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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]]
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.
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.


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== National Stats ==
== National Stats ==
[[File:Nations screen.png|thumb|320px|Nation Stats view]]
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.
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.


===Population===
=== Overview ===


Nations are composed of regions that each have populations 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:
{| class="wikitable" style="text-align:center;"
* Monthly IP production.
|- style="background-color:Gray;"
* Research output.
| 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}}
* The maximum amount of Mission Control Cap that can be built in each region.
|-
* The maximum amount of armies that the nation can build.
| style="background-color:Gray;" | {{icon|pop}} || [[Nations#Population|Population]]
* Spoils money output.
|
* Cohesion.
| style="background-color:#006600;" | {{icon|greenarrowup}}
* Influence income from public support.
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* Pollution output.
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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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|}


As a result, nations with larger populations tend to have far greater long-term potential. On the other hand, nations with larger populations are also slower to change their nation stats, because of the need to apply these changes to a larger number of people.
* 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 Scaling for Nation Stat Changes====
===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.  
The following nation stats are considered to apply to the entire population of the nation:
* Government
* Unrest
* Cohesion
* Inequality
* GDP per Capita
* Education
* Sustainability
 
As a result, most changes to these stats are slowed down in nations with larger populations. Specifically, the amount of change is divided by (the nation's population / 50 million) ^ 0.35.
 
Notably, the monthly IP production of a nation is multiplied by (the nation's population) ^ 0.35.
Consequently, two nations with different populations but otherwise identical stats would usually develop themselves at the same rate.
 
====Population Growth====
 
As of 0.4.84, the game calculates the annual population growth of a region as follows:
 
[[File:PopGrowth.png]]
 
WHAT THAT MEANS:
* Lower [[Nations#Education|education]] increases population growth by roughly 0.42% for each point of education below roughly 11, up to a maximum of roughly 4.08%.
* Higher [[Nations#Cohesion|cohesion]] decreases population growth by roughly 0.06% for each point of cohesion, up to a maximum of roughly 0.62%.
* Higher [[Nations#Per_Capita_GDP|GDP per capita]] increases population growth by roughly 0.098% for every 10k GDP per capita, up to a maximum of roughly 1.77%.
* Distance from the equator decreases population growth by 0.115739931206548% multiplied by the square root of the absolute latitude of the region.
* Every nation and region has a pop growth modifier, which is defined in plain text in TINationTemplate.json and TIRegionTemplate.json in the game files. These values are normally added directly to the annual population growth, but slowly fade away over time. After 25 years, they are completely removed.
* [[Aliens#Alien Xenoforming|Xenoflora]] decreases population growth by -1% per 200 levels of xenoflora growth. For reference, whenever xenoflora growth exceeds 100 levels, 50 levels are spent to spawn a megafauna.
* Nuclear fallout decreases population growth by 4% per layer of nuclear fallout. These can be removed through massive investments into the Environment priority.
 
The above effects are summed up and then capped between -10% and +10% annual population growth.
 
Then the effects of severe [[Climate Change]] are applied:
* For every degree of temperature anomaly above or below 8 degrees, population growth decreases by 1%.
* This effect is doubled for ecologically vulnerable regions.
* This effect is halved for ecologically protected regions.
 
At the start of every month, the population of every region is changed to match its projected annual population growth rate. But a small amount of randomization between -0.0412% and +0.0412% is also added to this monthly population change.
 
If the region population decreases, the nation's [[Nations#Education|education]] does too. If you lose more than 0.5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This can add up quickly in a large nation with many regions, each reducing the education by a maximum of -0.005 every month.


Note: This education decrease is only applied by the automatic monthly population change. Loss of population from other sources such as war or natural disasters has no effect on education.
For detailed mechanics, see [[Population]].


=== Government ===
=== Government ===
<blockquote>
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 nation's Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.
</blockquote>
~ Terra Invicta Codex, 0.4.85.


In a nation with 50 million population:
* A high government score pulls {{TV|base cohesion}} towards 5, increases [[research]] output, lowers [[corruption]], and helps with [[Foreign_Relations|unification]].
* Government increases by 0.001 per [[Nations#Education|Education]] whenever the Government priority is completed.
* A medium government score lowers {{TV|base cohesion}}.
* Government decreases by 0.0025 whenever the Oppression priority is completed.
* 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}}.  
* Government decreases by 0.0005 whenever the Spoils priority is completed.
* Every month, if the nation is at war, then Government decreases by 0.01.
* Every month, if the nation has less than 4 [[Nations#Cohesion|Cohesion]], then there is a (1 - [[Nations#Cohesion|Cohesion]] / 4) chance that Government decreases by 0.01.
* Every month, if the nation and all of its neighbors are not at war and all of its neighbors have higher Government than the nation, then the nation's Government increases by 0.01.


In nations with smaller or larger populations, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.
For detailed mechanics, see [[Government]].
 
The Government score impacts the [[Nations#Cohesion|Cohesion]] score. A low Government score increases the [[Nations#Resting_Cohesion|Cohesion resting point]], a middle score lowers the [[Nations#Resting_Cohesion|Cohesion resting point]], while a high score draws the [[Nations#Resting_Cohesion|Cohesion resting point]] towards a central value of 5, and simultaneously increases [[Nations#Research|research production]]. A higher Government score also lowers the Spoils priority requirement to keep the national [[Nations#Corruption|elites happy]] in order to avoid resetting of CPs by coup d'etat and boosts [[Nations#Per_Capita_GDP|economic growth]]. A lower Government score increases the effectiveness of the Oppression priority and armies at reducing [[Nations#Unrest|Unrest]].
 
Goverment score ranges from 0 to 10:
{| class="wikitable"
! Government !! Score range
|-
| Totalitarian || 0-2
|-
| Authoritarian || 2-4
|-
| Anocracy || 4-6
|-
| Flawed Democracy || 6-8
|-
| Full Democracy || 8-10
|}


=== Unrest ===
=== Unrest ===
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~ Terra Invicta Codex, 0.4.85.
~ Terra Invicta Codex, 0.4.85.


In a nation with 50 million population:
In a nation with {{TV|pop|50 million}}:
* Unrest decreases by (0.1 - Government / 100) whenever the Oppression priority is completed.
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.
In nations with smaller or larger populations, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.
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.


Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest.
{{TV|unrest}} score ranges from 0 to 10:
{| class="wikitable"
{| class="wikitable" style="text-align:center;"
! Unrest !! Score range !! Negative effects
|-
! {{TV|unrest}} !! Score range  
|-
|-
| Peaceful || 0-1.5 || <span style="color:green;">'''No'''</span>
| Peaceful || <1.5  
|-
|-
| Subversion || 1.5-3 || rowspan=6 | <span style="color:red;">'''Yes'''</span>
| Subversion || <3  
|-
|-
| Strife || 3-4.5
| Strife || <4.5
|-
|-
| Insurgency || 4.5-6
| Insurgency || <6
|-
|-
| Guerilla War || 6-7.5
| Guerilla War || <7.5
|-
|-
| Insurrection || 7.5-9
| Insurrection || <9
|-
|-
| Civil War || 9-10
| Civil War || ≥9
|}
|}


==== Base Unrest ====
==== Base Unrest ====


Unrest changes relatively quickly (0.25 per month, and even +1 per month if cohesion=0) if it is not at its resting point. This resting point is calculated as:
{{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 10k GDP per capita
* -1 per {{TV|gdppc|10000}}.
* -1 per cohesion  
* -1 per {{TV|cohesion}}.
* -0.1 per friendly army in the nation, multiplied by the army health %, multiplied by (10 - Government). Note: This is turned off if the nation cannot afford to pay its army upkeep.
* 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}})


For the Alien Administration, the base unrest is then further reduced by <code>the average of the the nation's regions' xenoforming level (from 0 to 100) / 20</code>.
'''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.


It's generally better to reduce unrest resting point before reducing its value with councilors and the oppression priority, otherwise it will grow back naturally and quickly.  
{{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}}


==== Coups and revolutions ====
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.


Naturally occurring coups and revolutions can happen at high levels of unrest; the Alien Administration cannot experience a coup but it can experience a revolution. 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 will always occur if <code>unrest > 9.9</code> when checked. A naturally occurring coup will never happen if <code>democracy >= 8</code> and <code>unrest < 8</code>; otherwise the <code>daily chance of coup * 4</code> is checked.
==== Notable Effects of Unrest ====


The daily chance of coup is <code>((unrest * 2 - cohesion - democracy) / 10 + elite unhappiness) / 6000</code>. The elites' unhappiness is zero if the spoils priority weight percentage matches or exceeds the nation's [[#Corruption|corruption]] or if one faction owns all the nation's control points and that faction's <code>popularity >= 65%</code>; otherwise it is <code>corruption - spoils percent</code> as value from 0.0 to 1.0.
* 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}}.


So natural coups can be countered by lowering unrest and increasing cohesion, democracy and spoils (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 democracy/cohesion 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).
==== Coups and revolutions ====


=== GDP ===
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.
<blockquote>
A nation's GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by purchasing power parity. The nation's GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions there are.
</blockquote>
~ Terra Invicta Codex, 0.4.85.


The number of Control Points that a nation has is its (GDP in billions)^0.25/2, rounded to the nearest integer between 1 and 6.
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%}}.


{| class="wikitable" style="text-align: center;"
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).
! GDP (Bn) !! Control Points
|-
| 0-81 || 1
|-
| 81-625 || 2
|-
| 625-2401 || 3
|-
| 2401-6561 || 4
|-
| 6561-14641 || 5
|-
| 14641+ || 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.
{{SpoilerBox}}
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions.
{{SpoilerBoxEnd}}


Whenever a nation's GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.
===== Effects of a Coup =====


==== Monthly Investment Points ====
When a nation undergoes a coup for any reason, the following changes occur:
These represent the nation's economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation's GDP and reduced by the number of armies it fields and by high levels of unrest.
# The nation is removed from its [[Foreign Relations#Federations|federation]].
* The base value is equal to <code>(GDP in billions)^0.35</code>.
# All diplomatic cooldowns involving the nation are set to 0 days.
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest above 2, capping at -80% at 10 unrest.
# 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.
* Navies decrease Monthly Investment Points by 0.5 per navy.
# The nation's {{TV|democracy}} is changed by a random amount between -2 and 1.
* Armies stationed in their home regions decrease Monthly Investment Points by 0.5 per army.
# The nation's {{TV|unrest}} is changed by a random amount between -3 and 0.
* Armies stationed in another region decrease Monthly Investment Points by 1 per army.
# The nation's {{TV|cohesion}} is changed by a random amount between -1 and 1.
The overall formula is (GDP in billions)^0.35 * (1 - max(unrest-2, 0)/10) - 0.5*(# navies) - 0.5*(# idle armies at home) - 1*(# other armies).
# 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.


The value can be significantly increased during a turn by assigning a councilor to Advise the nation. The n-th advisor adds +(Advisor Admin / n)% to the Monthly Investment Points.
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.


==== Per Capita GDP ====
===== Effects of a Revolution =====


<blockquote>
{{SpoilerBox}}
A nation's per-capita GDP is its '''Gross Domestic Product''' divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people's needs are not being met.<br/><br/>Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.
</blockquote>
{{SpoilerBoxEnd}}
~ Terra Invicta Codex, 0.4.85.


In a nation with 50 million population, the Economy priority increases the GDP per capita by:
When a human nation undergoes a revolution, the following changes occur:
* 3 (Base value), slightly increased by certain global Techs.
# The nation is removed from its [[Foreign Relations#Federations|federation]].
* +1.5 per Resource Region.
# All diplomatic cooldowns involving the nation are set to 0 days.
* +1.5 per Core Economic Region.
# All [[Nations#Control_Points|control points]] in the nation are emptied.
* +0.5 per Government.
# 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.
* +1 per Education.
# 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.
In nations with smaller or larger populations, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.
# 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.


This means that for maximum GDP growth, you want more democracy, more education, as well as as many economic and resource regions as possible.
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.


It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet's climate stability. Climate change has a negative effect on GDP that is increased by Inequality.
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 Per Region====
=== 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.


When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends regions with colonies have 50% the people who actually live there, and that resource and core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core economic and resource states than in "regular" regions, and are lower in colonies.  
GDP per capita ("[[GDPPC]]") is the GDP divided by {{TV|pop}}, and it has impacts on {{TV|research}}, {{TV|unrest}}, {{TV|sustainability}}, and [[corruption]].  


