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Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors.
Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors.


Between mission phases, missions resolve in a partially predetermined order, denoted by the number of small clock symbols visible in the mission description. Uncontested and defensive missions trigger earlier than contested ones. When two councilors are attempting the same mission, the one with the higher mission success chance goes first.
Each mission type has a resolution order between 0 and 4 inclusive, denoted by the number of small clock symbols visible in the mission description. Between mission phases, missions resolve in sequence from smallest resolution order to largest. In the case of ties, uncontested missions resolve first in some random order, then the contested missions resolve in order from highest mission success chance to lowest. The sequence of mission resolutions is determined immediately after the missions are assigned, so any mid-phase changes to the mission success chances have no effect on the sequence order.


__TOC__
__TOC__
== Contested missions ==
== Contested missions ==
For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution.
For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. See [[Roll]] for details. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution. Game [[difficulty]] also gives a bonus/penalty to all contested rolls between the player faction and an AI faction.  


When a contested mission resolves, a random number between 0 and 100 is generated; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences.
When a contested mission resolves, a random number between 0% and 100% inclusive is generated and rounded down to the nearest 0.1%; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences.


Contested missions have a variable cost.
Contested missions have a variable cost.  


The Dominate Nation mission is only available to [[File:FAC AppeaseCouncil 128.png|25px]] The Protectorate if it controls a Sentinel Complex module.
Each mission name is a link to a more detailed mission page. Noise, Hate, and XP values in the table assume the mission outcome is a normal success.
{| class="wikitable"
 
! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=15% | Success effect
{| class="wikitable sortable"
! Mission Name !! Icon !! Cost !! Hate !! Noise !! Attack Stat !! Defense Stat !! Base Difficulty !! Resolution Order !! XP
|-
|-
| [[File:ICO assassinate on.png|70px]] Assassinate
| [[Assassinate]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_Assassinate_Earth.png|512px]]</span>
| Ops
|| [[File:ICO_assassinate_on.png|20px]] || {{Icon|ops}} || 10 || 0 || {{icon|espionage}} || {{icon|security}} || 12 || 1 || 3
| 3
| 12
| -4 if critical success<br>0 if success<br>4 if failure<br>10 if critical failure
|  
* Espionage
* Ops Spent
* Security Apparatus Control Point
* Detained Target
* Intel on Target
|  
* Security
* Local Control Points
* Our Loyalty Monitor Implant
* Protect Mission: Security
| Kills the targeted councilor.
|-
|-
| [[File:ICO assaultfacility on.png|70px]] Assault Alien Asset
| [[Assault Alien Asset]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_AssaultAlienAsset.png|512px]]</span>
| Ops
|| [[File:ICO_assaultalienasset_on.png|x20px]] ||  {{Icon|ops}} || 10 || 4 || {{icon|command}} || {{icon|command}} || 4 || 3 || 3 (2 if flora)
| 2 if against xenoflora<br>3 otherwise
| 4
| 0 if critical success<br>4 if success<br>6 if failure<br>12 if critical failure
|  
* Command
* Ops Spent
|  
* Alien Defenses
* Protect Mission: Command
| Lead a combat unit against the targeted alien asset.
|-
|-
| [[File:ICO seizespaceasset on.png|70px]] Assault Enemy Space Asset
| [[Control Space Asset]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_ControlSpaceAsset.png|512px]]</span>
| Ops
|| [[File:ICO_controlspaceasset_on.png|x20px]] ||  {{Icon|influence}} || 7 || 0 || {{icon|persuasion}} || {{icon|loyalty}}, {{icon|security}} || 12 || 3 || 2
| 2
| 0
| 4 if critical success<br>2 if success<br>6 if failure<br>12 if critical failure
|  
* Command
* Ops Spent
* Attacking Force Strength
|  
* Joint Council Command
* Hab Support Shortages
* Mission Control Shortage
* Decommissioning Hab
* Defending Force Strength
* Protect Mission: Command
| Attempt to capture the targeted hab. Requires Marines at the councilor's location. Fleets must dock with enemy habs to launch an assault. Station may drop troops to the surface, and bases may assault nearby hab sites. Requires spare Mission Control.
|-
|-
| [[File:ICO gain influence on.png|70px]] Control Nation
| [[Coup d'Etat]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_Coup.png|512px]]</span>
| Influence
|| [[File:ICO_coup_on.png|x20px]] ||  {{Icon|ops}} || 5 || 2 || {{icon|command}} || {{icon|command}} || 8 || 2 || 2
| 2
| 0
| -4 if critical success<br>0 if success<br>2 if failure<br>4 if critical failure
|  
* Persuasion
* Influence Spent
* Popular Support
* Control in Larger Allies / Federations
* Control Points in Neighbors
* Bureaucracy Control Point
|  
* Size of National Economy
* Control Points in Rivals
| Gain an unowned control point in the targeted nation.
|-
|-
| [[File:ICO controlspaceasset on.png|70px]] Control Space Asset
| [[Crackdown]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_Crackdown.png|512px]]</span>
| Influence
|| [[File:ICO_crackdown_on.png|x20px]] ||  {{Icon|influence}} || 2 || 0 || {{icon|investigation}} || {{icon|administration}} ||  || 2 || 2
| 2
| 12
| -4 if critical success<br>0 if success<br>30 if failure<br>30 if critical failure
|  
* Persuasion
* Influence Spent
* Target has Negative Influence
* Mission Control Shortage
|  
* Council Loyalty
* Crew Size
* Hab Size
* Hab Support Shortages
* Decommissioning Hab
* Difference in Ideology
* Defending Force Strength
* Mission Control Shortage
* Defend Interests
* Protect Mission: Security
| Targeted hab or ship joins the councilor's faction.
|-
|-
| [[File:ICO coup on.png|70px]] Coup d'Etat
| [[Detain Councilor]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_Detain.png|512px]]</span>
| Ops
|| [[File:ICO_detain_on.png|x20px]] ||  {{Icon|ops}} || 2 || 0 || {{icon|investigation}} || {{icon|security}} || 8 || 1 || 2
| 2
| 6
| 0 if critical success<br>2 if success<br>4 if failure<br>8 if critical failure
|  
* Command
* Ops Spent
* Popular Support
* National Unrest
* Elite Dissatisfaction
* Oligarchs Control Point
|  
* Joint Council Command
* National Cohesion
* Elite Satisfaction
* Size of National Economy
* Defended Control Point
* Oligarchs Control Point
* Democracy
* Pherocyte Resistance
| Targeted nation's control points become unowned.
|-
|-
| [[File:ICO crackdown on.png|70px]] Crackdown
| [[Extract Councilor]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_ExtractCouncilor.png|512px]]</span>
| Influence
|| [[File:ICO_extract_on.png|x20px]] ||  {{Icon|ops}} || 1 || 0 || {{icon|command}} || {{icon|security}} || 8 || 1 || 2
| 2
| 0
| -4 if critical success<br>0 if success<br>2 if failure<br>6 if critical failure
|  
* Investigation
* Influence Spent
* Popular Support
* Security Apparatus Control Point
* Target Over Control Point Cap
|  
* Council Administration
* Size of National Economy
* Popular Support
* Defend Interests
| Temporarily disables the benefits of the targeted control point, removes Defend Interests mission protection and increases the Purge mission success chance.
|-
|-
| [[File:ICO detain on.png|70px]] Detain Councilor
| [[Control Nation]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:ControlPoint_Executive.png|512px]]</span>
| Ops
|| [[File:ICO_gaininfluence_on.png|x20px]] ||  {{Icon|influence}} || 0 || 0 || {{icon|persuasion}} ||  ||  || 4 || 2
| 2
| 8
| -4 if critical success<br>0 if success<br>2 if failure<br>8 if critical failure
|  
* Investigation
* Ops Spent
* Security Apparatus Control Point
* Detained Target
* Intel on Target
|  
* Security
* Local Control Points
* Protect Mission: Security
| Targeted councilor is detained for interrogation and their mission is canceled.
|-
|-
| [[File:ICO extract on.png|70px]] Extract Councilor
| [[Hostile Takeover]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_HostileTakeover.png|512px]]</span>
| Ops
|| [[File:ICO_hostiletakeover_on.png|x20px]] ||  {{Icon|money}} || 2 || 0 || {{icon|administration}} || {{icon|administration}} || 10 || 1 || 2
| 2
| 8
| -4 if critical success<br>0 if success<br>2 if failure<br>10 if critical failure
|  
* Command
* Ops Spent
* Local Control Points
* Security Apparatus Control Point
|  
* Nearby Councilors' Security
* Detaining Faction Joing Security
* Security Apparatus Control Point
| Targeted detained councilor becomes free.
|-
|-
| [[File:ICO hostiletakeover on.png|70px]] Hostile Takeover
| [[Inspire]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_InspireCouncilor.png|512px]]</span>
| Money
|| [[File:ICO_inspire_on.png|x20px]] ||  {{Icon|influence}} || 0 || -4 || {{icon|persuasion}} ||  || 8 || 0 || 2
| 2
| 12
| -4 if critical success<br>0 if success<br>2 if failure<br>8 if critical failure
|  
* Administration
* Money Spent
* National Industries Control Point
* Intel on Target
* Target has Negative Funds
|  
* Administration
* National Industries Control Point
| Seize an org from the targeted faction.
|-
|-
| [[File:ICO unrest on.png|70px]] Increase Unrest
| [[Investigate Councilor]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_InvestigateCouncilor.png|512px]]</span>
| Ops
|| [[File:ICO_investigatecouncilor_on.png|x20px]] ||  {{Icon|ops}} || 0 || -2 || {{icon|investigation}} || {{icon|espionage}} ||  || 1 || 2
| 2
| 0
| -4 if critical success<br>0 if success<br>6 if failure<br>12 if critical failure
