Nations: Difference between revisions
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<i>This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see [[Nation List]] instead.</i> | |||
[[File:Nations screen.png|thumb|320px|Nation Stats view]] | [[File:Nations screen.png|thumb|320px|Nation Stats view]] | ||
Nations on Earth serve as battlegrounds for the aliens' designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives. | |||
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation's economy and foreign policy. | |||
== National Stats == | |||
The prosperity and stability of Earth's nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them. | |||
=== | === Overview === | ||
{| class="wikitable" style="text-align:center;" | |||
|- style="background-color:Gray;" | |||
| colspan=2| || {{icon|pop}} || {{icon|gdppc}} || {{icon|ip}} || {{icon|economy}} || {{icon|welfare}} || {{icon|knowledge}} || {{icon|government priority}} || {{icon|unity}} || {{icon|oppression}} || {{icon|inequality}} || {{icon|cohesion}} || {{icon|unrest}} || {{icon|education}} || {{icon|democracy}} || {{icon|spoils}} | |||
|- | |||
| style="background-color:Gray;" | {{icon|pop}} || [[Nations#Population|Population]] | |||
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| style="background-color:#006600;" | {{icon|greenarrowup}} | |||
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| style="background-color:#330000;" | {{icon|redarrowdown}} | |||
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| style="background-color:#990000;" | {{icon|redarrowdown}} | |||
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| style="background-color:Gray;" | {{icon|gdppc}} || [[Nations#Per_Capita_GDP|GDPPC]] | |||
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| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
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| style="background-color:Gray;" | {{icon|ip}} || [[Nations#Monthly_Investment_Points|IP]] | |||
| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
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| style="background-color:#990000;" | {{icon|redarrowdown}} | |||
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| style="background-color:Gray;" | {{icon|economy}} || Economy Priority | |||
| style="background-color:#660000;" | {{icon|redarrowdown}} | |||
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| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
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| style="background-color:#006600;" | {{icon|greenarrowup}} | |||
| style="background-color:#003300;" | {{icon|greenarrowup}} | |||
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| style="background-color:Gray;" | {{icon|welfare}} || Welfare Priority | |||
| style="background-color:#660000;" | {{icon|redarrowdown}} | |||
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| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
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| style="background-color:Gray;" | {{icon|knowledge}} || Knowledge Priority | |||
| style="background-color:#660000;" | {{icon|redarrowdown}} | |||
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| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
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| style="background-color:#660000;" | {{icon|redarrowdown}} | |||
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| style="background-color:Gray;" | {{icon|government priority}} || Government Priority | |||
| style="background-color:#660000;" | {{icon|redarrowdown}} | |||
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| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
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| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
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| style="background-color:Gray;" | {{icon|unity}} || Unity Priority | |||
| style="background-color:#660000;" | {{icon|redarrowdown}} | |||
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| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
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| style="background-color:#330000;" | {{icon|redarrowdown}} | |||
| style="background-color:#330000;" | {{icon|redarrowdown}} | |||
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| style="background-color:Gray;" | {{icon|oppression}} || Oppression Priority | |||
| style="background-color:#660000;" | {{icon|redarrowdown}} | |||
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| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
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| style="background-color:#990000;" | {{icon|redarrowdown}} | |||
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| style="background-color:Gray;" | {{icon|inequality}} || [[Nations#Inequality|Inequality]] | |||
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| style="background-color:#003300;" | {{icon|greenarrowup}} | |||
| style="background-color:#990000;" | {{icon|redarrowdown}} | |||
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| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
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| style="background-color:Gray;" | {{icon|cohesion}} || [[Nations#Cohesion|Cohesion]] | |||
| style="background-color:#660000;" | {{icon|redarrowdown}} | |||
| style="background-color:#003300;" | {{icon|greenarrowup}} | |||
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| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
| style="background-color:#330000;" | {{icon|redarrowdown}} | |||
| style="background-color:#990000;" | {{icon|redarrowdown}} | |||
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| style="background-color:#330000;" | {{icon|redarrowdown}} | |||
| {{icon|star}} | |||
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| style="background-color:Gray;" | {{icon|unrest}} || [[Nations#Unrest|Unrest]] | |||
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| style="background-color:#990000;" | {{icon|redarrowdown}} | |||
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| style="background-color:#990000;" | {{icon|redarrowdown}} | |||
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| style="background-color:#990000;" | {{icon|redarrowdown}} | |||
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| style="background-color:Gray;" | {{icon|education}} || [[Nations#Education|Education]] | |||
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| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
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| style="background-color:#330000;" | {{icon|redarrowdown}} | |||
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| style="background-color:Gray;" | {{icon|democracy}} || [[Nations#Government|Government]] | |||
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| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
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| style="background-color:#660000;" | {{icon|redarrowdown}} | |||
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| style="background-color:#330000;" | {{icon|redarrowdown}} | |||
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| style="background-color:Gray;" | {{icon|spoils}} || Spoils Priority | |||
| style="background-color:#110000;" | {{icon|redarrowdown}} | |||
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| style="background-color:#00cc00;" | {{icon|greenarrowup}} | |||
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| style="background-color:#660000;" | {{icon|redarrowdown}} | |||
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| style="background-color:Gray;" | {{icon|research}} || [[Nations#Research|Research]] | |||
| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
| style="background-color:#006600;" | {{icon|greenarrowup}} | |||
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| {{icon|star}} | |||
| style="background-color:#990000;" | {{icon|redarrowdown}} | |||
| style="background-color:#00cc00;" | {{icon|greenarrowup}} | |||
| style="background-color:#003300;" | {{icon|greenarrowup}} | |||
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| style="background-color:Gray;" | {{icon|mc}} || [[Nations#Mission_Control|MC]] | |||
| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
| style="background-color:#009900;" | {{icon|greenarrowup}} | |||
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| style="background-color:#003300;" | {{icon|greenarrowup}} | |||
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* Each cell represents the effect of having higher amounts of the column stat on the row stat. | |||
* Lighter background colors indicate stronger effects on the row stat. | |||
* Empty cell indicates that the column stat has no direct effect on the row stat. | |||
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels. | |||
===Population=== | |||
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to {{TV|IP}}, {{icon|research|bgcolor=DarkSlateGray}}, [[Research]] output, [[Mission_Control]] cap, [[Army]] cap, and {{TV|Cohesion}}. Larger populations also make it slower to change nation stats. This means larger-pop nations tend to have more long-term potential, but also tend to be slower to realize that potential. | |||
[[ | |||
For detailed mechanics, see [[Population]]. | |||
=== Government === | === Government === | ||
The Government score of a nation represents how democratic it is, with 0 representing a totalitarian dictatorship, and 10 representing an idealized democracy. It is raised by the {{TV|government priority}} and lowered by the {{TV|oppression}} and the {{TV|spoils}}. | |||
* A high government score pulls {{TV|base cohesion}} towards 5, increases [[research]] output, lowers [[corruption]], and helps with [[Foreign_Relations|unification]]. | |||
* | * A medium government score lowers {{TV|base cohesion}}. | ||
* | * A low government score raises {{TV|base cohesion}}, improves the effect of the {{TV|oppression}} and [[armies]] on {{TV|unrest}}, and increases the [[Money]] gained by {{TV|Spoils}}. | ||
* | |||
For detailed mechanics, see [[Government]]. | |||
=== Unrest === | === Unrest === | ||
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~ Terra Invicta Codex, 0.4.85. | ~ Terra Invicta Codex, 0.4.85. | ||
In a nation with 50 million | In a nation with {{TV|pop|50 million}}: | ||
* | * {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed. | ||
In nations with smaller or larger | In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail. | ||
{{TV|unrest}} score ranges from 0 to 10: | |||
{| class="wikitable" | {| class="wikitable" style="text-align:center;" | ||
! | |- | ||
! {{TV|unrest}} !! Score range | |||
|- | |- | ||
| Peaceful || | | Peaceful || <1.5 | ||
|- | |- | ||
| Subversion || | | Subversion || <3 | ||
|- | |- | ||
| Strife || | | Strife || <4.5 | ||
|- | |- | ||
| Insurgency || | | Insurgency || <6 | ||
|- | |- | ||
| Guerilla War || | | Guerilla War || <7.5 | ||
|- | |- | ||
| Insurrection || | | Insurrection || <9 | ||
|- | |- | ||
| Civil War || | | Civil War || ≥9 | ||
|} | |} | ||
==== Base Unrest ==== | ==== Base Unrest ==== | ||
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as: | |||
* 10.5 | * 10.5 | ||
* -1 per | * -1 per {{TV|gdppc|10000}}. | ||
* -1 per cohesion | * -1 per {{TV|cohesion}}. | ||
* - | * For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation: | ||
** -0.5. | |||
** Multiplied by the army health %. | |||
** Multiplied by (10 - {{TV|democracy}}). | |||
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65. | |||
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}}) | |||
'''Note''': Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway. | |||
{{SpoilerBox|Alien-Related}} | |||
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation's [[Regions]]' Xenoflora Growth Levels) / 20. | |||
{{SpoilerBoxEnd}} | |||
It's generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly. | |||
==== Notable Effects of Unrest ==== | |||
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}. | |||
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}. | |||
==== Coups and revolutions ==== | |||
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|>9.9}} when checked, but never otherwise. A naturally occurring coup will never happen if {{TV|democracy|≥8}} and {{TV|unrest|<8}}; otherwise the <code>daily chance of coup * 4</code> is checked. | |||
The | The daily chance of coup is (({{TV|unrest}} * 2 - {{TV|cohesion}} - {{TV|democracy}}) / 10 + conditional elite unhappiness) / 6000, where the elites' unhappiness is {{TV|corruption}} percent - {{TV|spoils}} percent, but is ignored if any of the following conditions are true: | ||
* {{TV|corruption}} percent < {{TV|spoils}} percent. | |||
* Some faction owns all the nation's control points and that faction has {{TV|public support|≥65%}}. | |||
{| | So natural coups can be countered by lowering {{TV|unrest}} and increasing {{TV|cohesion}}, {{TV|democracy}} and {{TV|spoils}} (up to the {{TV|corruption}} level). The {{TV|spoils}} may often be ignored if the level of {{TV|unrest}} in a country is sufficiently low and the {{TV|cohesion}} and/or {{TV|democracy}} sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups). | ||
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{{SpoilerBox}} | |||
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions. | |||
{{SpoilerBoxEnd}} | |||
===== Effects of a Coup ===== | |||
When a nation undergoes a coup for any reason, the following changes occur: | |||
# The nation is removed from its [[Foreign Relations#Federations|federation]]. | |||
# All diplomatic cooldowns involving the nation are set to 0 days. | |||
# All [[Nations#Control_Points|control points]] in the nation are emptied, except for those owned by the faction whose councilor performed the {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]], if any. | |||
* | # The nation's {{TV|democracy}} is changed by a random amount between -2 and 1. | ||
* | # The nation's {{TV|unrest}} is changed by a random amount between -3 and 0. | ||
* | # The nation's {{TV|cohesion}} is changed by a random amount between -1 and 1. | ||
# The nation's [[Nations#GDP|GDP]] is changed by a random amount between -10% and 0%. | |||
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead. | |||
# If the {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] was performed by a councilor of some faction F, then: | |||
#* If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success. | |||
#* If there is exactly one empty control point in the nation and the {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F. | |||
#* Otherwise, give the first empty control point in the nation to F, and if the {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] was a critical success, also give the control point immediately to the right of it to F. | |||
# Empty out every control point that is to the right of an empty control point. | |||
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation's allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days. | |||
# Every councilor that is still planning to perform a {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] mission on the nation this turn aborts their pending {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] mission. | |||
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation. | |||
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]' faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead. | |||