This has a great effect on population growth as described in the first section, as the GDP per capita calculation in that section is per region. It also affects the amount of Mission Control cap that can be built in each region.
For detailed mechanics, see [[GDP]].


=== Education ===
=== Education ===


<blockquote>
<blockquote>
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.
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 population:
In a nation with {{TV|pop|50 million}}:
* Education increases by 0.005 whenever the Knowledge priority is completed.
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.
** Multiplied by 8.5 / Education if Education < 8.5.
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} < 8.5.
** Multiplied by 12 / Education if Education > 12.
** Multiplied by 12 / {{TV|education}} if {{TV|education}} > 12.
* Education decreases by 0.001 whenever the Unity priority is completed.
* 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 populations, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.
* 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"
! [[File:ICO education.png|25px]] Education !! Score range
! {{TV|education}} !! Score range
|-
|-
| Limited || 0-5
| Limited || 1-5
|-
|-
| Developing || 5-8
| Developing || 5-8
Line 235: Line 485:
|}
|}


Education is one of the largest factors influencing national research output aside from population.
{{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 0.4.84, a nation's research output is calculated as:
As of Version RC6, the {{TV|national research}} output is calculated as:
[[File:ResearchMonth.png]]
<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 12 + Education Score. Capped at Population / 2000.
A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000.


B) Population in millions.
B) {{TV|pop}} in millions.


C) If the GDP per capita is $30000 or lower, use the number (GDPPC/15000)^0.6.
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6.


If the GDP per capita is higher than $30000, use 1.5157166 + 0.90942997 * (ln(GDPPC/15000) - 0.6931472) instead.
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 ln2.
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))


D) Scales by education squared, then linearly at 12: Education * Max(Education, 12)
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]]


E) Scales by the sixth root of Democracy, with a floor of 1 at 1 Government: Max(Government<sup>0.16666667</sup>, 1) (maximum of ~1.4678).
D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12)


F) 75% efficient at 10 and 0 Cohesion, scales linearly to 125% at 5 Cohesion.
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).


G) 100% efficient at 0 unrest and 0% efficient at 10 unrest, scales with unrest squared: 1-(unrest<sup>2</sup>)/100
F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}.


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).
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 {{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.
<blockquote>
Completing the Mission Control priority grants one Mission Control to the nation. New facilities will tend to go in regions that already have Mission Control facilities. A region's Mission Control maximum capacity is a function of the region's GDP and education.
</blockquote>
~ Terra Invicta Codex, 0.4.85.
 
This is Mission Control that the nation is providing each month to be distributed to owners of its control points.
 
Whenever the Mission Control priority is completed, a random region in the nation is selected to increase its Mission Control by 1. This random selection is slightly weighted to favor capital and core economic regions over colony regions. It cannot select regions that are currently occupied by war enemies. It also cannot select any regions that have reached (or exceeded) their Maximum Mission Control.
 
The Maximum Mission Control of a region is calculated as 1 + [[#GDP_Per_Region|Region GDP]] in billions / Max(200, 300 - 6 * [[Nations#Education|Education]]), rounded down to the nearest integer.
 
In practice, this formula is dominated by the region Population and nation GDPPC factors, so players who wish to rapidly increase their nation's Maximum Mission Control should focus on the Economy priority over the Knowledge priority.


=== 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}}.


<blockquote>
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]].
The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation's total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.
</blockquote>
~ Terra Invicta Codex, 0.4.85.
 
This is Boost that the nation is providing each month to be distributed to owners of its control points.
 
Whenever the Boost priority is completed, a random region in the nation is selected to increase its Boost production. This random selection is heavily weighted to favor the regions that already produce the most Boost, with a slight preference for regions that would gain more Boost production when selected. It also heavily prefers regions that are not currently occupied by war enemies.
 
The amount of Boost production a region gains depends on the latitude of its Launch Facility. Specifically, the region's annual Boost production increases by 0.4 - (Launch Facility Latitude / 250).
 
So the worst regions are Iceland and Arkhangelsk, whose Launch Facility Latitudes of 65 mean that each only gains 0.14 annual Boost production when selected. Whereas the best regions are the 26 regions with Launch Facilities that are practically on the Equator: each gains 0.4 annual Boost production when selected.
 
'''Note''': Nations that are part of a [[Nations#Federations|Federation]] will share their boost with all other [[Nations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Nations#Federations|Federation]]'s total boost, with each nation's share being proportional to (the number of its control points) ^ 3.


=== Funding ===
=== Funding ===
Line 305: 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 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.  
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 Funding priority is completed.
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 in billions multiplied by 5.
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 a [[Nations#Federations|Federation]] will share their funding with all other [[Nations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Nations#Federations|Federation]]'s total funding, with each nation's share being proportional to (the number of its control points) ^ 3.
'''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]].  
 
Miltech is increased by 0.00125 whenever the Miltary priority is completed. This is further increased for nations that are falling behind on Miltech. Specifically, the effect is multiplied by (best Human Nation's Miltech / this nation's Miltech).
 
Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.
 
Miltech score ranges from 2 to infinity. The Miltech age also determines the visual appearance of armies.
{| class="wikitable" style="text-align: center;"
! Score range
| 2-3 || 3-4 || 4-5 || 5-6 || 6-7 || 7-infinity
|-
! [[File:ICO army level.png|25px]] Miltech age
| '''Industrial Age'''<br>[[File:Army Tech2.png|110px]]
| '''Atomic Age'''<br>[[File:Army Tech3.png|110px]]
| '''Information Age'''<br>[[File:Army Tech4.png|110px]]
| '''Robotics Age'''<br>[[File:Army Tech5.png|110px]]
| '''Invasion Age'''<br>[[File:Army Tech6.png|110px]]
| '''Fusion Age'''<br>[[File:Army Tech7.png|110px]]
|}
 
Initially the Miltech score is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:
* [[File:Tech info icon.png|24px]] Cybernetics
* [[File:Tech info icon.png|24px]] Applied Artificial Intelligence
* [[File:Tech material icon.png|24px]] Next-Generation Aerospace
* [[File:Tech material icon.png|24px]] Diamondoids
* [[File:Tech military icon.png|24px]] Terrestrial Military Science
* [[File:Tech military icon.png|24px]] Networked Global Defense
* [[File:Tech military icon.png|24px]] Coilguns
* [[File:Tech military icon.png|24px]] Trans-Interface Warfare
* [[File:Tech military icon.png|24px]] Future Tech: Military Science


=== 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.


<blockquote>
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]].
Armies are powerful and expensive assets that belong to nations. Each army represents multiple divisions of troops, air support, and a logistics train sufficient for the unit to take and hold territory outside their home nation's borders.<br/><br/>Naval armies are supported by a combat and transport fleet, and are able to cross oceans if the nation's naval score exceeds that of its enemies.<br/><br/>Armies are bound to a particular control point in a nation; the owner of that control point commands the army's actions. Use of armies on foreign soil are subject the nation's relations; they may be stationed in allied nations and only enter the territory of hostile nations during war.<br/><br/>Each nation may have one army per region it controls; if a region joins another nation, any armies based in that region will belong to the new nation.
</blockquote>
~ Nation UI Tooltip for Armies, Terra Invicta, 0.4.86.


An army needs two things: people and land.
=== Navies ===
* Each army needs its own unique home region that is:
** Not shared by any other army.
** Not a colony region.
** Not occupied by enemy forces.
* Each army needs 25 million population in the nation.
** Except the first army of each nation gets a discount: it only needs 5 million population.


Some nations do not begin with any military, and must first complete the Found Military priority before they can build any armies.
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}}.
 
=== Navies ===
A nation's naval score is calculated by the number of navies it has attached to its armies multiplied by the nation's military technology score.


There are three possible navy states:
There are three possible navy states:
Line 372: 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.


A nation can only build navies if one of the following is true:
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur.
* It has at least 4 control points.
 
* It has 3 control points and at least 40000 GDPPC.
{{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 ===
=== 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.
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 attack.
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 ===
=== Estimated Military Strength ===
Line 389: Line 596:
! Category !! Conditions !! Multipliers
! Category !! Conditions !! Multipliers
|-
|-
| Number of Regions of X || Not Fully Occupied || [[Nations#Miltech|Miltech]] of X × 0.7
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7
|-
|-
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || [[Nations#Miltech|Miltech]] of X × 3 × Average Remaining Health % of the Armies
| 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
| Number of [[Nations#Navies|Navies]] of X || || 1
|-
|-
| [[Nations#Unrest|Unrest]] Value of X || || -1
| {{TV|unrest}} Value of X || || -1
|-
|-
| X has any [[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100
|-
|-
| Number [[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5
| 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 2.8 [[Nations#Miltech|Miltech]], 1 region, 1 [[Nations#Armies|Army]], 0 [[Nations#Navies|Navies]], 0 [[Nations#Unrest|Unrest]], and 1 [[Nations#Strategic_Nuclear_Barrages|Nuke]]. So its estimated military strength is the sum of:
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 × 2.8 × 0.7 = 1.96
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96
* 1 × 2.8 × 3 × 100% = 8.4
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4
* 0 × 1 = 0
* {{TV|navies|0}} × 1 = 0
* 0 × -1 = 0
* {{TV|unrest|0}} × -1 = 0
* 1 × 100 = 100
* 1 (has nukes) × 100 = 100
* 1 × 5 = 5
* {{TV|nuke|1}} × 5 = 5
So it has an estimated military strength of 115.36.
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 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.
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 international relations. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.
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 425: 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 population to lowest.
# The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} to lowest.
# The Resource regions, from highest population to lowest.
# The {{icon|oil|bgcolor=DarkSlateGray}}{{icon|resource region|bgcolor=DarkSlateGray}}Resource regions, from highest {{TV|pop}} to lowest.
# The Non-Colony regions, from highest population to lowest.
# The Non-Colony regions, from highest {{TV|pop}} to lowest.
# The Colony Regions, from highest population to lowest.
# The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest.


The amount of IP needed to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100.
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 ===
=== Exofighters ===


Human nations can build exofighters after [[Orbital Fighters]] is researched.
Human nations can build {{icon|exofighter}}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:
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 Exofighters.
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters.
* If any remaining region has zero Exofighters, then pick the one with the highest Boost production.
* 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 Boost production divided by the number of Exofighters already in the region.
* 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 Exofighters of a region is calculated as:
The Maximum {{icon|exofighter}}exofighters of a region is calculated as:
* 0 if the Monthly Boost Production is less than 1.
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1.
* Min(64, Monthly Boost Production / 4), rounded up to the nearest integer.
* 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 population:
In a nation with {{TV|pop|50 million}}:
* Cohesion changes by 0.01 towards the central value of 5 whenever the Knowledge priority is completed.
* {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed.
* Cohesion increases by 0.1 whenever the Unity priority is completed.
* Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}.
** This is reduced by 0.005 per [[Nations#Education|Education]].
** This is reduced by 0.005 per {{TV|education}}.
** This is reduced by 0.005 per [[Nations#Government|Government]].
** This is reduced by 0.005 per {{TV|democracy}}.
** This cannot be reduced below 0.025.
** This cannot be reduced below 0.025.
* If [[Nations#Government|Government]] > 5, then Cohesion decreases by 0.025 per [[Nations#Government|Government]] over 5 whenever the Oppression priority is completed.
* 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 populations, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.
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.


Cohesion moves 0.1 per month towards its resting point. In nations with high inequality, cohesion can decrease even faster, up to 0.25 per month towards its resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.
{{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>


Cohesion score ranges from 0 to 10:
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.
{| class="wikitable"
 
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects
{{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" style="text-align:center;"
|-
! {{TV|cohesion}} !! Score range  
|-
|-
| Fragmented || 0-1 || rowspan=4 | Unrest increases
| Fragmented || <1  
|-
|-
| Fractured || 1-2
| Fractured || <2
|-
|-
| Sectarian || 2-3
| Sectarian || <3
|-
|-
| Polarized || 3-4
| Polarized || <4
|-
|-
| Competitive || 4-5 || rowspan=3 | Research increases
| Competitive || <5  
|-
|-
| Diverse || 5-6
| Diverse || <6
|-
|-
| Integrated || 6-7
| Integrated || <7
|-
|-
| Homogenous || 7-8 || rowspan=4 | Unrest decreases<br>Ability to resist occupation increases
| Homogenous || <8  
|-
|-
| Dominated || 8-9
| Dominated || <9
|-
|-
| Hegemonic || 9-10
| Hegemonic || <10
|-
|-
| Monolithic || 10
| Monolithic || 10
|}
|}
==== Current cohesion ====
If a nation's current cohesion is different from its rest point, it will shift by +/- 0.1 per month until it reaches the rest point. In nations with high inequality, the decrease is sped up, up to a maximum of -0.25 per month. It can also be actively changed by events, or by player actions. It is:
<span style="color:green;">'''raised by:'''</span>
* Investment in the Unity priority
* Declaring war on an ''established'' rival (provided: the nation was at peace before declaring the war, its current cohesion is 2–8, and one of nations involved is not democratic)
* Getting declared war upon, while having at least 2 cohesion.
<span style="color:orange;">'''centered by:'''</span>
* Investment in the Knowledge priority
<span style="color:red;">'''lowered by:'''</span>
* Declaring war on a ''new'' rival
* Destruction of armies
* Investment in the Oppression priority when Government > 5.