|  
* Command
* Ops Spent
* Popular Support
* Identity Blocks Control Point
* Warlords Control Point
|  
* Nation Population
* National Cohesion
* Popular Support
* Protect Mission: Command
| Increases unrest in the targeted region. Success in a region with an independence movement may trigger a secession.
|-
|-
| [[File:ICO inspire on.png|70px]] Inspire
| [[Public Campaign]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_Propaganda.png|512px]]</span>
| Influence
|| [[File:ICO_propaganda_on.png|x20px]] ||  {{Icon|money}} || 0 || 0 || {{icon|persuasion}} ||  ||  || 2 || 2
| 2
| 8
| -4 if critical success<br>-4 if success<br>-4 if failure<br>-2 if critical failure
|  
* Persuasion
* Influence Spent
|  
* None
| Improve the loyalty of another councilor. May also bring back a turned councilor, with chance <code>min(LOY/15, 100%)</code>.
|-
|-
| [[File:ICO investigatecouncilor on.png|70px]] Investigate Councilor
| [[Purge]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_Purge.png|512px]]</span>
| Ops
|| [[File:ICO_purge_on.png|x20px]] ||  {{Icon|influence}} || 5 || 0 || {{icon|espionage}} || {{icon|administration}} || 3 || 4 || 2
| 2
| 0
| -4 if critical success<br>-2 if success<br>0 if failure<br>2 if critical failure
|  
* Investigation
* Ops Spent
* Local Control Points
* Detained Target
|  
* Espionage
* Local Control Points
* Protect Mission: Security
| If used on a councilor from a different faction enables targeting them with other councilor missions and discovers more about their faction. If used on a councilor from the same faction it discovers their real Loyalty.
|-
|-
| [[File:ICO propaganda on.png|70px]] Public Campaign
| [[Sabotage Facilities]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_SabotageFacility.png|512px]]</span>
| Money
|| [[File:ICO_sabotagefacilities_on.png|x20px]] ||  {{Icon|ops}} || 3 || 0 || {{icon|espionage}} || {{icon|security}} || 12 || 2 || 2
| 2
| 0
| -4 if critical success<br>0 if success<br>2 if failure<br>8 if critical failure
|
* Persuasion
* Money Spent
* Control in Larger Allies / Federations
* Control Points in Neighbors
* Mass Media Control Point
|  
* Nation Population
* Censorship
| Increase Public Opinion in the targeted nation towards the councilor's faction.
|-
|-
| [[File:ICO purge on.png|70px]] Purge
| [[Sabotage Hab Module]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_SabotageHabModule.png|512px]]</span>
| Influence
|| [[File:ICO_sabotagehabmodule_on.png|x20px]] ||  {{Icon|ops}} || 0 || 0 || {{icon|espionage}} || {{icon|security}} || 4 || 2 || 2
| 2
| 6
| -4 if critical success<br>0 if success<br>4 if failure<br>8 if critical failure
|  
* Espionage
* Influence Spent
* Popular Support
* Control in Larger Allies / Federations
* Control Points in Neighbors
* Legislature Control Point
* Party Control Point
* Target Over Control Point Cap
|  
* Council Administration
* Size on National Economy
* Difference in Ideology
* Crackdown
* Defend Interests
* Legislature Control Point
* Party Control Point
* Control Points in Rivals
| Gain an owned control point in the targeted nation.
|-
|-
| [[File:ICO sabotagefacilities on.png|70px]] Sabotage Facilities
| [[Sabotage Project]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_SabotageProject.png|512px]]</span>
| Ops
|| [[File:ICO_sabotageproject_on.png|x20px]] ||  {{Icon|ops}} || 3 || 0 || {{icon|espionage}} || {{icon|security}} || 6 || 1 || 2
| 2
| 12
| -6 if critical success<br>0 if success<br>2 if failure<br>12 if critical failure
|  
* Espionage
* Ops Spent
* National Unrest
|  
* Joint Council Security
* Military in Region
* Protect Mission: Security
| Sabotage the targeted space facility.
|-
|-
| [[File:ICO sabotagefacilities on.png|70px]] Sabotage Hab Module
| [[Assault Enemy Space Asset]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_SeizeSpaceAsset.png|512px]]</span>
| Ops
|| [[File:ICO_seizespaceasset_on.png|x20px]] ||  {{Icon|ops}} || 10 || 2 || {{icon|command}} || {{icon|command}} ||  || 3 || 2
| 2
| 4
| -6 if critical success<br>0 if success<br>2 if failure<br>12 if critical failure
|  
* Espionage
* Ops Spent
|  
* Joint Council Security
* Defend Interests
* Hab Support Shortages
* Mission Control Shortage
* Protect Mission: Security
| Sabotage the targeted non-core hab module in the current hab.
|-
|-
| [[File:ICO sabotageproject on.png|70px]] Sabotage Project
| [[Stabilize Nation]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_StabilizeNation.png|512px]]</span>
| Ops
|| [[File:ICO_stabilize_on.png|x20px]] ||  {{Icon|ops}} || 0 || 0 || {{icon|command}} || {{icon|command}} ||  || 2 || 2
| 2
| 6
| -2 if critical success<br>0 if success<br>0 if failure<br>8 if critical failure
|  
* Espionage
* Ops Spent
|  
* Security
* Hab Support Shortages
* Mission Control Shortage
* Protect Mission: Security
| Target a councilor or hab with an engineering module to remove progress on a project.
|-
|-
| [[File:ICO stabilize on.png|70px]] Stabilize Nation
| [[Steal Project]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_StealProject.png|512px]]</span>
| Ops
|| [[File:ICO_stealproject_on.png|x20px]] ||  {{Icon|ops}} || 3 || 0 || {{icon|espionage}} || {{icon|security}} || 6 || 1 || 2
| 2
| 0
| -4 if critical success<br>0 if success<br>3 if failure<br>6 if critical failure
|  
* Command
* Ops Spent
* Popular Support
* National Cohesion
* Regional Authorities Control Point
|  
* Nation Population
* Control Points in Rivals
* Protect Mission: Command
| Reduces unrest in the targeted nation.
|-
|-
| [[File:ICO stealproject on.png|70px]] Steal Project
| [[Turn Councilor]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_TurnCouncilor.png|512px]]</span>
| Ops
|| [[File:ICO_turn_on.png|x20px]] ||  {{Icon|influence}} || 0 || 0 || {{icon|persuasion}} || {{icon|loyalty}}, {{icon|security}} || 15 || 1 || 2
| 2
| 6
| -8 if critical success<br>0 if success<br>2 if failure<br>8 if critical failure
|  
* Espionage
* Ops Spent
* Detained Target
* Intel on Target
* Target has Negative Funds
|  
* Security
* Hab Support Shortages
* Mission Control Shortage
* Protect Mission: Security
| Steal an engineering project you have prerequisites for from a faction by targeting one of their councilors or habs with an engineering module. May also acquire research if the enemy faction is ahead in its research income.
|-
|-
| [[File:ICO turn on.png|70px]] <span id="turn_councilor">Turn Councilor</span>
| [[Increase Unrest]] <span class="mw-collapsible mw-collapsed" data-expandtext="show image" data-collapsetext="hide image">[[File:Mission_IncreaseUnrest.png|512px]]</span>  
| Influence
|| [[File:ICO_unrest_on.png|x20px]] ||  {{Icon|ops}} || 0 || 0 || {{icon|command}} || {{icon|command}} || || 2 || 2
| 2
| 16
| -4 if critical success<br>0 if success<br>6 if failure<br>12 if critical failure
|  
* Persuasion
* Influence Spent
* Intel on Target
|  
* Loyalty
* Difference in Ideology
* Pherocyte Resistance
* Protect Mission: Security
| Turns the selected councilor.
|-
| [[File:ICO sentinel on.png|70px]] Dominate Nation
| Influence
| 2
| 6
| 30 if critical success<br>30 if success<br>30 if failure<br>30 if critical failure
|  
* Persuasion
* Influence Spent
* Popular Support
* Control in Larger Allies / Federations
* Control Points in Neighbors
* Legislature Control Point
* Mass Media Control Point
* Party Control Point
* Target Over Control Point Cap
|  
* Difference in Ideology
| Gain an owned control point in the targeted nation.
|}
|}