==== | ===== Effects of a Revolution ===== | ||
{{SpoilerBox}} | |||
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead. | |||
{{SpoilerBoxEnd}} | |||
When a human nation undergoes a revolution, the following changes occur: | |||
# The nation is removed from its [[Foreign Relations#Federations|federation]]. | |||
# All diplomatic cooldowns involving the nation are set to 0 days. | |||
* | # All [[Nations#Control_Points|control points]] in the nation are emptied. | ||
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region. | |||
* | # Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points. | ||
# The nation's {{TV|unrest}} is changed by a semi-random amount between -6 and -3, affected by {{TV|public support}}. | |||
# The nation's {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, affected by {{TV|public support}}. | |||
# If the nation's {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, affected by {{TV|public support}}. | |||
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change. | |||
# The nation's {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is increased by the average [[Factions#Human_Factions|Idealism]] of the new control point owners. | |||
#* Note: {{TV|democracy}} cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change. | |||
# X% chance for the number of loose nukes to increase by 1, where X is the number of {{TV|nukes}} the nation had. But note that this doesn't actually reduce the number of {{TV|nukes}} the nation has. | |||
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation. | |||
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation's allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days. | |||
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]' faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead. | |||
The changes that are affected by {{TV|public support}} are multiplied by X, where X is calculated as follows: | |||
# Set X to 0. | |||
# For each non-empty control point before the revolution: | |||
#* If this is not the executive control point, then reduce X by 0.5 × the {{TV|public support}} of the control point's faction. | |||
#* If this is the executive control point, then reduce X by 1 × the {{TV|public support}} of the control point's faction. | |||
# For each non-empty control point after the revolution: | |||
#* If this is not the executive control point, then increase X by 1 × the {{TV|public support}} of the control point's faction. | |||
#* If this is the executive control point, then increase X by 2 × the {{TV|public support}} of the control point's faction. | |||
# Increase X by a random value between 0 and 0.25. | |||
# If all control points are empty both before and after the revolution, then again increase X by a random value between 0 and 0.25. | |||
=== GDP === | |||
A nation's [[GDP]] is its Gross Domestic Product, measured in US dollars. It is primarily increased by investing in the {{TV|economy}}. GDP determines the raw {{TV|IP}} output of a nation and the {{TV|CP}} cost to hold its [[Control Points]], and also influences how hard it is to target the nation with [[missions]]. Per-[[region]] GDP determines {{TV|MC}} cap. | |||
GDP per capita ("[[GDPPC]]") is the GDP divided by {{TV|pop}}, and it has impacts on {{TV|research}}, {{TV|unrest}}, {{TV|sustainability}}, and [[corruption]]. | |||
For detailed mechanics, see [[GDP]]. | |||
=== Education === | === Education === | ||
<blockquote> | <blockquote> | ||
A nation's | A nation's {{TV|education}} value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of {{TV|education}} there. Nations with higher {{TV|education}} scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority. | ||
</blockquote> | </blockquote> | ||
~ Terra Invicta Codex, 0.4.85. | ~ Terra Invicta Codex, 0.4.85. | ||
In a nation with 50 million | In a nation with {{TV|pop|50 million}}: | ||
* | * Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}. | ||
** Multiplied by 8.5 / | ** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} < 8.5. | ||
** Multiplied by 12 / | ** Multiplied by 12 / {{TV|education}} if {{TV|education}} > 12. | ||
* | * After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}. | ||
In nations with smaller or larger | * Each completion of the {{TV|unity}} removes {{TV|education|0.001}}. | ||
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail. | |||
{| class="wikitable" | {| class="wikitable" | ||
! | ! {{TV|education}} !! Score range | ||
|- | |- | ||
| Limited || | | Limited || 1-5 | ||
|- | |- | ||
| Developing || 5-8 | | Developing || 5-8 | ||
| Line 231: | Line 485: | ||
|} | |} | ||
{{TV|education}} cannot be decreased below 1. | |||
{{TV|education}} is one of the largest factors influencing {{TV|national research}} output aside from {{TV|pop}}. | |||
==== Research ==== | ==== Research ==== | ||
As of | As of Version RC6, the {{TV|national research}} output is calculated as: | ||
<pre> | |||
// PavonisInteractive.TerraInvicta.TINationState | |||
public float research_month | |||
{ | |||
get | |||
{ | |||
float population_Millions = this.population_Millions; | |||
float perCapitaGDP = this.perCapitaGDP; | |||
return (population_Millions * ((perCapitaGDP <= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus); | |||
} | |||
} | |||
</pre> | |||
In other words: | In other words: | ||
A) Base of | A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000. | ||
B) {{TV|pop}} in millions. | |||
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6. | |||
If the {{TV|gdppc}} is higher than $30000, use 1.5157166 + 0.90942997 × (ln({{TV|gdppc}}/15000) - 0.6931472) instead. | |||
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is about 2^0.6 × (1 + 0.6 × ln({{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC/30000)) | |||
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]] | |||
D) Scales by education squared, then linearly at 12: | D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12) | ||
E) Scales by the sixth root of | E) Scales by the sixth root of {{TV|democracy}}, with a floor of 1 at 1 {{TV|democracy}}: Max({{TV|democracy}}<sup>0.16666667</sup>, 1) (maximum of ~1.4678). | ||
F) 75% efficient at 10 and 0 | F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}. | ||
G) 100% efficient at 0 unrest and 0% efficient at 10 unrest, scales with unrest squared: 1- | G) 100% efficient at 0 {{TV|unrest}} and 0% efficient at 10 {{TV|unrest}}, scales with {{TV|unrest}} squared: 1-{{TV|unrest}}²/100 | ||
H) n% per science | H) n% per {{TV|science}} {{MissionIcon|Advise}}[[Advise|Advisor]] with diminishing return: 1% per {{TV|science}} of first {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.5% per {{TV|science}} of second {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.333333% from 3rd etc, always sorted by {{MissionIcon|Advise}}[[Advise|Advisor]] bonus, descending (best {{MissionIcon|Advise}}[[Advise|Advisor]] will count towards the first bonus). | ||
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H | These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H | ||
=== Mission Control === | === Mission Control === | ||
Whenever the {{TV|mission control priority}} is completed, a [[region]] in the nation is selected to gain {{TV|mc|1}}. A nation's MC is split equally between the owners of the nation's [[Control Points]]. See [[Mission Control#MC_from_Nations]] for details. | |||
=== Boost === | === Boost === | ||
A nation that has completed the {{TV|found space program}} may invest in the {{TV|boost priority}}, which will give the nation permanent production of {{TV|boost}}. | |||
A nation's boost production is distributed between [[federation]] members, with larger members getting much more, and then each nation's boost is distributed equally between owners of that nation's [[Control Points]]. For details, see [[Boost]]. | |||
=== Funding === | === Funding === | ||
| Line 301: | Line 546: | ||
~ Terra Invicta Codex, 0.4.85. | ~ Terra Invicta Codex, 0.4.85. | ||
This is money that the nation is providing each month to be distributed to owners of its control points. | This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points. | ||
Whenever the | Whenever the {{TV|funding}} is completed, the nation's annual funding grows by 10 + (the nation's GDP in billions)^0.25 / 2, rounded to the nearest integer. | ||
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the | Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the {{TV|funding}} is completed. | ||
The annual funding of a nation is capped at the nation's GDP multiplied by | The annual funding of a nation is capped at the nation's [[Nations#GDP|GDP]] in billions multiplied by 5. | ||
'''Note''': Nations that are part of | '''Note''': Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their funding with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]'s total funding, with each nation's share being proportional to (the number of its control points) ^ 3. | ||
=== Miltech === | === Miltech === | ||
A nation's Military Technology value represents the capability of the nation's armed forces. | A nation's Military Technology, aka {{TV|miltech}}, value represents the capability of the nation's armed forces. It has major impacts on an army's effectiveness in [[Terrestrial Warfare]], and can be raised with the {{TV|Military Priority}}. For details, see [[Miltech]]. | ||
=== Armies === | === Armies === | ||
A nation may build one or more armies with the {{TV|build army}} if it has completed the {{TV|Found Military}} and has a population of at least 5 million. Armies can be used to conquer other nations, defend against conquests, or attack certain [[Alien]] objects. | |||
For detailed mechanics of army costs, army control, and the number of armies a nation can build, see [[Army]]. For army combat mechanics, see [[Terrestrial Warfare]]. For the use of armies to conquer [[regions]], see [[Foreign_Relations#War_Annexation]]. For attacking aliens, see [[Aliens#Reduction]]. | |||
=== Navies === | |||
A nation's naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation's {{TV|miltech}}. | |||
A nation's naval score is calculated by the number of navies it has attached to its armies multiplied by the nation's | |||
There are three possible navy states: | There are three possible navy states: | ||
| Line 368: | Line 573: | ||
* '''Blockaded:''' At least one army has a navy attached and there are enemies with a higher naval score. | * '''Blockaded:''' At least one army has a navy attached and there are enemies with a higher naval score. | ||
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur. | |||
* | |||
* | {{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true: | ||
* The nation has completed the {{TV|found military}} (or started with it already complete). | |||
* The nation has more {{TV|armies}} than {{TV|navies}}. | |||
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]]. | |||
* One of the following is true: | |||
** The nation has at least 4 [[Nations#Control_Points|control points]]. | |||
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}. | |||
=== | === Strategic Nuclear Barrages === | ||
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point. | |||
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack. | |||
=== Estimated Military Strength === | |||
The | The estimated military strength of a nation X is calculated as the sum of the following: | ||
=== | {| class="wikitable" | ||
The | |- | ||
! Category !! Conditions !! Multipliers | |||
|- | |||
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7 | |||
|- | |||
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies | |||
{{SpoilerBox}} | |||
For Alien Invader Armies, use their {{TV|miltech}} instead of the {{TV|miltech}} of the Alien Nation. | |||
{{SpoilerBoxEnd}} | |||
|- | |||
| Number of [[Nations#Navies|Navies]] of X || || 1 | |||
|- | |||
| {{TV|unrest}} Value of X || || -1 | |||
|- | |||
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100 | |||
|- | |||
| Number {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5 | |||
|} | |||
For example, at the start of the game, the nation of North Korea has {{TV|miltech|2.8}}, 1 region, {{TV|armies|1}}, {{TV|navies|0}}, {{TV|unrest|0}}, and {{TV|nuke|1}}. So its estimated military strength is the sum of: | |||
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96 | |||
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4 | |||
* {{TV|navies|0}} × 1 = 0 | |||
* {{TV|unrest|0}} × -1 = 0 | |||
* 1 (has nukes) × 100 = 100 | |||
* {{TV|nuke|1}} × 5 = 5 | |||
So it has an estimated military strength of 115.36. | |||
The estimated military strength of a nation is important because when multiple nations fight on the same side of a [[Foreign_Relations#Wars|war]], the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war. | |||
In addition, the estimated military strength of a nation is often used by the AI to determine their [[Foreign_Relations|international relations]]. The AI is naturally more wary about having bad relations with nations that have high estimated military strength. | |||
=== Space Defenses === | === Space Defenses === | ||
| Line 400: | Line 635: | ||
Space Defenses are built in the following order: | Space Defenses are built in the following order: | ||
# The Capital region. | # The {{icon|capital|bgcolor=DarkSlateGray}}Capital region. | ||
# The Core Economic regions, from highest | # The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} to lowest. | ||
# The Resource regions, from highest | # The {{icon|oil|bgcolor=DarkSlateGray}}{{icon|resource region|bgcolor=DarkSlateGray}}Resource regions, from highest {{TV|pop}} to lowest. | ||
# The Non-Colony regions, from highest | # The Non-Colony regions, from highest {{TV|pop}} to lowest. | ||
# The Colony Regions, from highest | # The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest. | ||
The amount of IP needed by the {{icon|space defenses}}Space Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See [[Region List]] for a list of all regions and their areas. | |||
Space Defenses are armed with a giant 1-GJ, 3600-cm laser (this is bigger than the Alien T3 base defense laser). Color will be best available of IR or green, and type, of laser, arc laser or phaser. | |||
=== Exofighters === | |||
The | Human nations can build {{icon|exofighter}}exofighters after [[Exoatmospheric Fighters]] is researched. | ||
Whenever the {{icon|build exofighter}}Build Exofighter priority is completed, a region in the nation is selected to increase its {{icon|exofighter}}exofighters by 1. The region is selected as follows: | |||
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters. | |||
* If any remaining region has zero {{icon|exofighter}}exofighters, then pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production. | |||
* Pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production divided by the number of {{icon|exofighter}}exofighters already in the region. | |||
The Maximum {{icon|exofighter}}exofighters of a region is calculated as: | |||
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1. | |||
* Min(64, Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production / 4), rounded up to the nearest integer. | |||
=== Cohesion === | === Cohesion === | ||
A nation's Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation's people are fragmented or even tribal. | <blockquote> | ||
A nation's Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation's people are fragmented or even tribal. High values keep unrest in check and increase the nation's ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value. | |||
