follows:
# Each councilor currently in the recruit list has an age × 1% chance to be removed from the recruit list.
# The recruit list's desired size is randomized to be between 6 and 9.
# Repeatedly add councilors until the recruit list size is at least the desired size, where the added councilors are chosen as follows:
#* If there are any pregen councilors that have never appeared in anyone's recruit list and a 15% chance roll succeeds, then one of them is randomly chosen.
#* Otherwise, generate a random new councilor.
 
Whenever a random new councilor is generated, if the faction cannot afford to hire any of the recruitable councilors and there are less than two recruitable councilors whose professions match the faction's affinities, then the random new councilor's profession is forced to match the faction's affinities.
 
Randomly generated councilors are assigned home regions randomly, with the chance of a [[Regions|region]] being selected being proportional to the region's (or the region's [[Nations|nation]]'s): {{TV|pop}} × {{TV|education}} × 1.1 if {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic × Max(50%, Faction [[Nations#Public_Opinion|Public Support]] %).
 
Randomly generated councilors are assigned birth dates randomly as follows:
* The game rolls three d15s, subtracting their total from the current year, and then subtracting another 21 to become the councilor's birth year.
* The game rolls a d12 to become the councilor's birth month.
* The game picks a random day in that birth month to be the birth day.
 
== XP ==
 
<blockquote>
Your councilors' XP ("experience points") value represents personal growth and acquired knowledge that can be directed to improve the councilor. Councilors gain 1 or more XP for attempting missions, and they typically gain at least 2 XP for successful missions in which they must pass a die roll.<br/><br/>XP may be spent on improving a councilor's attributes, adding beneficial traits, or removing certain negative traits.
</blockquote>
~ Councilor UI XP Tooltip, Terra Invicta, 0.4.90.
 
Every councilor has a personal pool of XP points. These XP points are typically gained by having the councilor perform [[Missions]], though some [[Events]] also award them.
* All [[Missions]] award 1 XP when they are performed (nothing if they are aborted).
* Contested [[Missions]] award an additional 1 XP for successful outcomes.
* Certain special [[Missions]] award an additional 1 XP on top.
* When turn lengths are increased, XP from [[Missions]] is also increased:
After 15 years, when 4 missions are sent every 3 months, the base mission reward is increased to 2 XP. The special mission reward is also increased to 2 XP.
After 30 years, when 1 mission is sent every month, the contested mission reward is increased to 2 XP.
 
A councilor's XP points can be spent to improve the councilor's [[Councilors#Attributes|Attributes]], as well as to add or remove certain [[Councilors#Traits|Traits]].
 
=== New Recruit XP Bonus ===
 
Each human councilor, when recruited for the first time (in the entire campaign, over all [[Factions]]), gains bonus {{TV|xp}} that is calculated as follows:
* If the councilor is more than 30 years old, then {{TV|xp|+2}} per year over 30.
* If the recruiting faction has researched [[Crash Training Program]], then {{TV|xp|+40}}.
* If the recruiting faction has researched [[Onboarding Transform Injections]], then {{TV|xp|+40}}.
* If the recruiting faction has researched [[Training Simulation Implants]], then {{TV|xp|+40}}.
* For each global completion of [[FutureTechInformationScience|Future Tech: Information Science]], an additonal {{TV|xp|+5}}.


== Profession ==
== Profession ==
Each councilor has a profession, which determines the range of their initial stats, available missions and possible traits.
<i>This section discusses the game mechanics for councilor professions. For a list of all councilor professions in Terra Invicta, as well as their stats, see [[Profession List]] instead.</i>
 
Each councilor has a profession, which determines the range of their initial stats, available missions and possible traits. The Alien profession is only available to alien councilors.
 
The two councilors that each faction begins the campaign with have their base stats modified, possibly beyond the bounds of their profession. See [[Councilors#Average_Newly_Generated_Councilors| Average Newly Generated Councilors]] for details.
 
A faction can have affinity or anti-affinity for a councilor profession. A councilor normally costs 60 influence to hire, but costs only 30 if the faction has an affinity for it. An anti-affinity makes the cost 120 instead.
 
Whenever a new councilor would be generated during the monthly refresh, if the faction cannot afford to hire any of the current recruits and there are less than two recruits whose professions match the faction's affinities, then the new councilor's profession is set to match the faction's affinities.
 
== Attributes ==
A councilor has eight attributes:
* {{TV|persuasion}}: The ability to shape the opinions of others to your own.
* {{TV|investigation}}: The councilor's ability to discover information someone would prefer to keep hidden.
* {{TV|espionage}}: The ability to move in secret and conduct covert operations.
* {{TV|command}}: This councilor's ability to organize and lead combat operations.
* {{TV|administration}}: The ability to manage large organizations.
* {{TV|science}}: The ability to investigate and analyze phenomena to derive new understandings of the universe and those who inhabit it.
* {{TV|security}}: This councilor's ability to survive violence.
* {{TV|loyalty}}: How likely councilors are to betray their faction to another.
 
These eight attributes mainly determine success chances for councilors [[Missions]], including enemy missions against your faction assets. But they may also provide other bonuses such as increasing incomes, increasing {{TV|cp}}, increasing org capacity, increasing project unlock chances, and getting better results on certain events.
 
Each attribute name is a link to a more detailed attribute page that includes a list of all [[Missions]], councilor professions, councilor traits, and [[Orgs]] that are related to that attribute.
 
== Natural Death ==
 
There is a threshold age at which a human councilor may die of old age. This age is 65, but female councilors gain an extra +6 years. It can be increased further by [[Technologies]]:
* +10 years when [[DNA Repairs]] is researched.
* +10 years when [[Methuselah Therapies]] is researched.
* +0.5 years for each time [[Future Tech: Life Science]] is researched.
 
Every month, the game checks whether human councilors above the threshold age will gain the Declining [[#Traits|trait]] or die. The Declining [[#Traits|trait]] can only be gained if the threshold age has never been increased by [[Technologies]].
 
<pre>Monthly Chance of Declining: (Age - Threshold) ^ 1.2 / 1200</pre>
<pre>Monthly Chance of Death: (0.016 + 0.001 × (Age - Threshold) + 0.000005001 × (Age - Threshold) ^ 3) / 12</pre>
 
[[File:Councilor_Death_and_Declining_Chances_with_Age.png]]
 
[[File:Total_Councilor_Death_and_Declining_Chances_with_Age.png]]
 
Notably, a human councilor passes the 50% total death chance after roughly 20 years over the threshold age. So the median average lifespan of a human councilor is the threshold age + 20.
 
== Detection ==
 
[[File:councilor_detected.png|thumb|200px|A councilor being detected and aware of that.]]
 
Whenever a councilor completes a mission (whether successful or failed, but not aborted), the game checks whether each of the other factions detected the councilor doing the mission. If the councilor is not on earth and the other faction has no councilors on the same hab, then the detection chance is zero.
 
Otherwise, the chance is calculated in the same way as a councilor mission, with a bunch of attack and defense modifiers pitting the councilors abilities at hiding themselves against the faction's abilities to discover councilors.
 
{| class="wikitable sortable"
|+ The defense modifiers used by a councilor to avoid detection.
|-
! Category !! Conditions !! Strength
|-
| Councilor Attributes and Traits || None || {{TV|espionage}} + Trait Modifier<ref name=trait>Trait bonuses or penalties to detection or being detected are added on top of the councilor's INV/ESP stat, and so can go beyond the usual stat limitation of being between 0 and 25.</ref> to {{TV|espionage}} when being detected
|-
| New Recruit Bonus || <6 months since Recruit Date || 12 - 2 per month since Recruit Date
|-
| Mission [[#Noise|Noise]] || None || - Noise value (may depend on mission outcome)
|-
| Region [[Aliens#Alien_Xenoforming|Xenoforming]] || Councilor is [[Aliens#Alien_Agents|Alien]] || [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] / 5
|-
|
{{SpoilerBox}}
Region [[Aliens#Alien_Facility|Alien Facility]]
{{SpoilerBoxEnd}}
| Councilor is [[Aliens#Alien_Agents|Alien]] || 6
|}
 
{| class="wikitable sortable"
|+ The attack modifiers used by a faction to detect councilors.
|-
! Category !! Conditions !! Strength
|-
| rowspan=3 | [[Factions|Faction's]] Councilor Attributes and Traits || In same location || ({{TV|investigation}} + Trait Modifier<ref name=trait /> to {{TV|investigation}} when detecting other councilors) / 6
|-
| In same [[Nations|nation]] but not same [[Regions|region]] || ({{TV|investigation}} + Trait Modifier<ref name=trait /> to {{TV|investigation}} when detecting other councilors) / 12
|-
| In different [[Nations|nation]] but adjacent [[Regions|region]] || ({{TV|investigation}} + Trait Modifier<ref name=trait /> to {{TV|investigation}} when detecting other councilors) / 24
|-
| [[Nations|Nation]] Control Points || Not Cracked || 2 × Fraction of Nation Control Points Owned
|-
| Xenology Lab Modules ||
* Target is [[Aliens#Alien_Agents|Alien]].
* Target is on [[Earth]].
* Modules are Active.
* Modules are in Earth Interface Orbit.
| Sum of Xenology Lab module tiers, capped at 9.
|-
| Listening Post Modules ||
* Target is Human.
* Target is on [[Earth]].
* Modules are Active.
* Modules are in Earth Interface Orbit.
| Sum of Listening Post module tiers, capped at 9.
|-
| [[Global Listening Network]] project || Target is [[Aliens#Alien_Agents|Alien]] || 1
|-
| [[Habs|Hab]] Ownership || Target councilor on your [[Habs|Hab]] || 6 - [[Habs|Hab]] Tier
|-
|-
| rowspan=2 | [[Factions|Faction]] is performing {{MissionIcon|Surveil}}[[Surveil Location]] in this location or adjacent [[Regions|region]] || Target is Human || 12
|-
| Target is [[Aliens#Alien_Agents|Alien]] || [[Aliens#Alien_Activity_Investigation|Alien Activity Investigations]], capped between 1 and 12.
|}
 
[[File:ICO geoscape councilor unknown generic.png|thumb|60px|Councilor detected]]
[[File:ICO geoscape councilor exploit generic.png|thumb|60px|Councilor identified (The Initiative)]]
 
A detection normal success will give 10% intel, which typically reveals the location but not the faction of the councilor, marking councilor with a {{icon|councilor}}gray icon. This will allow the {{MissionIcon|Investigate Councilor}}[[Investigate Councilor]] mission to target them.
 
A detection critical success will give 25% intel, which typically reveals the faction of the councilor and allows all [[Missions]] to target the councilor, marking councilor with a faction-colored icon.
 
<references />
 
=== Detection awareness ===
 
Whenever a councilor's mission is detected by another faction, there is a chance that the councilor will learn that they were detected. The chance is also calculated in the same way as a councilor mission, but the attack and defense modifiers are much simpler:
* The only Attack modifier is the detected councilor's {{TV|investigation}} attribute.
* The only Defense modifier is the sum of the {{TV|espionage}} attributes of the detecting faction's councilors, divided by 6. (But {{MissionIcon|Detain}}[[Detain|detained]] councilors are excluded.)
 
If the player faction discovers a councilor has been detected they'll see the pawn notification icon on left edge on screen in color of their faction.
 
All councilors keep track of all [[Factions]] they are aware have spotted them. Player has this information about {{MissionIcon|Turn}}[[Turn Councilor|turned]] councilors as well. It is visible on councilor's face image - as highlighted on the picture here. This information however does not tell you ''when'' they were last spotted by the faction.
 
The {{MissionIcon|Go To Ground}}[[Go To Ground]] mission will erase this information. Even though it is not guaranteed that other factions will lose all intel on the councilor. However - it is still possible to be spotted on the {{MissionIcon|Go To Ground}}[[Go To Ground]] mission - it's just unlikely with mission noise caused being negative 8.
 
=== Alien Detection Restrictions ===
 
{{SpoilerBox}}
 
At the start of the game, an alien councilor can only be detected when it is performing a {{MissionIcon|Terrorize}}[[Terrorize Region]] mission. Furthermore, this only reveals the region that the mission was performed in and places an Alien Activity site in it for factions to investigate. The alien councilor itself is not revealed and cannot be targeted.
 
The following actions must be taken to allow better detection:
* Research [[Alien Signatures]]: Allows the detection of {{MissionIcon|Abductions}}[[Abductions]] missions performed by alien councilors.
* Research [[Alien Methods]]: Allows the detection of {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]], {{MissionIcon|Enthrall Public}}[[Enthrall Public]], [[Enthrall Org]], and [[Enthrall Unaligned Elites]] missions performed by alien councilors.
* Research [[Alien Operations]]: Allows the detection of all missions performed by alien councilors.
* Research [[Alien Movements]]: Actually reveals the alien councilor when its mission is detected.
 
{{SpoilerBoxEnd}}
 
=== Intel on target ===
 
Each faction's intel on each target is rated on a scale from 0% to 100%. For councilors, the amount of intel a faction has on them determines what the details faction can see:
 
{| class="wikitable"
{| class="wikitable"
! rowspan=2 | Profession !! colspan=8 | Base stats !! rowspan=2 | Description
|-
|-
! Persuation !! Investigation !! Espionage !! Command !! Administration !! Science !! Security !! Loyalty
! Intel Level !! Details Visible
|-
|-
| Activist || ''An Activist seeks social change through persuasion rather than violence.''
| <10% || Nothing (but the fact that they exist may be revealed if you have intel on their faction).
|-
|-
| Astronaut || ''Astronauts are among the lucky few who have been to space and often merge military and scientific backgrounds.''
| >=10% || The councilor's location is revealed.
|-
|-
| Celebrity || ''An influential entertainer, artist, athlete or scion with a substantial public following.''
| >=25% || The councilor's faction, identity, and class are revealed.
|-
|-
| Commando || ''Commandos are experts in small-scale combat operations and protecting others from attacks.''
| >=50% || The councilor's stats, [[Orgs|orgs]], and available [[Missions|missions]] are revealed.
|-  
| >=75% || The councilor's current mission assignment is revealed.
|-
|-
| Diplomat || ''Diplomats are influential communicators who promote peaceful and profitable relations between nations and their peoples.''
| 100% || The councilor's {{TV|loyalty}} is revealed, as well as which faction has turned them, if any.
|}
 
The intel level that a faction has on a councilor is mainly affects the missions that can be done to that councilor:
{| class="wikitable sortable"
|-
|-
| Evangelist || ''Evangelists are public figures whose influence is built around promoting an ideology to a sometimes fanatical cadre of followers.''
! Intel Level !! Mission Effect
|-
|-
| Executive || ''Executives are senior leaders in government and business who may not have a high public profile but are good at getting things done.''
| <10% || Cannot be targeted by [[Missions]].
|-
|-
| Fixer || ''Fixers are troubleshooters and generalists who can solve an array of problems ... quietly.''
| >=10% || Can be targeted by {{MissionIcon|Investigate Councilor}}[[Investigate Councilor]] missions.
|-
|-
| Hacker || ''Hackers are experts in extracting information from computer networks and promoting agendas at important nodes.''
| >=25% || Can be targeted by {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Contact}}[[Contact]], {{MissionIcon|Detain}}[[Detain]], {{MissionIcon|Pass Technology}}[[Pass Technology]], {{MissionIcon|Sabotage Project}}[[Sabotage Project]], and {{MissionIcon|Steal Project}}[[Steal Project]] missions.
|-
|-
| Inspector || ''An Inspector is a senior police official charged with protecting the public.''
| rowspan=2 | >=50% || Can be targeted by {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] missions.
|-
|-
| Investigator || ''Investigators gather scattered bits of information and piece together the truth, usually for a private audience.''
| Suffers +1 Attack on {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Detain}}[[Detain]], {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]], and  {{MissionIcon|Steal Project}}[[Steal Project]] missions.
|-
| rowspan=2 | >=75% || Can be targeted by  {{MissionIcon|Extract}}[[Extract]] and {{MissionIcon|Inspire}}[[Inspire]] missions from the councilor's faction.
|-
|-
| Journalist || ''Journalists uncover hidden information and deliver it to the public, sometimes challenging powerful interests.''
| Suffers +3 Attack on  {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Detain}}[[Detain]], {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]], and {{MissionIcon|Steal Project}}[[Steal Project]] missions.
|-
|-
| Judge || ''A judge is a government official with the power to interpret law and order the arrest of powerful people.''
| rowspan=2 | 100% || Can be targeted by {{MissionIcon|Turn}}[[Turn Councilor]] missions.
|-
|-
| Kingpin || ''A mastermind of executing operations of questionable legality.''
| Suffers +5 Attack on {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Detain}}[[Detain]], {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]], {{MissionIcon|Steal Project}}[[Steal Project]], and {{MissionIcon|Turn}}[[Turn Councilor]] missions.
|}
 