==== Resting Cohesion ====
==== Resting Cohesion ====


Resting cohesion depends on the following factors:
{{TV|base cohesion}} depends on the following factors:


{| class="wikitable"
{| class="wikitable"
Line 513: Line 717:
| Base || Always || 16
| Base || Always || 16
|-
|-
| rowspan="2" | [[File:ICO inequality.png|25px]] [[Nations#Inequality|Inequality]]
| 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 education.png|25px]] education/20) × 2.25 × [[File:ICO inequality.png|25px]]inequality
| [[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 education.png|25px]] education/20) × (3.25 × [[File:ICO inequality.png|25px]]inequality - 4.75)
| [[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)
|-
|-
| GDPPC
| {{TV|gdppc}}
| Always
| Always
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by (1 - (GDPPC / Highest GDPPC in last 10 years)) × [[File:ICO inequality.png|25px]]inequality
| [[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>.
|-
|-
| [[Nations#Population|Population]]
| >1 [[Regions|Region]] in Nation
| Always
| [[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 in millions)<sup>0.2</sup>
|-
|-
| Population Distribution
| {{icon|pop}}Population Distribution
| Always
| Always
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 0.0025 per km distance between the nation's capital and the nation's population center. Capped at -7.5.
| [[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 🏛. Capped at 3.
| [[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 Cohesion Bonus.
| [[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 🏛. Capped at 3 - War Cohesion Bonus.
| [[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 554: 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" | 🏛 [[Nations#Government|Government]]
| rowspan="4" | {{TV|democracy}}
| ≤ 3.5
| ≤ 3.5
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by (3.5<sup>1.5</sup> - 🏛<sup>1.5</sup>) × ((10 - [[Nations#Unrest|Unrest]]) / 10)
| [[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 < 🏛 ≤ 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 < 🏛 ≤ 6.5  
| 5 < {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5  
| [[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 × ({{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 × (🏛 - 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 × ({{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, the resting point of Cohesion is
In other words, {{TV|base cohesion}} is:


<span style="color:green;">'''raised by:'''</span>
<span style="color:green;">'''raised by:'''</span>
* Low [[Nations#Government|Government]] score, weaker when Unrest is high.
* Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high.
* War enemies that either have <6 Government or our nation has <6 Government. Capped at 3.
* 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 Government or our nation has <6 Government. Capped at 3 - the amount already given by the War Cohesion Bonus.
* 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 [[Nations#Government|Government]] score.
* High {{TV|democracy}} score.


<span style="color:orange;">'''changed by:'''</span>
<span style="color:orange;">'''changed by:'''</span>
Line 582: Line 793:


<span style="color:red;">'''lowered by:'''</span>
<span style="color:red;">'''lowered by:'''</span>
* Medium [[Nations#Government|Government]] score.
* Medium {{TV|democracy}} score.
* High [[Nations#Inequality|Inequality]] score, stronger when [[Nations#Education|Education]] is 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.
* [[Nations#Population|Population]].
* {{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 factions that own the control points.
* 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}}.
=== Public Opinion ===


<blockquote>
==== Notable Effects of Cohesion ====
The people of Earth all hold a particular viewpoint about the alien arrival. But people are malleable, and events and propaganda can sway them to a different point of view.


These viewpoints track with the ideologies of each faction, along with an "undecided" viewpoint in the middle of all of them. Ideologies have a position relative to each other; when events have a chance to change someone's opinion, they will typically move to something nearby -- a Resistance supporter could see their views radicalize to those of Humanity First, or soften to being simply undecided, for example.
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}.
* 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}}.


Public support for your faction is a primary source of the influence resource. You will also receive bonuses on missions in nations where a large portion of the public is on your side.
==== Underflowing Cohesion ====


A potential mover of public opinion are atrocities committed by a faction. Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the public opinion penalty increases dramatically.
If {{TV|cohesion}} would ever be reduced below 0, then it '''underflows'''. This section discusses the effects of such an underflow.
</blockquote>
~ Terra Invicta Codex, 0.4.85.


Public support for a faction provides many benefits, including but not limited to:
In a nation with {{TV|pop|50 million}}:
; Influence Income
* {{TV|democracy}} is reduced by <code>Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.</code>
: For every one million supporters a faction possesses, their annual Influence income is increased by 0.5.
* {{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>
: This bonus applies even if the faction does not possess any of the nation's control points.
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.
: With over 8 billion people on Earth, a faction with high public support around the globe could earn more than 200 Influence every month, just from their public support.
; Councilor Mission Support
: Most councilor missions that attempt to gain or maintain control of the nation have mission modifiers based on the nation's public opinion. Public support for a faction makes such missions significantly easier for them, and significantly harder against them.
: This is especially true in highly democratic nations.
: Specifically, the mission modifier has X points, where X = (10 + Government) * public support fraction for the faction.
; Preventing Organic Coups
: In very rare cases, high [[Nations#Corruption|Corruption]] in a nation can lead its elites to organically launch a coup even without outside intervention, if they are not sufficiently appeased by investments into the Spoils priority.
: But high public support (>65%) for the faction that owns the nation automatically prevents such organic coups from occurring.
; Post-Revolution Changes
: Whenever a revolution occurs in a nation, public support for the old control point owners is compared to public support for the new control point owners. If the new owners are significantly more popular with the public, the nation can experience large benefits: increased cohesion, reduced unrest, and reduced inequality.
; Cohesion Rest Value
: Public opinion affects the Cohesion Rest Value of a nation in two ways.
: First, factions that own a nation will find the nation to be significantly less cohesive when the public does not support them. This is represented as an X point penalty to the nation's Cohesion Rest Value, where X is twice the ideological distance between the average ideology of the factions that own the nation's control points and the population-weighted average ideology of the public.
: Note: ideological distance is calculated using good old pythagoras.
: Second, a public with wildly differing views is naturally far less cohesive than a public that bands together to support one ideology. This is represented as an X point penalty to the nation's Cohesion Rest Value, where X is calculated as follows:
: 1. Set X to be the public opinion's standard deviation.
: 2. Divide X by the worst possible standard deviation (this is when the two most different ideologies are each supported by exactly half the public).
: 3. Subtract 0.5 from X.
: 4. Multiply X by 6.
: Note: X can actually be negative, meaning that the Cohesion Rest Value can actually be increased by a highly unified public opinion.


==== Changing Public Opinion ====
=== 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]]).
A nation's public opinion can be changed by applying Propaganda to it. Each piece of propaganda is defined by two things: the '''faction ideology''' it is aimed at, and the '''strength''' of the propaganda. For example, a typical public campaign mission applies Propaganda for the councilor's faction, with a strength of roughly 10.
 
===== How Propaganda Works =====
 
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Faction Ideology Chart]]
 
Whenever Propaganda of strength X for a faction F is applied on a nation, the population of the nation is split into roughly (population / 100) ^ 0.5 groups, where each group fully supports one ideology. Then for each group:
* Nothing happens if any of the following are true:
** X >= 0 and the group already supports faction F. Because this is just preaching to the choir.
** X < 0 and the group does not support faction F.
** An X% chance roll fails, indicating that the propaganda failed to convince the group.
* If X >= 0, then:
** There is a 10/X chance that the group's ideology moves towards F's ideology by 1 unit, then moves to the closest matching ideology.
** Otherwise the group's ideology moves towards F's ideology by 2 units, then moves to the closest matching ideology.
* If X < 0, then:
** There is a 10/X chance that the group's ideology moves by 1 unit in a completely random direction away from F (but in 3 dimensions), then moves to the closest matching ideology.
** Otherwise the group's ideology is moved to a completely random coordinate within a square of length 2 that is centered on the group's original ideology, and then the group moves to the closest matching ideology.
 
===== Sources of Propaganda =====


These include but are not limited to:
For details, see [[Public Opinion]].
; A Successful Councilor Public Campaign
: Applies propaganda for the councilor's faction with strength X, where X is calculated as:
: 1. Set X = 10.
: 2. If the mission is a critical success, multiply X by 2.
: 3. Add the Earth Interface Hab Module bonus from Broadcast Outlets, Communications Hubs, and Media Centers to X (capped at +9).
: 4. Multiply X by 115% if [[Appeal to Hope Messaging]] has been researched. (Only available to [[The Resistance]], [[Project Exodus]], and [[The Academy]].)
: 5. Multiply X by 125% if [[Appeal to Fear Messaging]] has been researched. (Only available to [[Humanity First]], [[The Initiative]], [[The Protectorate]], and [[The Servants]].)
{{SpoilerBox}}
: 6. Multiply X by 125% if [[Enslave the Masters]] has been researched. (Only available to [[The Initiative]].)
{{SpoilerBoxEnd}}
: 7. Add a random value between -3.5 and +3.5 to X.
; A Unity Priority Completion
: Applies propaganda for each faction that owns any of the nation's control points.
: Propaganda strength is 5 multiplied by the number of control points owned by the faction, but the Religion control point counts as 4 control points.
: Propaganda strength is also affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].
; A Spoils Priority Completion
: Applies propaganda for each faction that owns any of the nation's control points.
: Propaganda strength is ([[Nations#Education|Education]] + [[Nations#Government|Government]]) multiplied by -0.125 multiplied by the fraction of the nation's control points owned by the faction.
; An Army Destroyed
: Applies propaganda for the faction that controlled the army on the home nation of the army.
: Propaganda strength is [[Nations#Government|Government]] multiplied by -1.
; A Martyr Councilor Killed
: Applies propaganda for the councilor's faction on every nation.
: Propaganda strength is 35.
; An [[Factions#Atrocity|Atrocity]] Committed
: Applies propaganda with strength X for the faction responsible on every nation, where X is calculated as:
: 1. Set X to the total number of atrocities committed by the faction, including the newest atrocity.
: 2. Multiply X by -0.333.
: 3. Divide X by 2 if [[Total War Framing]] has been researched. (Only Available to [[Humanity First]], [[The Initiative]], and [[The Servants]].)
; [[Publicize Alien Threat]] Researched
: Applies propaganda with strength 10 for the faction responsible on every nation.
: Only Available to [[Humanity First]], [[The Resistance]], and [[Project Exodus]].


=== Sustainability ===
=== Sustainability ===
Line 689: Line 828:
~ Terra Invicta Codex, 0.4.85.
~ Terra Invicta Codex, 0.4.85.


In Terra Invicta, every nation has a Pollution Multiplier that caps at 10. This Pollution Multiplier multiplies:
In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies:
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|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 [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the Spoils priority.
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}.


The Pollution Multiplier initially cannot go below a minimum value of 0.3325. But researching all of the following technologies would reduce this minimum value down to the limit of 0:
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 700: 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 population:  
In a nation with {{TV|pop|50 million}}:  
* The Pollution Multiplier increases by 0.0005 whenever the Spoils priority is completed.
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.
** This is further increased by 0.0005 per Resource Region.
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.
* The Pollution Multiplier decreases by -0.005 whenever the Environment priority is completed.
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.
** Multiplied by the Pollution Multiplier / 2 if the Pollution Multiplier > 2.
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} > 2.
** Multiplied by Max(0.25, the Pollution Multiplier / 0.5) if the Pollution Multiplier < 0.5.
** 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 populations, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.
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 Sustainability value is calculated as:
A nation's {{TV|sustainability}}value is calculated as:
* 10 if the Pollution Multiplier = 0.
* 10 if {{TV|pollution multiplier}} = 0.
* 9.99+ if (1 / the Pollution Multiplier) > 9.99.
* 9.99+ if (1 / {{TV|pollution multiplier}}) > 9.99.
* 9.9+ if (1 / the Pollution Multiplier) > 9.9.
* 9.9+ if (1 / {{TV|pollution multiplier}}) > 9.9.
* 1 / the Pollution Multiplier otherwise.
* 1 / {{TV|pollution multiplier}} otherwise.