=== Alien Missions ===
=== Alien-Related Missions ===
Alien missions are only available to alien councilors.
 
{| class="wikitable"
{{SpoilerBox}}
! Mission !! Resource !! width=1% | Success XP !! Difficulty !! Detection risk !! Attacking modifiers !! Defending modifiers !! width=20% | Success effect
 
The [[Enthrall Org]], [[Terrorize Region]], [[Enthrall Elites]], [[Enthrall Public]], and [[Enthrall Unaligned Elites]] missions are only available to {{icon|alien}}[[Aliens|alien]] councilors.
 
The [[Xenoform]] and [[Abductions]] missions are initially only available to {{icon|alien}}[[Aliens|alien]] councilors, but {{icon|submit}}[[The Servants]] are also granted access to these missions from their 2nd and 3rd faction orgs.
 
The [[Dominate Nation]] mission is only available to {{icon|appease}}[[The Protectorate]] if it controls a Sentinel Complex module.
 
{| class="wikitable sortable" style="text-align:center;"
|-
|-
| [[File:ICO abductions on.png|70px]] Abductions
! Mission Name !! Icon !! Cost !! Hate !! Noise !! Attack Stat !! Defense Stat !! Base Difficulty !! Resolution Order !! XP
| Ops
| 2
| 2
| -4 if critical success<br>2 if success<br>4 if failure<br>8 if critical failure
|
* Espionage
* Ops Spent
* Local Xenoforming
|
* National Unrest
* Protect Mission: Command
| Abducts humans.
|-
|-
| [[File:ICO Xenoform on.png|70px]] Xenoform
| [[Xenoform]] || [[File:ICO_Xenoform_on.png|20px]] || {{Icon|ops}} || 0 || 2 || {{icon|espionage}} ||  || 4 || 0 || 1
| Ops
| 1
| 4
| -4 if critical success<br>2 if success<br>4 if failure<br>8 if critical failure
|  
* Espionage
* Ops Spent
* Local Abductions
* Control in Larger Allies / Federations
|  
* Military in Region
* Region Population Density
| Creates an Alien Life Forms asset.
|-
|-
| [[File:ICO enthrallelites on.png|70px]] Enthrall Elites
| [[Dominate Nation]] || [[File:ICO_dominatenation_on.png|20px]] || {{Icon|influence}} || 5 || 30 || {{icon|persuasion}} ||  || 6 || 4 || 2
| Influence
| 2
| 18
| -4 if critical success<br>2 if success<br>4 if failure<br>8 if critical failure
|  
* Persuasion
* Influence Spent
* Abductions in Nation
* Target Over Control Point Cap
* Control Points in Neighbors
* Xenoforming in Nation
* Control in Larger Allies / Federations
|  
* Council Science
* Difference in Ideology
* Crackdown
* Nation Size
* Defend Interests (After Pherocyte Resistance is researched)
| Gain an owned control point in the targeted nation.
|-
|-
| [[File:ICO enthrallpublic on.png|70px]] Enthrall Public
| [[Enthrall Org]] || [[File:ICO_enthrallorg_on.png|20px]] || {{Icon|influence}} || 3 || 0 || {{icon|persuasion}} || {{icon|science}}, {{icon|security}} || 10 || 1 || 2
| Influence
| 2
| 12
| -4 if critical success<br>0 if success<br>4 if failure<br>8 if critical failure
|  
* Persuasion
* Influence Spent
* Abductions in Nation
* Control Points in Neighbors
* Xenoforming in Nation
* Control in Larger Allies / Federations
|  
* Nation Population
| Increase Public Opinion in the targeted nation towards the councilor's faction.
|-
|-
| [[File:ICO enthrallelites on.png|70px]] Enthrall Unaligned Elites
| [[Terrorize Region]] || [[File:ICO_terrorizeregion_on.png|20px]] || {{Icon|ops}} || 0 || 30 || {{icon|command}} || {{icon|command}} ||  || 3 || 1
| Influence
| 2
| 16
| -4 if critical success<br>0 if success<br>4 if failure<br>8 if critical failure
|  
* Persuasion
* Influence Spent
* Abductions in Nation
* Control Points in Neighbors
* Control in Larger Allies / Federations
|  
* Difference in Ideology
* Nation Size
| Gain an unowned control point in the targeted nation.
|-
|-
| [[File:ICO hostiletakeover on.png|70px]] Enthrall Org
| [[Abductions]] || [[File:ICO_abductions_on.png|20px]] ||  {{Icon|ops}} || 0 || 2 || {{icon|espionage}} || {{icon|command}} || -2 || 3 || 2
| Influence
| 2
| 16
| -4 if critical success<br>0 if success<br>2 if failure<br>4 if critical failure
|  
* Persuasion
* Influence Spent
* Abductions in Nation
* Xenoforming in Nation
|  
* Science
* Protect Mission: Security
| Seize an org from the targeted faction.
|-
|-
| [[File:ICO buildfacility on.png|70px]] Build Facility
| [[Enthrall Elites]] || [[File:ICO_enthrallelites_on.png|20px]] || {{Icon|influence}} || 5 || 0 || {{icon|persuasion}} || {{icon|science}} || 2 || 4 || 2
| Money
| 1
| 0
| 0
|  
* Always successful
|  
* Always successful
| Constructs an alien facility asset in a region with at least 15 abductions.
|-
|-
| [[File:ICO assumecontrol on.png|70px]] Grant Alien Control
| [[Enthrall Public]] || [[File:ICO_enthrallpublic_on.png|20px]] || {{Icon|influence}} || 0 || 0 || {{icon|persuasion}} ||  || 6 || 2 || 2
| Influence
| 1
| 0
| 0
|  
* Always successful
|  
* Always successful
| Takes control of a nation that has an alien facility asset.
|-
|-
| [[File:ICO passtechnology on.png|70px]] Pass Technology
| [[Enthrall Unaligned Elites]] || [[File:ICO_enthrallunalignedelites_on.png|20px]] || {{Icon|influence}} || 0 || 0 || {{icon|persuasion}} ||  ||  || 4 || 2
| Influence
|}
| 1
 
| 0
{{SpoilerBoxEnd}}
| 0
 
|  
=== Mission Modifiers ===
* Always successful
 
|  
This section includes spoilers since a number of missions are affected by [[Aliens|Alien Mechanics]].
* Always successful
 
| Gives some technology to human allies.
{{SpoilerBox}}
{| class="wikitable sortable"
! Mission Modifier !! Conditions !! Value
|-
{{#invoke:MissionLister/Modifier|ListAllModifiers}}
|-
|-
| [[File:ICO terrorizeregion on.png|70px]] Terrorize Region
| Ops
| 1
| 0
| 16 if critical success<br>30 if success<br>16 if failure<br>16 if critical failure
|
* Command
* Ops Spent
|
* Military in Region
* Nation Population
* Protect Mission: Command
| Give an unowned control point in the targeted nation to The Protectorate or The Servants.
|}
|}
{{SpoilerBoxEnd}}


== Uncontested Missions ==
== Uncontested Missions ==
Uncontested missions are always successful.
Uncontested missions are always successful.
{| class="wikitable"
 