A faction's intel on a councilor can change from the following:
 
{| class="wikitable sortable"
|-
|-
| Officer || ''Officers are senior commanders and experts in military affairs.''
! Source !! Conditions !! Intel Change
|-
|-
| Operative || ''Operatives are trained experts in both espionage and small-scale violent action.''
| Councilor Retires || None || Set to 0%
|-
|-
| Politician || ''A politician is a senior government official who ostensibly represents the public interest.''
| Faction is the Councilor's Owning Faction || Whenever below 75% || Set to 75%
|-
|-
| Professor || ''An academic who has developed expertise in important matters and conveys it to an audience.''
| Councilor is Turned by Faction || Whenever below 100% || Set to 100%
|-
|-
| Rebel || ''A Rebel is willing and able to take violent action against the powers that be. ''
| rowspan=2 | Faction performs {{MissionIcon|Investigate Councilor}}[[Investigate Councilor]] mission on Councilor || Normal Success || [[File:ICO arrow green.png|24px]] 25% + 0.5% × Investigator's {{TV|investigation}}
|-
|-
| Scientist || ''Scientists organize and lead research efforts to uncover some new understanding of how the world works.''
| Critical Success || [[File:ICO arrow green.png|24px]] 50% + 1% × Investigator's {{TV|investigation}}
|-
|-
| Spy || ''Spies are trained to gather information by a variety of covert means.''
| Faction Captures (or Buys) [[Habs|Hab]] of Councilor's Faction || None || [[File:ICO arrow green.png|24px]] 25%
|-
|-
| Tech Mongul || ''Tech Moguls are entrepreneurial visionaries who have turned inventions into a successful business.''
| Councilor gets {{MissionIcon|Detain}}[[Detain|Detained]] by Faction || None || [[File:ICO arrow green.png|24px]] 4% × (25 - Councilor {{TV|loyalty}})
|-
|-
| Tycoon || ''Tycoons are owners of older industries or come from inherited wealth. ''
| Councilor is no longer {{MissionIcon|Detain}}[[Detain|Detained]] by Faction || Detainment ends naturally || [[File:ICO arrow green.png|24px]] 4% × (25 - Councilor {{TV|loyalty}}) × Interrogation Research Multipliers
|-
| rowspan=2 | Faction detects Councilor doing any Mission || Normal Detection Success || [[File:ICO arrow green.png|24px]] 10%
|-
| Critical Detection Success || [[File:ICO arrow green.png|24px]] 25%
|-
| rowspan=2 | Councilor performs {{MissionIcon|Go To Ground}}[[Go to Ground]] mission || Owning Faction || Set to 75%
|-
| Non-Owning Factions || [[File:ICO arrow red down.png|24px]] 50% + 3% × Councilor {{TV|espionage}}
|-
| rowspan=3 | Natural Decay when Councilor is not Targeted by Faction for a turn || Councilor is {{icon|alien}}[[Aliens|Alien]] || Set to 0%
|-
| (100% - Intel on Councilor / 2) Chance || Set to 0%
|-
| None || [[File:ICO arrow red down.png|24px]] 25% or 50% (equal chance)
|}
|}


== Councilor Characteristics and Stats ==
=== Turn councilor ===
 
[[File:Turned.png|200px|thumb|Turned councilor]]
Councilors with 100% intel on them can become this faction's spies via {{MissionIcon|Turn}}[[Turn Councilor]] mission. Each faction can have no more than 2 spies in other factions.
 
Turned councilors provide full vision of their faction, and share all intel that faction has. This includes the 75% baseline intel that the faction has on their councilors, as well as all prospecting data they have on the solar system. Having a turned councilor in {{icon|submit}}[[The Servants]] can be especially helpful, since {{icon|submit}}[[The Servants]] often have much more intel on alien assets such as [[Aliens#Alien_Xenoforming|Xenoflora]].
 
Turn councilors can be forced to increase failure chance on their missions. Other factions are programmed to track councilors suspected to be traitors and deal with them (their suspicion about advisers is stored in <code>internalCouncilorSuspicion</code> variable).
 
{{icon|alien}}[[Aliens|Alien]] councilors can never be turned.
 
==== Dealing with spies ====
 
* {{MissionIcon|Investigate Councilor}}[[Investigate Councilor]] may reveal whether investigated adviser is turned or not.
* {{MissionIcon|Inspire}}[[Inspire]] will make target councilor cut their contacts with faction that turned them. This will not reveal whether this councilor was a spy or not.
* Firing suspected councilor or sending them on suicide mission is also a valid option.


Councilors have Attributes, Traits, Incomes and Orgs.
==== Stealing councilors ====


==== Attributes ====
It's possible to steal turned councilors from other factions. To do that, open their profile in council interface and press ''resign''. This will add them to your private councilor recruit pool, allowing you to hire them.


Many of councilors' '''Attributes''' determine how good they are at Missions. The eight Attributes councilors have are:
=== Noise ===


# Persuasion
{{#invoke:MissionLister|ListNoise|false}}
# Investigation
# Espionage
# Command
# Administration
# Science
# Security
# Loyalty


The first four are typically used in Missions – Control Nation, for example, uses Persuasion, while Assassinate Councilor uses Espionage and Assault Alien Asset uses Command.
{{SpoilerBox}}
{{#invoke:MissionLister|ListNoise|true}}
{{SpoilerBoxEnd}}


Persuasion, Command, Administration and Science grant bonuses to your councilor’s influence, ops, money, and research incomes.
== Escaping a Hab ==


Administration also sets how many Orgs you can control. Security and Loyalty are defensive stats.
Councilors on [[Habs]] will attempt various escape methods when the hab is destroyed. In order, the councilor will attempt to flee to:
# A [[Spaceships|ship]] of the councilor's faction that is docked to the hab. If multiple available, pick the one with the most remaining DV.
# If the councilor has the Undercover trait, then a [[Spaceships|ship]] of a different human faction that is docked to the hab. If multiple available, pick the one with the most remaining DV.
# If the hab is in the Earth-Luna planetary system, any Earth-Luna Lagrange point, or any Sun-Earth Lagrange point, then a random [[Regions|Region]] of [[Earth]].
# If the hab was peacefully decommissioned:
## A random [[Habs|hab]] of the councilor's faction that is in the same planetary system.
## If the councilor is not an [[Aliens|Alien]], then a random tier 2 or 3 [[Habs|hab]] that is in the same planetary system.
## If the councilor has the Undercover trait, then a random tier 1 [[Habs|hab]] that is in the same planetary system.
## If there are no other habs in the same planetary system, then a random [[Regions|Region]] of [[Earth]] if any of the following are true:
##* The hab's faction is the same as the councilor's faction.
##* The councilor has the Undercover trait.
##* The hab's tier is 2 or 3.


==== Traits ====
If none of these escape routes apply, then the councilor dies.


'''[[Traits]]''' are characteristics of the councilor that provide conditional bonuses to Missions, Incomes, and occasionally penalties and restrictions to the councilor’s Missions and movements. The Demagogue trait, for example, grants an ''Influence'' Income, plus bonus persuasion in nations with low education, but penalizes persuasion in high-education nations.
== Traits ==
Note: This page is manually maintained, and may be less up-to-date than the automated [[Trait List]] page.


==== Orgs ====
Traits are innate characteristics of a councilor. They may grant permanent or conditioned stat bonuses or maluses, incomes, or access to certain orgs.


Organizations, or '''Orgs''', are essentially your councilors’ gear. These are government agencies, NGOs, criminal organizations, and private companies under a given councilor’s control. These are acquired with money, influence and rarely ops (typically for criminal cartels). They provide stat bonuses, incomes, missions, bonuses to research, and bonuses to certain priorities for nations under your control. The U.S. Air Force Research Laboratory, for example, grants a bonus to faction research, a bonus to the science stat for the individual councilor, and helps your nations develop their military and spaceflight programs more quickly.
Some traits may be purchased, upgraded or removed by spending XP (or [[Resources]]):
* Purchase Costs are '''doubled''' if the councilor's profession normally does not allow them to acquire the trait.
* Traits that say they are upgraded from another trait cannot be purchased directly: instead, the councilor already possess the other trait, and then paying the costs will swap out that trait for the target trait.
* Costs are ''displayed'' as '''negative''' if the trait can be removed, not purchased.


Orgs can be transferred between councilors and sometimes stolen by other factions via the Hostile Takeover mission.
Traits in each group are mutually exclusive with other members in the same group: no councilor may have more than one trait from the same group at the same time.
 
Note: Section work in progress... Group names are '''not''' official, the game just assigned them to groups and I gave them the best name I could think of... feel free to replace with better names!
 
=== Wealth Group Traits ===
 
{| class="wikitable"
! Name !! Description !! Cost !! Upgrades<br>From !! Detection<br>Bonus(es) !! Income !! Stat<br>Bonus(es)
|-
| Affluent || Makes a good living. || 10 XP<br> ||  ||  || 3{{icon|money}}<br> || <br><br>
|-
| Prosperous || Well-off and able to contribute meaningful funds to the cause. || 20 XP<br> || Affluent ||  || 5{{icon|money}}<br> || <br><br>
|-
| Wealthy || Has access to a hefty bank account. || 40 XP<br> || Prosperous ||  || 10{{icon|money}}<br> || <br><br>
|-
| Rich || Has vast sums to call on, but disliked in egalitarian nations. || 80 XP<br> || Wealthy ||  || 20{{icon|money}}<br>1{{icon|influence}}<br> || -1{{icon|persuasion}} if {{icon|inequality|bgcolor=DarkSlateGray}}≤4<br><br>
|-
| Billionaire || Access to truly obscene amounts of money, to the point of unpopularity in nations that prize equality. || 160 XP<br> || Rich || -1{{icon|espionage}}<br> || 50{{icon|money}}<br>2{{icon|influence}}<br> || -2{{icon|persuasion}} if {{icon|inequality|bgcolor=DarkSlateGray}}≤4<br><br>
|}


Councilors gain experience from successful missions, which can be spent on improving the councilor by improving their attributes, adding missions, or adding or removing certain traits.
=== Scientist Group Traits ===