Once a nation's Sustainability value reaches 10 (its Pollution Multiplier reaches 0), the Environment priority will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere.  
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 population is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the Environment priority is completed is now multiplied by (the nation's population / 50 million) ^ 0.35.
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_Change|Climate]] should aim to make the most populated nations reach Sustainability 10, and then heavily invest into the Environment priority.
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 730: Line 869:
~ Terra Invicta Codex, 0.4.85.
~ Terra Invicta Codex, 0.4.85.


In a nation with 50 million population:
In a nation with {{TV|pop|50 million}}:
* Inequality increases by 0.00015 whenever the Economy priority is completed.
* 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.
* Inequality increases by 0.0025 whenever the Spoils priority is completed.
* 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.
* Inequality decreases by 0.005 whenever the Welfare priority is completed.
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.
In nations with smaller or larger populations, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.
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"
! [[File:ICO inequality.png|25px]] Inequality !! Score range
! {{TV|inequality}} !! Score range
|-
|-
| Very Low || 1-2
| Very Low || 1-2
Line 755: Line 894:
|}
|}


'''Note''': Whenever a nation's Inequality would grow beyond 9, the excess amount is instead subtracted from Cohesion and added to Unrest.
'''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 is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then coups become easier to perform against the nation, to the point where they might even naturally occur without any faction's involvement. Conversely, spoiling more than the elites want will cause them to protect your nation from councilor coup attempts.


As of 0.4.84, corruption is calculated as follows:
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.


[[File:Corruption.png]]
Corruption for human nations is calculated as follows:
 
In other words, for human nations, corruption is calculated as follows:
* 50% base value.
* 50% base value.
* Decreased by 2.65515% for every point of Government score.
* Decreased by 2.65515% for every point of {{TV|democracy}}.
* Decreased by 0.57342% for every point of Cohesion.
* Decreased by 0.57342% for every point of {{TV|cohesion}}.
* Decreased by 2.748746667% for every 10k GDP per capita.
* 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 Investment Points, which represent surplus economic capital generated by the nation.
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 investment Points into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.
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.


Investment points are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of investment going to a particular priority depends on the total number of weights set for a particular control point.
{{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.


Investment Points gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.
{{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 789: Line 929:


{| class="wikitable"
{| class="wikitable"
! Priority !! IPs !! Requirements !! Effects !! [[Nations#Population_Scaling_for_Nation_Stat_Changes|Pop Scaled]]
! 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
| [[Nations#Per_Capita_GDP|GDPPC]] [[File:ICO arrow green.png|24px]] by 3 + 1.5 per Resource Region + 1.5 per Core Economic Region + 0.5 × [[Nations#Government|Government]] + [[Nations#Education|Education]]
| {{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
|-
|-
| [[Nations#Inequality|Inequality]] [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per Resource Region || 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 upgraded into Core Economic, Mining or Oil Regions after sufficient investment || No
| [[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
|-
|-
| Metal and Noble Metal [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || 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 | None
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None
| [[Nations#Inequality|Inequality]] [[File:ICO arrow green down.png|24px]] by 0.005 || Yes
| {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes
|-
|-
| Regions may lose Colony status after sufficient investment || No
| 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 [[Nations#Sustainability|Sustainability]] || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted
| {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted
|-
|-
| <10 [[Nations#Sustainability|Sustainability]]
| {{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 816: Line 956:
| Yes
| Yes
|-
|-
| [[Transform Phages]] researched || Regions may lose a layer of Fallout after sufficient investment || No
|  
* {{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
|  
|  
[[Nations#Education|Education]] [[File:ICO arrow green.png|24px]] by 0.005  
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005  
* × 8.5 / [[Nations#Education|Education]] if [[Nations#Education|Education]] < 8.5
* × 8.5 / {{TV|education}} if {{TV|education}} < 8.5
* × 12 / [[Nations#Education|Education]] if [[Nations#Education|Education]] > 12
* × 12 / {{TV|education}} if {{TV|education}} > 12
| Yes
| Yes
|-
|-
| [[Nations#Cohesion|Cohesion]] centered by 0.01 || 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
|-
|-
| [[File:ICO government priority.png|50px]] Government || 1 || None || [[Nations#Government|Government]] [[File:ICO arrow green.png|24px]] by 0.001 per [[Nations#Education|Education]] || 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=3 | [[File:ICO unity priority.png|50px]] Unity || rowspan=3 | 2 || rowspan=3 | None
| rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None
|  
|  
[[Nations#Cohesion|Cohesion]] [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × [[Nations#Education|Education]] - 0.005 × [[Nations#Government|Government]])
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}})
| Yes
| Yes
|-
|-
| [[Nations#Education|Education]] [[File:ICO arrow red down.png|24px]] by 0.001 || Yes
| {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes
|-
|-
|  
|  
Line 842: Line 989:
| Yes
| Yes
|-
|-
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || [[Nations#Miltech|Miltech]] [[File:ICO arrow green.png|24px]] by 0.00125 / [[Nations#Miltech|Miltech]] × Best Human Nation's [[Nations#Miltech|Miltech]] || No
| 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
| [[Nations#Government|Government]] [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes
|-
|-
| [[Nations#Unrest|Unrest]] [[File:ICO arrow green down.png|24px]] by 0.1 - [[Nations#Government|Government]] / 100 || 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 [[Nations#Government|Government]] || [[Nations#Cohesion|Cohesion]] [[File:ICO arrow red down.png|24px]] by 0.025 × ([[Nations#Government|Government]] - 5) || Yes
| 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
| [[Nations#Inequality|Inequality]] [[File:ICO arrow red.png|24px]] by 0.0025 + 0.001 per Resource Region || Yes  
| {{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  
|-
|-
| [[Nations#Government|Government]] [[File:ICO arrow red down.png|24px]] by 0.0005 || 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 × ([[Nations#Education|Education]] + [[Nations#Government|Government]]) × fraction of control points owned by faction
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 + 0.0005 per Resource Region || Yes
| [[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 867: Line 1,016:
| Control Points Not Cracked
| Control Points Not Cracked
|
|
Each Faction's Money [[File:ICO arrow green.png|24px]] by (5 × IP + 5 per Resource Region + 2.5 × (10 - Government)) × fraction of control points owned by faction  
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 Money Production [[File:ICO arrow green.png|24px]] by 10 + (the nation's GDP in billions)^0.25 / 2, rounded to the nearest integer || No
| [[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 || Spaceflight Program Completed in Nation || Annual Boost Production [[File:ICO arrow green.png|24px]] by 0.4 - (Launch Facility Latitude / 250) || No
| [[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 || Spaceflight Program Completed in [[Nations#Federations|Federation]] || Mission Control [[File:ICO arrow green.png|24px]] by 1 || No
| [[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]] Spaceflight Program || 50 || None || Annual Boost Production [[File:ICO arrow green.png|24px]] by 0.1 || No
| [[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 foundMilitary priority.png|50px]] Found Military || 40 || None  
| [[File:ICO found military priority.png|50px]] Found Military || 40 || None  
|
|
Set [[Nations#Miltech|Miltech]] to the Max of:
Set {{TV|miltech}} to the Max of:
* 2
* 2
* Worst [[Nations#Federations|Federation]] Member's [[Nations#Miltech|Miltech]] - 0.3
* Worst [[Foreign Relations#Federations|Federation]] Member's {{TV|miltech}} - 0.3
* Worst [[Nations#Alliances|Ally]]'s [[Nations#Miltech|Miltech]] - 0.3
* Worst [[Foreign Relations#Alliances|Ally]]'s {{TV|miltech}} - 0.3
* Worst Human Nation's [[Nations#Miltech|Miltech]]
* 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) Population in Millions
* >(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
|-
|-
| Metal and Noble Metal [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || 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#Per_Capita_GDP|GDPPC]]
* >4 Control Points, or 3 Control Points and {{TV|gdppc|>40000}}
* Has an Army without its own Navy
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]]
| Builds a Navy || No
| Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No
|-
|-
| Metal and Noble Metal [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || 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 developAtomicBomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 |  80 || rowspan=4 | None || Strategic Nuclear Barrages [[File:ICO arrow green.png|24px]] by 1 || No
| 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
|-
|-
| Fissile [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || 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 911: 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 || Strategic Nuclear Barrages [[File:ICO arrow green.png|24px]] by 1 || No
| 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
|-
|-
| Fissile [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || 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 buildExofighter priority.png|50px]] Build Exofighter || 10  
| [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10  
|  
|  
* [[Orbital Fighters]] researched  
* {{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.
 
{| class="wikitable" style="text-align:center;"
|-
! 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).
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 ===
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money, Influence, and/or Ops. The cost increases with the nation's GDP. If the nation was recently conquered in war, most Influence costs are halved (with the notable exception of Funding). The number of Investment Points 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.
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"
{| class="wikitable sortable" style="text-align:center;"
|+ Base Direct Investment Costs for each Nation Priority
|+ Base Direct Investment Costs for each Nation Priority
|-
|-
! Priority !! Money Cost !! Influence Cost !! Ops Cost
! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost
|-
|-
| Economy || GDPPC Increase Per Completion × Population in Millions / Required IP || 25 || 0
| {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0
|-
|-
| Welfare || 360000 / 67 × Inequality Decrease Per Completion × Population in Millions / Required IP || 100 || 0
| {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0
|-
|-
| Environment || 150000 × Pollution Multiplier Decrease Per Completion × (Population / 50 million) ^ 0.35 / Required 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
|-
|-
| Knowledge || 625 / 41 × Population in Millions / (Population / 50 million) ^ 0.35 / Required 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
|-
|-
| Government || 150000 × Government Increase Per Completion × (Population / 50 million) ^ 0.35 / Required IP || 300 || 0
| {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0
|-
|-
| Unity || 400 × (Population / 50 million) ^ 0.35 / Required IP || 300 / Required IP || 0
| {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
|-
|-
| Oppression || 0 || 50 × Max(1, Government) × Required IP / (Population / 50 million) ^ 0.35 || 30 / (1 + Min(2, MilTech / 10))
| {{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))
|-
|-
| Funding || 0 || 5 × Funding Increase Per Completion / Required IP || 0
| {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
|-
|-
| Spaceflight Program || 2800 / Required IP || 2500 / Required IP || 0
| {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
|-
|-
| Boost || 1250 / Required IP || 100 / Required IP || 0
| {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
|-  
|-  
| Mission Control || 2500 / Required IP || 800 / Required IP || 0
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
|-
|-
| Found Military || 2000 / Required IP || 2000 / Required IP || 1500 / Required IP
| {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
|-  
|-  
| Military || 250 × Miltech / Required IP || 250 / Required IP || 30 × Miltech / Required 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
|-
|-
| Build Army || 10000 × Miltech / Required IP || 3000 / Required IP || 2000 × Miltech / Required 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
|-
|-
| Build Navy || 1200 × Miltech / Required IP || 3000 / Required IP || 1500 × Miltech / Required 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
|-  
|-  
| Develop Atomic Bomb || 30000 / Required IP || 3000 / Required IP || 300 / Required 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
|-  
|-  
| Nuclear Weapons || 5000 / Required IP || 1500 / Required IP || 150 / Required 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
|-  
|-  
| Space Defenses || 2500 / Required IP || 800 / Required IP || 600 / Required 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
|-  
|-  
| Build Exofighter || 1000 / Required IP || 200 / Required IP || 150 / Required 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;"
{| class="wikitable sortable"
|+ Direct Investment Cost Multipliers
|+ Direct Investment Cost Multipliers
|-
|-
! Category !! Conditions !! Money Cost Multiplier !! Influence Cost Multiplier !! Ops Cost Multiplier
! 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
| [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1
|-
|-
| Projects || Researched || 1 - 0.15 for [[Transnational Investments]] - 0.15 for [[Adapative FDI Modeling]] || 1 - 0.25 for [[Strategic Lobbying]] - 0.25 for [[Regulatory Capture]] || 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 Oppression <br> Not Funding || 1 || 0.5 || 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  
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1  
|-
|-
| Control Point CP Cost || Not Alien Nation <br> Not Funding || 1 || 0.1 × Single Control Point CP Cost || 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 Federation <br> Not from Diversity || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)
| 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)
|-
|-
| [[Nations#Federations|Federation]] Bonus || Economy Priority Only || 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 Mining Regions || Build Army and Build Navy Priorities Only || 1 / (1 + 0.05 per Mining Region) || 1 / (1 + 0.05 per Mining Region) || 1 / (1 + 0.05 per Mining Region)
| 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 ===
=== Elites ===
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d'etat. See [[Nations#Corruption]] for details on how this percentage is calculated.