! Mission !! Cost !! width=1% | Success XP !! width=1% | Detection risk !! width=55% | Effect !! Councilor
{| class="wikitable sortable" style="text-align:center;"
|-
! Mission Name !! Icon !! Cost !! Hate !! Noise !! Resolution Order !! XP
|-
|-
| [[File:ICO orbit on.png|70px]] Orbit
| [[Advise]] || [[File:ICO_advise_on.png|20px]] || {{TV|influence|10}} || 0 || 0 || 0 || 1
| 0.1 Boost
| 1
| 0
| Move from the surface of Earth to any orbit in the Earth-Luna system, or from the surface of any space body to a station or ship in an interface orbit. Undercover trait required to travel to enemy outposts, platforms and ships.
|
* All
|-
|-
| [[File:ICO deorbit on.png|70px]] Deorbit
| [[Contact]] || [[File:ICO_contact_on.png|20px]] || {{TV|influence|10}}  || 0 || 0  || 0 || 1
| None
| 1
| 0
| Move from a hab or ship in an interface orbit to the surface of a space body, or from any location in the Earth-Luna system to Earth's surface.
|
* All
|-
|-
| [[File:ICO transfer on.png|70px]] Transfer
| [[Defend Interests]] || [[File:ICO_defendinterest_on.png|20px]] || {{TV|influence|20}}  || 0 || 0  || 0 || 1
| None
| 1
| 0
| Relocate from one hab or fleet to another anywhere in space in the Earth-Luna system. Away from Earth, move to any hab or fleet in same orbit, or on the same space body. Undercover trait required to travel to enemy outposts, platforms and ships.
|
* All
|-
|-
| [[File:ICO contact on.png|70px]] Contact
| [[Deorbit]] || [[File:ICO_deorbit_on.png|20px]] || || 0 || 0   || 3 || 1
| 10 Influence
| 1
| 0
| Contact an identified councilor from another faction to initiate a diplomatic exchange.
|
* All
|-
|-
| [[File:ICO gotoground on.png|70px]] Go To Ground
| [[Surveil Location]] || [[File:ICO_detectcouncilactivity_on.png|20px]] || || 0 || -4  || 0 || 1
| None
| 1
| -8
| Go into hiding in an Earth region to escape enemy detection and attacks.
|
* All
|-
|-
| [[File:ICO callpolicyvote on.png|70px]] Set National Policy
| [[Go To Ground]] || [[File:ICO_gotoground_on.png|20px]] || || 0 || -8  || 0 || 1
| 10 influence
| 1
| 10
| Set a major policy for the targeted nation, such as initiating a war. You will select the policy when the mission resolves. Requires executive control.
|
* All
|-
|-
| [[File:ICO advisenation on.png|70px]] Advise
| [[Investigate Alien Activity]] || [[File:ICO_investigatealienactivity_on.png|20px]] || {{TV|ops|5}} || 0 || -2  || 4 || 2
| 10 Influence
| 1
| 0
| Provide expertise to a nation or hab. The councilor's Science, Command and Administration attributes will improve the target's research output, combat capabilities, and financial performance. Additional advising councilors provide diminishing benefits.
|
* Operative
* Scientist
* Tech Mogul
* Evangelist
* Diplomat
* Professor
* Inspector
* Judge
* Officer
* Astronaut
* Politician
* Executive
|-
|-
| [[File:ICO defendinterest on.png|70px]] Defend Interests
| [[Orbit]] || [[File:ICO_orbit_on.png|20px]] || {{TV|boost|0.1}} || 0 || 0  || 3 || 1
| 20 Influence
| 1
| 0
| Fortify our control points in this nation against enemy Crackdowns, Purges and Coups. Duration decreases with the number of control points we are protecting.
|
* Diplomat
* Inspector
* Judge
* Officer
* Politician
* Executive
* Fixer
* Kingpin
* Tycoon
|-
|-
| [[File:ICO investigatealienactivity on.png|70px]] Investigate Alien Activity
| [[Protect Target]] || [[File:ICO_protect_on.png|20px]] || || 0 || 0  || 0 || 1
| 5 Ops
| 2
| -2
| Target a site of suspected alien activity to learn more about the aliens' methods and motives.
|
* Diplomat
* Inspector
* Judge
* Officer
* Fixer
* Operative
* Scientist
* Professor
* Astronaut
* Journalist
* Spy
* Rebel
* Commando
* Investigator
|-
|-
| [[File:ICO protect on.png|70px]] Protect Target
| [[Set National Policy]] || [[File:ICO_setnationalpolicy_on.png|20px]] || {{TV|influence|10}} || 0 || 10  || 3 || 1
| None
| 1
| 0
| Apply my Security or Command attribute to protect a targeted councilor, region, or hab against physical attacks or other operations. Will also prevent councilor from dying in failed assault missions.
|
* Inspector
* Officer
* Fixer
* Operative
* Rebel
* Commando
* Kingpin
|-
|-
| [[File:ICO detectcouncilactivity on.png|70px]] Surveil Location
| [[Transfer]] || [[File:ICO_transfer_on.png|20px]] || || 0 || 0  || 3 || 1
| None
| 1
| -4
| Significantly increase the likelihood enemy councilors and aliens will be detected in the councilor's region and adjacent regions, or in a hab or fleet. May also detect hidden alien assets in nearby Earth regions.
|
* Inspector
* Officer
* Fixer
* Operative
* Rebel
* Kingpin
* Diplomat
* Professor
* Journalist
* Spy
* Investigator
* Tech Mogul
* Hacker
|}
|}
=== Alien-Related Missions ===
{{SpoilerBox}}
The [[Build Facility]] mission is initially only available to {{icon|alien}}[[Aliens|alien]] councilors, but {{icon|submit}}[[The Servants]] are also granted access to this mission from their 2nd faction org.
The [[Grant Alien Control]] mission is only available to {{icon|submit}}[[The Servants]], granted by their 2nd faction org.
The [[Pass Technology]] mission is only available to {{icon|alien}}[[Aliens|alien]] councilors.
{| class="wikitable sortable" style="text-align:center;"
|-
! Mission Name !! Icon !! Cost !! Hate !! Noise !! Resolution Order !! XP
|-
| [[Grant Alien Control]] || [[File:ICO_assumecontrol_on.png|20px]] || {{TV|influence|100}} || 0 || 0 || 4 || 1
|-
| [[Build Facility]] || [[File:ICO_buildfacility_on.png|20px]] || {{TV|money|500}} || 0 || 0 || 4 || 1
|-
| [[Pass Technology]] || [[File:ICO_passtechnology_on.png|20px]] || {{TV|influence|10}}  || 0 || 0 || 1 || 1
|}
{{SpoilerBoxEnd}}


=== Ending Missions ===
=== Ending Missions ===
Ending missions will result in the victory of the councilor's faction. They will only appear once a faction unlocks its final unique org.
Ending missions will result in the victory of the councilor's faction. Those missions are granted by the faction's [[Orgs#Victory_Orgs|victory org]]. To conduct the ending mission, the faction has to meet their [[Factions#Victory_Objectives|victory objectives.]]
 