{| class="wikitable"
! Name !! Description !! Cost !! Tech Bonus !! Upgrades<br>From !! Income !! Stat<br>Bonus(es)
|-
| Physicist || An expert in the study of Energy. ||  || 15% {{icon|energy}} ||  || 5{{icon|research}}<br> || <br><br>
|-
| Chemist || An expert in the study of Materials. ||  || 15% {{icon|materials}} ||  || 5{{icon|research}}<br> || <br><br>
|-
| Astronomer || An expert in the study of Space Science. ||  || 15% {{icon|space}} ||  || 5{{icon|research}}<br> || <br><br>
|-
| Doctor || An expert in the study of Life Science. ||  || 15% {{icon|life}} ||  || 5{{icon|research}}<br> || <br><br>
|-
| Social Scientist || An expert in the study of political science, economics, sociology and communications. ||  || 15% {{icon|social}} ||  || 5{{icon|research}}<br> || <br><br>
|-
| Military Scientist || An expert in the study of warfare, strategy, logistics, and weapons development. ||  || 15% {{icon|military}} ||  || 5{{icon|research}}<br> || <br><br>
|-
| Computer Scientist || An expert in the study of Information Science. ||  || 15% {{icon|information}} ||  || 5{{icon|research}}<br> || <br><br>
|-
| Physicist II || A prominent researcher in the field of Energy. || 20 XP<br> || 25% {{icon|energy}} || Physicist || 10{{icon|research}}<br> || 1{{icon|science}}<br><br>
|-
| Chemist II || A prominent scientist in the field of Materials. || 20 XP<br> || 25% {{icon|materials}} || Chemist || 10{{icon|research}}<br> || 1{{icon|science}}<br><br>
|-
| Astronomer II || A prominent Space Scientist. || 20 XP<br> || 25% {{icon|space}} || Astronomer || 10{{icon|research}}<br> || 1{{icon|science}}<br><br>
|-
| Doctor II || A prominent researcher in the field of Life Science. || 20 XP<br> || 25% {{icon|life}} || Doctor || 10{{icon|research}}<br> || 1{{icon|science}}<br><br>
|-
| Social Scientist II || A prominent researcher in the Social Sciences. || 20 XP<br> || 25% {{icon|social}} || SocialScientist || 10{{icon|research}}<br> || 1{{icon|science}}<br><br>
|-
| Military Scientist II || A prominent Military Science researcher. || 20 XP<br> || 25% {{icon|military}} || MilitaryScientist || 10{{icon|research}}<br> || 1{{icon|science}}<br><br>
|-
| Computer Scientist II || A prominent researcher in the field of Information Science. || 20 XP<br> || 25% {{icon|information}} || ComputerScientist || 10{{icon|research}}<br> || 1{{icon|science}}<br><br>
|-
| Physicist III || A distinguished scientist in the study of Energy. || 40 XP<br> || 35% {{icon|energy}} || PhysicistII || 2{{icon|influence}}<br>20{{icon|research}}<br> || 2{{icon|science}}<br><br>
|-
| Chemist III || A distinguished scientist in the study of Materials. || 40 XP<br> || 35% {{icon|materials}} || ChemistII || 2{{icon|influence}}<br>20{{icon|research}}<br> || 2{{icon|science}}<br><br>
|-
| Astronomer III || A distinguished researcher in the field of Space Science. || 40 XP<br> || 35% {{icon|space}} || AstronomerII || 2{{icon|influence}}<br>20{{icon|research}}<br> || 2{{icon|science}}<br><br>
|-
| Doctor III || A distinguished researcher in the field of Life Science. || 40 XP<br> || 35% {{icon|life}} || DoctorII || 2{{icon|influence}}<br>20{{icon|research}}<br> || 2{{icon|science}}<br><br>
|-
| Social Scientist III || A distinguished researcher in the field of Social Science. || 40 XP<br> || 35% {{icon|social}} || SocialScientistII || 2{{icon|influence}}<br>20{{icon|research}}<br> || 2{{icon|science}}<br><br>
|-
| Military Scientist III || A renowned military theorist. || 40 XP<br> || 35% {{icon|military}} || MilitaryScientistII || 2{{icon|influence}}<br>20{{icon|research}}<br> || 2{{icon|science}}<br><br>
|-
| Computer Scientist III || A distinguished researcher in the study of Information Science. || 40 XP<br> || 35% {{icon|information}} || ComputerScientistII || 2{{icon|influence}}<br>20{{icon|research}}<br> || 2{{icon|science}}<br><br>
|}
Note: No councilor profession can start with a tier 2 or 3 scientist trait. So the upgrade costs for these traits are always doubled.
=== Influence Group Traits ===
{| class="wikitable"
! Name !! Description !! Cost !! Missions !! Priority Bonus !! Upgrades<br>From !! Detection<br>Bonus(es) !! Income !! Stat<br>Bonus(es)
|-
| Low Profile || Skilled at evading detection. ||  ||  ||  ||  || 2{{icon|espionage}}<br> ||  || <br><br>
|-
| Connected || Able to use back channels to exert a measure of influence. || 20 XP<br> ||  ||  ||  ||  || 3{{icon|influence}}<br> || <br><br>
|-
| Puppet Master || Able to pull strings in many places without notice. || 40 XP<br> || Granted:<br>[[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]] ||  || Connected || 1{{icon|espionage}}<br> || 8{{icon|influence}}<br> || <br><br>
|-
| Eminent || Influential among elites, but well-known enough to sometimes attract unwanted attention. || 20 XP<br> ||  ||  ||  || -2{{icon|espionage}}<br> || 6{{icon|influence}}<br> || <br><br>
|-
| Famous || Broadly known among elites and the public. || 40 XP<br> ||  || 2% {{icon|unity}} || Eminent || -4{{icon|espionage}}<br> || 9{{icon|influence}}<br> || <br><br>
|-
| Megastar || A person of global renown, whose very movements make the news worldwide. || 60 XP<br> || Granted:<br>[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]]<br><br>Blocked:<br>[[File:ICO_gotoground_on.png|20px]] [[Go To Ground]] || 5% {{icon|unity}} || Famous || -8{{icon|espionage}}<br> || 12{{icon|influence}}<br> || <br><br>
|-
| Opinion Leader || A respected commentator on public affairs, whose words reach many in free nations. || 20 XP<br> ||  ||  ||  || -2{{icon|espionage}}<br> || 4{{icon|influence}}<br> || 2{{icon|persuasion}} if {{icon|democracy|bgcolor=DarkSlateGray}}≥6<br><br>
|-
| Media Darling || A popular speaker on media channels in free nations. || 40 XP<br> ||  ||  || Opinion Leader || -4{{icon|espionage}}<br> || 7{{icon|influence}}<br> || 3{{icon|persuasion}} if {{icon|democracy|bgcolor=DarkSlateGray}}≥6<br><br>
|-
| Elder Statesman || A widely respected and influential member of the political elite. || 60 XP<br> ||  ||  || Media Darling || -4{{icon|espionage}}<br> || 10{{icon|influence}}<br> || 4{{icon|persuasion}} if {{icon|democracy|bgcolor=DarkSlateGray}}≥6<br><br>
|-
| Counselor || Appeals to what we have in common. || 20 XP<br> || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]] || 2% {{icon|unity}} ||  ||  ||  || 1{{icon|persuasion}} if {{icon|cohesion|bgcolor=DarkSlateGray}}≥6<br><br>
|-
| Unifier || Influential in nations with a sense of common purpose. || 40 XP<br> || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]]<br>[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]] || 5% {{icon|unity}} || Counselor ||  || 2{{icon|influence}}<br> || 2{{icon|persuasion}} if {{icon|cohesion|bgcolor=DarkSlateGray}}≥6<br><br>
|-
| Agitator || Excels at gaining the support of those unhappy with their nation. || 20 XP<br> ||  || -2% {{icon|unity}} ||  ||  || 3{{icon|influence}}<br> || 1{{icon|persuasion}} if {{icon|education}}≤6<br><br>1{{icon|persuasion}} if {{icon|cohesion|bgcolor=DarkSlateGray}}≤4<br><br>
|-
| Firebrand || Appeals to the anger and fear of an uncritical audience. || 40 XP<br> ||  || -3% {{icon|unity}} || Agitator || -3{{icon|espionage}}<br> || 4{{icon|influence}}<br> || 2{{icon|persuasion}} if {{icon|education}}≤6<br><br>-1{{icon|persuasion}} if {{icon|education}}≥9<br><br>2{{icon|persuasion}} if {{icon|cohesion|bgcolor=DarkSlateGray}}≤4<br><br>
|-
| Demagogue || An influential rabble-rouser who plays to the basest instincts of the public. || 60 XP<br> || Granted:<br>[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]] || -5% {{icon|unity}} || Firebrand || -6{{icon|espionage}}<br> || 5{{icon|influence}}<br> || 3{{icon|persuasion}} if {{icon|education}}≤6<br><br>-2{{icon|persuasion}} if {{icon|education}}≥9<br><br>3{{icon|persuasion}} if {{icon|cohesion|bgcolor=DarkSlateGray}}≤4<br><br>
|}
=== Nation Group Traits ===
{| class="wikitable"
! Name !! Description !! Cost !! Missions !! Restricted<br>From !! Income !! Stat<br>Bonus(es)
|-
| Government || A member of a recognized government with official status. || 20 XP<br>100 {{icon|influence}}<br> ||  ||  ||  || <br><br>
|-
| Enemy of the State || Faces imprisonment or execution in his or her home nation. || -20 XP<br>-20 {{icon|influence}}<br> ||  || Home Nation ||  || <br><br>
|-
| Criminal || Involved in illegal activities. || 20 XP<br>200 {{icon|money}}<br>50 {{icon|influence}}<br> ||  ||  || 1{{icon|money}}<br> || -1{{icon|security}} if {{icon|unrest|bgcolor=DarkSlateGray}}≤1<br><br>
|-
| Pariah || Strongly disliked in his or her home nation, this person fares better in foreign lands. ||  ||  ||  ||  || -2{{icon|persuasion}} if in Home Nation<br><br>-1{{icon|security}} if in Home Nation<br><br>
|-
| National Hero || Well known and influential in his or her home nation. || 30 XP<br>50 {{icon|influence}}<br> || Granted:<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  || 3{{icon|persuasion}} if in Home Nation<br><br>-1{{icon|security}} if in Home Nation<br><br>
|}
=== Personality Group Traits ===
{| class="wikitable"
! Name !! Description !! Cost !! Missions !! Priority Bonus !! Detection<br>Bonus(es) !! Income !! Stat<br>Bonus(es)
|-
| Brazen || Flouts elite conventions, gaining influence among the masses at some personal risk. ||  ||  ||  ||  || 2{{icon|influence}}<br> || 1{{icon|persuasion}} if {{icon|education}}≤7<br><br>-1{{icon|security}}<br><br>
|-
| Furtive || A secretive and often negative personality. ||  || Blocked:<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  ||  || 3{{icon|espionage}}<br><br>Set  Apparent {{icon|loyalty}} to 2<br><br>-1{{icon|persuasion}}<br><br>-1{{icon|administration}}
|-
| Pollyanna || Always expresses a sunny outlook on events, regardless of their reality. ||  ||  ||  ||  ||  || Set  Apparent {{icon|loyalty}} to 25<br><br>
|-
| Inscrutable || Never seems to express a strong opinion. ||  || Blocked:<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  ||  || Set  Apparent {{icon|loyalty}} to 12<br><br>
|-
| Transparent || Always means exactly what he or she says. ||  ||  ||  ||  ||  || Set  Apparent {{icon|loyalty}} to {{icon|loyalty}}<br><br>
|-
| Extremist || Utterly devoted to the cause and holds those who aren't in low regard. ||  ||  ||  ||  ||  || -1{{icon|persuasion}} if {{icon|education}}≥8<br><br>3{{icon|loyalty}}<br><br>1{{icon|investigation}}<br><br>3 Apparent {{icon|loyalty}}
|-
| Fanatic || An absolute true believer who lacks an understanding of certain subtleties of dealing with the world. ||  ||  ||  ||  ||  || 2{{icon|persuasion}} if {{icon|education}}≤6<br><br>5{{icon|loyalty}}<br><br>-1{{icon|investigation}}<br><br>5 Apparent {{icon|loyalty}}
|-
| Ethical || A person of principle who believes not all means are justified by their end. ||  || Blocked:<br>[[File:ICO_assassinate_on.png|20px]] [[Assassinate]] ||  ||  ||  || 1{{icon|persuasion}} if {{icon|inequality|bgcolor=DarkSlateGray}}≤3.5
|-
| Sociopath || Someone skilled at managing others in sole pursuit of his or her own satisfaction. ||  ||  ||  ||  ||  || 1{{icon|persuasion}}<br><br>-3{{icon|loyalty}}<br><br>
|-
| Pacifist || Personally refuses to take part in any violent action. ||  || Blocked:<br>[[File:ICO_assassinate_on.png|20px]] [[Assassinate]]<br>[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]<br>[[File:ICO_sabotagefacilities_on.png|20px]] [[Sabotage Facilities]]<br>[[File:ICO_assaultalienasset_on.png|20px]] [[Assault Alien Asset]]<br>[[File:ICO_seizespaceasset_on.png|20px]] [[Assault Enemy Space Asset]] ||  ||  ||  || 2{{icon|persuasion}} if {{icon|education}}≥9<br><br>-3{{icon|command}}<br><br>
|-
| Hard Target || Will strike back if attacked. Enemy critical failures on Detain or Assassinate missions against this councilor will result in a human attacker's death if the attacker is not protected. || 20 XP<br> ||  ||  || 1{{icon|espionage}}<br> ||  || 2{{icon|security}}<br><br>
|-
| Apocalyptic || Believes the end of humanity is nigh and wishes others to do so. ||  ||  ||  ||  ||  || 1{{icon|persuasion}} if Any Nukes Have Fired<br><br>
|-
| Cynic || Difficult to fool, but expresses little hope for humanity's future. ||  || Blocked:<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  ||  || 1{{icon|investigation}}<br><br>-3 Apparent {{icon|loyalty}}<br><br>-1{{icon|loyalty}}<br><br>
|-
| Corrupt || Influential, but will steal from us. || -40 XP<br> ||  || -2% {{icon|welfare}} ||  || -4{{icon|money}}<br>3{{icon|influence}}<br> || 2{{icon|espionage}}<br><br>-3{{icon|loyalty}}<br><br>
|}
Ethical and Pacifist traits also cause the councilor to lose 1 and 2 {{icon|loyalty}} whenever the faction commits an [[Factions#Atrocity|Atrocity]]. But this loyalty loss can be fixed with [[Inspire]] missions.
=== Advisor Group Traits ===
{| class="wikitable"
! Name !! Description !! [[Missions]] !! Priority Bonus !! Tech Bonus !! [[Councilors#Detection|Detection]]<br>Bonus(es) !! Income !! Stat<br>Bonus(es)
|-
| Expert || An oft-quoted speaker on topics in a certain realm of expertise. || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]] ||  ||  || -1{{icon|espionage}}<br> || 2{{icon|influence}}<br>5{{icon|research}}<br> || 1{{icon|persuasion}}<br><br>1{{icon|science}}<br><br>-1{{icon|security}}<br><br>
|-
| Academic || Affiliated with a research university. || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]] || 2% {{icon|knowledge}} ||  ||  || 10{{icon|research}}<br> || -1{{icon|command}}<br><br>
|-
| Technocrat || Believes that social relations are simply an engineering problem. || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]] ||  || 5% {{icon|social}} ||  || 2{{icon|influence}}<br>3{{icon|research}}<br> || 1{{icon|science}}<br><br>3{{icon|administration}}<br><br>-1{{icon|persuasion}} if {{icon|education}}≤8<br><br>
|-
| Oligarch || Has gained riches via political power; influential in nations with high inequality. ||  || 2% {{icon|spoils}} ||  ||  || 3{{icon|money}}<br>4{{icon|influence}}<br> || 1{{icon|persuasion}} if {{icon|inequality|bgcolor=DarkSlateGray}}>4<br><br>-1{{icon|persuasion}} if {{icon|inequality|bgcolor=DarkSlateGray}}≤4<br><br>
|}
=== Space Group Traits ===
{| class="wikitable"
! Name !! Description !! Cost !! [[Missions]] !! Required Project !! Restricted<br>From !! [[Councilors#Detection|Detection]]<br>Bonus(es) !! Stat<br>Bonus(es)
|-
| Undercover || This person's public persona conceals someone who is able to infiltrate enemy space installations without fear of identification. ||  ||  ||  ||  || 1{{icon|espionage}}<br> || <br><br>
|-
| Earthbound || This person refuses to travel to space. || -20 XP<br> || Blocked:<br>[[File:ICO_orbit_on.png|20px]] [[Orbit]]<br>[[File:ICO_deorbit_on.png|20px]] [[Deorbit]]<br>[[File:ICO_transfer_on.png|20px]] [[Transfer]]<br>[[File:ICO_controlspaceasset_on.png|20px]] [[Control Space Asset]]<br>[[File:ICO_seizespaceasset_on.png|20px]] [[Assault Enemy Space Asset]] ||  || Space ||  || <br><br>
|-
| Combat Astronaut || Undergone training to serve effectively on our warships. || 10 XP<br>100 {{icon|money}}<br>1 {{icon|ops}}<br>1 {{icon|boost}}<br> || Granted:<br>[[File:ICO_seizespaceasset_on.png|20px]] [[Assault Enemy Space Asset]] || Space Navy Academies ||  ||  || 1{{icon|command}}<br><br>
|}
The Undercover trait allows the councilor to board the ships and tier 1 habs of other human factions.
=== Minions Group Traits ===
{| class="wikitable"
! Name !! Description !! [[Missions]] !! Income !! Stat<br>Bonus(es)
|-
| Lone Wolf || Does not work well with others, but skilled at secretive activity. || Blocked:<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  || -1{{icon|administration}}<br><br>-1{{icon|command}}<br><br>2{{icon|espionage}}<br><br>
|-
| Awkward Genius || Poor at recognizing social cues and working with others but able to conduct scientific investigations with unparalleled focus. || Blocked:<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]]<br>[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  || -3{{icon|persuasion}}<br><br>-3{{icon|command}}<br><br>3{{icon|science}}<br><br>2{{icon|investigation}}
|-
| Crew || Has a small team of loyal followers who serve as bodyguards and can conduct operations. ||  || 1{{icon|ops}}<br> || 1{{icon|security}}<br><br>
|}
=== Caution Group Traits ===
{| class="wikitable"
! Name !! Description !! Cost !! [[Missions]] !! Restricted<br>From !! [[Councilors#Detection|Detection]]<br>Bonus(es) !! Income !! Stat<br>Bonus(es)
|-
| Streetwise || Skilled at navigating dark corners in his or her home nation. || 20 XP<br> ||  ||  || 1{{icon|espionage}}<br> ||  || 1{{icon|security}} if in Home Nation<br><br>1{{icon|investigation}} if in Home Nation<br><br>
|-
| Cautious || Particularly concerned with security and avoiding personal risk. || -20 XP<br> ||  || High Unrest Nations ||  ||  || 1{{icon|security}}<br><br>
|-
| Careless || Someone who doesn't take personal security terribly seriously. || -20 XP<br> ||  ||  || -2{{icon|espionage}}<br> ||  || -2{{icon|security}} if {{icon|unrest|bgcolor=DarkSlateGray}}≥4<br><br>
|-
| Suspicious || Naturally inclined to distrust others. ||  || Blocked:<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  || 1{{icon|espionage}}<br>1{{icon|investigation}} ||  || 2{{icon|investigation}}<br><br>2{{icon|security}}<br><br>-2 Apparent {{icon|loyalty}}<br><br>1{{icon|espionage}}
|-
| Conspiracy Theorist || Sees connections between events that others will not. Occasionally right about them. ||  || Granted:<br>[[File:ICO_investigatealienactivity_on.png|20px]] [[Investigate Alien Activity]] ||  ||  || -1{{icon|influence}}<br> || 2{{icon|investigation}}<br><br>1{{icon|security}}<br><br>-2{{icon|persuasion}}<br><br>
|-
| Paranoid || Sees enemies everywhere. Only right some of the time. || -40 XP<br> || Blocked:<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]] || High Unrest Nations || 2{{icon|espionage}}<br> ||  || 2{{icon|investigation}}<br><br>3{{icon|security}}<br><br>-2{{icon|persuasion}}<br><br>
|}
=== XP Group Traits ===
{| class="wikitable"
! Name !! Description !! Cost !! XP<br>Costs<br>Modifier
|-
| Quick Learner || Picks up new skills faster than most. ||  || -10%
|-
| Striver || Dedicated to self-improvement. ||  || -20%
|-
| Inflexible || Slow to learn new things. || -40 XP || +10%
|}
Note: Inflexible's penalty also applies to its own cost.
=== Command Implant Group Traits ===
Implant traits can only be added or upgraded following certain projects. Higher tier traits must be upgraded from the previous tier.
* Tier 1 traits cost 500 Money and require the Cybernetic Implants project.
* Tier 2 traits cost 1000 Money and require the Neural Engineering project.
* Tier 3 traits cost 2000 Money and require the Cyborging project.
{| class="wikitable"
! Name !! Description !! Cost !! Required Project !! Upgrades<br>From !! [[Councilors#Detection|Detection]]<br>Bonus(es) !! Income !! Stat<br>Bonus(es)
|-
| Force Tracker || Embedded computer system that provides live monitoring of nearby friendly forces. || 500 {{icon|money}}<br> || Cybernetic Implants ||  ||  ||  || 1{{icon|command}}<br><br>
|-
| Battle Computer || A warfare management system that provides on-the-spot updates about small and large-scale military operations. || 1000 {{icon|money}}<br> || Neural Engineering || Force Tracker ||  ||  || 2{{icon|command}}<br><br>
|-
| Strategic AI || An advanced warfare overseer AI that recognizes patterns in enemy behavior and coordinates countermeasures. || 2000 {{icon|money}}<br> || Cyborging || Battle Computer ||  ||  || 3{{icon|command}}<br><br>
|}
=== Science Implant Group Traits ===
{| class="wikitable"
! Name !! Description !! Cost !! Required Project !! Upgrades<br>From !! [[Councilors#Detection|Detection]]<br>Bonus(es) !! Income !! Stat<br>Bonus(es)
|-
| Datajack || Live internal connection to the Internet that provides data lookup on demand. || 500 {{icon|money}}<br> || Cybernetic Implants ||  ||  || 3{{icon|research}}<br> || 1{{icon|science}}<br><br>
|-
| Neural Interlink || An advanced data indexing and retrieval AI that is nearly indistinguishable from a user's memory. || 1000 {{icon|money}}<br> || Neural Engineering || Datajack ||  || 3{{icon|research}}<br> || 2{{icon|science}}<br><br>
|-
| Cognitive Enhancer || Frontal lobe implants aimed at speeding the brain's analytical capabilities. || 2000 {{icon|money}}<br> || Cyborging || Neural Interlink ||  || 3{{icon|research}}<br> || 3{{icon|science}}<br><br>
|}
=== Security Implant Group Traits ===
{| class="wikitable"
! Name !! Description !! Cost !! Required Project !! Upgrades<br>From !! [[Councilors#Detection|Detection]]<br>Bonus(es) !! Income !! Stat<br>Bonus(es)
|-
| Personal Protection Monitor || An implant that monitors local conditions, looking for potential threats. || 500 {{icon|money}}<br> || Cybernetic Implants ||  || 1{{icon|espionage}}<br> ||  || 1{{icon|security}}<br><br>
|-
| Personal Defense System || An active protection system that scans visual, aural, and electronic inputs to alert to potential dangers. || 1000 {{icon|money}}<br> || Neural Engineering || Personal Protection Monitor  || 1{{icon|espionage}}<br> ||  || 2{{icon|security}}<br><br>
|-
| Guardian Angel Implant || A full-spectrum personal safety AI that can also manage a security detail. || 2000 {{icon|money}}<br> || Cyborging || Personal Defense System  || 1{{icon|espionage}}<br> ||  || 3{{icon|security}}<br><br>
|}
=== Investigation Implant Group Traits ===
{| class="wikitable"
! Name !! Description !! Cost !! Required Project !! Upgrades<br>From !! [[Councilors#Detection|Detection]]<br>Bonus(es) !! Income !! Stat<br>Bonus(es)
|-
| Embedded Sensor Package || A package of sensors and augmented reality overlay. || 500 {{icon|money}}<br> || Cybernetic Implants ||  || 1{{icon|investigation}} ||  || 1{{icon|investigation}}<br><br>
|-
| Enhanced Senses || Implants that increase fidelity and discrimination of a person's various sensory inputs. || 1000 {{icon|money}}<br> || Neural Engineering || Embedded Sensor Package  || 1{{icon|investigation}} ||  || 2{{icon|investigation}}<br><br>
|-
| Argus Implant || A user's senses are augmented by remote sensors feeding data into the brain. || 2000 {{icon|money}}<br> || Cyborging || Enhanced Senses  || 1{{icon|investigation}} ||  || 3{{icon|investigation}}<br><br>
|}
=== Administration Implant Group Traits ===
{| class="wikitable"
! Name !! Description !! Cost !! Required Project !! Upgrades<br>From !! [[Councilors#Detection|Detection]]<br>Bonus(es) !! Income !! Stat<br>Bonus(es)
|-
| Intelligent Assistant || An adaptive management program that assists in scheduling, HR, and financial matters. || 500 {{icon|money}}<br> || Cybernetic Implants ||  ||  ||  || 1{{icon|administration}}<br><br>
|-
| Management AI || Learning software that handles routine administrative tasks without disturbing its user. || 1000 {{icon|money}}<br> || Neural Engineering || Intelligent Assistant  ||  ||  || 2{{icon|administration}}<br><br>
|-
| Executive AI || An AI fulfilling many chief-of-staff functions so the manager can focus on fully informed strategic decisionmaking. || 2000 {{icon|money}}<br> || Cyborging || Management AI  ||  ||  || 3{{icon|administration}}<br><br>
|}
=== Espionage Implant Group Traits ===
{| class="wikitable"
! Name !! Description !! Cost !! Required Project !! Upgrades<br>From !! [[Councilors#Detection|Detection]]<br>Bonus(es) !! Income !! Stat<br>Bonus(es)
|-
| Scrambler || A stealth implant that attempts to disguise a person's presence to various sensors. || 500 {{icon|money}}<br> || Cybernetic Implants ||  || 1{{icon|espionage}}<br> ||  || 1{{icon|espionage}}<br><br>
|-
| Countermeasures || A package of defensive implants aimed at avoiding detection. || 1000 {{icon|money}}<br> || Neural Engineering || Scrambler  || 1{{icon|espionage}}<br> ||  || 2{{icon|espionage}}<br><br>
|-