</blockquote> | |||
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90. | |||
In a nation with 50 million | In a nation with {{TV|pop|50 million}}: | ||
* | * {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed. | ||
* | * Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}. | ||
** This is reduced by 0.005 per | ** This is reduced by 0.005 per {{TV|education}}. | ||
** This is reduced by 0.005 per | ** This is reduced by 0.005 per {{TV|democracy}}. | ||
** This cannot be reduced below 0.025. | ** This cannot be reduced below 0.025. | ||
* If | * If {{TV|democracy}} > 5, then each completion of the {{TV|oppression}} removes {{TV|cohesion|0.025}} per {{TV|democracy}} over 5. | ||
In nations with smaller or larger | In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail. | ||
{{TV|cohesion}} moves by 0.1 per month towards {{TV|base cohesion}}. It can decrease faster, up to 0.25 per month towards its resting point, depending on {{TV|inequality}} (this acceleration occurs for {{TV|inequality}} values between 4 to 4.6). Specifically, when {{TV|base cohesion}} is lower than {{TV|cohesion}}, the {{TV|cohesion}} decrease per month is calculated as follows: | |||
<pre>Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )</pre> | |||
This is not affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] and is rapid enough that it is usually better to move {{TV|base cohesion}} rather than trying to fight the tide. See [[Nations#Resting_Cohesion]] for details on how to achieve this. | |||
{{TV|cohesion}} is also commonly changed by [[Events]], and can be strongly affected by [[Foreign Relations#Declaring_Wars|War Declarations]] and the [[Terrestrial_Warfare#Army_Death|Destruction of armies]]. | |||
{{TV|cohesion}} ranges from 0 to 10: | |||
{| class="wikitable" | {| class="wikitable" style="text-align:center;" | ||
! | |- | ||
! {{TV|cohesion}} !! Score range | |||
|- | |- | ||
| Fragmented || | | Fragmented || <1 | ||
|- | |- | ||
| Fractured || | | Fractured || <2 | ||
|- | |- | ||
| Sectarian || | | Sectarian || <3 | ||
|- | |- | ||
| Polarized || | | Polarized || <4 | ||
|- | |- | ||
| Competitive || | | Competitive || <5 | ||
|- | |- | ||
| Diverse || | | Diverse || <6 | ||
|- | |- | ||
| Integrated || | | Integrated || <7 | ||
|- | |- | ||
| Homogenous || | | Homogenous || <8 | ||
|- | |- | ||
| Dominated || | | Dominated || <9 | ||
|- | |- | ||
| Hegemonic || | | Hegemonic || <10 | ||
|- | |- | ||
| Monolithic || 10 | | Monolithic || 10 | ||
|} | |} | ||
==== Resting Cohesion ==== | ==== Resting Cohesion ==== | ||
{{TV|base cohesion}} depends on the following factors: | |||
{| class="wikitable" | {| class="wikitable" | ||
| Line 475: | Line 717: | ||
| Base || Always || 16 | | Base || Always || 16 | ||
|- | |- | ||
| rowspan="2" | | | rowspan="2" | {{TV|inequality}} | ||
| ≤ 4.75 | | ≤ 4.75 | ||
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by Min(1, 0.5 + | | [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by Min(1, 0.5 + {{TV|education}}/20) × 2.25 × {{TV|inequality}} | ||
|- | |- | ||
| > 4.75 | | > 4.75 | ||
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by Min(1, 0.5 + | | [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by Min(1, 0.5 + {{TV|education}}/20) × (3.25 × {{TV|inequality}} - 4.75) | ||
|- | |- | ||
| | | {{TV|gdppc}} | ||
| Always | | Always | ||
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by (1 - ( | | [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by (1 - ({{TV|gdppc}} / Highest {{TV|gdppc}} in last 10 years)) × {{TV|inequality}} | ||
|- | |||
| rowspan=2 | {{TV|pop}} | |||
| 1 [[Regions|Region]] in Nation | |||
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by ({{TV|pop}} in millions)<sup>0.3</sup>. | |||
|- | |- | ||
| [[ | | >1 [[Regions|Region]] in Nation | ||
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by ({{TV|pop}} in millions)<sup>0.2</sup>. | |||
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by ( | |||
|- | |- | ||
| Population Distribution | | {{icon|pop}}Population Distribution | ||
| Always | | Always | ||
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 0.0025 | | [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 0.0025/km × {{TV|pop}}-weighted average distance from each [[Regions|Region]] to the nation's capital. Capped at 7.5 Reduction. | ||
|- | |- | ||
| rowspan="2" | Wars | | rowspan="2" | [[Foreign Relations#Wars|Wars]] | ||
| <6 | | <6 {{icon|democracy|bgcolor=DarkSlateGray}} | ||
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by number of war enemies. Capped at 3. | | [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by number of war enemies. Capped at 3. | ||
|- | |- | ||
| >=6 | | >=6 {{icon|democracy|bgcolor=DarkSlateGray}} | ||
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by number of war enemies that have <6 | | [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by number of war enemies that have <6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3. | ||
|- | |- | ||
| rowspan="2" | Peer Rivals | | rowspan="2" | Peer [[Foreign Relations#Rivals|Rivals]] | ||
| <6 | | <6 {{icon|democracy|bgcolor=DarkSlateGray}} | ||
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War | | [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War {{TV|base cohesion}} Bonus. | ||
|- | |- | ||
| >=6 | | >=6 {{icon|democracy|bgcolor=DarkSlateGray}} | ||
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have <6 | | [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have <6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3 - War {{TV|base cohesion}} Bonus. | ||
|- | |- | ||
| Public vs. Elite Ideology | | Public vs. Elite Ideology | ||
| Line 516: | Line 761: | ||
| [[File:ICO arrow green.png|25px]][[File:ICO arrow red down.png|25px]]<span style="color:orange;">Change</span> by -6 × ([[#Public_Opinion|Standard Deviation]] of Public Opinion / Worst Possible Standard Deviation - 0.5). | | [[File:ICO arrow green.png|25px]][[File:ICO arrow red down.png|25px]]<span style="color:orange;">Change</span> by -6 × ([[#Public_Opinion|Standard Deviation]] of Public Opinion / Worst Possible Standard Deviation - 0.5). | ||
|- | |- | ||
| rowspan="4" | | | rowspan="4" | {{TV|democracy}} | ||
| ≤ 3.5 | | ≤ 3.5 | ||
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by (3.5<sup>1. | | [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by (3.5<sup>1.285</sup> - {{TV|democracy}}<sup>1.285</sup>) × ((10 - {{TV|unrest}}) / 10) | ||
|- | |- | ||
| 3.5 < | | 3.5 < {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 5 | ||
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3 - 2 × (5 - | | [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3 - 2 × (5 - {{TV|democracy}}) | ||
|- | |- | ||
| 5 < | | 5 < {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5 | ||
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3 - 2 × ( | | [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3 - 2 × ({{TV|democracy}} - 5) | ||
|- | |- | ||
| > 6.5 | | > 6.5 | ||
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]<span style="color:green;">Stabilize</span> (towards global value of 5) by 0.5 × ( | | [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]<span style="color:green;">Stabilize</span> (towards global value of 5) by 0.5 × ({{TV|democracy}} - 6.5) | ||
|- | |||
| Owning [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] | |||
| Always | |||
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 1.6 × {{TV|democracy}} × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] | |||
|} | |} | ||
In other words, | In other words, {{TV|base cohesion}} is: | ||
<span style="color:green;">'''raised by:'''</span> | <span style="color:green;">'''raised by:'''</span> | ||
* Low | * Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high. | ||
* War enemies that either have <6 | * War enemies that either have <6 {{TV|democracy}} or our nation has <6 {{TV|democracy}}. Capped at 3. | ||
* Rivalries with nations no more than 1 control point smaller, that either have <6 | * Rivalries with nations no more than 1 control point smaller, that either have <6 {{TV|democracy}} or our nation has <6 {{TV|democracy}}. Capped at 3 - the amount already given by the War {{TV|base cohesion}} Bonus. | ||
<span style="color:orange;">'''centered by:'''</span> | <span style="color:orange;">'''centered by:'''</span> | ||
* High | * High {{TV|democracy}} score. | ||
<span style="color:orange;">'''changed by:'''</span> | <span style="color:orange;">'''changed by:'''</span> | ||
| Line 544: | Line 793: | ||
<span style="color:red;">'''lowered by:'''</span> | <span style="color:red;">'''lowered by:'''</span> | ||
* Medium | * Medium {{TV|democracy}} score. | ||
* High | * High {{TV|inequality}} score, stronger when {{TV|education}} is high. | ||
* Loss of GDP per Capita within the last 10 years. | * Loss of {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDP per Capita]] within the last 10 years. | ||
* [[ | * {{TV|pop}}, worse when the entire {{TV|pop}} is confined to just one [[Region]] because the nation has no other [[Regions]]. | ||
* Geographic Population Distribution. | * Geographic {{icon|pop}}Population Distribution. | ||
* Difference between [[#Public_Opinion|average public opinion]] and the | * Difference between [[#Public_Opinion|average public opinion]] and the [[Factions]] that own the control points. | ||
* Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]], multiplied by {{TV|democracy}}. | |||
=== | ==== Notable Effects of Cohesion ==== | ||
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}. | |||
The | * The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1.25 - |{{TV|cohesion}} - 5| / 10). So it is multiplied by 75% at {{TV|cohesion|0}} and at {{TV|cohesion|10}}, whereas it is multiplied by 125% at {{TV|cohesion|5}}. | ||
* The [[Nations#Public_Support_Cap|Public Support Cap]] of a Nation is increased by its {{TV|cohesion}}. | |||
* The [[Nations#Population_Growth|Population Growth]] of a Nation is decreased by its {{TV|cohesion}}. | |||
==== Underflowing Cohesion ==== | |||
If {{TV|cohesion}} would ever be reduced below 0, then it '''underflows'''. This section discusses the effects of such an underflow. | |||
In a nation with {{TV|pop|50 million}}: | |||
</ | * {{TV|democracy}} is reduced by <code>Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.</code> | ||
* {{TV|unrest}} is increased by <code>({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount - Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0))) / 2.</code> | |||
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail. | |||
Public | === Public Opinion === | ||
Public Opinion reflects the overall opinion of the typical residents of a given [[nation]], or of [[Earth]] generally. Having high public opinion gives a significant boost to a [[faction]], as a built-in source of free {{TV|Influence}} and as a bonus on a wide variety of [[missions]]. Public opinion can be changed in a wide variety of ways, either positive (such as performing [[Public Campaign]] missions) or negative (such as committing [[atrocities]]). | |||
For details, see [[Public Opinion]]. | |||
[[ | |||
=== Sustainability === | === Sustainability === | ||
| Line 651: | Line 828: | ||
~ Terra Invicta Codex, 0.4.85. | ~ Terra Invicta Codex, 0.4.85. | ||
In Terra Invicta, every nation has a | In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies: | ||
* The amount of Greenhouse Gases that the nation passively produces each month. | * The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation passively produces each month. | ||
* The amount of Greenhouse Gases that the nation produces whenever it completes the | * The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}. | ||
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0: | |||
* [[Arrival International Development]] reduces the minimum by 0.05. | * [[Arrival International Development]] reduces the minimum by 0.05. | ||
* [[Designer Lifeforms]] reduces the minimum by 0.05. | * [[Designer Lifeforms]] reduces the minimum by 0.05. | ||
| Line 662: | Line 839: | ||
* [[Climate Change Mitigation]] reduces the minimum by 0.1. | * [[Climate Change Mitigation]] reduces the minimum by 0.1. | ||
In a nation with 50 million | In a nation with {{TV|pop|50 million}}: | ||
* | * Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}. | ||
** This is further increased by 0.0005 per | ** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region. | ||
* | * Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}. | ||
** Multiplied by | ** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} > 2. | ||
** Multiplied by Max(0.25, | ** Multiplied by Max(0.25, {{TV|pollution multiplier}} / 0.5) if the {{TV|pollution multiplier}} < 0.5. | ||
** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout. | ** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout. | ||
In nations with smaller or larger | In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail. | ||
'''Note''': Region damage, such as from natural disasters and war, can rapidly increase a nation's Pollution Multiplier. | '''Note''': [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation's Pollution Multiplier. | ||
A nation's | A nation's {{TV|sustainability}}value is calculated as: | ||
* 10 if | * 10 if {{TV|pollution multiplier}} = 0. | ||
* 9.99+ if (1 / | * 9.99+ if (1 / {{TV|pollution multiplier}}) > 9.99. | ||
* 9.9+ if (1 / | * 9.9+ if (1 / {{TV|pollution multiplier}}) > 9.9. | ||
* 1 / | * 1 / {{TV|pollution multiplier}} otherwise. | ||
Once a nation | Once a nation reaches {{TV|sustainability|10}} ({{TV|pollution multiplier|0}}), the {{TV|environment}} will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere. | ||
At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes | population scaling]] effect gets inverted. A larger | At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes |population scaling]] effect gets inverted. A larger {{TV|pop}} is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the {{TV|environment}} is completed is now multiplied by (the nation's {{TV|pop}} / 50 million) ^ 0.35. | ||
Hence, a player who wishes to fix the Climate should aim to make the most populated nations reach | Hence, a player who wishes to fix the [[Climate_Change|Climate]] should aim to make the most populated nations reach {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}. | ||
=== Inequality === | === Inequality === | ||
| Line 692: | Line 869: | ||
~ Terra Invicta Codex, 0.4.85. | ~ Terra Invicta Codex, 0.4.85. | ||
In a nation with 50 million | In a nation with {{TV|pop|50 million}}: | ||
* | * Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}. | ||
** This is further increased by 0.0001 per Resource Region. | ** This is further increased by 0.0001 per Resource Region. | ||
* | * Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}. | ||
** This is further increased by 0.001 per Resource Region. | ** This is further increased by 0.001 per Resource Region. | ||
* | * Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}. | ||
In nations with smaller or larger | In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail. | ||
Inequality score ranges from 1 to 9: | Inequality score ranges from 1 to 9: | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! {{TV|inequality}} !! Score range | ||
|- | |- | ||
| Very Low || 1-2 | | Very Low || 1-2 | ||
| Line 717: | Line 894: | ||
|} | |} | ||