=== Nations with completed Build Army priority ===
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.
{| class="wikitable"
! Nation !! Armies !! Navies
|-
| [[File:Flag United States.png|50px]] United States of America || 6 || 6
|-
| [[File:Flag China.png|50px]] China || 4 || 2
|-
| [[File:Flag Russia.png|50px]] Russia || 3 || 1
|-
| [[File:Flag India.png|50px]] India || 3 || 0
|-
| [[File:Flag France.png|50px]] France || 1 || 1
|-
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1
|-
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0
|-
| [[File:Flag Iran.png|50px]] Iran || 1 || 0
|-
| [[File:Flag Israel.png|50px]] Israel || 1 || 0
|-
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0
|-
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0
|-
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0
|-
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0
|}
 
=== Nations with completed Space Program priority ===
The following nations at start have completed at least one Space Program priority:
{| class="wikitable"
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)
|-
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)<br>Goddard Space Flight Center (1)<br>Kennedy Space Center (1)<br>JPL Spaceflight Operations (1) || Launch Complex 39 (20)<br>Vandemburg Air Force Base (5)<br>Wallops Flight Facility (2)
|-
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)<br>Jiuquan Launch Center (3)<br>Taiyuan Launch Center (3)<br>Wenchang Spacecraft Launch Site (1.2)
|-
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)<br>Vastochny Cosmodrome (0.8)<br>Yasny Cosmodrome (0.5)
|-
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)
|-
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)
|-
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)
|-
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) ||
|-
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) ||
|-
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)
|-
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)
|-
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)
|-
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)
|-
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)
|-
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)
|}
 
=== Nations with completed Nuclear Weapons priority ===
The following nations at start have completed at least one Nuclear Weapons priority:
{| class="wikitable"
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages
|-
| [[File:Flag Russia.png|50px]] Russia || 30
|-
| [[File:Flag United States.png|50px]] United States of America || 28
|-
| [[File:Flag China.png|50px]] China || 3
|-
| [[File:Flag France.png|50px]] France || 3
|-
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3
|-
| [[File:Flag Pakistan.png|50px]] Pakistan || 2
|-
| [[File:Flag India.png|50px]] India || 2
|-
| [[File:Flag Israel.png|50px]] Israel || 1
|-
| [[File:Flag North Korea.png|50px]] North Korea || 1
|-
| [[File:Flag South Africa.png|50px]] South Africa || 0
|}


== Control Points ==
== Control Points ==
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the fourth root of the nation's GDP: <code>max(round(((GDP in billions)^0.25)/2),6)</code>.


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 economic priorities.
Control Points represent key nodes of political and economic power in a nation.  


Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.
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]].


Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction's control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.
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.


When a faction is over the control point capacity, agents from other factions get a bonus operation strength against the control points of this faction. The bonus strength is 0.333 per 1 point over the capacity (+1 strength per every 3 points over the capacity). Missions that get this bonus are: Crackdown, Purge, Enthrall Elites and Dominate Nation.
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.  


Every nation has between 1 and 6 control points, depending on their GDP. The "cost against cap" to hold the entire nation is equal to GDP ^ 0.6 / 2, divided up equally among the control points.
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.


Each faction will receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.
=== Number of Control Points ===


If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol.
The number of control points is based on the nation's [[Nations#GDP|GDP]], specifically:


To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.
<pre>Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))</pre>


To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d'Etat. It can either be performed with your councillor or happen naturally. Successful Coup d'Etat missions will turn all the CP from that nation to your faction, while Coup d'Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d'Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.
{| class="wikitable" style="text-align: center;"
 
! GDP (Bn) !! Control Points
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 [[Nations#Government|Government]] 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 Set National Policy.
* Allows setting Nation allies and rivals.
* Gives full control of Nation's Nukes.
* Gives full control of Nation's 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 joining wars, allying, and federating.
|-
| rowspan=4 | 2nd || >=5 [[Nations#Government|Government]] || Legislature ||
* If Faction also owns the Executive, then +3 Bonus Defense against all [[Purge]] and [[Dominate Nation]] Missions targeting the Executive.
* Otherwise, the faction gains +3 Bonus Attack on its [[Purge]] Missions targeting the Executive.
|-
| >=6 [[Nations#Education|Education]] and >=7 [[Nations#Cohesion|Cohesion]] || Party ||
* +3 Bonus Defense against all [[Purge]] and [[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction.
* +3 Bonus Attack on the Faction's [[Purge]] Missions targeting the each non-Executive control point.
|-
| >=6 [[Nations#Education|Education]] and <7 [[Nations#Cohesion|Cohesion]] || Oligarchs ||
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions' [[Coup]] Missions targeting the Nation.
* +3 Bonus Attack on the Faction's [[Coup]] Missions targeting the Nation.
|-
| Else || Aristocracy || +20% Nation Spoils Money Output for Faction.
|-
| rowspan=3 | 3rd || <5 [[Nations#Government|Government]] || Security Apparatus ||
* +3 Bonus Defense against all [[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation.
* +3 Bonus Attack on the Faction's [[Assassinate]], [[Crackdown]], [[Detain]], and [[Extract Councilor]] Missions within the Nation.
|-
| >=7 [[Nations#Education|Education]] || Mass Media || +3 Bonus Attack on the Faction's [[Public Campaign]] and [[Dominate Nation]] missions within the Nation.
|-
| Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for Unity Priority's Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].)
|-
|-
| rowspan=3 | 4th || <4 [[Nations#Government|Government]] || National Industries ||
| 0-15.4 || 1
* +3 Bonus Defense against all [[Hostile Takeover]] Missions targeting orgs owned by the Faction within the Nation.
* +3 Bonus Attack on the Faction's [[Hostile Takeover]] Missions within the Nation.
|-
|-
| <3.5 [[Nations#Inequality|Inequality]] and >10000 [[Nations#Per_Capita_GDP|GDPPC]] and >7 [[Nations#Education|Education]] || Trade Unions || Orgs based in the same nation cost 20% less influence for Faction.
| 15.4-263 || 2
|-
|-
| Else || Corporations || Orgs based in the same nation cost 20% less money for Faction.
| 263-1701 || 3
|-
|-
| rowspan=4 | 5th || >6 [[Nations#Cohesion|Cohesion]] || Bureaucracy || +3 Bonus Attack on the Faction's [[Control Nation]] missions within the Nation.
| 1701-6869 || 4
|-
|-
| >3 [[Nations#Cohesion|Cohesion]] || Regional Authorities || +3 Bonus Attack on the Faction's [[Stabilize Nation]] missions within the Nation.
| 6869-20944 || 5
|-
|-
| >1 [[Nations#Cohesion|Cohesion]] or <7 [[Nations#Unrest|Unrest]] || Identity Blocs || +3 Bonus Attack on the Faction's [[Increase Unrest]] missions within the Nation.
| 20944+ || 6
|-
| Else || Warlords || +6 Bonus Attack on the Faction's [[Increase Unrest]] missions within the Nation.
|-
| rowspan=5 | 6th || >9 [[Nations#Government|Government]] and >9 [[Nations#Education|Education]] || Knowledge Sector || +5% [[Nations#Research|Nation Research]] Output for Faction.
|-
| >6 [[Nations#Cohesion|Cohesion]] and Nation has a rival or war enemy which has at least the same number of control points. || Defense Sector || Faction's Armies that belong to this Nation gain +0.005 daily heal rate.
|-
| >6 [[Nations#Government|Government]] and >7 [[Nations#Education|Education]] || Financial Sector || +5% Nation Funding Money Output for Faction.
|-
| Nation has at least 1 Resource Region || Extractive Sector || Nation Spoils Money Output for Faction increased by 2 × Number of Resource Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.
|-
| Else || Agricultural Sector || Nothing.
|}
|}


== Gaining Regions ==
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.


One of the fastest ways to improve a nation is to simply gain control over more regions, taking them from whatever nations previously controlled these regions. However, Terra Invicta takes place in an era where it is no longer acceptable for nations to arbitrarily expand their territories through mere military might.
Whenever a nation's GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.
 
Instead, a nation can only take a region if it has a '''claim''' on it. This claim represents a sufficient set of justifications (typically via a combination of historical, ethnic, geographical, and other factors) that the nation can use to argue that its control over a region is acceptable.
 
Notably, the set of claims that a nation has can grow throughout the course of a campaign. There are several social science projects that add new claims and even new nations. Additional claims can also be acquired via peaceful unifications (discussed below).
 
=== Methods for Transferring Regions ===
 
The following subsections discuss each of the possible methods by which a nation can gain control over more regions.
 
==== Grant Independence ====
 
Once a faction has consolidated executive control over a nation X, it may perform a [[Set National Policy]] councilor mission in the capital region of X to grant independence to a human nation Y with no regions if the following are true:
* Y has a claim on its desired capital region.
* The desired capital region of Y is not currently the capital region of X.
* X currently controls the desired capital region of Y.
 
When this national policy is passed, every non-capital region of X that Y has a claim on will be transferred to Y. In addition, the following effects also occur:
* If X has less than 5 [[Nations#Cohesion|Cohesion]], then reduce [[Nations#Unrest|Unrest]] in X by (0 to 3) × Fraction of Population that X gave to Y.
* If X has less than 5 [[Nations#Cohesion|Cohesion]], then reduce [[Nations#Unrest|Unrest]] in Y by 0 to 3.
* Increase [[Nations#Cohesion|Cohesion]] in X by (0 to 2) × Fraction of Population that X gave to Y.
* Increase [[Nations#Cohesion|Cohesion]] in Y by 1 to 3.
* Every rival of X also becomes a rival of Y.
* Every ally of X also becomes an ally of Y.
* X and Y become allies.
 
Note: It is also possible to grant independence to breakaway nations, but no regions are transferred when this happens, so that is not discussed in this subsection.
 
==== Cede Territory ====
 
Once a faction has consolidated executive control over a nation X, it may perform a [[Set National Policy]] councilor mission in the capital region of X to cede territory to a human nation Y if the following are true:
* Either Y is not a rival of X, or X and Y can improve their relations (they are not on a diplomatic cooldown).
* Y has a claim on a region controlled by X that is not currently the capital region of X.
 
When this national policy is passed, every non-capital region of X that Y has a claim on will be transferred to Y.
 
==== Peaceful Unification ====
 
Once a faction has consolidated executive control over a nation X, it may perform a [[Set National Policy]] councilor mission in the capital region of X to peacefully unify with a human nation Y if one of the following sets of conditions are true:
#
#* X and Y are in the same [[Nations#Federations|Federation]].
#* X has a claim on the desired capital region of Y.
#* X and Y can improve their relations (they are not on a diplomatic cooldown).
#* The faction has consolidated executive control over Y.
#* The faction owns all control points of Y.
#
#* Y is a breakaway nation of X.
#* X is not at war with Y.
#* The faction owns all control points of Y.
#
#* X is a breakaway nation of Y.
#* X is not at war with Y.
#* The faction owns all control points of X.
#* The faction owns the executive control point of Y.
 
The third case functions pretty much identically to the second case, except that the faction is setting the policy in the other nation.
 