| Stealth Field || A monitor that recognizes and helps the user evade nearby passive and active sensors. || 2000 {{icon|money}}<br> || Cyborging || Countermeasures || 1{{icon|espionage}}<br> ||  || 3{{icon|espionage}}<br><br>
|}
=== Persuasion Implant Group Traits ===
{{SpoilerBox}}
{| class="wikitable"
! Name !! Description !! Cost !! [[Missions]] !! Required Project !! Upgrades<br>From !! Stat<br>Bonus(es)
|-
| Pherocyte Emitter || We adapt the aliens' biological advantage for our own uses. || 5000 {{icon|money}}<br> || Granted:<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]]<br>[[File:ICO_turn_on.png|20px]] [[Turn Councilor]] || Pherocyte Emitter ||  || 3{{icon|persuasion}}<br><br>
|-
| Pherocyte Mass Emitter || A powerful broadcaster of alien pherocytes that makes nearby people extremely suggestible. || 10000 {{icon|money}}<br> || Granted:<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]]<br>[[File:ICO_turn_on.png|20px]] [[Turn Councilor]] || Pherocyte Mastery || Pherocyte Emitter || 10{{icon|persuasion}}<br><br>
|}
{{SpoilerBoxEnd}}
=== Poverty Group Traits ===
{| class="wikitable"
! Name !! Description !! Cost !! [[Missions]] !! [[Councilors#Detection|Detection]]<br>Bonus(es) !! Income !! Stat<br>Bonus(es)
|-
| Indebted || Owes a very large sum of money to creditors, reducing their credibility. || -15000 {{icon|money}}<br> ||  ||  || -100{{icon|money}}<br> || -2{{icon|persuasion}}<br><br>
|-
| Delinquent || Refuses to honour outstanding debts, gaining them a reputation for untrustworthiness and causing their movements to be more closely tracked. || -30000 {{icon|money}}<br> ||  || -4{{icon|espionage}}<br> ||  || -4{{icon|persuasion}}<br><br>-6 Apparent {{icon|loyalty}}<br><br>-3{{icon|security}}<br><br>
|-
| Extorted || Feels that they have been taken advantage of financially by our faction, making them reluctant to trust us. || -10000 {{icon|money}}<br> || Blocked:<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  || -6{{icon|loyalty}}<br><br>
|}
=== Engineering Project Group Traits ===
{| class="wikitable"
! Name !! Description !! Cost !! [[Missions]] !! Upgrades<br>From !! Income !! Stat<br>Bonus(es)
|-
| Project Manager || Putting the "D" in R&D. ||  ||  ||  || 1{{icon|projects|bgcolor=DarkSlateGray}} || <br><br>
|-
| Project Director || A leader of engineers. || 20 XP<br> || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]] || Project Manager || 2{{icon|projects|bgcolor=DarkSlateGray}} || 1{{icon|administration}}<br><br>
|-
| Project Administrator || A leader of multiple teams of engineers. || 40 XP<br> || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]] || Project Director || 3{{icon|projects|bgcolor=DarkSlateGray}} || 2{{icon|administration}}<br><br>
|}
=== National Priority Group Traits ===
{| class="wikitable"
! Name !! Description !! Cost !! [[Missions]] !! Priority Bonus !! Upgrades<br>From !! Income
|-
| Industrial Engineer || A builder of tools and factories. ||  ||  || 2% {{icon|economy}} ||  ||
|-
| Industrial Engineer II || A master of economics, manufacturing, and productivity. || 20 XP<br> || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|economy}} || Industrial Engineer ||
|-
| Industrialist || A captain of industry. ||  ||  || 2% {{icon|economy}} ||  || -2{{icon|money}}<br>
|-
| Financier || Funds entrepreneurs to develop an array of innovative businesses. || 20 XP<br> ||  || 5% {{icon|economy}} || Industrialist || -5{{icon|money}}<br>
|-
| Philanthropist || Turns wealth into good works. ||  ||  || 2% {{icon|welfare}} ||  || -2{{icon|money}}<br>
|-
| Benefactor || Turns wealth into great works. || 20 XP<br> ||  || 5% {{icon|welfare}} || Philanthropist || -5{{icon|money}}<br>
|-
| Civil Engineer || Turns stone and steel into public works. ||  ||  || 2% {{icon|environment}} ||  ||
|-
| Environmental Engineer || Designs public works for the benefit of people and the natural world. || 20 XP<br> || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|environment}} || CivilEngineer ||
|-
| Teacher || Conveys knowledge to willing minds. ||  || Granted:<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]]<br>[[File:ICO_turn_on.png|20px]] [[Turn Councilor]] || 2% {{icon|knowledge}} ||  ||
|-
| Educator || Develops national educational systems. || 20 XP<br> || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]]<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]]<br>[[File:ICO_turn_on.png|20px]] [[Turn Councilor]] || 5% {{icon|knowledge}} || Teacher ||
|-
| Reformer || Helps build state institutions that ensure the people's rights are respected. ||  ||  || 2% {{icon|government}} ||  ||
|-
| Nation Builder || A generational talent at building enduring democracies. || 20 XP<br> || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]]<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]] || 5% {{icon|government}} || Reformer ||
|-
| Chekist || A member of the political police. ||  ||  || 5% {{icon|oppression}} ||  ||
|-
| Iron Hand || Those who adopt nonconforming ideologies are enemies of the state. || 20 XP<br> ||  || 10% {{icon|oppression}} || Chekist ||
|-
| Lobbyist || Sways those in power to direct the state's treasury to particular ends. ||  ||  || 5% {{icon|funding}} ||  ||
|-
| Powerbroker || Doesn't write national budgets but directs those who do. || 20 XP<br> ||  || 10% {{icon|funding}} || Lobbyist ||
|-
| Shady || A siphoner of funds away from their intended purpose. ||  ||  || 5% {{icon|spoils}} ||  ||
|-
| Crooked || Extracts wealth from an economy regardless of law or harm. || 20 XP<br> ||  || 10% {{icon|spoils}} || Shady ||
|-
| Aerospace Engineer || Gets things flying. And landing. ||  ||  || 2% {{icon|boost priority}}<br>5% {{icon|found space program}} ||  ||
|-
| Aerospace Engineer II || An expert in rocket design. || 20 XP<br> || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|boost priority}}<br>10% {{icon|found space program}} || Aerospace Engineer ||
|-
| Systems Engineer || Can organize ground systems in support of space operations. ||  ||  || 2% {{icon|mission control priority}} ||  ||
|-
| Systems Engineer II || Expert in support of space operations. || 20 XP<br> || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|mission control priority}} || Systems Engineer ||
|-
| Military Engineer || Develops the right mix of doctrine and hardware to defend a nation from its foes. ||  ||  || 2% {{icon|military priority}}<br>5% {{icon|found military}} ||  ||
|-
| Military Engineer II || An expert in developing military technology and doctrine. || 20 XP<br> || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|military priority}}<br>10% {{icon|found military}} || Military Engineer ||
|-
| Defense Contractor || Designs and builds military hardware. ||  ||  || 2% {{icon|build army}} ||  ||
|-
| Defense Contractor II || An expert in getting military hardware to the battlefield. || 20 XP<br> || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|build army}} || Defense Contractor ||
|-
| Naval Engineer || Knows how to float a boat. ||  ||  || 2% {{icon|build navy}} ||  ||
|-
| Naval Architect || An expert designer of ships and submarines. || 20 XP<br> || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|build navy}} || Naval Engineer ||
|-
| Nuclear Engineer || Knows how to split an atom. ||  ||  || 2% {{icon|nuclear weapons}}<br>5% {{icon|develop atomic bomb}} ||  ||
|-
| Nuclear Mastermind || An Oppenheimer-like figure who can jump start nuclear weapons development. || 20 XP<br> || Granted:<br>[[File:ICO_advise_on.png|20px]] [[Advise]] || 5% {{icon|nuclear weapons}}<br>10% {{icon|develop atomic bomb}} || Nuclear Engineer ||
|}
=== Ungrouped Traits ===
These traits have no group, so councilors can have multiple of them at the same time.
{| class="wikitable"
! Name !! Description !! Cost !! [[Missions]] !! Tech Bonus !! Required Project !! Restricted<br>From !! [[Councilors#Detection|Detection]]<br>Bonus(es) !! Income !! Stat<br>Bonus(es)
|-
| Non Grata || Faces imprisonment or execution in rivals of his or her home nation. || -20 XP<br>-100 {{icon|money}}<br>-20 {{icon|influence}}<br> ||  ||  ||  || Rivals of Home Nation ||  ||  || <br><br>
|-
| Awareness || Particularly skilled at detecting other councilors. ||  ||  ||  ||  ||  || 1{{icon|investigation}} ||  || <br><br>
|-
| Addict || Addicted to an illicit substance and willing to go to any length to acquire it. || -40 XP<br> ||  ||  ||  ||  || -1{{icon|espionage}}<br> || -1{{icon|money}}<br> || -2{{icon|security}}<br><br>-4{{icon|security}} if {{icon|money}}≤0<br><br>
|-
| Veteran || A former member of his or her home nation's armed forces. ||  ||  || 2% {{icon|military}} ||  ||  ||  ||  || 1{{icon|command}}<br><br>1{{icon|security}}<br><br>
|-
| Indulgent || Spends lots of money on personal gratification. || -20 XP<br> ||  ||  ||  ||  ||  || -2{{icon|money}}<br> || -4{{icon|loyalty}} if {{icon|money}}≤0<br><br>
|-
| Survivor || Very hard to kill in nuclear war or other mass casualty events. || 10 XP<br> ||  ||  ||  ||  ||  ||  || 1{{icon|security}}<br><br>
|-
| Loyalty Monitor || Implant that reports a councilor's emotional responses to events, and assists us in taking drastic action should they betray us. They will not like wearing these. || 500 {{icon|money}}<br> ||  ||  || Cybernetic Implants ||  ||  ||  || -5{{icon|loyalty}}<br><br>Set  Apparent {{icon|loyalty}} to {{icon|loyalty}}<br><br>
|-
| Forebrain Stimulator || Taps the brain's reward system, at the expense of some complex thinking. || 2000 {{icon|money}}<br> ||  ||  || Cyborging ||  ||  ||  || 3{{icon|loyalty}}<br><br>3 Apparent {{icon|loyalty}}<br><br>-2{{icon|command}}<br><br>-2{{icon|science}}
|-
| Untouchable || In too important a position to be safely deleted. || 150 XP<br>500 {{icon|money}}<br>500 {{icon|influence}}<br>100 {{icon|ops}}<br> ||  ||  ||  ||  ||  ||  || 3{{icon|security}}<br><br>
|-
| Beloved || Popular regardless of their loyalties. ||  || Granted:<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  ||  ||  || 3{{icon|influence}}<br> || 1{{icon|persuasion}}<br><br>
|-
| Demanding || Does not tolerate failure from anyone. ||  ||  ||  ||  ||  ||  ||  || 2{{icon|administration}}<br><br>1{{icon|command}}<br><br>
|-
| Insecure || Is troubled by personal failure. || -20 XP<br> ||  ||  ||  ||  ||  ||  || <br><br>
|-
| Anxious || Worried about dying for the cause. || -20 XP<br> ||  ||  ||  ||  ||  ||  || <br><br>
|-
| Loss Averse || Haunted by defeat. || -20 XP<br> ||  ||  ||  ||  ||  ||  || <br><br>
|-
| Family Ties || Feels a strong connection to their homeland and has family there. ||  ||  ||  ||  ||  ||  ||  || 1{{icon|persuasion}} if in Home Nation<br><br>1{{icon|security}} if in Home Nation<br><br>
|-
| Martyr || A violent death will draw millions to their cause. ||  || Granted:<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]] ||  ||  ||  ||  ||  || 1{{icon|persuasion}}<br><br>-1{{icon|security}}<br><br>
|-
| Innovative || A wellspring of new ideas. ||  ||  ||  ||  ||  ||  ||  || 1{{icon|science}}<br><br>
|}
Demanding, Insecure, Anxious, Loss Averse, and Family Ties traits also cause the councilor to lose {{icon|loyalty}} under certain conditions. But this loyalty loss can be fixed with [[Inspire]] missions.
=== Special Traits ===
These traits are impossible for councilors to get normally. Instead, these traits can appear when the following actions are done:
{{SpoilerBox}}
* Vengeful: Attempt to {{MissionIcon|Assassinate}}[[Assassinate]] one of your own councilors after discovering that they are a mole.
* Declining: Have a really old councilor without researching any lifespan extension.
* Second Wave: Get rid of any of the first wave of {{icon|alien}}[[Aliens|alien]] councilors.
* Marked: Attempt to {{MissionIcon|Assassinate}}[[Assassinate]] a councilor that has the Untouchable or Prominent trait.
* Ace Assassin: {{MissionIcon|Assassinate}}[[Assassinate]] 5 alien councilors with one councilor. Only available to {{icon|destroy}}[[Humanity First]].
{| class="wikitable"
! Name !! Description !! Cost !! [[Missions]] !! XP<br>Modifier !! [[Councilors#Detection|Detection]]<br>Bonus(es) !! Stat<br>Bonus(es)
|-
| Vengeful || It's payback time. ||  || Granted:<br>[[File:ICO_assassinate_on.png|20px]] [[Assassinate]] ||  ||  || 5{{icon|espionage}}<br><br>15{{icon|loyalty}}<br><br>3{{icon|security}}<br><br>3{{icon|command}}
|-
| Declining || Age is taking its toll. ||  ||  || +100% ||  || -1{{icon|investigation}}<br><br>-1{{icon|command}}<br><br>
|-
| Second Wave || This alien appears to be part of a second wave of infiltrators and more skilled at evading detection than its predecessors. ||  ||  ||  ||  || 3{{icon|espionage}}<br><br>3{{icon|security}}<br><br>
|-
| Marked || This councilor has done something public, and terrible, and is the target of surveillance efforts around the globe. || -50 XP<br>-1000 {{icon|money}}<br>-500 {{icon|influence}}<br>-100 {{icon|ops}}<br> || Blocked:<br>[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]] ||  || -4{{icon|espionage}}<br> || -10{{icon|security}}<br><br>
|-
| Ace Assassin || An efficient killer. ||  ||  ||  ||  || 3{{icon|espionage}}<br><br>
|}
{{SpoilerBoxEnd}}
Finally, the Prominent trait is actually not a councilor trait at all. It is instead a trait given by equipping certain [[Orgs]].
== Average Newly Generated Councilors ==
By combining the trait chances for each profession as well as their random stat ranges, we can compute the following:
{| class="wikitable sortable" style="text-align: center;"
! rowspan=2 | Profession !! colspan=10 | Average Initial Stat Values
|-
! [[File:ICO persuasion.png|25px]] !! [[File:ICO command.png|25px]] !! [[File:ICO espionage.png|25px]] !! [[File:ICO investigation.png|25px]] !! [[File:ICO administration.png|25px]] !! [[File:ICO science.png|25px]] !! [[File:ICO security.png|25px]] !! [[File:ICO loyalty.png|25px]] !! [[File:ICO_ControlPoint_empty.png|25px]] !! Total Except [[File:ICO loyalty.png|25px]]
|-
| Activist || 7.47 || 0.50 || 4.12 || 4.59 || 0.68 || 0.55 || 0.44 || 11.99 || 8.65 || 18.35
|-
| Astronaut || 4.36 || 6.65 || 1.60 || 2.53 || 4.89 || 5.70 || 5.24 || 11.14 || 15.90 || 30.97
|-
| Attorney || 6.47 || 1.58 || 2.25 || 6.52 || 4.57 || 1.00 || 3.58 || 11.34 || 12.63 || 25.98
|-
| Celebrity || 8.34 || 0.55 || 0.57 || 2.18 || 4.24 || 0.50 || 5.15 || 10.16 || 13.13 || 21.53
|-
| Commando || 0.96 || 5.57 || 5.14 || 3.62 || 1.19 || 0.50 || 9.07 || 11.00 || 7.72 || 26.05
|-
| Diplomat || 6.07 || 2.61 || 5.23 || 4.15 || 5.47 || 0.65 || 4.85 || 10.82 || 14.15 || 29.03
|-
| Engineer || 3.97 || 1.58 || 1.75 || 5.02 || 5.07 || 7.48 || 2.58 || 11.34 || 10.63 || 27.47
|-
| Evangelist || 8.14 || 2.63 || 0.55 || 1.67 || 4.18 || 0.00 || 3.99 || 12.61 || 14.95 || 21.16
|-
| Executive || 5.54 || 4.94 || 1.12 || 3.09 || 6.66 || 1.62 || 3.16 || 11.08 || 17.15 || 26.14
|-
| Fixer || 2.35 || 0.46 || 5.86 || 5.30 || 0.44 || 0.56 || 3.95 || 9.95 || 3.25 || 18.92
|-
| Hacker || 2.52 || 0.47 || 6.70 || 4.98 || 1.83 || 5.10 || 3.41 || 10.09 || 4.83 || 25.02
|-
| Inspector || 3.41 || 4.71 || 3.59 || 6.28 || 4.89 || 1.04 || 5.82 || 11.24 || 13.01 || 29.74
|-
| Investigator || 2.13 || 0.68 || 5.46 || 8.48 || 2.28 || 1.03 || 5.43 || 11.11 || 5.09 || 25.49
|-
| Journalist || 7.12 || 0.04 || 4.48 || 6.93 || 1.06 || 1.60 || 1.12 || 10.80 || 8.22 || 22.35
|-
| Judge || 6.10 || 1.80 || 2.27 || 5.65 || 4.60 || 0.54 || 4.02 || 11.20 || 12.51 || 24.99
|-
| Kingpin || 3.79 || 4.75 || 5.63 || 4.35 || 5.89 || 0.00 || 8.51 || 8.93 || 14.43 || 32.91
|-
| Officer || 5.01 || 7.63 || 2.60 || 2.15 || 5.27 || 1.00 || 7.42 || 12.07 || 17.91 || 31.08
|-
| Operative || 2.41 || 4.63 || 6.33 || 3.90 || 0.68 || 0.50 || 6.61 || 10.99 || 7.73 || 25.06
|-
| Politician || 7.08 || 2.21 || 2.70 || 4.47 || 5.54 || 0.55 || 4.39 || 7.62 || 14.83 || 26.95
|-
| Professor || 5.38 || -0.53 || 2.97 || 5.68 || 2.52 || 5.85 || 1.11 || 11.11 || 7.37 || 22.98
|-
| Rebel || 5.20 || 6.62 || 6.26 || 3.28 || 1.66 || 0.00 || 6.70 || 9.94 || 13.48 || 29.72
|-
| Scientist || 3.08 || -0.36 || 1.55 || 5.04 || 4.12 || 7.73 || 2.26 || 11.18 || 6.84 || 23.42
|-
| Spy || 5.08 || 2.59 || 7.58 || 6.68 || 1.31 || 0.50 || 6.41 || 10.08 || 8.98 || 30.15
|-
| TechMogul || 5.17 || 2.00 || 2.13 || 3.12 || 6.29 || 5.92 || 3.55 || 11.16 || 13.46 || 28.18
|-
| Tycoon || 3.52 || 4.54 || 2.22 || 2.12 || 8.08 || 2.55 || 4.27 || 10.16 || 16.13 || 27.30
|}
Note: Negative values are not a typo. There exist traits that reduce a councilor's attributes. Although these traits cannot actually reduce the attribute below 0, they will apply their attribute reduction when the councilor brings their attribute above 0 via orgs or augmentations.
The two initial councilors that a faction can begin with have additional bonuses applied to them:
* All traits that give the councilor movement restrictions are removed.
* If the councilor has only one '''keyStat''', then that stat is set to 8.
* Otherwise, the primary '''keyStat''' is set to 7, while the secondary '''keyStat''' is set to 6.
Exceptions:
* On Cinematic and Normal difficulties, the AI factions do not get this bonus.
* In rare cases, both of the initial councilors could roll the same home nation. The game does not approve of this home nation sharing, and will force the second councilor to reroll its whole character. This reroll is done without applying the bonus.
{| class="wikitable sortable" style="text-align: center;"
! rowspan=2 | Profession !! colspan=10 | Average Initial Stat Values for Campaign Start Councilors
|-
! [[File:ICO persuasion.png|25px]] !! [[File:ICO command.png|25px]] !! [[File:ICO espionage.png|25px]] !! [[File:ICO investigation.png|25px]] !! [[File:ICO administration.png|25px]] !! [[File:ICO science.png|25px]] !! [[File:ICO security.png|25px]] !! [[File:ICO loyalty.png|25px]] !! [[File:ICO_ControlPoint_empty.png|25px]] !! Total Except [[File:ICO loyalty.png|25px]]
|-
| Activist || 7.51 || 6.00 || 4.12 || 4.55 || 0.68 || 0.55 || 0.28 || 11.99 || 14.19 || 23.69
|-
| Astronaut || 4.36 || 7.15 || 1.60 || 2.53 || 4.89 || 6.20 || 5.24 || 11.14 || 16.40 || 31.97
|-
| Attorney || 5.97 || 1.58 || 2.25 || 7.02 || 4.57 || 1.00 || 3.48 || 11.34 || 12.13 || 25.88
|-
| Celebrity || 7.90 || 0.55 || 0.57 || 2.12 || 4.24 || 0.50 || 7.46 || 10.16 || 12.69 || 23.34
|-
| Commando || 0.98 || 7.07 || 5.14 || 3.60 || 1.19 || 0.50 || 9.04 || 11.00 || 9.24 || 27.52
|-
| Diplomat || 7.09 || 2.61 || 5.23 || 4.13 || 6.47 || 0.65 || 4.72 || 10.82 || 16.17 || 30.90
|-
| Engineer || 3.97 || 1.58 || 1.75 || 5.02 || 6.07 || 7.98 || 2.48 || 11.34 || 11.63 || 28.87
|-
| Evangelist || 8.70 || 2.63 || 0.55 || 1.61 || 4.18 || 0.00 || 3.80 || 12.61 || 15.51 || 21.47
|-
| Executive || 5.58 || 6.44 || 1.12 || 3.05 || 8.16 || 1.62 || 3.00 || 11.08 || 20.19 || 28.98
|-
| Fixer || 2.37 || 0.46 || 7.36 || 6.28 || 0.44 || 0.56 || 3.82 || 9.95 || 3.27 || 21.29
|-
| Hacker || 2.58 || 0.47 || 8.20 || 4.92 || 1.83 || 6.10 || 3.22 || 10.09 || 4.89 || 27.33
|-
| Inspector || 3.47 || 6.21 || 3.59 || 7.72 || 4.89 || 1.04 || 5.63 || 11.24 || 14.57 || 32.55
|-
| Investigator || 2.33 || 0.68 || 6.96 || 8.28 || 2.28 || 1.03 || 5.03 || 11.11 || 5.29 || 26.59
|-
| Journalist || 7.18 || 0.04 || 4.48 || 6.87 || 1.06 || 1.60 || 1.03 || 10.80 || 8.28 || 22.26
|-
| Judge || 6.12 || 1.80 || 2.27 || 7.13 || 6.60 || 0.54 || 3.89 || 11.20 || 14.53 || 28.36
|-
| Kingpin || 4.58 || 4.75 || 7.13 || 3.55 || 7.39 || 0.00 || 7.24 || 8.93 || 16.72 || 34.64
|-
| Officer || 5.03 || 7.13 || 2.60 || 2.13 || 6.27 || 1.00 || 7.29 || 12.07 || 18.43 || 31.45
|-
| Operative || 2.47 || 6.13 || 7.33 || 3.84 || 0.68 || 0.50 || 6.52 || 10.99 || 9.29 || 27.47
|-
| Politician || 6.18 || 2.21 || 2.70 || 4.37 || 7.54 || 0.55 || 4.14 || 7.62 || 15.93 || 27.70
|-
| Professor || 5.90 || -0.53 || 2.97 || 5.66 || 2.52 || 7.35 || 0.98 || 11.11 || 7.89 || 24.85
|-
| Rebel || 5.30 || 7.12 || 6.26 || 3.18 || 1.66 || 0.00 || 6.55 || 9.94 || 14.08 || 30.07
|-
| Scientist || 3.10 || -0.36 || 1.55 || 6.02 || 4.12 || 7.73 || 2.13 || 11.18 || 6.86 || 24.29
|-
| Spy || 5.68 || 2.59 || 8.58 || 6.58 || 1.31 || 0.50 || 6.26 || 10.08 || 9.58 || 31.50
|-
| TechMogul || 5.19 || 2.00 || 2.13 || 3.10 || 8.29 || 6.42 || 3.42 || 11.16 || 15.48 || 30.55
|-
| Tycoon || 3.56 || 4.54 || 2.22 || 2.08 || 8.08 || 2.55 || 6.11 || 10.16 || 16.17 || 29.14
|}
{| class="wikitable sortable" style="text-align: center;"
|+ Other Notable Values
! rowspan=3 | Profession !! rowspan=3 | Average {{icon|influence|bgcolor=DarkSlateGray}} Income !! colspan=11 | Trait Chance
|-
! rowspan=2 | Martyr !! rowspan=2 | Survivor !! rowspan=2 | Gov !! rowspan=2 | Crim !! colspan=7 | Scientist
|-
! [[File:Tech_energy_icon.png|25px]] !! [[File:Tech_material_icon.png|25px]] !! [[File:Tech_space_icon.png|25px]] !! [[File:Tech_life_icon.png|25px]] !! [[File:Tech_social_icon.png|25px]] !! [[File:Tech_military_icon.png|25px]] !! [[File:Tech_info_icon.png|25px]]
|-
| Activist || 6.38 || 20% || 1% || 5% || 10% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || 1% || 2% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Astronaut || 7.34 || 1% || 10% || 100% || style="color:red;" | 0% || 20% || 5% || 30% || 5% || style="color:red;" | 0% || 20% || 5%
|-
| Attorney || 3.79 || style="color:red;" | 0% || 2% || 5% || 2% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Celebrity || 10.82 || 5% || style="color:red;" | 0% || 1% || 5% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Commando || 0.02 || style="color:red;" | 0% || 80% || 50% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Diplomat || 3.73 || style="color:red;" | 0% || 1% || 100% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Engineer || 2.82 || style="color:red;" | 0% || 2% || 10% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Evangelist || 7.17 || 25% || style="color:red;" | 0% || style="color:red;" | 0% || 1% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Executive || 5.72 || style="color:red;" | 0% || style="color:red;" | 0% || 10% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Fixer || 0.62 || style="color:red;" | 0% || 50% || 10% || 10% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Hacker || 1.12 || style="color:red;" | 0% || 5% || 5% || 25% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || 50%
|-
| Inspector || 3.09 || style="color:red;" | 0% || 3% || 75% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Investigator || 2.65 || style="color:red;" | 0% || 10% || 75% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Journalist || 5.31 || 3% || 2% || 5% || 5% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Judge || 3.58 || 5% || 1% || 100% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Kingpin || 3.82 || 3% || 20% || style="color:red;" | 0% || 100% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Officer || 1.95 || 2% || 50% || 100% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || 3% || style="color:red;" | 0% || 10% || style="color:red;" | 0%
|-
| Operative || 1.46 || style="color:red;" | 0% || 50% || 50% || 1% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Politician || 5.69 || 4% || style="color:red;" | 0% || 100% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Professor || 3.43 || 3% || style="color:red;" | 0% || 1% || style="color:red;" | 0% || 10% || 10% || 10% || 10% || 20% || 10% || 10%
|-
| Rebel || 3.87 || 20% || 70% || style="color:red;" | 0% || 20% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| Scientist || 2.76 || style="color:red;" | 0% || 3% || 5% || style="color:red;" | 0% || 15% || 15% || 15% || 15% || 15% || 10% || 15%
|-
| Spy || 0.95 || style="color:red;" | 0% || 10% || 50% || 1% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|-
| TechMogul || 8.17 || 1% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || 5% || 5% || style="color:red;" | 0% || style="color:red;" | 0% || 5% || style="color:red;" | 0% || 25%
|-
| Tycoon || 7.86 || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || 1% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0% || style="color:red;" | 0%
|}