'''Note''': Whenever a nation's | '''Note''': Whenever a nation's {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}. | ||
===Corruption=== | ===Corruption=== | ||
[[ | Corruption (shown in the {{TV|spoils}} tooltip) determines what percentage of the nation's {{TV|ip}} the elites want diverted to the {{TV|spoils}} (Note: Does not account for priority bonuses). If this is not done then {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]]s become easier to perform against the nation, to the point where they might even [[Nations#Coups_and_revolutions|naturally occur]] without any faction's involvement. Conversely, assigning more to the {{TV|spoils}} than the elites want will cause them to protect your nation from councilor {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] attempts. | ||
Corruption for human nations is calculated as follows: | |||
* 50% base value. | * 50% base value. | ||
* Decreased by 2.65515% for every point of | * Decreased by 2.65515% for every point of {{TV|democracy}}. | ||
* Decreased by 0.57342% for every point of | * Decreased by 0.57342% for every point of {{TV|cohesion}}. | ||
* Decreased by | * Decreased by 0.824624% for every {{TV|gdppc|3000}}. | ||
* Multiplied by 0.8 if the [[A Common Concern]] project has been researched. | * Multiplied by 0.8 if the [[A Common Concern]] project has been researched. | ||
** Note: Only available to [[The Resistance]], [[The Academy]], [[Project Exodus]], and [[The Servants]]. | ** Note: Only available to {{icon|resist}}[[The Resistance]], {{icon|cooperate}}[[The Academy]], {{icon|escape}}[[Project Exodus]], and {{icon|submit}}[[The Servants]]. | ||
* Capped from below at 5%. | * Capped from below at 5%. | ||
The Alien Administration always has 0% corruption. | {{SpoilerBox}} | ||
The [[Aliens#Alien_Administration|Alien Administration]] always has 0% corruption. | |||
{{SpoilerBoxEnd}} | |||
== Priorities == | == Priorities == | ||
The settings in the Priorities tab control the distribution of | The settings in the Priorities tab control the distribution of {{TV|ip}}, which represent surplus economic capital generated by the nation. | ||
The owner of each control point may direct a share of | The owner of each [[Nations#Control_Points|control point]] may direct a share of {{TV|ip}} into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid. | ||
{{TV|ip}} are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of {{TV|ip}} going to a particular priority depends on the total number of weights set for a particular control point. | |||
{{TV|ip}} gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again. | |||
Some priorities will be highlighted red if they are considered critical to the nation. | Some priorities will be highlighted red if they are considered critical to the nation. | ||
| Line 751: | Line 929: | ||
{| class="wikitable" | {| class="wikitable" | ||
! Priority !! | ! Priority !! {{TV|ip}} cost !! Requirements !! Effects !! [[Nations#Population_Scaling_for_Nation_Stat_Changes|Pop Scaled]] | ||
|- | |- | ||
| rowspan=4 | [[File:ICO economy priority.png|50px]] Economy || rowspan=4 | 1 || rowspan=4 | None | | rowspan=4 | [[File:ICO economy priority.png|50px]] Economy || rowspan=4 | 1 || rowspan=4 | None | ||
| | | {{TV|gdppc}} [[File:ICO arrow green.png|24px]] by 3 + (1.5 per {{icon|resource region}}Mining Region) + (1.5 per {{icon|oil}}Oil Region) + (1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region) + (0.5 per {{TV|democracy}}) + {{TV|education}} | ||
| Yes | | Yes | ||
|- | |- | ||
| | | {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per {{icon|resource region}}Mining Region + 0.0001 per {{icon|oil}}Oil Region || Yes | ||
|- | |- | ||
| Regions may be | | [[Regions]] may be [[Regions#Improving_Regions|Improved]] into {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic, {{icon|resource region}}Mining or {{icon|oil}}Oil Regions after sufficient investment || No | ||
|- | |- | ||
| | | {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No | ||
|- | |- | ||
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 | | | rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None | ||
| | | {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes | ||
|- | |- | ||
| Regions | | Has {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions]] || One {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions|Region]] loses {{icon|colony|bgcolor=DarkSlateGray}}Colony status every 1000 completions || No | ||
|- | |- | ||
| rowspan=3 | [[File:ICO environment priority.png|50px]] Environment || rowspan=3 | 1 | | rowspan=3 | [[File:ICO environment priority.png|50px]] Environment || rowspan=3 | 1 | ||
| 10 | | {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted | ||
|- | |- | ||
| <10 | | {{TV|sustainability|<10}} | ||
| | | | ||
[[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow green down.png|24px]] by -0.005 / Max(1, total layers of Fallout) | [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow green down.png|24px]] by -0.005 / Max(1, total layers of Fallout) | ||
| Line 778: | Line 956: | ||
| Yes | | Yes | ||
|- | |- | ||
| [[Transform Phages]] researched || Regions | | | ||
* {{icon|life}}[[Transform Phages]] researched | |||
* At least one [[Regions|Region]] has {{icon|fallout}}Fallout | |||
| One [[Regions|Region]] loses a layer of {{icon|fallout}}Fallout every 100 completions || No | |||
|- | |- | ||
| rowspan=2 | [[File:ICO knowledge priority.png|50px]] Knowledge || rowspan=2 | 1 || rowspan=2 | None | | rowspan=2 | [[File:ICO knowledge priority.png|50px]] Knowledge || rowspan=2 | 1 || rowspan=2 | None | ||
| | | | ||
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005 | |||
* × 8.5 / | * × 8.5 / {{TV|education}} if {{TV|education}} < 8.5 | ||
* × 12 / | * × 12 / {{TV|education}} if {{TV|education}} > 12 | ||
| Yes | | Yes | ||
|- | |- | ||
| [[ | | {{TV|cohesion}} centered by 0.01 || Yes | ||
|- | |||
| rowspan=3 | [[File:ICO government priority.png|50px]] Government || rowspan=3 | 1 || {{TV|democracy|<10}} || {{TV|democracy}} [[File:ICO arrow green.png|24px]] by 0.001 per {{TV|education}} || Yes | |||
|- | |||
| {{TV|democracy|10}} || Same as {{TV|knowledge}} || Yes | |||
|- | |- | ||
| [[ | | Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|unity}}). || No | ||
|- | |- | ||
| rowspan= | | rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None | ||
| | | | ||
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}}) | |||
| Yes | | Yes | ||
|- | |- | ||
| | | {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes | ||
|- | |- | ||
| | | | ||
| Line 804: | Line 989: | ||
| Yes | | Yes | ||
|- | |- | ||
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || | | Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|government priority}}). || No | ||
|- | |||
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || {{TV|miltech}} [[File:ICO arrow green.png|24px]] by 0.00125 / {{TV|miltech}} × Best Human Nation's {{TV|miltech}} || No | |||
|- | |- | ||
| rowspan=3 | [[File:ICO oppression priority.png|50px]] Oppression || rowspan=3 | 1 || rowspan=2 | Found Military Completed in Nation | | rowspan=3 | [[File:ICO oppression priority.png|50px]] Oppression || rowspan=3 | 1 || rowspan=2 | Found Military Completed in Nation | ||
| | | {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes | ||
|- | |- | ||
| | | {{TV|unrest}} [[File:ICO arrow green down.png|24px]] by (0.1 - {{TV|democracy}} / 100) × 3 || Yes | ||
|- | |- | ||
| Found Military Completed in Nation and >5 | | Found Military Completed in Nation and >5 {{TV|democracy}} || {{TV|cohesion}} [[File:ICO arrow red down.png|24px]] by 0.025 × ({{TV|democracy}} - 5) || Yes | ||
|- | |- | ||
| rowspan=6 | [[File:ICO spoils priority.png|50px]] Spoils || rowspan=6 | 1 || rowspan=5 | None | | rowspan=6 | [[File:ICO spoils priority.png|50px]] Spoils || rowspan=6 | 1 || rowspan=5 | None | ||
| | | {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.0025 + 0.0015 per {{icon|resource region}}Mining Region + 0.0015 per {{icon|oil}}Oil Region || Yes | ||
|- | |- | ||
| | | {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0005 || Yes | ||
|- | |- | ||
| | | | ||
For each faction that owns any control points: <br> | For each faction that owns any control points: <br> | ||
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength -0.125 × ( | Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength - 0.125 × ({{TV|education}} + {{TV|democracy}}) × fraction of control points owned by faction | ||
| No | | No | ||
|- | |- | ||
| [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow red.png|24px]] by 0.0005 + 0. | | [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow red.png|24px]] by 0.0005 + 0.00075 per {{icon|resource region}}Mining Region + 0.00075 per {{icon|oil}}Oil Region || Yes | ||
|- | |- | ||
| [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow red.png|24px]] || Yes | | [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow red.png|24px]] || Yes | ||
| Line 829: | Line 1,016: | ||
| Control Points Not Cracked | | Control Points Not Cracked | ||
| | | | ||
Each Faction's | Each Faction's {{TV|money}} [[File:ICO arrow green.png|24px]] by (5 × Monthly {{TV|ip}} + 5 per {{icon|resource region}}Mining Region + 5 per {{icon|oil}}Oil Region + 2.5 × (10 - {{TV|democracy}})) × fraction of control points owned by faction | ||
| No | | No | ||
|- | |- | ||
| [[File:ICO funding priority.png|50px]] Funding || 1 || None || Annual | | [[File:ICO funding priority.png|50px]] Funding || 1 || None || Annual {{TV|money}} Production [[File:ICO arrow green.png|24px]] by 10 + max(round(((GDP in billions)^0.18)/1.09),1) || No | ||
|- | |- | ||
| [[File:ICO_launchFacilities_Priority.png|50px]] Boost || 2 || | | [[File:ICO_launchFacilities_Priority.png|50px]] Boost || 2 || Found Space Program Completed in Nation || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.4 - (Launch Facility Latitude / 250) || No | ||
|- | |- | ||
| [[File:ICO missionControl priority.png|50px]] Mission Control || 25 || | | [[File:ICO missionControl priority.png|50px]] Mission Control || 25 || Found Space Program Completed in [[Foreign Relations#Federations|Federation]] || {{icon|mc}}Mission Control [[File:ICO arrow green.png|24px]] by 1 || No | ||
|- | |- | ||
| [[File:ICO spaceflightProgram priority.png|50px]] | | [[File:ICO spaceflightProgram priority.png|50px]] Found Space Program || 50 || None || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.1 || No | ||
|- | |- | ||
| [[File:ICO | | [[File:ICO found military priority.png|50px]] Found Military || 40 || None | ||
| | | | ||
Set | Set {{TV|miltech}} to the Max of: | ||
* 2 | * 2 | ||
* Worst | * Worst [[Foreign Relations#Federations|Federation]] Member's {{TV|miltech}} - 0.3 | ||
* Worst | * Worst [[Foreign Relations#Alliances|Ally]]'s {{TV|miltech}} - 0.3 | ||
* Worst Human Nation's | * Worst Human Nation's {{TV|miltech}} | ||
| No | | No | ||
|- | |- | ||
| rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 | | | rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 | | ||
* Found Military Completed in Nation | * Found Military Completed in Nation | ||
* >(5 + 25 × Armies) | * >(5 + 25 × {{TV|Armies}}) {{TV|pop}} in Millions | ||
* Has a non-colony Region without its own Army | * Has a non-colony Region without its own [[Nations#Armies|Army]] | ||
| Builds an Army || No | | Builds an [[Nations#Armies|Army]] || No | ||
|- | |- | ||
| | | {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No | ||
|- | |- | ||
| rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 | | | rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 | | ||
* Found Military Completed in Nation | * Found Military Completed in Nation | ||
* >4 Control Points, or 3 Control Points and >40000 [[Nations# | * >4 Control Points, or 3 Control Points and {{TV|gdppc|>40000}} | ||
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]] | |||
| | | Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No | ||
|- | |- | ||
| | | {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No | ||
|- | |- | ||
| rowspan=4 | [[File:ICO | | rowspan=4 | [[File:ICO develop atomic bomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 | 80 || rowspan=4 | None || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No | ||
|- | |- | ||
| | | {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No | ||
|- | |- | ||
| [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No | | [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No | ||
| Line 873: | Line 1,060: | ||
| Each Owning Faction Commits 1 [[Factions#Atrocity|Atrocity]] || No | | Each Owning Faction Commits 1 [[Factions#Atrocity|Atrocity]] || No | ||
|- | |- | ||
| rowspan=2 | [[File:ICO buildNuclearWeapons priority.png|50px]] Nuclear Weapons || rowspan=2 | 40 || rowspan=2 | Develop Atomic Bomb Completed in Nation || | | rowspan=2 | [[File:ICO buildNuclearWeapons priority.png|50px]] Nuclear Weapons || rowspan=2 | 40 || rowspan=2 | Develop Atomic Bomb Completed in Nation || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No | ||
|- | |- | ||
| | | {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No | ||
|- | |- | ||
| [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || [[Trans-Interface Warfare]] researched || Builds a [[Nations#Space_Defenses|Space Defense Facility]] || No | | [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || {{icon|military}}[[Trans-Interface Warfare]] researched || Builds a {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense Facility]] || No | ||
|- | |- | ||
| [[File:ICO | | [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10 | ||
| | | | ||
* [[ | * {{icon|military}}[[Exoatmospheric Fighters]] researched | ||
* Has a Region not at [[Nations#Exofighters|Maximum Exofighters]] | * Has a Region not at [[Nations#Exofighters|Maximum Exofighters]] | ||
|| Builds an [[Nations#Exofighters|Exofighter]] || No | || Builds an {{icon|exofighter}}[[Nations#Exofighters|Exofighter]] || No | ||
|} | |} | ||
=== | === Diversity Bonus === | ||
Each control point '''independently'''<ref>The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.</ref> gains a small diversity bonus to each of its priorities based on how much it is personally investing into '''other'''<ref>A priority cannot give itself its own diversity bonus</ref> nation building priorities. | |||
Each | |||
{| class="wikitable" style="text-align:center;" | |||
{| class="wikitable" | |||
|- | |- | ||
! Priority !! Diversity Multiplier | |||
|- | |- | ||
| | | {{TV|economy}} || 50% | ||
|- | |- | ||
| | | {{TV|welfare}} || 20% | ||
|- | |- | ||
| | | {{TV|environment}} || 20% | ||
|- | |- | ||
| | | {{TV|knowledge}} || 20% | ||
|- | |- | ||
| | | {{TV|government}} || 20% | ||
|- | |- | ||
| | | {{TV|unity}} || 20% | ||
|- | |- | ||
| | | {{TV|military priority}} || 20% | ||
|- | |- | ||
|} | |} | ||
=== | Each of these nation building priorities adds a diversity bonus of X% to all '''other''' priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point). | ||
The | |||
{| class="wikitable" | For example, suppose a control point has 3 pips in the {{TV|economy}}, 1 pip in the {{TV|welfare}}, and 1 pip in the {{TV|spoils}}, for a total of 5 pips. Then: | ||
* The {{TV|economy}} adds a diversity bonus of 50% × 3 ÷ 5 = 30%. | |||
* The {{TV|welfare}} adds a diversity bonus of 20% × 1 ÷ 5 = 4%. | |||
* The {{TV|spoils}} adds no diversity bonus, because it is not a nation building priority. | |||
Thus: | |||
* The {{TV|economy}} receives a diversity bonus of 4% (because it cannot receive the 30% from itself). | |||