All ending missions have resolution order 0, so they will activate before any Assassinate or Detain missions.
 
{{SpoilerBox}}
 
{| class="wikitable"
{| class="wikitable"
! Mission !! Required Org !! width=65% | Description
! Mission !! Required Org !! width=65% | Description
Line 725: Line 217:
| ''Send our biological weapon through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.''
| ''Send our biological weapon through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.''
|}
|}
{{SpoilerBoxEnd}}
{{Missions_Navbox}}


{{Mechanics_Navbox}}
{{Mechanics_Navbox}}

Latest revision as of 04:36, 16 September 2026

Periodically, the game will enter the mission phase, during which all factions will secretly assign their councilors to missions. These missions will be resolved in a sequence over the next few days or weeks. While some missions are automatically successful, most are contested and require a success roll. Missions typically target nations, regions, control points, space facilities, and other councilors.

Each mission type has a resolution order between 0 and 4 inclusive, denoted by the number of small clock symbols visible in the mission description. Between mission phases, missions resolve in sequence from smallest resolution order to largest. In the case of ties, uncontested missions resolve first in some random order, then the contested missions resolve in order from highest mission success chance to lowest. The sequence of mission resolutions is determined immediately after the missions are assigned, so any mid-phase changes to the mission success chances have no effect on the sequence order.

Contested missions

For contested missions, the success chance is determined by adding all the relevant bonuses and maluses for a particular mission, and the faction conducting the mission may spend resources to improve its chance of success. If the bonuses and maluses add up to zero, the success chance is 50 percent; otherwise, each point in one direction has a decreasingly powerful impact on the outcome. See Roll for details. Changing conditions on Earth can modify success chances between the mission assignment phase and the mission resolution. Game difficulty also gives a bonus/penalty to all contested rolls between the player faction and an AI faction.

When a contested mission resolves, a random number between 0% and 100% inclusive is generated and rounded down to the nearest 0.1%; if it is less than or equal to the success chance, the mission is a success; otherwise it fails. Results that are less than 10% of the success chance mark a critical success, which typically offers bonuses over a normal success; results in the top 10% of the range of possible failure values are a critical failure and have worse consequences.

Contested missions have a variable cost.

Each mission name is a link to a more detailed mission page. Noise, Hate, and XP values in the table assume the mission outcome is a normal success.

Mission Name Icon Cost Hate Noise Attack Stat Defense Stat Base Difficulty Resolution Order XP
Assassinate ops 10 0 Espionage Security 12 1 3
Assault Alien Asset ops 10 4 Command Command 4 3 3 (2 if flora)
Control Space Asset influence 7 0 Persuasion Loyalty, Security 12 3 2
Coup d'Etat ops 5 2 Command Command 8 2 2
Crackdown influence 2 0 Investigation Administration 2 2
Detain Councilor ops 2 0 Investigation Security 8 1 2
Extract Councilor ops 1 0 Command Security 8 1 2
Control Nation influence 0 0 Persuasion 4 2
Hostile Takeover money 2 0 Administration Administration 10 1 2
Inspire influence 0 -4 Persuasion 8 0 2
Investigate Councilor ops 0 -2 Investigation Espionage 1 2
Public Campaign money 0 0 Persuasion 2 2
Purge influence 5 0 Espionage Administration 3 4 2
Sabotage Facilities ops 3 0 Espionage Security 12 2 2
Sabotage Hab Module ops 0 0 Espionage Security 4 2 2
Sabotage Project ops 3 0 Espionage Security 6 1 2
Assault Enemy Space Asset ops 10 2 Command Command 3 2
Stabilize Nation ops 0 0 Command Command 2 2
Steal Project ops 3 0 Espionage Security 6 1 2
Turn Councilor influence 0 0 Persuasion Loyalty, Security 15 1 2
Increase Unrest ops 0 0 Command Command 2 2

Alien-Related Missions

SPOILERS INSIDE!  

The Enthrall Org, Terrorize Region, Enthrall Elites, Enthrall Public, and Enthrall Unaligned Elites missions are only available to The Aliensalien councilors.

The Xenoform and Abductions missions are initially only available to The Aliensalien councilors, but The ServantsThe Servants are also granted access to these missions from their 2nd and 3rd faction orgs.

The Dominate Nation mission is only available to The ProtectorateThe Protectorate if it controls a Sentinel Complex module.

Mission Name Icon Cost Hate Noise Attack Stat Defense Stat Base Difficulty Resolution Order XP
Xenoform ops 0 2 Espionage 4 0 1
Dominate Nation influence 5 30 Persuasion 6 4 2
Enthrall Org influence 3 0 Persuasion Science, Security 10 1 2
Terrorize Region ops 0 30 Command Command 3 1
Abductions ops 0 2 Espionage Command -2 3 2
Enthrall Elites influence 5 0 Persuasion Science 2 4 2
Enthrall Public influence 0 0 Persuasion 6 2 2
Enthrall Unaligned Elites influence 0 0 Persuasion 4 2

Mission Modifiers

This section includes spoilers since a number of missions are affected by Alien Mechanics.