Note: If a profession has a non-zero chance of getting the Government or Criminal Trait, they can use XP (and resources) to purchase that Trait. But only if they do not already possess a Trait from that group. The traits in that group are Government, Criminal, National Hero, Enemy of the State, and Pariah.


'''''Go back to [[Main Page]].'''''
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[[Category: Major Articles]]
[[Category: Councilors]]

Latest revision as of 14:50, 13 September 2026

Council view

Councilors are a faction's primary proxies on Earth and may also go to space to advance its interests there. Factions may initially have four councilors but certain projects allow them to expand the size of their council to six. Their primary role is to perform Missions on behalf of their faction.

Periodically, the game will enter the assignment phase, during which all factions will assign their councilors to missions. These missions will be resolved over the next few weeks. While some missions are automatically successful, most require a success roll. Missions can target Regions, Nations, control points, Habs, Orgs, Spaceships, and other councilors.

Factions can recruit councilors by spending influenceInfluence. Each month there is a new group of potential recruits to choose from. You can also turn councilors from other factions to work for you.

The name and appearance of recruited councilors can be customized at any time.

Recruiting

On the 1st of each month, just after missions are assigned, each faction refreshes their own private recruiting candidate pool. Each refresh works as follows:

  1. Each councilor currently in the recruit list has an age × 1% chance to be removed from the recruit list.
  2. The recruit list's desired size is randomized to be between 6 and 9.
  3. Repeatedly add councilors until the recruit list size is at least the desired size, where the added councilors are chosen as follows:
    • If there are any pregen councilors that have never appeared in anyone's recruit list and a 15% chance roll succeeds, then one of them is randomly chosen.
    • Otherwise, generate a random new councilor.

Whenever a random new councilor is generated, if the faction cannot afford to hire any of the recruitable councilors and there are less than two recruitable councilors whose professions match the faction's affinities, then the random new councilor's profession is forced to match the faction's affinities.