* The {{TV|welfare}} receives a diversity bonus of 30% (because it cannot receive the 4% from itself). | |||
* The {{TV|spoils}} receives a diversity bonus of 30% + 4% = 34%. | |||
'''Note''': This diversity bonus is '''additive''' with other bonuses to nation priorities. Specifically, whenever a control point would put any {{TV|IP}} into any priority, the amount of {{TV|IP}} that is actually put into the priority is multiplied by: | |||
<pre>100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions </pre> | |||
<references /> | |||
=== Direct Investment === | |||
Direct Investment allows a faction to purchase {{TV|ip}} in a certain priority with {{TV|money}}, {{TV|influence}}, and/or {{TV|ops}}. The number of {{TV|ip}} that may be purchased each calendar year in any nation is capped at 12 × ({{TV|pop}} in Millions × 48.75) ^ 0.175 × ([[Nations#GDP|GDP]] in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section. | |||
{| class="wikitable sortable" style="text-align:center;" | |||
|+ Base Direct Investment Costs for each Nation Priority | |||
|- | |- | ||
| | ! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost | ||
|- | |- | ||
| | | {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0 | ||
|- | |- | ||
| | | {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0 | ||
|- | |- | ||
| [[ | | {{TV|environment}} || 150000 × [[Nations#Sustainability|Pollution Multiplier]] Decrease Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0 | ||
|- | |- | ||
| | | {{TV|knowledge}} || 625 / 41 × {{TV|pop}} in Millions / ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0 | ||
|- | |- | ||
| | | {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0 | ||
|- | |- | ||
| | | {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0 | ||
|- | |- | ||
| | | {{TV|oppression}} || 0 || 50 × Max(1, {{TV|democracy}}) × Required {{icon|ip|bgcolor=DarkSlateGray}}IP / ({{TV|pop}} / 50 million) ^ 0.35 || 30 / (1 + Min(2, {{TV|miltech}} / 10)) | ||
|- | |- | ||
| [[ | | {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0 | ||
|- | |- | ||
| | | {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0 | ||
|- | |- | ||
| | | {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0 | ||
|- | |||
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0 | |||
|- | |- | ||
| | | {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP | ||
|- | |||
| {{TV|military priority}} || 250 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 30 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP | |||
|- | |- | ||
| | | {{TV|build army}} || 10000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP | ||
|- | |- | ||
| | | {{TV|build navy}} || 1200 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP | ||
|- | |||
| {{TV|develop atomic bomb}} || 30000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP | |||
|- | |||
| {{TV|nuclear weapons}} || 5000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP | |||
|- | |||
| {{TV|space defenses}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 600 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP | |||
|- | |||
| {{TV|build exofighter}} || 1000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 200 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP | |||
|} | |} | ||
{| class="wikitable sortable" style="text-align:center;" | |||
|+ Direct Investment Cost Multipliers | |||
{| class="wikitable" | |||
|- | |- | ||
| | ! Category !! Conditions !! {{TV|money}} Cost Multiplier !! {{TV|influence}} Cost Multiplier !! {{TV|ops}} Cost Multiplier | ||
|- | |- | ||
| [[ | | [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1 | ||
|- | |- | ||
| [[ | | [[Technology|Projects]] || Researched || 1 - 0.15 for [[Transnational Investments]] - 0.15 for [[Adaptive FDI Modeling]] || 1 - 0.25 for [[Strategic Lobbying]] - 0.25 for [[Regulatory Capture]] || 1 | ||
|- | |- | ||
| | | Recently Conquered || Within 365.25 days <br> Not {{TV|oppression}}<br> Not {{TV|funding}} || 1 || 0.5 || 1 | ||
|- | |||
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1 | |||
|- | |- | ||
| | | {{TV|cp}} Cost || Not Alien Nation <br> Not {{TV|funding}} || 1 || 0.1 × Single Control Point {{TV|cp}} Cost || 1 | ||
| | |- | ||
| | | National Priority Bonuses || Not from [[Foreign Relations#Federations|Federation]] <br> Not from [[Nations#Diversity_Bonus|Diversity]] || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus) | ||
|- | |||
| [[ | |||
| | |||
| | |||
|- | |- | ||
| [[ | | [[Foreign Relations#Federations|Federation]] Bonus || {{TV|economy}} Only || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus) | ||
|- | |- | ||
| | | Nation {{icon|resource region}}Mining Regions || {{TV|build army}} and {{TV|build navy}} Only || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) | ||
|} | |} | ||
=== Elites === | |||
Each nation requires a certain percentage of {{TV|ip}} to be put into the {{TV|spoils}}. Failing to provide enough {{TV|ip}} into {{TV|spoils}}, shown by the priority becoming red, increases the chance of a [[Nations#Coups_and_revolutions|coup]]. See [[Nations#Corruption]] for details on how this percentage is calculated. | |||
== Control Points == | == Control Points == | ||
Control Points represent key nodes of political and economic power in a nation. | |||
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation's critical [[Resources|resources]], control over the nation's [[Nations#Armies|armies]], and the ability to direct [[Nations#Priorities|investment priorities]]. | |||
The {{TV|research}}, {{TV|boost}}, {{TV|mc}} and {{TV|money}} (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned still get their share, but the owning faction does not receive it. | |||
If there are [[Nations#Armies|Armies]] controlled by the nation, owning a control point may also grant you direct control of said [[Nations#Armies|Armies]]. Control Points with [[Nations#Armies|Armies]] attached to them are shown with the {{TVS|army}} symbol. If there is more than one [[Nations#Armies|Army]] attached to a control point then the number of attached [[Nations#Armies|Armies]] is shown over the symbol. | |||
Certain powerful policies, such as joining and leaving [[Foreign Relations#Federations|federations]] and [[Foreign Relations#Peaceful_Unification|merging nations]], require Consolidated control of the executive, which means the executive faction either gained control of the nation through violent means such as [[Foreign Relations#War_Conquest|war]] or [[Nations#Coups_and_revolutions|revolution]], or must have held continuous control of the executive control point for 180 days. | |||
=== Number of Control Points === | |||
The number of control points is based on the nation's [[Nations#GDP|GDP]], specifically: | |||
<pre>Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))</pre> | |||
{| class="wikitable" style="text-align: center;" | |||
! GDP (Bn) !! Control Points | |||
{| class="wikitable" | |||
! | |||
|- | |- | ||
| | | 0-15.4 || 1 | ||
| | |||
| | |||
|- | |- | ||
| | | 15.4-263 || 2 | ||
| | |||
| | |||
|- | |- | ||
| | | 263-1701 || 3 | ||
| | |||
| | |||
|- | |- | ||
| | | 1701-6869 || 4 | ||
| | |||
| | |||
|- | |- | ||
| | | 6869-20944 || 5 | ||
| | |||
| | |||
|- | |- | ||
| | | 20944+ || 6 | ||
| | |||
| | |||
|} | |} | ||
=== | Whenever a nation's GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point. | ||
Whenever a nation's GDP shrinks to the point where it would lose a control point, the leftmost control point is removed. | |||
=== Cost of Control Points === | |||
The {{TV|cp}} cost of a control point is also based on the nation's [[Nations#GDP|GDP]], specifically: | |||
<pre>Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2</pre> | |||
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation. | |||
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}. | |||
When a | When a faction exceeds their {{TV|cp}}, they suffer the following penalties: | ||
{| | * Certain [[Missions]] against the faction gain a bonus attack mission modifier of {{TV|cp}} overcap / 3. These [[Missions]] are: | ||
** {{MissionIcon|Crackdown}}[[Crackdown]] | |||
** {{MissionIcon|Purge}}[[Purge]] | |||
| [[ | {{SpoilerBox}} | ||
| | ** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]] | ||
| [[ | ** {{MissionIcon|Dominate}}[[Dominate Nation]] | ||
{{SpoilerBoxEnd}} | |||
| [[ | * The faction's annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2. | ||
=== Taking Control Points === | |||
To gain control over a neutral Control Point, one usually performs a successful {{MissionIcon|Control Nation}}[[Control Nation]] mission with one of their [[Councilors]]. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by [[Factions]], then the {{MissionIcon|Control Nation}}[[Control Nation]] mission becomes unavailable. In that case you would need to perform a successful {{MissionIcon|Purge}}[[Purge]] mission on an enemy Control Point. | |||
| | |||
| [[ | To increase {{MissionIcon|Purge}}[[Purge]] success chances, it is recommended to conduct {{MissionIcon|Crackdown}}[[Crackdown]] on these Control Points first. Another alternative to Control Nation is {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]]. It can either be performed with your councilor or happen naturally. See [[Nations#Effects_of_a_Coup]] for the effects of a coup, including the distribution of control points when a coup occurs. {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] has a higher success chance in nations with high {{TV|unrest}}, so {{MissionIcon|Unrest}}[[Increase Unrest]] missions can be very helpful. | ||
One more alternative is to simply use [[Foreign Relations#Wars|war]]. When armies [[Foreign Relations#War_Conquest|conquer]] a nation's {{icon|capital|bgcolor=DarkSlateGray}}capital region, all control points in the nation switch owners to whichever [[Factions|faction]] [[Foreign Relations#War_Conquest|conquered]] them. | |||
=== Control Point Types === | |||
Control points come in a variety of types. Their type depends on the national {{TV|democracy}} and other conditions, and provides a related bonus for the faction controlling it. | |||
{| class="wikitable" | |||
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction. | |||
|- | |- | ||
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits | |||
|- | |- | ||
| [[ | | 1st || None || Executive || | ||
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions. | |||
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]]. | |||
* Gives full control of Nation's {{TV|nukes}}. | |||
* Gives full control of Nation's {{TV|exofighters}}. | |||
* Gives full control of Nation's choices in response to [[Events]]. | |||
* Gives full control of Nation's choices in response to incoming requests for [[Foreign Relations#Declaring_Wars|joining wars]], [[Foreign Relations#Proposing_Alliances|allying]], and [[Foreign Relations#Joining_Federations|federating]]. | |||
|- | |- | ||
| [[ | | rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature || | ||
* If Faction also owns the Executive, then +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting the Executive. | |||
* Otherwise, the faction gains +3 Bonus Attack on its {{MissionIcon|Purge}}[[Purge]] Missions targeting the Executive. | |||
|- | |- | ||
| [[ | | ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party || | ||
* +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction. | |||
* +3 Bonus Attack on the Faction's {{MissionIcon|Purge}}[[Purge]] Missions targeting each non-Executive control point. | |||
|- | |- | ||
| [[ | | ≥6 {{TV|education}} and <7 {{TV|cohesion}} || Oligarchs || | ||
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions' {{MissionIcon|Coup d'Etat}}[[Coup]] Missions targeting the Nation. | |||
* +3 Bonus Attack on the Faction's {{MissionIcon|Coup d'Etat}}[[Coup]] Missions targeting the Nation. | |||
|- | |- | ||
| | | Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction. | ||
| | |||
|- | |- | ||
| [[ | | rowspan=3 | 3rd || <5 {{TV|democracy}} || Security Apparatus || | ||
* +3 Bonus Defense against all {{MissionIcon|Extract}}[[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation. | |||
* +3 Bonus Attack on the Faction's {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Crackdown}}[[Crackdown]], {{MissionIcon|Detain}}[[Detain]], and {{MissionIcon|Extract}}[[Extract Councilor]] Missions within the Nation. | |||
|- | |- | ||
| [[ | | ≥7 {{TV|education}} || Mass Media || +3 Bonus Attack on the Faction's {{MissionIcon|Public Campaign}}[[Public Campaign]] and {{MissionIcon|Dominate}}[[Dominate Nation]] missions within the Nation. | ||
|- | |- | ||
| [[ | | Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for {{icon|unity}}Unity Priority's Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].) | ||
|- | |- | ||
| [[ | | rowspan=3 | 4th || <4 {{TV|democracy}} || National Industries || | ||
* +3 Bonus Defense against all {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions targeting [[Orgs]] owned by the Faction within the Nation. | |||
* +3 Bonus Attack on the Faction's {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions within the Nation. | |||
|- | |- | ||
| | | <3.5 {{TV|inequality}} and >10000 {{TV|gdppc}} and >7 {{TV|education}} || Trade Unions || [[Orgs]] based in the same nation cost 20% less {{TV|influence}} for Faction to purchase. | ||
|- | |- | ||
| | | Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase. | ||
|- | |- | ||
| | | rowspan=4 | 5th || >6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction's {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation. | ||
|- | |- | ||
| | | >3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction's {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation. | ||
|- | |- | ||
| | | >1 {{TV|cohesion}} or <7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction's {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation. | ||
|- | |- | ||
| | | Else || Warlords || +6 Bonus Attack on the Faction's {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation. | ||
|- | |- | ||
| | | rowspan=5 | 6th || >9 {{TV|democracy}} and >9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction. | ||
|- | |- | ||
| [[ | | >6 {{TV|cohesion}} and Nation has a [[Foreign Relations#Rivals|rival]] or [[Foreign Relations#Wars|war enemy]] which has at least the same number of control points. || Defense Sector || Faction's {{TV|armies}} that belong to this Nation gain +0.005 [[Terrestrial_Warfare#Army_Healing|daily heal rate]]. | ||
|- | |- | ||
| | | >6 {{TV|democracy}} and >7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction. | ||
|- | |- | ||
| | | Nation has at least 1 {{icon|oil}}Oil or {{icon|resource region}}Mining Region || Extractive Sector || Nation {{icon|spoils}}Spoils Money Output for Faction increased by 2 × Number of {{icon|oil}}Oil or {{icon|resource region}}Mining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus. | ||
|- | |- | ||
| | | Else || Agricultural Sector || Nothing. | ||
|} | |} | ||
{{SpoilerBox}} | |||
The [[Aliens#Alien_Administration|Alien Nation]] does not have any special control point types or bonuses. Though naturally the [[Aliens]] still receive all of the benefits that an Executive Control Point grants. | |||
{{SpoilerBoxEnd}} | |||
{{Mechanics_Navbox}} | {{Mechanics_Navbox}} | ||
[[Category: Major Articles]] | |||
[[Category: Nations]] | |||
Latest revision as of 15:02, 20 September 2026
This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see Nation List instead.