SPOILERS INSIDE!  
Mission Modifier Conditions Value
Resource Spent None Scales logarithmically with Amount Spent
Control Points in Neighbors None 6 × Fraction of Target Nation's Neighbors' Control Points that are owned by Mission Performer's Faction and not Disabled. Neighbors must be fully adjacent: adjacencies that only allow friendly armies to cross do not count.
Target Over control pointsControl Point Capacity None Max(0, 0.33333334 × (Target Faction's control pointsControl Point Capacity Upkeep - Target Faction'scontrol pointsControl Point Capacity)), Averaged over the last 32 days.
Difference in Ideology Target is owned by some Faction 2 × Ideological Distance between Target's Faction and Mission Performer's Faction.
Regional Authorities Control Point 3
Proxy Support The ServantsThe Servants have Researched Alien Signatures 1
The ServantsThe Servants have Researched Alien Methods 2
The ServantsThe Servants have Researched Alien Operations 3
The ServantsThe Servants have Researched Alien Movements 4
The ServantsThe Servants have Completed Alien Diplomacy Milestone 6
The ServantsThe Servants have Researched Hydra Diplomacy 10
The ServantsThe Servants have Researched The Alien Nation 14
Defender's Local Control Points Mission is Performed within a Nation 6 × Fraction of Nation's Control Points that are owned by Target's Faction.
Hab Support Shortages Target is a Ship Max(0, Target Faction's Monthly moneyMoney Income / -10) if Target Faction has negative moneyMoney.
Target is a Hab or Hab Module Sum of:
  • Max(0, Target Faction's Monthly moneyMoney Net Income / -10) if Target Faction has negative moneyMoney.
  • Max(0, Target Faction's Daily Space Resource Shortage - Target Faction's boostBoost
National Education None Target Nation's EducationEducation
Target Has Negative Influence 6
Mission Difficulty None Flat Difficulty: {A}
Defending Force Strength Target is a Ship Target Ship's Marine combat scoreMarine Strength
Target is a Hab Sum of:
  • Marine combat scoreMarine Strength of the Target Hab.
  • Marine combat scoreMarine Strength of ships of the Target's Faction that are docked to the Target Hab.
  • Sum of Tiers of Active Hab Defense Module on the Target Hab, if the Target Hab is a ground base.
Alien Defenses Target is UFO Landing Sum of:
Target is Alien Facility Sum of:
Target is Alien Xenoforming Sum of:
Decommissioning Hab Target is a Decommissioning Hab -100
Target Has Negative Funds
  • Target Faction has negative moneyMoney.
  • Target Faction has negative moneyMoney net income.
6
Elite Dissatisfaction Target Nation's Spoils prioritySpoils Priority % > Corruption % 10 × (Target Nation's Spoils prioritySpoils Priority % - Corruption %)
Abductions in Nation Mission Performer's Faction is the The AliensAliens Average Abductions per Region in Target Nation × Difficulty Scaling
Mission Performer's Attribute: {A} None Value of Attribute. Conditional Traits may exceed the 25 point cap.
Campaign Difficulty Attack Mission Performer is AI and Difficulty is Cinematic -2
Mission Performer is AI and Difficulty is Veteran 1
Mission Performer is AI and Difficulty is Brutal 2
Target's Attribute: {A} None Value of Attribute. Conditional Traits may exceed the 25 point cap.
Oligarchs Control Point Defense 3
Mass Media Control Point 3
National Industries Control Point Attack 3
Size of National Economy None (Target Nation's GDP / Scenario GDP Scaling Factor) ^ 0.33333334
Attacker's Popular Support None (10 + Target Nation's Government scoreGovernment) × Fraction of Target Nation's Public Opinion that supports the Mission Performer's Faction.
Party Control Point Defense 3
National Cohesion None Target Nation's cohesionCohesion
Region Population Density Target is a Region Target Region's PopulationPopulation ^ 0.33, then:
Censorship
  • Target Nation has <5 Government scoreGovernment
  • Mission Performer's Faction owns no control points in Target Nation.
  • Either Target Nation is not the Alien Nation or Mission Performer's Faction is not The ServantsThe Servants.
5 / Max(Target Nation's Government scoreGovernment, 0.5)
Military in Region Target Region is Fully Occupied Number of ArmyArmies in Target Region that are:
  • Enemies of the Target Nation.
  • Not owned by the Mission Performer's Faction.
Otherwise Sum of:
  • 3 × Target Nation's Military TechnologyMiltech.
  • Target Nation's Military TechnologyMiltech × Number of ArmyArmies in Target Region that are:
    • Owned by Target Nation.
    • Not owned by the Mission Performer's Faction.
  • Number of ArmyArmies in Target Region that are:
    • Owned by National Allies of the Target Nation.
    • Not owned by the Mission Performer's Faction.
  • +2 if Target Region is the Capital regionCapital of Target Nation.
  • -1 if Target Region is a Colony regionColony Region.
Control Points in Enemies Mission Performer's Faction has no Control Points in Target's Nation 0.33333334 × Number of Mission Performer's Faction's Control Points in Nations that are Rivals or War Enemies of the Target's Nation.
Security Apparatus Control Point 3
Joint Control Point Attribute: {A} Target is a Nation or in a Nation. Average over each Control Point:
  • 0 if Disabled.
  • 0 if owned by Mission Performer's Faction.
  • Sum of Attribute of Non-Detain CouncilorDetained Councilor(s) for Owning Faction / 12
Joint Detain CouncilorDetaining Council Attribute: {A} Target is Detain CouncilorDetained by some Faction. Sum of Attribute of Non-Detain CouncilorDetained Councilor(s) for Detain CouncilorDetaining Faction / 12
Attacker's Local Control Points Mission is Performed within a Nation 6 × Fraction of Nation's Control Points that are owned by Mission Performer's Faction.
Stability-Granting Modules Target is a Hab Sum of Stability Bonuses from Active Hab Modules on Target Hab
Local Xenoforming (Alien Only) Mission Performer's Faction is the The AliensAliens. Xenoflora Growth Levels in Target Region / 20 × Difficulty
Party Control Point Attack 3
Bureaucracy Control Point 3
Oligarchs Control Point Attack 3
Alien Target is an Alien Councilor 6
Attacker's Recent Mission Control Shortage None Max(0, Mission Performer's Faction's mission controlMission Control Upkeep - Mission Performer's Faction's mission controlMission Control Cap), Averaged over the last 32 days.
Pherocyte Resistance Mission Performer's Faction is the Aliens 2 × Number of Following Projects researched by Target Faction:
Attacking Force Strength None Sum of:
  • Marine combat scoreMarine Strength of ships in the fleet that the Mission Performing Councilor is on, if any.
  • Marine combat scoreMarine Strength of the hab that the Mission Performing Councilor is on, if any, and only if the Mission Performer's Faction is not short on mission controlMission Control, boostBoost, or moneyMoney.
  • Marine combat scoreMarine Strength of ships of the Mission Performer's Faction that are docked to the hab that the Mission Performing Councilor is on, if any.
Xenoforming in Nation Mission Performer's Faction is the The AliensAliens or The ServantsThe Servants Average Xenoflora Growth Levels in Target Nation / 20 × Difficulty
Defender's Popular Support None (10 + Target Nation's Government scoreGovernment) × Fraction of Target Nation's Public Opinion that supports the Target's Faction.
Detained Target Target is Detain CouncilorDetained by Mission Performer's Faction 8
Target is Detain CouncilorDetained by anyone else 4
Org Innate Takeover Defense Target is an Org The Amount Specified by the Target Org
Nation Population None (Target Nation's PopulationPopulation in Millions) ^ 0.4
Local Abductions Mission Performer's Faction is the The AliensAliens Abductions in Target Region × Difficulty Scaling
Defend Interests Target is Defend InterestsDefended Control Point or Defend InterestsDefended Hab 10, may be increased by certain Technologies
Control Point's Joint Council Attribute: {A} Target is not a Disabled Control Point. Sum of Attribute of Non-Detain CouncilorDetained Councilor(s) for Target's Faction / 12
Org Size Target is an Org Target Org's Tier × 4
Defender's Recent Mission Control Shortage None Max(0, Target's Faction's mission controlMission Control Upkeep - Target's Faction's mission controlMission Control Cap), Averaged over the last 32 days.
Hab Size None Number of Complete Modules on Target Hab
Alien Nation Target Nation is the Alien Nation 6
Control in Larger Allies / Federation None 6 × Fraction of Target Nation's Allies' Control Points that are owned by Mission Performer's Faction and not Disabled and one of:
  • The Ally Nation has more GDP than the Target Nation
  • The Ally Nation is Federated to the Target Nation.
Protect Mission: Attribute: {A} Sum of that Attribute over all Protect TargetProtecting Councilor(s).
Warlords Control Point 6
Intel on Target Mission Performer's Faction has 100% Intel on Target Councilor 5
Mission Performer's Faction has at least 75% Intel on Target Councilor 3
Mission Performer's Faction has at least 50% Intel on Target Councilor 1
Local Xenoforming (Alien and Servant Only) Mission Performer's Faction is the The AliensAliens or The ServantsThe Servants. Xenoflora Growth Levels in Target Region / 20 × Difficulty
National Unrest None Target Nation's UnrestUnrest
Aliens Captured or Killed Target Faction is the The AliensAliens 0.1 × Number of Alien Councilors that have been AssassinateAssassinated or Detain CouncilorDetained by Mission Performer's Faction
National Industries Control Point Defense 3
Identity Blocs Control Point 3
Legislature Control Point Defense 3
Legislature Control Point Attack 3
Crew Size Target is a Ship Target Ship Crew ^ 0.5
Target is a Hab that is not Decommissioning Target Hab Crew ^ 0.33
Defended Control Points None Number of Defend InterestsDefended Control Points in Target Nation.
National Stability None 10 - Target Nation's UnrestUnrest
Defend Interests - Partial 5
Org Administration Value Target is an Org Target Org's AdministrationAdministration × 2
Disabled Control Point Target Control Point is Disabled -10 base, add another -5 for each additional Disabled Control Point in Target's Nation that is owned by the Target's Faction.
Our Loyalty Monitor Implant
  • Target is Councilor.
  • Target's Faction is Mission Performer's Faction.
  • Target has Loyalty Monitor trait.
-50
Nearby Councilors' Attribute: {A} Target is Detain CouncilorDetained Councilor Sum of that Attribute over all Detain CouncilorDetaining Faction's Councilor(s) that are in the same location as Target.
Joint Council Attribute: {A}
  • Target is owned by some Faction.
  • Target is not an Equipped Org.
Sum of Attribute of Non-Detain CouncilorDetained Councilor(s) for Target's Faction / 12
National Democracy None Target Nation's Government scoreGovernment
Elite Dissatisfaction Target Nation's Corruption % > Spoils prioritySpoils Priority % 15 × (Target Nation's Corruption % - Spoils prioritySpoils Priority %)
Campaign Difficulty Defense Target is AI Faction and Difficulty is Cinematic -2
Target is AI Faction and Difficulty is Veteran 1
Target is AI Faction and Difficulty is Brutal 2