Randomly generated councilors are assigned home regions randomly, with the chance of a region being selected being proportional to the region's (or the region's nation's): PopulationPopulation × EducationEducation × 1.1 if Core economic regionCore Economic × Max(50%, Faction Public Support %).

Randomly generated councilors are assigned birth dates randomly as follows:

  • The game rolls three d15s, subtracting their total from the current year, and then subtracting another 21 to become the councilor's birth year.
  • The game rolls a d12 to become the councilor's birth month.
  • The game picks a random day in that birth month to be the birth day.

XP

Your councilors' XP ("experience points") value represents personal growth and acquired knowledge that can be directed to improve the councilor. Councilors gain 1 or more XP for attempting missions, and they typically gain at least 2 XP for successful missions in which they must pass a die roll.

XP may be spent on improving a councilor's attributes, adding beneficial traits, or removing certain negative traits.

~ Councilor UI XP Tooltip, Terra Invicta, 0.4.90.

Every councilor has a personal pool of XP points. These XP points are typically gained by having the councilor perform Missions, though some Events also award them.

  • All Missions award 1 XP when they are performed (nothing if they are aborted).
  • Contested Missions award an additional 1 XP for successful outcomes.
  • Certain special Missions award an additional 1 XP on top.
  • When turn lengths are increased, XP from Missions is also increased:
After 15 years, when 4 missions are sent every 3 months, the base mission reward is increased to 2 XP. The special mission reward is also increased to 2 XP.
After 30 years, when 1 mission is sent every month, the contested mission reward is increased to 2 XP.

A councilor's XP points can be spent to improve the councilor's Attributes, as well as to add or remove certain Traits.

New Recruit XP Bonus

Each human councilor, when recruited for the first time (in the entire campaign, over all Factions), gains bonus XP that is calculated as follows:

Profession

This section discusses the game mechanics for councilor professions. For a list of all councilor professions in Terra Invicta, as well as their stats, see Profession List instead.

Each councilor has a profession, which determines the range of their initial stats, available missions and possible traits. The Alien profession is only available to alien councilors.

The two councilors that each faction begins the campaign with have their base stats modified, possibly beyond the bounds of their profession. See Average Newly Generated Councilors for details.

A faction can have affinity or anti-affinity for a councilor profession. A councilor normally costs 60 influence to hire, but costs only 30 if the faction has an affinity for it. An anti-affinity makes the cost 120 instead.

Whenever a new councilor would be generated during the monthly refresh, if the faction cannot afford to hire any of the current recruits and there are less than two recruits whose professions match the faction's affinities, then the new councilor's profession is set to match the faction's affinities.

Attributes

A councilor has eight attributes:

  • PersuasionPersuasion: The ability to shape the opinions of others to your own.
  • InvestigationInvestigation: The councilor's ability to discover information someone would prefer to keep hidden.
  • EspionageEspionage: The ability to move in secret and conduct covert operations.
  • CommandCommand: This councilor's ability to organize and lead combat operations.
  • AdministrationAdministration: The ability to manage large organizations.
  • ScienceScience: The ability to investigate and analyze phenomena to derive new understandings of the universe and those who inhabit it.
  • SecuritySecurity: This councilor's ability to survive violence.
  • LoyaltyLoyalty: How likely councilors are to betray their faction to another.

These eight attributes mainly determine success chances for councilors Missions, including enemy missions against your faction assets. But they may also provide other bonuses such as increasing incomes, increasing control pointsControl Point Capacity, increasing org capacity, increasing project unlock chances, and getting better results on certain events.

Each attribute name is a link to a more detailed attribute page that includes a list of all Missions, councilor professions, councilor traits, and Orgs that are related to that attribute.

Natural Death

There is a threshold age at which a human councilor may die of old age. This age is 65, but female councilors gain an extra +6 years. It can be increased further by Technologies:

Every month, the game checks whether human councilors above the threshold age will gain the Declining trait or die. The Declining trait can only be gained if the threshold age has never been increased by Technologies.

Monthly Chance of Declining: (Age - Threshold) ^ 1.2 / 1200
Monthly Chance of Death: (0.016 + 0.001 × (Age - Threshold) + 0.000005001 × (Age - Threshold) ^ 3) / 12

Notably, a human councilor passes the 50% total death chance after roughly 20 years over the threshold age. So the median average lifespan of a human councilor is the threshold age + 20.

Detection

A councilor being detected and aware of that.

Whenever a councilor completes a mission (whether successful or failed, but not aborted), the game checks whether each of the other factions detected the councilor doing the mission. If the councilor is not on earth and the other faction has no councilors on the same hab, then the detection chance is zero.

Otherwise, the chance is calculated in the same way as a councilor mission, with a bunch of attack and defense modifiers pitting the councilors abilities at hiding themselves against the faction's abilities to discover councilors.

The defense modifiers used by a councilor to avoid detection.
Category Conditions Strength
Councilor Attributes and Traits None EspionageEspionage + Trait Modifier[1] to EspionageEspionage when being detected
New Recruit Bonus <6 months since Recruit Date 12 - 2 per month since Recruit Date
Mission Noise None - Noise value (may depend on mission outcome)
Region Xenoforming Councilor is Alien Xenoflora Growth Levels / 5
SPOILERS INSIDE!  

Region Alien Facility

Councilor is Alien 6
The attack modifiers used by a faction to detect councilors.
Category Conditions Strength
Faction's Councilor Attributes and Traits In same location (InvestigationInvestigation + Trait Modifier[1] to InvestigationInvestigation when detecting other councilors) / 6
In same nation but not same region (InvestigationInvestigation + Trait Modifier[1] to InvestigationInvestigation when detecting other councilors) / 12
In different nation but adjacent region (InvestigationInvestigation + Trait Modifier[1] to InvestigationInvestigation when detecting other councilors) / 24
Nation Control Points Not Cracked 2 × Fraction of Nation Control Points Owned
Xenology Lab Modules
  • Target is Alien.
  • Target is on Earth.
  • Modules are Active.
  • Modules are in Earth Interface Orbit.
Sum of Xenology Lab module tiers, capped at 9.
Listening Post Modules
  • Target is Human.
  • Target is on Earth.
  • Modules are Active.
  • Modules are in Earth Interface Orbit.
Sum of Listening Post module tiers, capped at 9.
Global Listening Network project Target is Alien 1
Hab Ownership Target councilor on your Hab 6 - Hab Tier
Faction is performing Surveil LocationSurveil Location in this location or adjacent region Target is Human 12
Target is Alien Alien Activity Investigations, capped between 1 and 12.
Councilor detected
Councilor identified (The Initiative)

A detection normal success will give 10% intel, which typically reveals the location but not the faction of the councilor, marking councilor with a councilorgray icon. This will allow the Investigate CouncilorInvestigate Councilor mission to target them.

A detection critical success will give 25% intel, which typically reveals the faction of the councilor and allows all Missions to target the councilor, marking councilor with a faction-colored icon.

  1. ↑ 1.0 1.1 1.2 1.3 Trait bonuses or penalties to detection or being detected are added on top of the councilor's INV/ESP stat, and so can go beyond the usual stat limitation of being between 0 and 25.

Detection awareness

Whenever a councilor's mission is detected by another faction, there is a chance that the councilor will learn that they were detected. The chance is also calculated in the same way as a councilor mission, but the attack and defense modifiers are much simpler:

  • The only Attack modifier is the detected councilor's InvestigationInvestigation attribute.
  • The only Defense modifier is the sum of the EspionageEspionage attributes of the detecting faction's councilors, divided by 6. (But Detain Councilordetained councilors are excluded.)

If the player faction discovers a councilor has been detected they'll see the pawn notification icon on left edge on screen in color of their faction.

All councilors keep track of all Factions they are aware have spotted them. Player has this information about Turn Councilorturned councilors as well. It is visible on councilor's face image - as highlighted on the picture here. This information however does not tell you when they were last spotted by the faction.

The Go To GroundGo To Ground mission will erase this information. Even though it is not guaranteed that other factions will lose all intel on the councilor. However - it is still possible to be spotted on the Go To GroundGo To Ground mission - it's just unlikely with mission noise caused being negative 8.

Alien Detection Restrictions

SPOILERS INSIDE!  

At the start of the game, an alien councilor can only be detected when it is performing a Terrorize RegionTerrorize Region mission. Furthermore, this only reveals the region that the mission was performed in and places an Alien Activity site in it for factions to investigate. The alien councilor itself is not revealed and cannot be targeted.

The following actions must be taken to allow better detection:

Intel on target

Each faction's intel on each target is rated on a scale from 0% to 100%. For councilors, the amount of intel a faction has on them determines what the details faction can see:

Intel Level Details Visible
<10% Nothing (but the fact that they exist may be revealed if you have intel on their faction).
>=10% The councilor's location is revealed.
>=25% The councilor's faction, identity, and class are revealed.
>=50% The councilor's stats, orgs, and available missions are revealed.
>=75% The councilor's current mission assignment is revealed.
100% The councilor's LoyaltyLoyalty is revealed, as well as which faction has turned them, if any.

The intel level that a faction has on a councilor is mainly affects the missions that can be done to that councilor:

Intel Level Mission Effect
<10% Cannot be targeted by Missions.
>=10% Can be targeted by Investigate CouncilorInvestigate Councilor missions.
>=25% Can be targeted by AssassinateAssassinate, ContactContact, Detain CouncilorDetain, Pass TechnologyPass Technology, Sabotage ProjectSabotage Project, and Steal ProjectSteal Project missions.
>=50% Can be targeted by Hostile TakeoverHostile Takeover missions.
Suffers +1 Attack on AssassinateAssassinate, Detain CouncilorDetain, Hostile TakeoverHostile Takeover, and Steal ProjectSteal Project missions.
>=75% Can be targeted by Extract CouncilorExtract and InspireInspire missions from the councilor's faction.
Suffers +3 Attack on AssassinateAssassinate, Detain CouncilorDetain, Hostile TakeoverHostile Takeover, and Steal ProjectSteal Project missions.
100% Can be targeted by Turn CouncilorTurn Councilor missions.
Suffers +5 Attack on AssassinateAssassinate, Detain CouncilorDetain, Hostile TakeoverHostile Takeover, Steal ProjectSteal Project, and Turn CouncilorTurn Councilor missions.

A faction's intel on a councilor can change from the following:

Source Conditions Intel Change
Councilor Retires None Set to 0%
Faction is the Councilor's Owning Faction Whenever below 75% Set to 75%
Councilor is Turned by Faction Whenever below 100% Set to 100%
Faction performs Investigate CouncilorInvestigate Councilor mission on Councilor Normal Success 25% + 0.5% × Investigator's InvestigationInvestigation
Critical Success 50% + 1% × Investigator's InvestigationInvestigation
Faction Captures (or Buys) Hab of Councilor's Faction None 25%
Councilor gets Detain CouncilorDetained by Faction None 4% × (25 - Councilor LoyaltyLoyalty)
Councilor is no longer Detain CouncilorDetained by Faction Detainment ends naturally 4% × (25 - Councilor LoyaltyLoyalty) × Interrogation Research Multipliers
Faction detects Councilor doing any Mission Normal Detection Success 10%
Critical Detection Success 25%
Councilor performs Go To GroundGo to Ground mission Owning Faction Set to 75%
Non-Owning Factions 50% + 3% × Councilor EspionageEspionage
Natural Decay when Councilor is not Targeted by Faction for a turn Councilor is The AliensAlien Set to 0%
(100% - Intel on Councilor / 2) Chance Set to 0%
None 25% or 50% (equal chance)

Turn councilor

Turned councilor

Councilors with 100% intel on them can become this faction's spies via Turn CouncilorTurn Councilor mission. Each faction can have no more than 2 spies in other factions.

Turned councilors provide full vision of their faction, and share all intel that faction has. This includes the 75% baseline intel that the faction has on their councilors, as well as all prospecting data they have on the solar system. Having a turned councilor in The ServantsThe Servants can be especially helpful, since The ServantsThe Servants often have much more intel on alien assets such as Xenoflora.

Turn councilors can be forced to increase failure chance on their missions. Other factions are programmed to track councilors suspected to be traitors and deal with them (their suspicion about advisers is stored in internalCouncilorSuspicion variable).

The AliensAlien councilors can never be turned.

Dealing with spies

  • Investigate CouncilorInvestigate Councilor may reveal whether investigated adviser is turned or not.
  • InspireInspire will make target councilor cut their contacts with faction that turned them. This will not reveal whether this councilor was a spy or not.
  • Firing suspected councilor or sending them on suicide mission is also a valid option.

Stealing councilors

It's possible to steal turned councilors from other factions. To do that, open their profile in council interface and press resign. This will add them to your private councilor recruit pool, allowing you to hire them.

Noise

Noise generated by missions
Mission Noise Generated when Outcome is:
Critical Failure Normal Failure Normal Success Critical Success
Protect TargetProtect Target 0
Turn CouncilorTurn Councilor 12 6 0 -4
ContactContact 0
CrackdownCrackdown 6 2 0 -4
DeorbitDeorbit 0
Extract CouncilorExtract Councilor 10 2 0 -4
Coup d'EtatCoup d'Etat 8 4 2 0
OrbitOrbit 0
AssassinateAssassinate 10 4 0 -4
InspireInspire -2 -4 -4 -4
Go To GroundGo To Ground -8
Public CampaignPublic Campaign 8 2 0 -4
Stabilize NationStabilize Nation 6 3 0 -4
Control NationControl Nation 4 2 0 -4
PurgePurge 8 4 0 -4
AdviseAdvise 0
Assault Alien AssetAssault Alien Asset 12 6 4 0
Increase UnrestIncrease Unrest 12 6 0 -4
TransferTransfer 0
Sabotage Hab ModuleSabotage Hab Module 12 2 0 -6
Steal ProjectSteal Project 8 2 0 -8
Surveil LocationSurveil Location -4
Set National PolicySet National Policy 10
Assault Enemy Space AssetAssault Enemy Space Asset 12 6 2 4
Sabotage ProjectSabotage Project 8 0 0 -2
Sabotage FacilitiesSabotage Facilities 12 2 0 -6
Defend InterestsDefend Interests 0
Investigate Alien ActivityInvestigate Alien Activity -2
Investigate CouncilorInvestigate Councilor 2 0 -2 -4
Detain CouncilorDetain Councilor 8 2 0 -4
Control Space AssetControl Space Asset 30 30 0 -4
Hostile TakeoverHostile Takeover 8 2 0 -4
SPOILERS INSIDE!  
Noise generated by missions
Mission Noise Generated when Outcome is:
Critical Failure Normal Failure Normal Success Critical Success
Build FacilityBuild Facility 0
Grant Alien ControlGrant Alien Control 0
Enthrall ElitesEnthrall Elites 8 4 0 -4
Dominate NationDominate Nation 30 30 30 30
Herald Our MastersHerald Our Masters 0
Terrorize RegionTerrorize Region 16 16 30 16
AbductionsAbductions 8 4 2 -4
Enthrall Unaligned ElitesEnthrall Unaligned Elites 8 4 0 -4
Enthrall PublicEnthrall Public 8 4 0 -4
Tame the EnemyTame the Enemy 0
XenoformXenoform 8 4 2 -4
Forge an AllianceForge an Alliance 0
Launch the BifrostLaunch the Bifrost 0
Claim HegemonyClaim Hegemony 0
Trigger the WeaponTrigger the Weapon 0
Close the GateClose the Gate 0
Pass TechnologyPass Technology 0
Enthrall OrgEnthrall Org 4 2 0 -4

Escaping a Hab

Councilors on Habs will attempt various escape methods when the hab is destroyed. In order, the councilor will attempt to flee to:

  1. A ship of the councilor's faction that is docked to the hab. If multiple available, pick the one with the most remaining DV.
  2. If the councilor has the Undercover trait, then a ship of a different human faction that is docked to the hab. If multiple available, pick the one with the most remaining DV.
  3. If the hab is in the Earth-Luna planetary system, any Earth-Luna Lagrange point, or any Sun-Earth Lagrange point, then a random Region of Earth.
  4. If the hab was peacefully decommissioned:
    1. A random hab of the councilor's faction that is in the same planetary system.
    2. If the councilor is not an Alien, then a random tier 2 or 3 hab that is in the same planetary system.
    3. If the councilor has the Undercover trait, then a random tier 1 hab that is in the same planetary system.
    4. If there are no other habs in the same planetary system, then a random Region of Earth if any of the following are true:
      • The hab's faction is the same as the councilor's faction.
      • The councilor has the Undercover trait.
      • The hab's tier is 2 or 3.

If none of these escape routes apply, then the councilor dies.

Traits

Note: This page is manually maintained, and may be less up-to-date than the automated Trait List page.

Traits are innate characteristics of a councilor. They may grant permanent or conditioned stat bonuses or maluses, incomes, or access to certain orgs.