Nations on Earth serve as battlegrounds for the aliens' designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation's economy and foreign policy.
National Stats
The prosperity and stability of Earth's nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.
Overview
| Population | ||||||||||||||||
| GDPPC | ||||||||||||||||
| IP | ||||||||||||||||
| Economy Priority | ||||||||||||||||
| Welfare Priority | ||||||||||||||||
| Knowledge Priority | ||||||||||||||||
| Government Priority | ||||||||||||||||
| Unity Priority | ||||||||||||||||
| Oppression Priority | ||||||||||||||||
| Inequality | ||||||||||||||||
| Cohesion | ||||||||||||||||
| Unrest | ||||||||||||||||
| Education | ||||||||||||||||
| Government | ||||||||||||||||
| Spoils Priority | ||||||||||||||||
| Research | ||||||||||||||||
| MC | ||||||||||||||||
- Each cell represents the effect of having higher amounts of the column stat on the row stat.
- Lighter background colors indicate stronger effects on the row stat.
- Empty cell indicates that the column stat has no direct effect on the row stat.
indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.
Population
Nations are composed of regions that each have
Population measured in millions. The total
Population of a nation is one of its most important stats, as
Population has significant effects on nearly all other stats, including but not limited to
IP,
, Research output, Mission_Control cap, Army cap, and
Cohesion. Larger populations also make it slower to change nation stats. This means larger-pop nations tend to have more long-term potential, but also tend to be slower to realize that potential.
For detailed mechanics, see Population.
Government
The Government score of a nation represents how democratic it is, with 0 representing a totalitarian dictatorship, and 10 representing an idealized democracy. It is raised by the
Government Priority and lowered by the
Oppression Priority and the
Spoils Priority.
- A high government score pulls
Base Cohesion towards 5, increases research output, lowers corruption, and helps with unification. - A medium government score lowers
Base Cohesion. - A low government score raises
Base Cohesion, improves the effect of the
Oppression Priority and armies on
Unrest, and increases the Money gained by
Spoils Priority.
For detailed mechanics, see Government.
Unrest
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation's Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.
~ Terra Invicta Codex, 0.4.85.
In a nation with 50 million
Population:
Unrest decreases by 3 × (0.1 -
Government / 100) whenever the
Oppression Priority is completed.
In nations with smaller or larger
Population, these changes are sped up or slowed down. See Population Scaling for more detail.
Unrest score ranges from 0 to 10:
| Score range | |
|---|---|
| Peaceful | <1.5 |
| Subversion | <3 |
| Strife | <4.5 |
| Insurgency | <6 |
| Guerilla War | <7.5 |
| Insurrection | <9 |
| Civil War | ≥9 |
Base Unrest
Unrest changes relatively quickly (0.25 per month, and even +1 per month if the nation has 0
Cohesion) if it is not at its resting value. This
Base Unrest is calculated as:
- 10.5
- -1 per 10000
GDPPC. - -1 per
Cohesion. - For each friendly non-megafauna army in the nation:
- -0.5.
- Multiplied by the army health %.
- Multiplied by (10 -
Government). - Divided by (the number of Regions owned by the nation) ^ 0.65.
- +1.6 × Fraction of
Population living in Hostile Regions × (10 -
Government)
Note: Human armies are not supposed to affect
Base Unrest if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has 0
IP production.) But this is currently bugged and they continue to affect
Base Unrest anyway.
| Alien-Related SPOILERS INSIDE! |
|---|
|
For the Alien Nation, the |
It's generally better to reduce
Base Unrest instead of reducing
Unrest with
Stabilize Nation missions and the
Oppression Priority, otherwise it will grow back naturally and quickly.
Notable Effects of Unrest
- Every 0.1
Unrest above 2 will remove 1%
IP, capping at 80%
IP at 10
Unrest. - The
Research produced by a Nation is multiplied by (1 -
Unrest²/100). So it is multiplied by 100% at 0
Unrest, whereas it is multiplied by 0% at 10
Unrest.
Coups and revolutions
Naturally occurring coups and revolutions can happen at high levels of
Unrest. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an
Increase Unrest Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if >9.9
Unrest when checked, but never otherwise. A naturally occurring coup will never happen if ≥8
Government and <8
Unrest; otherwise the daily chance of coup * 4 is checked.
The daily chance of coup is ((
Unrest * 2 -
Cohesion -
Government) / 10 + conditional elite unhappiness) / 6000, where the elites' unhappiness is Corruption percent -
Spoils Priority percent, but is ignored if any of the following conditions are true:
- Corruption percent <
Spoils Priority percent. - Some faction owns all the nation's control points and that faction has ≥65% Public Support.
So natural coups can be countered by lowering
Unrest and increasing
Cohesion,
Government and
Spoils Priority (up to the Corruption level). The
Spoils Priority may often be ignored if the level of
Unrest in a country is sufficiently low and the
Cohesion and/or
Government sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).
| SPOILERS INSIDE! |
|---|
|
The Alien Nation is immune to coups, even natural ones. But it can still be hit by revolutions. |
Effects of a Coup
When a nation undergoes a coup for any reason, the following changes occur:
- The nation is removed from its federation.
- All diplomatic cooldowns involving the nation are set to 0 days.
- All control points in the nation are emptied, except for those owned by the faction whose councilor performed the
Coup d'Etat, if any. - The nation's
Government is changed by a random amount between -2 and 1. - The nation's
Unrest is changed by a random amount between -3 and 0. - The nation's
Cohesion is changed by a random amount between -1 and 1. - The nation's GDP is changed by a random amount between -10% and 0%.
- Distribute the control points of the nation to the Factions that raised the most
Unrest through
Increase Unrest missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead. - If the
Coup d'Etat was performed by a councilor of some faction F, then:
- If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.
- If there is exactly one empty control point in the nation and the
Coup d'Etat mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F. - Otherwise, give the first empty control point in the nation to F, and if the
Coup d'Etat was a critical success, also give the control point immediately to the right of it to F.
- Empty out every control point that is to the right of an empty control point.
- If the Executive Control Point is no longer controlled by the same faction, then all of the nation's allies end their alliances, but the mutual diplomatic cooldowns are set to 0 days.
- Every councilor that is still planning to perform a
Coup d'Etat mission on the nation this turn aborts their pending
Coup d'Etat mission. - Clear out all records of prior
Increase Unrest missions on the nation.
Note: If any control point would be given to the
Aliens' faction, then the control point is given to
The Servants faction instead.
Effects of a Revolution
| SPOILERS INSIDE! |
|---|
|
For details on Revolutions in the Alien Nation, see Nations#Alien_Related instead. |
When a human nation undergoes a revolution, the following changes occur:
- The nation is removed from its federation.
- All diplomatic cooldowns involving the nation are set to 0 days.
- All control points in the nation are emptied.
- Each region of the nation takes a random amount of damage from 0% to 25%, double for the
capital region. - Distribute the control points of the nation to the Factions that raised the most
Unrest through
Increase Unrest missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points. - The nation's
Unrest is changed by a semi-random amount between -6 and -3, affected by Public Support. - The nation's
Cohesion is changed by a semi-random amount between -3 and 3, affected by Public Support. - If the nation's
Inequality is at least 2.5, then it is changed by a semi-random amount between -3 and 0, affected by Public Support.
- Note: This
Inequality reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.
- Note: This
- The nation's
Government is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is increased by the average Idealism of the new control point owners.
- Note:
Government cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.
- Note:
- X% chance for the number of loose nukes to increase by 1, where X is the number of
Nuclear Weapons the nation had. But note that this doesn't actually reduce the number of
Nuclear Weapons the nation has. - Clear out all records of prior
Increase Unrest missions on the nation. - If the Executive Control Point is no longer controlled by the same faction, then all of the nation's allies end their alliances, but the mutual diplomatic cooldowns are set to 0 days.
Note: If any control point would be given to the
Aliens' faction, then the control point is given to
The Servants faction instead.
The changes that are affected by Public Support are multiplied by X, where X is calculated as follows:
- Set X to 0.
- For each non-empty control point before the revolution:
- If this is not the executive control point, then reduce X by 0.5 × the Public Support of the control point's faction.
- If this is the executive control point, then reduce X by 1 × the Public Support of the control point's faction.
- For each non-empty control point after the revolution:
- If this is not the executive control point, then increase X by 1 × the Public Support of the control point's faction.
- If this is the executive control point, then increase X by 2 × the Public Support of the control point's faction.
- Increase X by a random value between 0 and 0.25.
- If all control points are empty both before and after the revolution, then again increase X by a random value between 0 and 0.25.
GDP
A nation's GDP is its Gross Domestic Product, measured in US dollars. It is primarily increased by investing in the
Economy Priority. GDP determines the raw
IP output of a nation and the
Control Point Capacity cost to hold its Control Points, and also influences how hard it is to target the nation with missions. Per-region GDP determines
Mission Control cap.
GDP per capita ("GDPPC") is the GDP divided by
Population, and it has impacts on
Research,
Unrest,
Sustainability, and corruption.
For detailed mechanics, see GDP.
Education
A nation's
Education value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of
Education there. Nations with higher
Education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.
~ Terra Invicta Codex, 0.4.85.
In a nation with 50 million
Population:
- Each completion of the
Knowledge Priority adds 0.005
Education.
- After 10
Government is reached, each completion of the
Government Priority also gives the same effects as a completion of the
Knowledge Priority. - Each completion of the
Unity Priority removes 0.001
Education.