Uncontested Missions

Uncontested missions are always successful.

Mission Name Icon Cost Hate Noise Resolution Order XP
Advise 10 influenceInfluence 0 0 0 1
Contact 10 influenceInfluence 0 0 0 1
Defend Interests 20 influenceInfluence 0 0 0 1
Deorbit 0 0 3 1
Surveil Location 0 -4 0 1
Go To Ground 0 -8 0 1
Investigate Alien Activity 5 opsOps 0 -2 4 2
Orbit 0.1 boostBoost 0 0 3 1
Protect Target 0 0 0 1
Set National Policy 10 influenceInfluence 0 10 3 1
Transfer 0 0 3 1

Alien-Related Missions

SPOILERS INSIDE!  

The Build Facility mission is initially only available to The Aliensalien councilors, but The ServantsThe Servants are also granted access to this mission from their 2nd faction org.

The Grant Alien Control mission is only available to The ServantsThe Servants, granted by their 2nd faction org.

The Pass Technology mission is only available to The Aliensalien councilors.

Mission Name Icon Cost Hate Noise Resolution Order XP
Grant Alien Control 100 influenceInfluence 0 0 4 1
Build Facility 500 moneyMoney 0 0 4 1
Pass Technology 10 influenceInfluence 0 0 1 1

Ending Missions

Ending missions will result in the victory of the councilor's faction. Those missions are granted by the faction's victory org. To conduct the ending mission, the faction has to meet their victory objectives.

All ending missions have resolution order 0, so they will activate before any Assassinate or Detain missions.

SPOILERS INSIDE!  
Mission Required Org Description
Claim Hegemony The Protectorate Authority Activate our network of Sentinel stations to establish our dominance of world affairs, placating the aliens. All human nations will surrender to us. Requires we have met our victory objectives.
Close the Gate Janus Section Activate the device to shut down the alien wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.
Forge an Alliance Mission to the Hydra Send our pherocyte-resistant diplomats through the wormhole to establish relations and end this conflict. We must assault the alien base and land first. Requires we have met our victory objectives.
Herald Our Masters The Sword of the Devoted Assert the aliens' dominance on Earth. Requires we have met our victory objectives.
Launch the Bifrost Bifrost Command Staff Issue the launch order to begin our interstellar journey.
Tame the Enemy The Pherocyte Masters Send the neopherocyte package through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.
Trigger the Weapon The Omega Solution Send our biological weapon through the wormhole. We must assault the alien base and land first. Requires we have met our victory objectives.