In the first two cases, when this national policy is passed, every region of Y will be transferred to X and ''X will gain a claim on each such region''. In addition, the following effects also occur:
* If X has completed a nuclear weapons program, then all of Y's [[Nations#Strategic_Nuclear_Barrages|nukes]] are given to X. Otherwise the [[Nations#Strategic_Nuclear_Barrages|nukes]] of Y simply disappear.
* If neither X nor Y have completed a nuclear weapons program, then 50% of Y's nuclear weapons program priority progress is added to X's nuclear weapons program priority progress, but the total sum is capped at 1 IP less than the cost of the nuclear weapons program priority.
* If Y has completed a spaceflight program but X has not, then X completes a spaceflight program.
* If neither X nor Y have completed a spaceflight program, then 50% of Y's spaceflight program priority progress is added to X's spaceflight program priority progress, but the total sum is capped at 1 IP less than the cost of the spaceflight program priority.
* If Y has founded a military but X has not, then X founds a military.
* If neither X nor Y have founded a military, then 50% of Y's found military priority progress is added to X's found military priority progress, but the total sum is capped at 1 IP less than the cost of the found military priority.
* For each other national priority, 50% of Y's priority progress is added to X's priority progress.
* All of Y's [[Nations#Funding|Funding]] is transferred to X.
* If the [[Nations#Government|Government]] of X is less than (the [[Nations#Government|Government]] of Y - 1), then the [[Nations#Unrest|Unrest]] of X is increased by (the difference in their [[Nations#Government|Government]] / 2), but capped at 9.8 total [[Nations#Unrest|Unrest]].
* Each breakaway nation of Y is peacefully granted independence from Y.
* For every region R of Y that X did not have a claim on, there is a (110% - 10% × the [[Nations#Cohesion|Cohesion]] of Y) chance that the region R will secede to form another human nation Z such that:
** Z currently has no regions.
** Z has a claim on R.
** The desired capital region of Z is R.
: If no such Z exists, then the region R cannot secede to form a new nation, but it will join any other seceding nation that has a claim on R.
: If the [[Nations#Government|Government]] of X is less than 6, then every seceding nation Z becomes a breakaway nation of X.
 
Note: X gains a claim on every region of Y before any of the regions secede. So these seceding regions are now much easier for X to regain control over since X now has a direct claim on them.
 
==== Daily Check for Secession to Non-Extant Nations ====
 
Every day at 10:30am, every human nation Y that currently does not have any regions will attempt to create itself by breaking away from the nation X that controls the desired capital region of Y. But this attempt only succeeds if all of the following conditions are true:
* The [[Nations#Cohesion|Cohesion]] of X is at most 3.
* The [[Nations#Unrest|Unrest]] of X is at least 6.
* The desired capital region of Y is not the current capital region of X.
* A P% chance roll is passed, where P is calculated as follows:
*# Set P to (the [[Nations#Unrest|Unrest]] of X / 2 - the [[Nations#Cohesion|Cohesion]] of X / 4 - the [[Nations#Government|Government]] of X).
*# If there are armies in the desired capital region of Y and the [[Nations#Government|Government]] of X is less than 8, then divide P by 20 × the number of armies in the desired capital region of Y.
*# Divide P by 75.
 
If the attempt succeeds, then the desired capital region of Y is transferred from X to Y. Furthermore, for each non-capital region of X that is claimed by Y and has no armies, there is a Q% chance that the region will also be transferred to Y, where Q is (the [[Nations#Unrest|Unrest]] of X × 6 - the [[Nations#Cohesion|Cohesion]] of X × 3 - the [[Nations#Government|Government]] of X × 3).
 
In addition, the following effects also occur:
* Y becomes a breakaway nation of X if X is not a breakaway of another nation.
* All of Y's control points are given to whichever faction raised the most unrest in X.
* Increase [[Nations#Cohesion|Cohesion]] in Y by 0 to 3.
* Set [[Nations#Unrest|Unrest]] in Y to a random value between 0 and 4 inclusive.
* Increase [[Nations#Government|Government]] in Y by (-2 to 0 + the Education of Y / 2.25).
* Reduce [[Nations#Miltech|Miltech]] in Y by 0 to 0.5.
* Increase [[Nations#Inequality|Inequality]] in Y by -1 to 1.
* Reduce [[Nations#Unrest|Unrest]] in X by (0 to 6) × Fraction of Population that X gave to Y.
* Increase [[Nations#Cohesion|Cohesion]] in X by (1 to 3) × Fraction of Population that X gave to Y.
* X and Y become rivals if either the [[Nations#Government|Government]] of X is less than 7 or some faction raised unrest in X.
 
==== Periodic Check for Secession to Neighboring Nations ====
 
Every 4 days at 10:30am, every human nation X will check if it should undergo a revolution or an organic coup. If not, then each non-capital region R of X will make an attempt to secede for each adjacent nation Y that has a claim on R. But R's attempt to secede to Y only succeeds if all of the following conditions are true:
* The [[Nations#Cohesion|Cohesion]] of X is at most 3.
* The [[Nations#Unrest|Unrest]] of X is at least 6.
* If Y is the [[Aliens#Alien_Administration|Alien Nation]], then [[The Servants]] have at least 50% public support in X.
* A P% chance roll is passed, where P is calculated as follows:
*# Set P to (the [[Nations#Unrest|Unrest]] of X - the [[Nations#Cohesion|Cohesion]] of X / 2 - the [[Nations#Government|Government]] of X).
*# If there are armies in R and the [[Nations#Government|Government]] of X is less than 8, then divide P by 20 × the number of armies in R.
*# Divide P by 75.
*# If Y is the [[Aliens#Alien_Administration|Alien Nation]] and R has at least 50 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]], then add (the [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in R / 100) to P.
 
If the attempt succeeds, then the region R is transferred from X to Y. In addition, the following effects also occur:
* Increase [[Nations#Cohesion|Cohesion]] in Y by 0 to 2.
* Reduce [[Nations#Unrest|Unrest]] in X by (0 to 6) × Fraction of Population that X gave to Y.
* Increase [[Nations#Cohesion|Cohesion]] in X by (1 to 3) × Fraction of Population that X gave to Y.
* X and Y become rivals if either the [[Nations#Government|Government]] of X is less than 7 or some faction raised unrest in X.
 
==== Post-Unrest Secession Check ====
 
Every time a councilor from a faction F successfully performs an [[Increase Unrest]] mission on a non-capital region R of a nation X, each human nation Y that currently does not have any regions and whose desired capital region is R will attempt to create itself by breaking away from X. This attempt has a P% chance to succeed, where P is calculated as follows:
# Set P to 1000.
# If the mission was a critical success, then multiply P by 10.
# Divide P by the number of mission phases per month.
# If F has researched [[Freedom Fighters]], then multiply P by 1.5.
# If F researched a project that gave Y its claim on R, then multiply P by 3.
# Multiply P by (the [[Nations#Unrest|Unrest]] of X - the [[Nations#Cohesion|Cohesion]] of X / 2).
# Subtract the [[Nations#Government|Government]] of X from P.
# If there are armies in R and the [[Nations#Government|Government]] of X is less than 8, then divide P by 20 × the number of armies in R.
# Divide P by 300.
 
If the attempt succeeds, then the region R is transferred from X to Y. Furthermore, for each non-capital region of X that is claimed by Y and has no armies, there is a Q% chance that the region will also be transferred to Y, where Q is calculated as follows:
# Set Q to 1000.
# If the mission was a critical success, then multiply Q by 10.
# If F has researched [[Freedom Fighters]], then multiply Q by 1.5.
# Divide Q by the number of mission phases per month.
# If F researched a project that gave Y its claim on R, then multiply Q by 3.
# Multiply Q by (the [[Nations#Unrest|Unrest]] of X × 2 - the [[Nations#Cohesion|Cohesion]] of X - the [[Nations#Government|Government]] of X).
# If X only managed to get a claim on this region because of a peaceful unification and Y did not, then set Q to 100.
 
In addition, the following effects also occur:
* Y becomes a breakaway nation of X if X is not a breakaway of another nation.
* All of Y's control points are given to faction F.
* Increase [[Nations#Cohesion|Cohesion]] in Y by 0 to 3.
* Set [[Nations#Unrest|Unrest]] in Y to a random value between 0 and 4 inclusive.
* Increase [[Nations#Government|Government]] in Y by (-2 to 0 + the Education of Y / 2.25).
* Reduce [[Nations#Miltech|Miltech]] in Y by 0 to 0.5.
* Increase [[Nations#Inequality|Inequality]] in Y by -1 to 1.
* Reduce [[Nations#Unrest|Unrest]] in X by (0 to 6) × Fraction of Population that X gave to Y.
* Increase [[Nations#Cohesion|Cohesion]] in X by (1 to 3) × Fraction of Population that X gave to Y.
* X and Y become rivals.
 
==== War Annexation ====
 
A human Army can perform an [[Annex Region]] operation on a region R owned by a nation X if:
* The army is not in battle.
* The army has at least 80% health remaining.
* Region R is not already being annexed by a different army.
* The army's home nation is at war with X.
* R is not the capital region of X.
* R is fully occupied by a war alliance that includes the home nation of the army.
* One of the following is true:
** The home nation of the army has a claim on R.
** There is a human nation Y that currently does not have any regions and whose desired capital region is R.
 
'''Note''': Starting the [[Annex Region]] operation will usually result in the nation X (or a war ally) launching a nuke at the army, if they have any.
 
The duration of the [[Annex Region]] operation is D days, where D is calculated as follows:
# Set D to (the population of R / the average population per region at the start of the game) ^ 0.75.
# Add (the area of R in km^2 / the median area of a region in km^2) ^ 0.5 to D.
# Multiply D by 45.
# If R is rugged, then multiply D by 1.25.
# Cap D between 45 and 270.
# Multiply D by the [[Nations#Miltech|Miltech]] of X.
# Divide D by the [[Nations#Miltech|Miltech]] of the army's home nation.
 
If the home nation of the army has a claim on R, then the only thing that happens when the [[Annex Region]] operation completes is:
# Every human army whose home region is R is disbanded.
# R is transferred from X to the army's home nation.
 
Otherwise, when the [[Annex Region]] operation completes, R is transferred to the human nation Y that currently does not have any regions and whose desired capital region is R. In addition, the following effects also occur:
* Y and the home nation of the annexing army become allies.
* Y becomes a breakaway nation of X if X is not a breakaway of another nation.
* All of Y's control points are given to the faction that owns the army that did the [[Annex Region]] operation.
* Increase [[Nations#Cohesion|Cohesion]] in Y by 0 to 3.
* Set [[Nations#Unrest|Unrest]] in Y to a random value between 0 and 4 inclusive.
* Increase [[Nations#Government|Government]] in Y by (-2 to 0 + the Education of Y / 2.25).
* Reduce [[Nations#Miltech|Miltech]] in Y by 0 to 0.5.
* Increase [[Nations#Inequality|Inequality]] in Y by -1 to 1.
* Reduce [[Nations#Unrest|Unrest]] in X by (0 to 6) × Fraction of Population that X gave to Y.
* Increase [[Nations#Cohesion|Cohesion]] in X by (1 to 3) × Fraction of Population that X gave to Y.
* X and Y become rivals if either the [[Nations#Government|Government]] of X is less than 7 or some faction raised unrest in X.
* X declares war on Y, if able.
 
==== War Conquest ====


When an army completes the occupation of the capital region of a human nation X, the game first checks which of the war alliances against X contributed the most to the occupation of the capital region of X. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.
=== Cost of Control Points ===


Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of the capital region of X, except the lead occupier is set to go first even if it didn't contribute anything.
The {{TV|cp}} cost of a control point is also based on the nation's [[Nations#GDP|GDP]], specifically:


Then, one by one, each nation Y in the ordering will grab every remaining region R of X that Y has a claim on: every human army whose home region is R is disbanded, and then R is transferred from X to Y.
<pre>Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2</pre>


In the end, if X has any remaining regions, then the control points of X are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of X are given to a faction F that is determined as follows:
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation.
# Each human faction starts with a score of 0.
# Look at the set of all human-faction-owned armies whose home nations were at war with X and are still within the remaining regions of X. For each such army:
## Look at its home nation's [[Nations#Miltech|Miltech]], add in the Miltech bonuses from Councilors doing [[Advise]] missions on the home nation and from military habs in earth interface orbit.
## Multiply the total Miltech by the remaining health % of the army.
## Add this value to the score of the human faction that owns this army.
# If no such army exists, then the faction F is the undecided faction, and the control points of X are simply emptied out.
# Otherwise, the human faction with the highest score is chosen to be the faction F that takes over the control points of X.