In nations with smaller or larger
Population, these changes are sped up or slowed down. See Nations#Population_Scaling_for_Nation_Stat_Changes for more detail.
| Score range | |
|---|---|
| Limited | 1-5 |
| Developing | 5-8 |
| Advanced | 8+ |
Education cannot be decreased below 1.
Education is one of the largest factors influencing
National Research output aside from
Population.
Research
As of Version RC6, the
National Research output is calculated as:
// PavonisInteractive.TerraInvicta.TINationState
public float research_month
{
get
{
float population_Millions = this.population_Millions;
float perCapitaGDP = this.perCapitaGDP;
return (population_Millions * ((perCapitaGDP <= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);
}
}
In other words:
A) Base of Number of Control Points +
Education +
Government / 2. Capped at
Population / 5000.
B)
Population in millions.
C) If the
GDPPC is $30000 or lower, use the number (
GDPPC/15000)^0.6.
If the
GDPPC is higher than $30000, use 1.5157166 + 0.90942997 × (ln(
GDPPC/15000) - 0.6931472) instead.
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is about 2^0.6 × (1 + 0.6 × ln(
GDPPC/30000))

D) Scales by
Education squared, then linearly at 12:
Education × Min(
Education, 12)
E) Scales by the sixth root of
Government, with a floor of 1 at 1
Government: Max(
Government0.16666667, 1) (maximum of ~1.4678).
F) 75% efficient at 10 and 0
Cohesion, scales linearly to 125% at 5
Cohesion.
G) 100% efficient at 0
Unrest and 0% efficient at 10
Unrest, scales with
Unrest squared: 1-
Unrest²/100
H) n% per
Science
Advisor with diminishing return: 1% per
Science of first
Advisor + 0.5% per
Science of second
Advisor + 0.333333% from 3rd etc, always sorted by
Advisor bonus, descending (best
Advisor will count towards the first bonus).
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H
Mission Control
Whenever the
Mission Control Priority is completed, a region in the nation is selected to gain 1
Mission Control. A nation's MC is split equally between the owners of the nation's Control Points. See Mission Control#MC_from_Nations for details.
Boost
A nation that has completed the
Found Space Program Priority may invest in the
Boost Priority, which will give the nation permanent production of
Boost.
A nation's boost production is distributed between federation members, with larger members getting much more, and then each nation's boost is distributed equally between owners of that nation's Control Points. For details, see Boost.
Funding
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation.
~ Terra Invicta Codex, 0.4.85.
This is
Money that the nation is providing each month to be distributed to owners of its control points.
Whenever the
Funding Priority is completed, the nation's annual funding grows by 10 + (the nation's GDP in billions)^0.25 / 2, rounded to the nearest integer.
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the
Funding Priority is completed.
The annual funding of a nation is capped at the nation's GDP in billions multiplied by 5.
Note: Nations that are part of a Federation will share their funding with all other Federation members. Larger nations will receive a much larger share of the Federation's total funding, with each nation's share being proportional to (the number of its control points) ^ 3.
Miltech
A nation's Military Technology, aka
Miltech, value represents the capability of the nation's armed forces. It has major impacts on an army's effectiveness in Terrestrial Warfare, and can be raised with the
Military Priority. For details, see Miltech.
Armies
A nation may build one or more armies with the
Build Army Priority if it has completed the
Found Military Priority and has a population of at least 5 million. Armies can be used to conquer other nations, defend against conquests, or attack certain Alien objects.
For detailed mechanics of army costs, army control, and the number of armies a nation can build, see Army. For army combat mechanics, see Terrestrial Warfare. For the use of armies to conquer regions, see Foreign_Relations#War_Annexation. For attacking aliens, see Aliens#Reduction.
A nation's naval score is calculated by the number of
Navies it has attached to its
Armies multiplied by the nation's
Miltech.
There are three possible navy states:
- No Navies: No army has any navy attached.
- Freedom of the Seas: At least one army has a navy attached and there are no enemies with a higher naval score.
- Blockaded: At least one army has a navy attached and there are enemies with a higher naval score.
See Terrestrial_Warfare#Naval_Freedom for more details on how Blockades occur.
Navies are built using the
Build Navy Priority. The
Build Navy Priority priority is only available for a nation when all of the following are true:
- The nation has completed the
Found Military Priority (or started with it already complete). - The nation has more
Armies than
Navies. - The nation has at least one region that has at least seasonal ocean access.
- One of the following is true:
- The nation has at least 4 control points.
- The nation has 3 control points and at least 40000
GDPPC and no
Navies.
Strategic Nuclear Barrages
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.
Nuclear weapons can target any region belonging to current war enemies, or owned Regions with enemy forces present. Note that
advanced defenses will prevent any nuclear attack.
Estimated Military Strength
The estimated military strength of a nation X is calculated as the sum of the following:
| Category | Conditions | Multipliers | ||
|---|---|---|---|---|
| Number of Regions of X | Not Fully Occupied | |||
| Number of Armies of X | Not Megafauna |
| ||
| Number of Navies of X | 1 | |||
| -1 | ||||
| X has any |
100 | |||
| Number |
5 |
For example, at the start of the game, the nation of North Korea has 2.8
Miltech, 1 region, 1
Armies, 0
Navies, 0
Unrest, and 1
Nuclear Weapons. So its estimated military strength is the sum of:
- 1 Region × 2.8
Miltech × 0.7 = 1.96 - 1
Armies × 2.8
Miltech × 3 × 100% = 8.4 - 0
Navies × 1 = 0 - 0
Unrest × -1 = 0 - 1 (has nukes) × 100 = 100
- 1
Nuclear Weapons × 5 = 5
So it has an estimated military strength of 115.36.
The estimated military strength of a nation is important because when multiple nations fight on the same side of a war, the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.
In addition, the estimated military strength of a nation is often used by the AI to determine their international relations. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.
Space Defenses
The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.
Human Nations can build Space Defenses after Trans-Interface Warfare is researched.
Space Defenses are built in the following order:
- The
Capital region. - The
Core Economic regions, from highest
Population to lowest. - The

Resource regions, from highest
Population to lowest. - The Non-Colony regions, from highest
Population to lowest. - The
Colony Regions, from highest
Population to lowest.
The amount of IP needed by the
Space Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See Region List for a list of all regions and their areas.
Space Defenses are armed with a giant 1-GJ, 3600-cm laser (this is bigger than the Alien T3 base defense laser). Color will be best available of IR or green, and type, of laser, arc laser or phaser.
Exofighters
Human nations can build
exofighters after Exoatmospheric Fighters is researched.
Whenever the
Build Exofighter priority is completed, a region in the nation is selected to increase its
exofighters by 1. The region is selected as follows:
- Exclude all regions that are at their Maximum
exofighters. - If any remaining region has zero
exofighters, then pick the one with the highest
Boost production. - Pick the one with the highest
Boost production divided by the number of
exofighters already in the region.
The Maximum
exofighters of a region is calculated as:
- 0 if the Monthly
Boost Production is less than 1. - Min(64, Monthly
Boost Production / 4), rounded up to the nearest integer.
Cohesion
A nation's Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation's people are fragmented or even tribal. High values keep unrest in check and increase the nation's ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.
In a nation with 50 million
Population:
Cohesion changes by 0.01 towards the central value of 5 whenever the
Knowledge Priority is completed.- Each completion of the
Unity Priority adds 0.1
Cohesion.
- This is reduced by 0.005 per
Education. - This is reduced by 0.005 per
Government. - This cannot be reduced below 0.025.
- This is reduced by 0.005 per
- If
Government > 5, then each completion of the
Oppression Priority removes 0.025
Cohesion per
Government over 5.
In nations with smaller or larger
Population, these changes are sped up or slowed down. See Population Scaling for more detail.
Cohesion moves by 0.1 per month towards
Base Cohesion. It can decrease faster, up to 0.25 per month towards its resting point, depending on
Inequality (this acceleration occurs for
Inequality values between 4 to 4.6). Specifically, when
Base Cohesion is lower than
Cohesion, the
Cohesion decrease per month is calculated as follows:
Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )
This is not affected by Population Scaling and is rapid enough that it is usually better to move
Base Cohesion rather than trying to fight the tide. See Nations#Resting_Cohesion for details on how to achieve this.
Cohesion is also commonly changed by Events, and can be strongly affected by War Declarations and the Destruction of armies.
Cohesion ranges from 0 to 10:
| Score range | |
|---|---|
| Fragmented | <1 |
| Fractured | <2 |
| Sectarian | <3 |
| Polarized | <4 |
| Competitive | <5 |
| Diverse | <6 |
| Integrated | <7 |
| Homogenous | <8 |
| Dominated | <9 |
| Hegemonic | <10 |
| Monolithic | 10 |
Resting Cohesion
Base Cohesion depends on the following factors:
| Factor | Conditions | |
|---|---|---|
| Base | Always | 16 |
| ≤ 4.75 | ||
| > 4.75 | ||
| Always | ||
| 1 Region in Nation | ||
| >1 Region in Nation | ||
| Always | ||
| Wars | <6 |
|
| >=6 |
||
| Peer Rivals | <6 |
|
| >=6 |
||
| Public vs. Elite Ideology | Always | |
| Public Opinion Distribution | Always | |
| ≤ 3.5 | ||
| 3.5 < |
||
| 5 < |
||
| > 6.5 | ||
| Owning Hostile Regions | Always |
In other words,
Base Cohesion is:
raised by:
- Low
Government score, weaker when
Unrest is high. - War enemies that either have <6
Government or our nation has <6
Government. Capped at 3. - Rivalries with nations no more than 1 control point smaller, that either have <6
Government or our nation has <6
Government. Capped at 3 - the amount already given by the War
Base Cohesion Bonus.
centered by:
- High
Government score.
changed by:
- Public Opinion distribution.
lowered by:
- Medium
Government score. - High
Inequality score, stronger when
Education is high. - Loss of
GDP per Capita within the last 10 years.
Population, worse when the entire
Population is confined to just one Region because the nation has no other Regions.- Geographic
Population Distribution. - Difference between average public opinion and the Factions that own the control points.
- Fraction of
Population living in Hostile Regions, multiplied by
Government.
Notable Effects of Cohesion
- The
Base Unrest of a Nation is reduced by its
Cohesion. - The
Research produced by a Nation is multiplied by (1.25 - |
Cohesion - 5| / 10). So it is multiplied by 75% at 0
Cohesion and at 10
Cohesion, whereas it is multiplied by 125% at 5
Cohesion. - The Public Support Cap of a Nation is increased by its
Cohesion. - The Population Growth of a Nation is decreased by its
Cohesion.
Underflowing Cohesion
If
Cohesion would ever be reduced below 0, then it underflows. This section discusses the effects of such an underflow.
In a nation with 50 million
Population:
Government is reduced by Min(
Cohesion Underflow Amount, Max(
Government - 5,0)) / 2.
Unrest is increased by (
Cohesion Underflow Amount - Min(
Cohesion Underflow Amount, Max(
Government - 5,0))) / 2.
In nations with smaller or larger
Population, these changes are sped up or slowed down. See Population Scaling for more detail.
Public Opinion
Public Opinion reflects the overall opinion of the typical residents of a given nation, or of Earth generally. Having high public opinion gives a significant boost to a faction, as a built-in source of free
Influence and as a bonus on a wide variety of missions. Public opinion can be changed in a wide variety of ways, either positive (such as performing Public Campaign missions) or negative (such as committing atrocities).
For details, see Public Opinion.
Sustainability
A nation's Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation's GDP, population, and presence of oil resource regions.
~ Terra Invicta Codex, 0.4.85.
In Terra Invicta, every nation has a Pollution Multiplier that caps at 10. This Pollution Multiplier multiplies:
- The amount of Greenhouse Gases that the nation passively produces each month.
- The amount of Greenhouse Gases that the nation produces whenever it completes the
Spoils Priority.
Initially, nations cannot go below 0.3325 Pollution Multiplier. But researching all of the following technologies would reduce this minimum value down to the limit of 0:
- Arrival International Development reduces the minimum by 0.05.
- Designer Lifeforms reduces the minimum by 0.05.
- Integrated Earth-Space Economy reduces the minimum by 0.05.
- Clean Energy reduces the minimum by 0.1.
- Climate Change Mitigation reduces the minimum by 0.1.
In a nation with 50 million
Population:
- Each completion of the
Spoils Priority adds 0.0005 Pollution Multiplier.
- Each completion of the
Environment Priority removes 0.005 Pollution Multiplier.
- Multiplied by Pollution Multiplier / 2 if Pollution Multiplier > 2.
- Multiplied by Max(0.25, Pollution Multiplier / 0.5) if the Pollution Multiplier < 0.5.
- Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.
In nations with smaller or larger
Population, these changes are sped up or slowed down. See Population Scaling for more detail.
Note: Region damage, such as from natural disasters and war, can rapidly increase a nation's Pollution Multiplier.
A nation's
Sustainabilityvalue is calculated as:
- 10 if Pollution Multiplier = 0.