Some traits may be purchased, upgraded or removed by spending XP (or Resources):

  • Purchase Costs are doubled if the councilor's profession normally does not allow them to acquire the trait.
  • Traits that say they are upgraded from another trait cannot be purchased directly: instead, the councilor already possess the other trait, and then paying the costs will swap out that trait for the target trait.
  • Costs are displayed as negative if the trait can be removed, not purchased.

Traits in each group are mutually exclusive with other members in the same group: no councilor may have more than one trait from the same group at the same time.

Note: Section work in progress... Group names are not official, the game just assigned them to groups and I gave them the best name I could think of... feel free to replace with better names!

Wealth Group Traits

Name Description Cost Upgrades
From
Detection
Bonus(es)
Income Stat
Bonus(es)
Affluent Makes a good living. 10 XP
3money


Prosperous Well-off and able to contribute meaningful funds to the cause. 20 XP
Affluent 5money


Wealthy Has access to a hefty bank account. 40 XP
Prosperous 10money


Rich Has vast sums to call on, but disliked in egalitarian nations. 80 XP
Wealthy 20money
1influence
-1Persuasion if Inequality≤4

Billionaire Access to truly obscene amounts of money, to the point of unpopularity in nations that prize equality. 160 XP
Rich -1Espionage
50money
2influence
-2Persuasion if Inequality≤4

Scientist Group Traits

Name Description Cost Tech Bonus Upgrades
From
Income Stat
Bonus(es)
Physicist An expert in the study of Energy. 15% Energy 5research


Chemist An expert in the study of Materials. 15% Material Science 5research


Astronomer An expert in the study of Space Science. 15% Space Science 5research


Doctor An expert in the study of Life Science. 15% Life Science 5research


Social Scientist An expert in the study of political science, economics, sociology and communications. 15% Social Science 5research


Military Scientist An expert in the study of warfare, strategy, logistics, and weapons development. 15% Military Science 5research


Computer Scientist An expert in the study of Information Science. 15% Information Science 5research


Physicist II A prominent researcher in the field of Energy. 20 XP
25% Energy Physicist 10research
1Science

Chemist II A prominent scientist in the field of Materials. 20 XP
25% Material Science Chemist 10research
1Science

Astronomer II A prominent Space Scientist. 20 XP
25% Space Science Astronomer 10research
1Science

Doctor II A prominent researcher in the field of Life Science. 20 XP
25% Life Science Doctor 10research
1Science

Social Scientist II A prominent researcher in the Social Sciences. 20 XP
25% Social Science SocialScientist 10research
1Science

Military Scientist II A prominent Military Science researcher. 20 XP
25% Military Science MilitaryScientist 10research
1Science

Computer Scientist II A prominent researcher in the field of Information Science. 20 XP
25% Information Science ComputerScientist 10research
1Science

Physicist III A distinguished scientist in the study of Energy. 40 XP
35% Energy PhysicistII 2influence
20research
2Science

Chemist III A distinguished scientist in the study of Materials. 40 XP
35% Material Science ChemistII 2influence
20research
2Science

Astronomer III A distinguished researcher in the field of Space Science. 40 XP
35% Space Science AstronomerII 2influence
20research
2Science

Doctor III A distinguished researcher in the field of Life Science. 40 XP
35% Life Science DoctorII 2influence
20research
2Science

Social Scientist III A distinguished researcher in the field of Social Science. 40 XP
35% Social Science SocialScientistII 2influence
20research
2Science

Military Scientist III A renowned military theorist. 40 XP
35% Military Science MilitaryScientistII 2influence
20research
2Science

Computer Scientist III A distinguished researcher in the study of Information Science. 40 XP
35% Information Science ComputerScientistII 2influence
20research
2Science

Note: No councilor profession can start with a tier 2 or 3 scientist trait. So the upgrade costs for these traits are always doubled.

Influence Group Traits

Name Description Cost Missions Priority Bonus Upgrades
From
Detection
Bonus(es)
Income Stat
Bonus(es)
Low Profile Skilled at evading detection. 2Espionage


Connected Able to use back channels to exert a measure of influence. 20 XP
3influence


Puppet Master Able to pull strings in many places without notice. 40 XP
Granted:
Control Nation
Connected 1Espionage
8influence


Eminent Influential among elites, but well-known enough to sometimes attract unwanted attention. 20 XP
-2Espionage
6influence


Famous Broadly known among elites and the public. 40 XP
2% Unity priority Eminent -4Espionage
9influence


Megastar A person of global renown, whose very movements make the news worldwide. 60 XP
Granted:
Public Campaign

Blocked:
Go To Ground
5% Unity priority Famous -8Espionage
12influence


Opinion Leader A respected commentator on public affairs, whose words reach many in free nations. 20 XP
-2Espionage
4influence
2Persuasion if Government score≥6

Media Darling A popular speaker on media channels in free nations. 40 XP
Opinion Leader -4Espionage
7influence
3Persuasion if Government score≥6

Elder Statesman A widely respected and influential member of the political elite. 60 XP
Media Darling -4Espionage
10influence
4Persuasion if Government score≥6

Counselor Appeals to what we have in common. 20 XP
Granted:
Advise
2% Unity priority 1Persuasion if cohesion≥6

Unifier Influential in nations with a sense of common purpose. 40 XP
Granted:
Advise
Stabilize Nation
5% Unity priority Counselor 2influence
2Persuasion if cohesion≥6

Agitator Excels at gaining the support of those unhappy with their nation. 20 XP
-2% Unity priority 3influence
1Persuasion if Education≤6

1Persuasion if cohesion≤4

Firebrand Appeals to the anger and fear of an uncritical audience. 40 XP
-3% Unity priority Agitator -3Espionage
4influence
2Persuasion if Education≤6

-1Persuasion if Education≥9

2Persuasion if cohesion≤4

Demagogue An influential rabble-rouser who plays to the basest instincts of the public. 60 XP
Granted:
Increase Unrest
-5% Unity priority Firebrand -6Espionage
5influence
3Persuasion if Education≤6

-2Persuasion if Education≥9

3Persuasion if cohesion≤4

Nation Group Traits

Name Description Cost Missions Restricted
From
Income Stat
Bonus(es)
Government A member of a recognized government with official status. 20 XP
100 influence


Enemy of the State Faces imprisonment or execution in his or her home nation. -20 XP
-20 influence
Home Nation

Criminal Involved in illegal activities. 20 XP
200 money
50 influence
1money
-1Security if Unrest≤1

Pariah Strongly disliked in his or her home nation, this person fares better in foreign lands. -2Persuasion if in Home Nation

-1Security if in Home Nation

National Hero Well known and influential in his or her home nation. 30 XP
50 influence
Granted:
Inspire
3Persuasion if in Home Nation

-1Security if in Home Nation

Personality Group Traits

Name Description Cost Missions Priority Bonus Detection
Bonus(es)
Income Stat
Bonus(es)
Brazen Flouts elite conventions, gaining influence among the masses at some personal risk. 2influence
1Persuasion if Education≤7

-1Security

Furtive A secretive and often negative personality. Blocked:
Inspire
3Espionage

Set Apparent Loyalty to 2

-1Persuasion

-1Administration
Pollyanna Always expresses a sunny outlook on events, regardless of their reality. Set Apparent Loyalty to 25

Inscrutable Never seems to express a strong opinion. Blocked:
Inspire
Set Apparent Loyalty to 12

Transparent Always means exactly what he or she says. Set Apparent Loyalty to Loyalty

Extremist Utterly devoted to the cause and holds those who aren't in low regard. -1Persuasion if Education≥8

3Loyalty

1Investigation

3 Apparent Loyalty
Fanatic An absolute true believer who lacks an understanding of certain subtleties of dealing with the world. 2Persuasion if Education≤6

5Loyalty

-1Investigation

5 Apparent Loyalty
Ethical A person of principle who believes not all means are justified by their end. Blocked:
Assassinate
1Persuasion if Inequality≤3.5
Sociopath Someone skilled at managing others in sole pursuit of his or her own satisfaction. 1Persuasion

-3Loyalty

Pacifist Personally refuses to take part in any violent action. Blocked:
Assassinate
Increase Unrest
Sabotage Facilities
Assault Alien Asset
Assault Enemy Space Asset
2Persuasion if Education≥9

-3Command

Hard Target Will strike back if attacked. Enemy critical failures on Detain or Assassinate missions against this councilor will result in a human attacker's death if the attacker is not protected. 20 XP
1Espionage
2Security

Apocalyptic Believes the end of humanity is nigh and wishes others to do so. 1Persuasion if Any Nukes Have Fired

Cynic Difficult to fool, but expresses little hope for humanity's future. Blocked:
Inspire
1Investigation

-3 Apparent Loyalty

-1Loyalty

Corrupt Influential, but will steal from us. -40 XP
-2% Welfare priority -4money
3influence
2Espionage

-3Loyalty

Ethical and Pacifist traits also cause the councilor to lose 1 and 2 Loyalty whenever the faction commits an Atrocity. But this loyalty loss can be fixed with Inspire missions.

Advisor Group Traits

Name Description Missions Priority Bonus Tech Bonus Detection
Bonus(es)
Income Stat
Bonus(es)
Expert An oft-quoted speaker on topics in a certain realm of expertise. Granted:
Advise
-1Espionage
2influence
5research
1Persuasion

1Science

-1Security

Academic Affiliated with a research university. Granted:
Advise
2% Knowledge priority 10research
-1Command

Technocrat Believes that social relations are simply an engineering problem. Granted:
Advise
5% Social Science 2influence
3research
1Science

3Administration

-1Persuasion if Education≤8

Oligarch Has gained riches via political power; influential in nations with high inequality. 2% Spoils priority 3money
4influence
1Persuasion if Inequality>4

-1Persuasion if Inequality≤4

Space Group Traits

Name Description Cost Missions Required Project Restricted
From
Detection
Bonus(es)
Stat
Bonus(es)
Undercover This person's public persona conceals someone who is able to infiltrate enemy space installations without fear of identification. 1Espionage


Earthbound This person refuses to travel to space. -20 XP
Blocked:
Orbit
Deorbit
Transfer
Control Space Asset
Assault Enemy Space Asset
Space

Combat Astronaut Undergone training to serve effectively on our warships. 10 XP
100 money
1 ops
1 boost
Granted:
Assault Enemy Space Asset
Space Navy Academies 1Command

The Undercover trait allows the councilor to board the ships and tier 1 habs of other human factions.

Minions Group Traits

Name Description Missions Income Stat
Bonus(es)
Lone Wolf Does not work well with others, but skilled at secretive activity. Blocked:
Inspire
-1Administration

-1Command

2Espionage

Awkward Genius Poor at recognizing social cues and working with others but able to conduct scientific investigations with unparalleled focus. Blocked:
Inspire
Public Campaign
-3Persuasion

-3Command

3Science

2Investigation
Crew Has a small team of loyal followers who serve as bodyguards and can conduct operations. 1ops
1Security

Caution Group Traits

Name Description Cost Missions Restricted
From
Detection
Bonus(es)
Income Stat
Bonus(es)
Streetwise Skilled at navigating dark corners in his or her home nation. 20 XP
1Espionage
1Security if in Home Nation

1Investigation if in Home Nation

Cautious Particularly concerned with security and avoiding personal risk. -20 XP
High Unrest Nations 1Security

Careless Someone who doesn't take personal security terribly seriously. -20 XP
-2Espionage
-2Security if Unrest≥4

Suspicious Naturally inclined to distrust others. Blocked:
Inspire
1Espionage
1Investigation
2Investigation

2Security

-2 Apparent Loyalty

1Espionage
Conspiracy Theorist Sees connections between events that others will not. Occasionally right about them. Granted:
Investigate Alien Activity
-1influence
2Investigation

1Security

-2Persuasion

Paranoid Sees enemies everywhere. Only right some of the time. -40 XP
Blocked:
Inspire
High Unrest Nations 2Espionage
2Investigation

3Security

-2Persuasion

XP Group Traits

Name Description Cost XP
Costs
Modifier
Quick Learner Picks up new skills faster than most. -10%
Striver Dedicated to self-improvement. -20%
Inflexible Slow to learn new things. -40 XP +10%

Note: Inflexible's penalty also applies to its own cost.

Command Implant Group Traits

Implant traits can only be added or upgraded following certain projects. Higher tier traits must be upgraded from the previous tier.

  • Tier 1 traits cost 500 Money and require the Cybernetic Implants project.
  • Tier 2 traits cost 1000 Money and require the Neural Engineering project.
  • Tier 3 traits cost 2000 Money and require the Cyborging project.
Name Description Cost Required Project Upgrades
From
Detection
Bonus(es)
Income Stat
Bonus(es)
Force Tracker Embedded computer system that provides live monitoring of nearby friendly forces. 500 money
Cybernetic Implants 1Command

Battle Computer A warfare management system that provides on-the-spot updates about small and large-scale military operations. 1000 money
Neural Engineering Force Tracker 2Command

Strategic AI An advanced warfare overseer AI that recognizes patterns in enemy behavior and coordinates countermeasures. 2000 money
Cyborging Battle Computer 3Command

Science Implant Group Traits

Name Description Cost Required Project Upgrades
From
Detection
Bonus(es)
Income Stat
Bonus(es)
Datajack Live internal connection to the Internet that provides data lookup on demand. 500 money
Cybernetic Implants 3research
1Science

Neural Interlink An advanced data indexing and retrieval AI that is nearly indistinguishable from a user's memory. 1000 money
Neural Engineering Datajack 3research
2Science

Cognitive Enhancer Frontal lobe implants aimed at speeding the brain's analytical capabilities. 2000 money
Cyborging Neural Interlink 3research
3Science

Security Implant Group Traits

Name Description Cost Required Project Upgrades
From
Detection
Bonus(es)
Income Stat
Bonus(es)
Personal Protection Monitor An implant that monitors local conditions, looking for potential threats. 500 money
Cybernetic Implants 1Espionage
1Security

Personal Defense System An active protection system that scans visual, aural, and electronic inputs to alert to potential dangers. 1000 money
Neural Engineering Personal Protection Monitor 1Espionage
2Security

Guardian Angel Implant A full-spectrum personal safety AI that can also manage a security detail. 2000 money
Cyborging Personal Defense System 1Espionage
3Security

Investigation Implant Group Traits

Name Description Cost Required Project Upgrades
From
Detection
Bonus(es)
Income Stat
Bonus(es)
Embedded Sensor Package A package of sensors and augmented reality overlay. 500 money
Cybernetic Implants 1Investigation 1Investigation

Enhanced Senses Implants that increase fidelity and discrimination of a person's various sensory inputs. 1000 money
Neural Engineering Embedded Sensor Package 1Investigation 2Investigation

Argus Implant A user's senses are augmented by remote sensors feeding data into the brain. 2000 money
Cyborging Enhanced Senses 1Investigation 3Investigation

Administration Implant Group Traits

Name Description Cost Required Project Upgrades
From
Detection
Bonus(es)
Income Stat
Bonus(es)
Intelligent Assistant An adaptive management program that assists in scheduling, HR, and financial matters. 500 money
Cybernetic Implants 1Administration

Management AI Learning software that handles routine administrative tasks without disturbing its user. 1000 money
Neural Engineering Intelligent Assistant 2Administration

Executive AI An AI fulfilling many chief-of-staff functions so the manager can focus on fully informed strategic decisionmaking. 2000 money
Cyborging Management AI 3Administration

Espionage Implant Group Traits

Name Description Cost Required Project Upgrades
From
Detection
Bonus(es)
Income Stat
Bonus(es)
Scrambler A stealth implant that attempts to disguise a person's presence to various sensors. 500 money
Cybernetic Implants 1Espionage
1Espionage

Countermeasures A package of defensive implants aimed at avoiding detection. 1000 money
Neural Engineering Scrambler 1Espionage
2Espionage

Stealth Field A monitor that recognizes and helps the user evade nearby passive and active sensors. 2000 money
Cyborging Countermeasures 1Espionage
3Espionage

Persuasion Implant Group Traits

SPOILERS INSIDE!  
Name Description Cost Missions Required Project Upgrades
From
Stat
Bonus(es)
Pherocyte Emitter We adapt the aliens' biological advantage for our own uses. 5000 money
Granted:
Inspire
Turn Councilor
Pherocyte Emitter 3Persuasion

Pherocyte Mass Emitter A powerful broadcaster of alien pherocytes that makes nearby people extremely suggestible. 10000 money
Granted:
Inspire
Turn Councilor
Pherocyte Mastery Pherocyte Emitter 10Persuasion

Poverty Group Traits

Name Description Cost Missions Detection
Bonus(es)
Income Stat
Bonus(es)
Indebted Owes a very large sum of money to creditors, reducing their credibility. -15000 money
-100money
-2Persuasion

Delinquent Refuses to honour outstanding debts, gaining them a reputation for untrustworthiness and causing their movements to be more closely tracked. -30000 money
-4Espionage
-4Persuasion