In addition, the following effects are applied:
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}.
# X is removed from all wars that it is involved in.
# X ends all alliances with nations that are at war with the lead occupier.
# X ends all rivalries with all members of the occupying alliance and all allies of the lead occupier.
# X initiates an alliance with all members of the occupying alliance.
# If any member of the occupying alliance is a breakaway nation of X, it is peacefully granted independence from X.
# The [[Nations#Unrest|Unrest]] of X is increased by some amount U, calculated as follows:
## Set U to be the fraction of the remaining regions of X that were fully occupied when the capital region of X was conquered.
## Multiply U by -6.
## Add (4 + the number of remaining armies of X) to U.
## If the faction F that takes over the control points of X has researched [[Psyops]], then subtract 3 from U.
## If the faction F that takes over the control points of X has researched [[Networked Psyops]], then subtract 3 from U.
## If the faction that owned the executive control point of X before F took over has researched [[Guerrilla Warfare]], then add 3 to U.
## If U is positive, then:
##* If F is a human faction that owns the executive control point of the lead occupier, then multiply U by (1 - public support fraction for F in X).
##* Otherwise, multiply U by (1 - public support fraction for (the most popular human faction in the lead occupier) in X).
## If F is a human faction, then subtract (0.25 × number of times F raised unrest in X) from U.
## Add a random value between -1 and 1 inclusive to U.
# The [[Nations#Cohesion|Cohesion]] of X is decreased by 0 to 3.
# The [[Nations#Government|Government]] of X is decreased by 0 to 0.5.
# If the [[Nations#Government|Government]] of X is still at least 5 and the [[Nations#Government|Government]] of the lead occupier is less than the [[Nations#Government|Government]] of X, then the [[Nations#Government|Government]] of X is decreased by 25% to 75% of the difference between their [[Nations#Government|Government]] scores.
# All records of which factions raised unrest in X are deleted.
 
==== Alien Related ====


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}}
{{SpoilerBox}}
 
** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]
'''<big>Conquering Non-Capital Regions for the [[Aliens#Alien_Administration|Alien Nation]]</big>'''
** {{MissionIcon|Dominate}}[[Dominate Nation]]
 
When an army whose home nation is the [[Aliens#Alien_Administration|Alien Nation]] completes the occupation of a non-capital region R of a human nation X, the region R is simply transferred from X to the [[Aliens#Alien_Administration|Alien Nation]].
 
If this results in the creation of the [[Aliens#Alien_Administration|Alien Nation]], then it can trigger a [[Diplomacy#Alien_Specific|massive shift in inter-faction relationships]], as humanity recognizes the growing threat that is now in their midst.
 
'''<big>Conquering Regions from the [[Aliens#Alien_Administration|Alien Nation]] when it has more than one Region</big>'''
 
When an army completes the occupation of a region R of the [[Aliens#Alien_Administration|Alien Nation]] such that R is not the only region of the [[Aliens#Alien_Administration|Alien Nation]], the region R will be transferred from the [[Aliens#Alien_Administration|Alien Nation]] to a human nation Y that has a claim on R.
 
To determine which human nation Y should receive R, the game first checks which of the war alliances against the [[Aliens#Alien_Administration|Alien Nation]] contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.
 
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn't contribute anything.
 
The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to.
 
If no such nation exists, then a second ordering is created, consisting of every ally of the lead occupier, sorted in descending order by their [[Nations#Estimated_Military_Strength|estimated military strength]].
 
The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to.
 
If no such nation exists, then the game creates a list of every human nation:
* that has a claim on R.
* whose last capital region is R.
Then a random one is chosen as the human nation Y that region R is transferred to.
 
If no such nation exists, then the game creates a list of every human nation:
* that has a claim on R.
* that is adjacent to R.
* whose executive control point is owned by some human faction.
* whose executive control point is owned by the same faction that owns the executive control point of the lead occupier.
Then a random one is chosen as the human nation Y that region R is transferred to.
 
If no such nation exists, then the game creates a list of every human nation:
* that has a claim on R.
* that is adjacent to R.
Then a random one is chosen as the human nation Y that region R is transferred to.
 
If no such nation exists, then the game creates a list of every human nation:
* that has a claim on R.
* whose executive control point is owned by some human faction.
* whose executive control point is owned by the same faction that owns the executive control point of the lead occupier.
Then a random one is chosen as the human nation Y that region R is transferred to.
 
If no such nation exists, then the game creates a list of every human nation:
* that has a claim on R.
Then a random one is chosen as the human nation Y that region R is transferred to.
 
Note that this time, the nation is guaranteed to exist, since every region in the game is claimed by at least one human nation.
 
In addition to transferring the region R from the [[Aliens#Alien_Administration|Alien Nation]] to Y, the following effects occur:
* If Y has no regions other than R, then the lead occupier and all allies of the lead occupier that are also at war with the [[Aliens#Alien_Administration|Alien Nation]] make an alliance with Y.
* If Y has no regions other than R, then the control points of Y are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of Y are simply emptied out.
* If Y has no regions other than R, then the [[Aliens#Alien_Administration|Alien Nation]] declares war on Y.
 
If R was the capital region of the [[Aliens#Alien_Administration|Alien Nation]] before it was transferred to Y, then the following additional effects occur:
* The faction that owns the army that occupied R:
** Has a 10% chance to complete the [[Access Alien Tech]] milestone.
** Has a 2% chance to complete the [[Access Hydra Corpus]] milestone.
** Has a 2% chance to complete the [[Access Live Salamander]] milestone.
*** If it fails that 2% chance, then it has a 5% chance to complete the [[Access Salamander Corpus]] milestone.
** Has a 10% chance to complete the [[Access War Dog Corpus]] milestone.
* [[Nations#Unrest|Unrest]] in the [[Aliens#Alien_Administration|Alien Nation]] is increased by 1.
* A special [[Nations#Post-Unrest_Secession_Check|Post-Unrest Secession Check]] is performed for every remaining region in the [[Aliens#Alien_Administration|Alien Nation]] except for its new capital region. This check is special in the following ways:
** The responsible faction F is the faction that owns the army that occupied R.
** The first three steps of computing P are replaced by setting P to 10000 × the [[Nations#Unrest|Unrest]] in the [[Aliens#Alien_Administration|Alien Nation]].
 
'''<big>Conquering the Last Region from the [[Aliens#Alien_Administration|Alien Nation]]</big>'''
 
When an army completes the occupation of the last region R of the [[Aliens#Alien_Administration|Alien Nation]], the game first checks which of the war alliances against the [[Aliens#Alien_Administration|Alien Nation]] contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.
 
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn't contribute anything.
 
Every human army whose home region is R is disbanded, and then R is transferred from the [[Aliens#Alien_Administration|Alien Nation]] to the first nation in the ordering that has a claim on R, if any exist.
 
Then the [[Aliens#Alien_Administration|Alien Nation]] is '''overthrown'''.
 
'''<big>Causing Revolutions in the [[Aliens#Alien_Administration|Alien Nation]] </big>'''
 
Each nation is checked once every 4 days for whether it should undergo a revolution.
 
When a revolution occurs in the [[Aliens#Alien_Administration|Alien Nation]], the following steps occur:
# The Public Support factor is calculated as the fraction of the public that supports [[The Protectorate]] + 2 × the fraction of the public that supports [[The Servants]] in the [[Aliens#Alien_Administration|Alien Nation]].
#: Note: If [[The Protectorate]] does not exist due to custom campaign settings, the Public Support factor is calculated as 3 × the fraction of the public that supports [[The Servants]] in the [[Aliens#Alien_Administration|Alien Nation]].
# [[Nations#Unrest|Unrest]] in the [[Aliens#Alien_Administration|Alien Nation]] decreases by (the Public Support factor × (0.8 to 1.2) + 2), capped between 3 and 6.
# [[Nations#Cohesion|Cohesion]] in the [[Aliens#Alien_Administration|Alien Nation]] increases by (the Public Support factor × (0.8 to 1.2)), capped at 3.
# If [[Nations#Inequality|Inequality]] in the [[Aliens#Alien_Administration|Alien Nation]] is more than 2.5, then [[Nations#Inequality|Inequality]] in the [[Aliens#Alien_Administration|Alien Nation]] decreases by (the Public Support factor × (0.8 to 1.2) × ([[Nations#Inequality|Inequality]] / 2.5 - 1)), capped at 3.
# The [[Aliens#Alien_Administration|Alien Nation]] is '''overthrown'''.
 
'''<big>Overthrowing the [[Aliens#Alien_Administration|Alien Nation]] </big>'''
 
When the [[Aliens#Alien_Administration|Alien Nation]] is overthrown, the following steps occur:
# For each remaining region R in the [[Aliens#Alien_Administration|Alien Nation]]:
## R takes a random amount of damage between 0% and 25%, multiplied by 2 if R is the capital region.
## If there is any human nation whose last capital region is R, then a random one is selected and marked to receive R. Otherwise:
### Let Y be a random human nation that has a claim on R, but each human nation whose executive control point is owned by [[The Academy]], [[The Protectorate]], or [[The Servants]] is 1/100 times as likely to be picked as Y.
### If R is the capital region of the [[Aliens#Alien_Administration|Alien Nation]] or a 50% chance roll succeeds, then mark Y to receive R.
# For each human nation Y that is marked to receive regions from the [[Aliens#Alien_Administration|Alien Nation]]:
## If Y has no regions and the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a conquering alliance in war, then Y initiates an alliance with every member of the conquering alliance.
## Transfer all regions that Y is marked to receive from the [[Aliens#Alien_Administration|Alien Nation]] to Y.
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a revolution, then assign the control points of Y to the factions that raised the most unrest in the [[Aliens#Alien_Administration|Alien Nation]], in exactly the same way as a revolution in a human nation would assign control points to unrest-raising factions.
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a revolution, then [[Nations#Unrest|Unrest]] in Y is decreased by 5.
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a conquering alliance in war, then assign all control points of Y to the faction that owns the executive control point of the lead occupier.
# The [[Aliens]] gain 80 hate divided up among the human factions responsible for overthrowing it. Factions with greater responsibility receive a larger share of the 80 hate.
# If the [[Aliens#Alien_Administration|Alien Nation]] still has remaining regions, then [[Nations#Unrest|Unrest]] in the [[Aliens#Alien_Administration|Alien Nation]] is decreased by (the number of regions transferred away from the [[Aliens#Alien_Administration|Alien Nation]]), capped between 5 and 10.
 
 
 
{{SpoilerBoxEnd}}
{{SpoilerBoxEnd}}
* The faction's annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2.


=== Effects of Transferring Regions ===
=== Taking Control Points ===


Whenever a region R is transferred from a nation X to a nation Y by any method, the following steps occur:
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.
# The [[Nations#GDP_Per_Region|region GDP]] of R is removed from X.
# If R is the capital region of X and X has other regions, then the capital of X moves to one of its remaining regions (whichever has the most population).
# The region R is removed from X. (This removes the population of R from X.)
# The [[Nations#Miltech|Miltech]] of nation Y is set to the weighted average of the [[Nations#Miltech|Miltechs]] of X and Y, where the weight of:
#* X is 1 + 1 if there is a human army whose home region is R + 1 if that human army has a navy attached.
#* Y is 2 × the number of regions owned by Y (excluding R) + the number of armies owned by Y + the number of navies owned by Y.
# The region R is added to Y. (This adds the population of R to Y.)
# If R was a colony region or a mining region (note: not an oil region), then the [[Nations#Inequality|Inequality]] of X decreases by 0.25 while the [[Nations#Inequality|Inequality]] of Y increases by 0.25. Both of these [[Nations#Inequality|Inequality]] changes are affected by the [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] of their respective nations.
# If R is the desired capital region of Y, then the capital of Y moves to R.
# The GDP that was removed from X earlier is now added to Y.
# The [[Nations#Sustainability|Pollution Multiplier]] of Y is set to the weighted average of the [[Nations#Sustainability|Pollution Multipliers]] of X and Y, where the weight of:
#* X is the GDP added to Y divided by the total GDP of Y including the addition.
#* Y is (1 - the weight of X).
# The [[Nations#Education|Education]] of Y is set to the weighted average of the [[Nations#Education|Educations]] of X and Y, where the weight of:
#* X is the population of R divided by the total population of Y including R's added population.
#* Y is (1 - the weight of X).
# The [[Nations#Unrest|Unrest]] of Y is set to the weighted average of the [[Nations#Unrest|Unrests]] of X and Y, where the weight of:
#* X is the population of R divided by the total population of Y including R's added population.
#* Y is (1 - the weight of X).
# The [[Nations#Cohesion|Cohesion]] of Y is set to the weighted average of the [[Nations#Cohesion|Cohesions]] of X and Y, where the weight of:
#* X is the population of R divided by the total population of Y including R's added population.
#* Y is (1 - the weight of X).
# The [[Nations#Cohesion|Cohesion]] of Y is reduced by 0.25.
# The [[Nations#Inequality|Inequality]] of Y is set to the weighted average of the [[Nations#Inequality|Inequalities]] of X and Y, where the weight of:
#* X is the population of R divided by the total population of Y including R's added population.
#* Y is (1 - the weight of X).
# The [[Nations#Public_Opinion|Public Opinion]] of Y is set to the weighted average of the [[Nations#Public_Opinion|Public Opinions]] of X and Y, where the weight of:
#* X is the population of R divided by the total population of Y including R's added population.
#* Y is (1 - the weight of X).
# The human army whose home region is R (if any) is assigned to one of Y's control points.
# If the region R has [[Nations#Space_Defenses|Space Defenses]] but the nation Y cannot build [[Nations#Space_Defenses|Space Defenses]], then the [[Nations#Space_Defenses|Space Defenses]] of R are removed.