- 9.99+ if (1 / Pollution Multiplier) > 9.99.
- 9.9+ if (1 / Pollution Multiplier) > 9.9.
- 1 / Pollution Multiplier otherwise.
Once a nation reaches 10
Sustainability (0 Pollution Multiplier), the
Environment Priority will begin to remove Greenhouse Gases from the atmosphere.
At this point, there is a significant change: the population scaling effect gets inverted. A larger
Population is now a boon: the amount of Greenhouse Gases removed whenever the
Environment Priority is completed is now multiplied by (the nation's
Population / 50 million) ^ 0.35.
Hence, a player who wishes to fix the Climate should aim to make the most populated nations reach 10
Sustainability, and then heavily invest into the
Environment Priority.
Inequality
A nation's Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn't have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.
~ Terra Invicta Codex, 0.4.85.
In a nation with 50 million
Population:
- Each completion of the
Economy Priority adds 0.00015
Inequality.
- This is further increased by 0.0001 per Resource Region.
- Each completion of the
Spoils Priority adds 0.0025
Inequality.
- This is further increased by 0.001 per Resource Region.
- Each completion of the
Welfare Priority removes 0.005
Inequality.
In nations with smaller or larger
Population, these changes are sped up or slowed down. See Population Scaling for more detail.
Inequality score ranges from 1 to 9:
| Score range | |
|---|---|
| Very Low | 1-2 |
| Low | 2-3 |
| Moderate | 3-4 |
| High | 4-5 |
| Very High | 5-6 |
| Extreme | 6-9 |
Note: Whenever a nation's
Inequality would grow beyond 9, the excess amount is instead subtracted from
Cohesion and added to
Unrest.
Corruption
Corruption (shown in the
Spoils Priority tooltip) determines what percentage of the nation's
IP the elites want diverted to the
Spoils Priority (Note: Does not account for priority bonuses). If this is not done then
Coup d'Etats become easier to perform against the nation, to the point where they might even naturally occur without any faction's involvement. Conversely, assigning more to the
Spoils Priority than the elites want will cause them to protect your nation from councilor
Coup d'Etat attempts.
Corruption for human nations is calculated as follows:
- 50% base value.
- Decreased by 2.65515% for every point of
Government. - Decreased by 0.57342% for every point of
Cohesion. - Decreased by 0.824624% for every 3000
GDPPC. - Multiplied by 0.8 if the A Common Concern project has been researched.
- Note: Only available to
The Resistance,
The Academy,
Project Exodus, and
The Servants.
- Note: Only available to
- Capped from below at 5%.
| SPOILERS INSIDE! |
|---|
|
The Alien Administration always has 0% corruption. |
Priorities
The settings in the Priorities tab control the distribution of
IP, which represent surplus economic capital generated by the nation.
The owner of each control point may direct a share of
IP into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.
IP are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of
IP going to a particular priority depends on the total number of weights set for a particular control point.
IP gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.
Some priorities will be highlighted red if they are considered critical to the nation.
List of Priorities
| Priority | Requirements | Effects | Pop Scaled | |
|---|---|---|---|---|
| 1 | None | Yes | ||
| Yes | ||||
| Regions may be Improved into |
No | |||
| No | ||||
| 1 | None | Yes | ||
| Has |
One |
No | ||
| 1 | 10 |
Greenhouse Gases |
Inverted | |
| <10 |
Pollution Multiplier
|
Yes | ||
|
One Region loses a layer of |
No | ||
| 1 | None |
|
Yes | |
| Yes | ||||
| 1 | <10 |
Yes | ||
| 10 |
Same as |
Yes | ||
| Has Hostile Regions | One Hostile Region loses Hostility every 200 completions (shared with |
No | ||
| 2 | None |
|
Yes | |
| Yes | ||||
|
For each faction that owns any control points: |
Yes | |||
| Has Hostile Regions | One Hostile Region loses Hostility every 200 completions (shared with |
No | ||
| 1 | Found Military Completed in Nation | No | ||
| 1 | Found Military Completed in Nation | Yes | ||
| Yes | ||||
| Found Military Completed in Nation and >5 |
Yes | |||
| 1 | None | Yes | ||
| Yes | ||||
|
For each faction that owns any control points: |
No | |||
| Pollution Multiplier |
Yes | |||
| Greenhouse Gases |
Yes | |||
| Control Points Not Cracked |
Each Faction's |
No | ||
| 1 | None | Annual |
No | |
| 2 | Found Space Program Completed in Nation | Annual |
No | |
| 25 | Found Space Program Completed in Federation | No | ||
| 50 | None | Annual |
No | |
| 40 | None |
Set
|
No | |
| 60 |
|
Builds an Army | No | |
| No | ||||
| 100 | Attaches |
No | ||
| No | ||||
| 80 | None | No | ||
| No | ||||
| Aerosols |
No | |||
| Each Owning Faction Commits 1 Atrocity | No | |||
| 40 | Develop Atomic Bomb Completed in Nation | No | ||
| No | ||||
| 25 to 100 (scaled by region size) | Builds a |
No | ||
| 10 |
|
Builds an |
No |
Diversity Bonus
Each control point independently[1] gains a small diversity bonus to each of its priorities based on how much it is personally investing into other[2] nation building priorities.
| Priority | Diversity Multiplier |
|---|---|
| 50% | |
| 20% | |
| 20% | |
| 20% | |
| 20% | |
| 20% | |
| 20% |
Each of these nation building priorities adds a diversity bonus of X% to all other priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).
For example, suppose a control point has 3 pips in the
Economy Priority, 1 pip in the
Welfare Priority, and 1 pip in the
Spoils Priority, for a total of 5 pips. Then:
- The
Economy Priority adds a diversity bonus of 50% × 3 ÷ 5 = 30%. - The
Welfare Priority adds a diversity bonus of 20% × 1 ÷ 5 = 4%. - The
Spoils Priority adds no diversity bonus, because it is not a nation building priority.
Thus:
- The
Economy Priority receives a diversity bonus of 4% (because it cannot receive the 30% from itself). - The
Welfare Priority receives a diversity bonus of 30% (because it cannot receive the 4% from itself). - The
Spoils Priority receives a diversity bonus of 30% + 4% = 34%.
Note: This diversity bonus is additive with other bonuses to nation priorities. Specifically, whenever a control point would put any
IP into any priority, the amount of
IP that is actually put into the priority is multiplied by:
100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions
Direct Investment
Direct Investment allows a faction to purchase
IP in a certain priority with
Money,
Influence, and/or
Ops. The number of
IP that may be purchased each calendar year in any nation is capped at 12 × (
Population in Millions × 48.75) ^ 0.175 × (GDP in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.
| Priority | |||
|---|---|---|---|
| 25 | 0 | ||
| 360000 / 67 × |
100 | 0 | |
| 150000 × Pollution Multiplier Decrease Per Completion × ( |
100 | 0 | |
| 625 / 41 × |
100 | 0 | |
| 150000 × |
300 | 0 | |
| 400 × ( |
300 / Required |
0 | |
| 0 | 50 × Max(1, |
30 / (1 + Min(2, | |
| 0 | 5 × |
0 | |
| 2800 / Required |
2500 / Required |
0 | |
| 1250 / Required |
100 / Required |
0 | |
| 2500 / Required |
800 / Required |
0 | |
| 2000 / Required |
2000 / Required |
1500 / Required | |
| 250 × |
250 / Required |
30 × | |
| 10000 × |
3000 / Required |
2000 × | |
| 1200 × |
3000 / Required |
1500 × | |
| 30000 / Required |
3000 / Required |
300 / Required | |
| 5000 / Required |
1500 / Required |
150 / Required | |
| 2500 / Required |
800 / Required |
600 / Required | |
| 1000 / Required |
200 / Required |
150 / Required |
| Category | Conditions | |||
|---|---|---|---|---|
| Corruption | None | 1.2 + Corruption × 0.9 | 1 + Corruption × 0.75 | 1 |
| Projects | Researched | 1 - 0.15 for Transnational Investments - 0.15 for Adaptive FDI Modeling | 1 - 0.25 for Strategic Lobbying - 0.25 for Regulatory Capture | 1 |
| Recently Conquered | Within 365.25 days Not Not |
1 | 0.5 | 1 |
| Nation Ownership | Not Cracked | 1 | 1 - 0.5 × Fraction of Control Points Owned | 1 |
| Not Alien Nation Not |
1 | 0.1 × Single Control Point |
1 | |
| National Priority Bonuses | Not from Federation Not from Diversity |
1 / (1 + Bonus) | 1 / (1 + Bonus) | 1 / (1 + Bonus) |
| Federation Bonus | 1 / (1 + Bonus) | 1 / (1 + Bonus) | 1 / (1 + Bonus) | |
| Nation |
1 / (1 + 0.05 per |
1 / (1 + 0.05 per |
1 / (1 + 0.05 per |
Elites
Each nation requires a certain percentage of
IP to be put into the
Spoils Priority. Failing to provide enough
IP into
Spoils Priority, shown by the priority becoming red, increases the chance of a coup. See Nations#Corruption for details on how this percentage is calculated.
Control Points
Control Points represent key nodes of political and economic power in a nation.
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation's critical resources, control over the nation's armies, and the ability to direct investment priorities.
The
Research,
Boost,
Mission Control and
Money (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a
Crackdown or are abandoned still get their share, but the owning faction does not receive it.
If there are Armies controlled by the nation, owning a control point may also grant you direct control of said Armies. Control Points with Armies attached to them are shown with the
symbol. If there is more than one Army attached to a control point then the number of attached Armies is shown over the symbol.
Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through violent means such as war or revolution, or must have held continuous control of the executive control point for 180 days.
Number of Control Points
The number of control points is based on the nation's GDP, specifically:
Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))
| GDP (Bn) | Control Points |
|---|---|
| 0-15.4 | 1 |
| 15.4-263 | 2 |
| 263-1701 | 3 |
| 1701-6869 | 4 |
| 6869-20944 | 5 |
| 20944+ | 6 |
Whenever a nation's GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.
Whenever a nation's GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.
Cost of Control Points
The
Control Point Capacity cost of a control point is also based on the nation's GDP, specifically:
Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2
This total
Control Point Capacity cost is divided up evenly among all the control points of the nation.
Control points that have sustained a
Crackdown or are abandoned do not cost any
Control Point Capacity.
When a faction exceeds their
Control Point Capacity, they suffer the following penalties:
- Certain Missions against the faction gain a bonus attack mission modifier of
Control Point Capacity overcap / 3. These Missions are:
| SPOILERS INSIDE! |
|---|
- The faction's annual
Influence income decreases by
Control Point Capacity overcap ^ 2.
Taking Control Points
To gain control over a neutral Control Point, one usually performs a successful
Control Nation mission with one of their Councilors. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by Factions, then the
Control Nation mission becomes unavailable. In that case you would need to perform a successful
Purge mission on an enemy Control Point.
To increase
Purge success chances, it is recommended to conduct
Crackdown on these Control Points first. Another alternative to Control Nation is
Coup d'Etat. It can either be performed with your councilor or happen naturally. See Nations#Effects_of_a_Coup for the effects of a coup, including the distribution of control points when a coup occurs.
Coup d'Etat has a higher success chance in nations with high
Unrest, so
Increase Unrest missions can be very helpful.
One more alternative is to simply use war. When armies conquer a nation's
capital region, all control points in the nation switch owners to whichever faction conquered them.
Control Point Types
Control points come in a variety of types. Their type depends on the national
Government and other conditions, and provides a related bonus for the faction controlling it.
| Position (from the Right) | Conditions | Control Point Type | Benefits |
|---|---|---|---|
| 1st | None | Executive |
|
| 2nd | ≥5 |
Legislature |
|
| ≥6 |
Party |
| |
| ≥6 |
Oligarchs | ||
| Else | Aristocracy | +20% Nation | |
| 3rd | <5 |
Security Apparatus |
|
| ≥7 |
Mass Media | +3 Bonus Attack on the Faction's | |
| Else | Religion | +15 Propaganda Strength for | |
| 4th | <4 |
National Industries |
|
| <3.5 |
Trade Unions | Orgs based in the same nation cost 20% less | |
| Else | Corporations | Orgs based in the same nation cost 20% less | |
| 5th | >6 |
Bureaucracy | +3 Bonus Attack on the Faction's |
| >3 |
Regional Authorities | +3 Bonus Attack on the Faction's | |
| >1 |
Identity Blocs | +3 Bonus Attack on the Faction's | |
| Else | Warlords | +6 Bonus Attack on the Faction's | |
| 6th | >9 |
Knowledge Sector | +5% |
| >6 |
Defense Sector | Faction's | |
| >6 |
Financial Sector | +5% Nation | |
| Nation has at least 1 |
Extractive Sector | Nation | |
| Else | Agricultural Sector | Nothing. |
| SPOILERS INSIDE! |
|---|
|
The Alien Nation does not have any special control point types or bonuses. Though naturally the Aliens still receive all of the benefits that an Executive Control Point grants. |
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