-6 Apparent Loyalty

-3Security

Extorted Feels that they have been taken advantage of financially by our faction, making them reluctant to trust us. -10000 money
Blocked:
Inspire
-6Loyalty

Engineering Project Group Traits

Name Description Cost Missions Upgrades
From
Income Stat
Bonus(es)
Project Manager Putting the "D" in R&D. 1projects

Project Director A leader of engineers. 20 XP
Granted:
Advise
Project Manager 2projects 1Administration

Project Administrator A leader of multiple teams of engineers. 40 XP
Granted:
Advise
Project Director 3projects 2Administration

National Priority Group Traits

Name Description Cost Missions Priority Bonus Upgrades
From
Income
Industrial Engineer A builder of tools and factories. 2% Economy priority
Industrial Engineer II A master of economics, manufacturing, and productivity. 20 XP
Granted:
Advise
5% Economy priority Industrial Engineer
Industrialist A captain of industry. 2% Economy priority -2money
Financier Funds entrepreneurs to develop an array of innovative businesses. 20 XP
5% Economy priority Industrialist -5money
Philanthropist Turns wealth into good works. 2% Welfare priority -2money
Benefactor Turns wealth into great works. 20 XP
5% Welfare priority Philanthropist -5money
Civil Engineer Turns stone and steel into public works. 2% Environment priority
Environmental Engineer Designs public works for the benefit of people and the natural world. 20 XP
Granted:
Advise
5% Environment priority CivilEngineer
Teacher Conveys knowledge to willing minds. Granted:
Inspire
Turn Councilor
2% Knowledge priority
Educator Develops national educational systems. 20 XP
Granted:
Advise
Inspire
Turn Councilor
5% Knowledge priority Teacher
Reformer Helps build state institutions that ensure the people's rights are respected. 2% Government priority
Nation Builder A generational talent at building enduring democracies. 20 XP
Granted:
Advise
Inspire
5% Government priority Reformer
Chekist A member of the political police. 5% Oppression priority
Iron Hand Those who adopt nonconforming ideologies are enemies of the state. 20 XP
10% Oppression priority Chekist
Lobbyist Sways those in power to direct the state's treasury to particular ends. 5% Funding priority
Powerbroker Doesn't write national budgets but directs those who do. 20 XP
10% Funding priority Lobbyist
Shady A siphoner of funds away from their intended purpose. 5% Spoils priority
Crooked Extracts wealth from an economy regardless of law or harm. 20 XP
10% Spoils priority Shady
Aerospace Engineer Gets things flying. And landing. 2% Boost priority
5% Found space program priority
Aerospace Engineer II An expert in rocket design. 20 XP
Granted:
Advise
5% Boost priority
10% Found space program priority
Aerospace Engineer
Systems Engineer Can organize ground systems in support of space operations. 2% Mission control priority
Systems Engineer II Expert in support of space operations. 20 XP
Granted:
Advise
5% Mission control priority Systems Engineer
Military Engineer Develops the right mix of doctrine and hardware to defend a nation from its foes. 2% Military priority
5% Found military priority
Military Engineer II An expert in developing military technology and doctrine. 20 XP
Granted:
Advise
5% Military priority
10% Found military priority
Military Engineer
Defense Contractor Designs and builds military hardware. 2% Build army priority
Defense Contractor II An expert in getting military hardware to the battlefield. 20 XP
Granted:
Advise
5% Build army priority Defense Contractor
Naval Engineer Knows how to float a boat. 2% Build navy priority
Naval Architect An expert designer of ships and submarines. 20 XP
Granted:
Advise
5% Build navy priority Naval Engineer
Nuclear Engineer Knows how to split an atom. 2% Nuclear weapons priority
5% Develop atomic bomb priority
Nuclear Mastermind An Oppenheimer-like figure who can jump start nuclear weapons development. 20 XP
Granted:
Advise
5% Nuclear weapons priority
10% Develop atomic bomb priority
Nuclear Engineer

Ungrouped Traits

These traits have no group, so councilors can have multiple of them at the same time.

Name Description Cost Missions Tech Bonus Required Project Restricted
From
Detection
Bonus(es)
Income Stat
Bonus(es)
Non Grata Faces imprisonment or execution in rivals of his or her home nation. -20 XP
-100 money
-20 influence
Rivals of Home Nation

Awareness Particularly skilled at detecting other councilors. 1Investigation

Addict Addicted to an illicit substance and willing to go to any length to acquire it. -40 XP
-1Espionage
-1money
-2Security

-4Security if money≤0

Veteran A former member of his or her home nation's armed forces. 2% Military Science 1Command

1Security

Indulgent Spends lots of money on personal gratification. -20 XP
-2money
-4Loyalty if money≤0

Survivor Very hard to kill in nuclear war or other mass casualty events. 10 XP
1Security

Loyalty Monitor Implant that reports a councilor's emotional responses to events, and assists us in taking drastic action should they betray us. They will not like wearing these. 500 money
Cybernetic Implants -5Loyalty

Set Apparent Loyalty to Loyalty

Forebrain Stimulator Taps the brain's reward system, at the expense of some complex thinking. 2000 money
Cyborging 3Loyalty

3 Apparent Loyalty

-2Command

-2Science
Untouchable In too important a position to be safely deleted. 150 XP
500 money
500 influence
100 ops
3Security

Beloved Popular regardless of their loyalties. Granted:
Inspire
3influence
1Persuasion

Demanding Does not tolerate failure from anyone. 2Administration

1Command

Insecure Is troubled by personal failure. -20 XP


Anxious Worried about dying for the cause. -20 XP


Loss Averse Haunted by defeat. -20 XP


Family Ties Feels a strong connection to their homeland and has family there. 1Persuasion if in Home Nation

1Security if in Home Nation

Martyr A violent death will draw millions to their cause. Granted:
Inspire
1Persuasion

-1Security

Innovative A wellspring of new ideas. 1Science


Demanding, Insecure, Anxious, Loss Averse, and Family Ties traits also cause the councilor to lose Loyalty under certain conditions. But this loyalty loss can be fixed with Inspire missions.

Special Traits

These traits are impossible for councilors to get normally. Instead, these traits can appear when the following actions are done:

SPOILERS INSIDE!  
  • Vengeful: Attempt to AssassinateAssassinate one of your own councilors after discovering that they are a mole.
  • Declining: Have a really old councilor without researching any lifespan extension.
  • Second Wave: Get rid of any of the first wave of The Aliensalien councilors.
  • Marked: Attempt to AssassinateAssassinate a councilor that has the Untouchable or Prominent trait.
  • Ace Assassin: AssassinateAssassinate 5 alien councilors with one councilor. Only available to Humanity FirstHumanity First.
Name Description Cost Missions XP
Modifier
Detection
Bonus(es)
Stat
Bonus(es)
Vengeful It's payback time. Granted:
Assassinate
5Espionage

15Loyalty

3Security

3Command
Declining Age is taking its toll. +100% -1Investigation

-1Command

Second Wave This alien appears to be part of a second wave of infiltrators and more skilled at evading detection than its predecessors. 3Espionage

3Security

Marked This councilor has done something public, and terrible, and is the target of surveillance efforts around the globe. -50 XP
-1000 money
-500 influence
-100 ops
Blocked:
Public Campaign
-4Espionage
-10Security

Ace Assassin An efficient killer. 3Espionage

Finally, the Prominent trait is actually not a councilor trait at all. It is instead a trait given by equipping certain Orgs.

Average Newly Generated Councilors

By combining the trait chances for each profession as well as their random stat ranges, we can compute the following:

Profession Average Initial Stat Values
Total Except
Activist 7.47 0.50 4.12 4.59 0.68 0.55 0.44 11.99 8.65 18.35
Astronaut 4.36 6.65 1.60 2.53 4.89 5.70 5.24 11.14 15.90 30.97
Attorney 6.47 1.58 2.25 6.52 4.57 1.00 3.58 11.34 12.63 25.98
Celebrity 8.34 0.55 0.57 2.18 4.24 0.50 5.15 10.16 13.13 21.53
Commando 0.96 5.57 5.14 3.62 1.19 0.50 9.07 11.00 7.72 26.05
Diplomat 6.07 2.61 5.23 4.15 5.47 0.65 4.85 10.82 14.15 29.03
Engineer 3.97 1.58 1.75 5.02 5.07 7.48 2.58 11.34 10.63 27.47
Evangelist 8.14 2.63 0.55 1.67 4.18 0.00 3.99 12.61 14.95 21.16
Executive 5.54 4.94 1.12 3.09 6.66 1.62 3.16 11.08 17.15 26.14
Fixer 2.35 0.46 5.86 5.30 0.44 0.56 3.95 9.95 3.25 18.92
Hacker 2.52 0.47 6.70 4.98 1.83 5.10 3.41 10.09 4.83 25.02
Inspector 3.41 4.71 3.59 6.28 4.89 1.04 5.82 11.24 13.01 29.74
Investigator 2.13 0.68 5.46 8.48 2.28 1.03 5.43 11.11 5.09 25.49
Journalist 7.12 0.04 4.48 6.93 1.06 1.60 1.12 10.80 8.22 22.35
Judge 6.10 1.80 2.27 5.65 4.60 0.54 4.02 11.20 12.51 24.99
Kingpin 3.79 4.75 5.63 4.35 5.89 0.00 8.51 8.93 14.43 32.91
Officer 5.01 7.63 2.60 2.15 5.27 1.00 7.42 12.07 17.91 31.08
Operative 2.41 4.63 6.33 3.90 0.68 0.50 6.61 10.99 7.73 25.06
Politician 7.08 2.21 2.70 4.47 5.54 0.55 4.39 7.62 14.83 26.95
Professor 5.38 -0.53 2.97 5.68 2.52 5.85 1.11 11.11 7.37 22.98
Rebel 5.20 6.62 6.26 3.28 1.66 0.00 6.70 9.94 13.48 29.72
Scientist 3.08 -0.36 1.55 5.04 4.12 7.73 2.26 11.18 6.84 23.42
Spy 5.08 2.59 7.58 6.68 1.31 0.50 6.41 10.08 8.98 30.15
TechMogul 5.17 2.00 2.13 3.12 6.29 5.92 3.55 11.16 13.46 28.18
Tycoon 3.52 4.54 2.22 2.12 8.08 2.55 4.27 10.16 16.13 27.30

Note: Negative values are not a typo. There exist traits that reduce a councilor's attributes. Although these traits cannot actually reduce the attribute below 0, they will apply their attribute reduction when the councilor brings their attribute above 0 via orgs or augmentations.

The two initial councilors that a faction can begin with have additional bonuses applied to them:

  • All traits that give the councilor movement restrictions are removed.
  • If the councilor has only one keyStat, then that stat is set to 8.
  • Otherwise, the primary keyStat is set to 7, while the secondary keyStat is set to 6.

Exceptions:

  • On Cinematic and Normal difficulties, the AI factions do not get this bonus.
  • In rare cases, both of the initial councilors could roll the same home nation. The game does not approve of this home nation sharing, and will force the second councilor to reroll its whole character. This reroll is done without applying the bonus.
Profession Average Initial Stat Values for Campaign Start Councilors
Total Except
Activist 7.51 6.00 4.12 4.55 0.68 0.55 0.28 11.99 14.19 23.69
Astronaut 4.36 7.15 1.60 2.53 4.89 6.20 5.24 11.14 16.40 31.97
Attorney 5.97 1.58 2.25 7.02 4.57 1.00 3.48 11.34 12.13 25.88
Celebrity 7.90 0.55 0.57 2.12 4.24 0.50 7.46 10.16 12.69 23.34
Commando 0.98 7.07 5.14 3.60 1.19 0.50 9.04 11.00 9.24 27.52
Diplomat 7.09 2.61 5.23 4.13 6.47 0.65 4.72 10.82 16.17 30.90
Engineer 3.97 1.58 1.75 5.02 6.07 7.98 2.48 11.34 11.63 28.87
Evangelist 8.70 2.63 0.55 1.61 4.18 0.00 3.80 12.61 15.51 21.47
Executive 5.58 6.44 1.12 3.05 8.16 1.62 3.00 11.08 20.19 28.98
Fixer 2.37 0.46 7.36 6.28 0.44 0.56 3.82 9.95 3.27 21.29
Hacker 2.58 0.47 8.20 4.92 1.83 6.10 3.22 10.09 4.89 27.33
Inspector 3.47 6.21 3.59 7.72 4.89 1.04 5.63 11.24 14.57 32.55
Investigator 2.33 0.68 6.96 8.28 2.28 1.03 5.03 11.11 5.29 26.59
Journalist 7.18 0.04 4.48 6.87 1.06 1.60 1.03 10.80 8.28 22.26
Judge 6.12 1.80 2.27 7.13 6.60 0.54 3.89 11.20 14.53 28.36
Kingpin 4.58 4.75 7.13 3.55 7.39 0.00 7.24 8.93 16.72 34.64
Officer 5.03 7.13 2.60 2.13 6.27 1.00 7.29 12.07 18.43 31.45
Operative 2.47 6.13 7.33 3.84 0.68 0.50 6.52 10.99 9.29 27.47
Politician 6.18 2.21 2.70 4.37 7.54 0.55 4.14 7.62 15.93 27.70
Professor 5.90 -0.53 2.97 5.66 2.52 7.35 0.98 11.11 7.89 24.85
Rebel 5.30 7.12 6.26 3.18 1.66 0.00 6.55 9.94 14.08 30.07
Scientist 3.10 -0.36 1.55 6.02 4.12 7.73 2.13 11.18 6.86 24.29
Spy 5.68 2.59 8.58 6.58 1.31 0.50 6.26 10.08 9.58 31.50
TechMogul 5.19 2.00 2.13 3.10 8.29 6.42 3.42 11.16 15.48 30.55
Tycoon 3.56 4.54 2.22 2.08 8.08 2.55 6.11 10.16 16.17 29.14
Other Notable Values
Profession Average influence Income Trait Chance
Martyr Survivor Gov Crim Scientist
Activist 6.38 20% 1% 5% 10% 0% 0% 0% 1% 2% 0% 0%
Astronaut 7.34 1% 10% 100% 0% 20% 5% 30% 5% 0% 20% 5%
Attorney 3.79 0% 2% 5% 2% 0% 0% 0% 0% 0% 0% 0%
Celebrity 10.82 5% 0% 1% 5% 0% 0% 0% 0% 0% 0% 0%
Commando 0.02 0% 80% 50% 0% 0% 0% 0% 0% 0% 0% 0%
Diplomat 3.73 0% 1% 100% 0% 0% 0% 0% 0% 0% 0% 0%
Engineer 2.82 0% 2% 10% 0% 0% 0% 0% 0% 0% 0% 0%
Evangelist 7.17 25% 0% 0% 1% 0% 0% 0% 0% 0% 0% 0%
Executive 5.72 0% 0% 10% 0% 0% 0% 0% 0% 0% 0% 0%
Fixer 0.62 0% 50% 10% 10% 0% 0% 0% 0% 0% 0% 0%
Hacker 1.12 0% 5% 5% 25% 0% 0% 0% 0% 0% 0% 50%
Inspector 3.09 0% 3% 75% 0% 0% 0% 0% 0% 0% 0% 0%
Investigator 2.65 0% 10% 75% 0% 0% 0% 0% 0% 0% 0% 0%
Journalist 5.31 3% 2% 5% 5% 0% 0% 0% 0% 0% 0% 0%
Judge 3.58 5% 1% 100% 0% 0% 0% 0% 0% 0% 0% 0%
Kingpin 3.82 3% 20% 0% 100% 0% 0% 0% 0% 0% 0% 0%
Officer 1.95 2% 50% 100% 0% 0% 0% 0% 3% 0% 10% 0%
Operative 1.46 0% 50% 50% 1% 0% 0% 0% 0% 0% 0% 0%
Politician 5.69 4% 0% 100% 0% 0% 0% 0% 0% 0% 0% 0%
Professor 3.43 3% 0% 1% 0% 10% 10% 10% 10% 20% 10% 10%
Rebel 3.87 20% 70% 0% 20% 0% 0% 0% 0% 0% 0% 0%
Scientist 2.76 0% 3% 5% 0% 15% 15% 15% 15% 15% 10% 15%
Spy 0.95 0% 10% 50% 1% 0% 0% 0% 0% 0% 0% 0%
TechMogul 8.17 1% 0% 0% 0% 5% 5% 0% 0% 5% 0% 25%
Tycoon 7.86 0% 0% 0% 1% 0% 0% 0% 0% 0% 0% 0%

Note: If a profession has a non-zero chance of getting the Government or Criminal Trait, they can use XP (and resources) to purchase that Trait. But only if they do not already possess a Trait from that group. The traits in that group are Government, Criminal, National Hero, Enemy of the State, and Pariah.