Whenever a set of regions are transferred from X to Y, the game simply transfers each region sequentially. In addition, the following effects are applied:
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.
* If Y did not have any regions before the set of transfers, then all colony regions transferred to Y are decolonized.
* Otherwise, the game records the [[Nations#Per_Capita_GDP|GDPPC]] of Y before the set of transfers.
** For each colony region R that is transferred from X to Y, if the [[Nations#GDP_Per_Region|region GDPPC]] that R had before the transfer is higher than (0.667 × this recorded GDPPC value), then R is decolonized.
** For each non-colony region R that is transferred from X to Y, if R was originally a colony region of Y at the start of the game, R did not get decolonized by the Welfare priority, and the [[Nations#GDP_Per_Region|region GDPPC]] that R had before the transfer is lower than (0.667 × this recorded GDPPC value × 1.25 if R is a resource region), then R is recolonized.
* If X no longer has any regions after the set of transfers, then:
** All contributions by X to region occupations are removed.
** X is removed from all wars it is involved in.
** All alliances and rivalries with X are ended.
** All breakaway nations of X are peacefully granted independence.
** X is removed from its federation, if it was in one.
** All records of which factions raised unrest in X are deleted.
** All diplomatic cooldowns with X are removed.


== Foreign Relations ==
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.


[[File:Relations tab.png|thumb|320px|Relations view<br>Nation flags in the list of allies and rivals can be mouseover-ed to bring up a tooltip with details on possible policy actions and their requirements.]]
=== Control Point Types ===
 
<blockquote>
The Relations tab describes the relationships between this nation and other nations.<br/><br/>Allies are nations that will support this nation when attacked, and may hold a policy vote to join in a war started by this nation. Allies may host one another's armies, as well.<br/><br/>Rivals are nations with which this nation may go to war.<br/><br/>Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself.
</blockquote>
~ Nation UI Tooltip for Relations, Terra Invicta, 0.4.90.


Relations between a pair of nations can be in one of four states, which are from best to worst:
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.
# Ally
# Neutral
# Rival
# War


A pair of nations can also be federated, which forces the ally relation between them.
{| class="wikitable"
 
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.
A pair of nations can also have one be a breakaway nation of the other, which forces the rival relation between them.
 
Changes in relations often trigger diplomatic cooldowns between nations that must be waited out before relations between them can be improved.
 
The faction responsible for the change in relation can reduce the diplomatic cooldown duration by researching the [[Corridor Diplomacy]], [[Common Cause]], and [[United Effort|Crisis Diplomacy]] projects, which each multiply the duration by 0.8, compounding. If the faction responsible is the [[Aliens]], the diplomatic cooldown duration is multiplied by 0.25.
 
 
=== Alliances ===
 
==== Effects ====
 
* Being allied is one of the requirements for [[Nations#Federations|Federating]].
* Certain councilor missions become [[Missions#Mission_Modifiers|easier to perform]] in other allied nations.
* War-capable allies can join, deter, or prevent [[Nations#Declaring_Wars|wars]].
 
==== Proposing Alliances ====
 
Any nation X can propose an alliance with any other nation Y if all of the following conditions are true:
* Y has at least one region.
* X and Y are not at war.
* X and Y are not rivals.
* X and Y are not already allies.
* X and Y are not on diplomatic cooldown.
* X is not allied to any breakaway nation of Y.
* Y is not allied to any breakaway nation of X.
* X is not allied to a nation that Y is a breakaway nation of.
* Y is not allied to a nation that X is a breakaway nation of.
* One of the following is true:
** X has more than 2 control points.
** Y has more than 2 control points.
** X has a claim on some region of Y.
** Y has a claim on some region of X.
** X and Y are adjacent.
** X has a navy.
** Y has a navy.
 
The faction that controls the executive control point of X has to pay 10 influence to propose an alliance with Y, but does not need to use a councilor to do so.
 
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.
* If the proposal is accepted, then X and Y are allied, and are put on a diplomatic cooldown of 90 days.
 
==== Ending Alliances ====
 
Any nation X can end an alliance with any other nation Y if all of the following conditions are true:
* X and Y are allies.
* X and Y are not in the same federation.
 
The faction that controls the executive control point of X has to pay 10 influence to end an alliance with Y, but does not need to use a councilor to do so.
 
This ending of an alliance cannot be rejected by anyone.
 
X and Y are put on a diplomatic cooldown of 90 days after X ends its alliance with Y.
 
 
==== Other Sources ====
 
=== Rivals ===
 
==== Effects ====
 
==== Initiating Rivalries ====
 
Any nation X can initiate a rivalry with any other nation Y if all of the following conditions are true:
* Y has at least one region.
* X and Y are not at war.
* X and Y are not already rivals.
* X and Y are not allies.
* One of the following is true:
** X has more than 2 control points.
** Y has more than 2 control points.
** X has a claim on some region of Y.
** X and Y are adjacent.
** X has a navy.
 
The faction that controls the executive control point of X has to pay 10 influence to initiate a rivalry with Y, but does not need to use a councilor to do so.
 
This initiation of a rivalry cannot be rejected by anyone.
 
X and Y are put on a diplomatic cooldown of 90 days after X initiates a rivalry with Y.
 
==== Ending Rivalries ====
 
Any nation X can propose ending a rivalry with any other nation Y if all of the following conditions are true:
* X and Y are rivals.
* X and Y are not at war.
* X is not a breakaway nation of Y.
* Y is not a breakaway nation of X.
* Y is not allied to a nation that X is a breakaway nation of. (Not Mirrored??)
* Y is not allied to a breakaway nation of X. (Not Mirrored??)
 
The faction that controls the executive control point of X has to pay 10 influence to propose ending a rivalry with Y, but does not need to use a councilor to do so.
 
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.
* If the proposal is accepted, then X and Y end their rivalry, and are put on a diplomatic cooldown of 90 days.
 
==== Other Sources ====
 
 
 
=== Breakaway Nations ===
 
<blockquote>
■■■■■ is a de facto autonomous state whose nationhood is not recognized by the nation that claims its territory, ■■■■■. It is in a permanent rivalry with that nation. It will function as an independent nation with some limitations: it cannot declare or join wars, or join federations. It may declare independence, ending its breakaway status but allowing the parent nation to declare war. Allies will have the option to participate in the war. Any allies of this nation will also enter into a rivalry with the parent nation.
</blockquote>
~ Nation UI Tooltip for Breakaway Nations, Terra Invicta, 0.4.90.
 
When the game starts there are four breakaway nations - Taiwan, Palestine, South Yemen, and Somaliland. Additional breakaway nations can be created via secession movements, liberations in wars, and peaceful unifications into non-democratic nations.
 
=== Federations ===
 
<blockquote>
Federations are groupings of closely aligned nations that are pledged to provide mutual defense and share space program funding and boost. Members also receive a bonus to investments in the Economy priority. They are led by the member nation with the most significant international ambitions (claims).<br/><br/>To join a federation, a nation must have claims on its territory by at least one of the federation's member nations, be allied with one of the members, and has secured normalized relations with all other members.<br/><br/>Nations may apply to join a federation using the <h>Set Policy</h> mission; the lead nation will approve or disapprove the request. The lead nation may also invite qualifying nations to join.
</blockquote>
~ Nation UI Tooltip for Federations, Terra Invicta, 0.4.90.
 
==== Effects ====
 
* Being part of the same federation is one of the requirements for a [[Nations#Peaceful_Unification|peaceful unification]].
* Federation members are all forcefully [[Nations#Alliances|allied]] to one another.
* Federation members share [[Nations#Boost|Boost]] and [[Nations#Funding|Funding]]: each member's share is proportional to (the number of its control points) ^ 3.
* Federation members can build [[Nations#Mission_Contro|Mission Control]] if any member has completed a [[Nations#List_of_Priorities|Spaceflight Program]].
* Certain councilor missions become [[Missions#Mission_Modifiers|easier to perform]] in other federation members.
* Federation members receive an Economy priority bonus of (total GDP of other federation members in billions ^ 0.25 / 2)%, rounded to the nearest 1%. This also affects the cost of  [[Nations#Direct_Investment|Direct Investments]] into the Economy priority.
 
==== Joining Federations ====
 
Any nation X can propose joining in federation with any other nation Y if all of the following conditions are true:
* X has at least one region.
* X is not in a federation or X is the leader of its federation.
* X is not a breakaway nation.
* If X is not in a federation but Y is the leader of a federation F, then:
** Some member of F is allied with X and not on diplomatic cooldown with X.
** No member of F has a rivalry with X.
** No member of F is at war with X.
** Some member of F has a claim on some region of X, or X has a claim on some region of some member of F.
** Every member of F that is not already allied with X is able to propose an alliance with X.
* If X is not in a federation and Y is not in a federation, then:
** Y has at least one region.
** X and Y are allies.
** X has a claim on some region of Y or Y has a claim on some region of X.
** X and Y are not on diplomatic cooldown.
** Some faction has consolidated executive control of Y.
** Y is not a breakaway nation.
* If X is the leader of a federation F, then:
** Y has at least one region.
** Y is not in a federation.
** Some faction has consolidated executive control of Y.
** Some member of F is allied with Y and not on diplomatic cooldown with Y.
** No member of F has a rivalry with Y.
** No member of F is at war with Y.
** Some member of F has a claim on some region of Y, or Y has a claim on some region of some member of F.
** Every member of F that is not already allied with Y is able to propose an alliance with Y.
 
The faction that has consolidated executive control of X must send a councilor to perform a [[Set National Policy]] mission in X to propose joining in federation with Y.
 
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.
* If the proposal is accepted, then X and Y are federated, and are put on a diplomatic cooldown of 360 days. Furthermore:
** If X joined a federation that Y was the leader of, then X is allied to and put on a diplomatic cooldown of 360 days with all other federation members.
** If Y joined a federation that X was the leader of, then Y is allied to and put on a diplomatic cooldown of 360 days with all other federation members.
 
==== Leaving Federations ====
 
Any nation X can leave a federation F if all of the following conditions are true:
* X has at least one region.
* X is in the federation F.
* X is not the leader of F.
 
The faction that has consolidated executive control of X must send a councilor to perform a [[Set National Policy]] mission in X to leave the federation F.
 
This leaving of a federation cannot be rejected by anyone.
 
X is put on a diplomatic cooldown of 720 days with all other members of F after X leaves F.
 
=== Wars ===
 
A nation is considered war-capable if it is not a breakaway nation and it has an army or a nuke.
 
==== Effects ====
 
 
==== Declaring Wars ====
 
Any war-capable nation X can declare war on any other nation Y if all of the following conditions are true:
* X and Y are rivals.
* There is no war-capable nation that is allied to both X and Y.
* Y would be an accessible war enemy.
 
The faction that owns the executive control point of X must send a councilor to perform a [[Set National Policy]] mission in X to declare war on Y.
 
This declaration of war cannot be rejected by anyone.
 
When X declares war on Y, the following steps occur:
# If it has been less than 90 days since X and Y became rivals, then the [[Nations#Cohesion|Cohesion]] of X decreases by 0.5 × (1 - days since X and Y became rivals / 90) × the [[Nations#Government|Government]] of X.
# The [[Nations#Cohesion|Cohesion]] of X increases by 1 if all of the following conditions are true:
#* X did not lose any [[Nations#Cohesion|Cohesion]] in the previous step.
#* X was at peace.
#* The [[Nations#Unrest|Unrest]] of X is less than 8.
#* The [[Nations#Cohesion|Cohesion]] of X is more than 2.
#* Either the [[Nations#Government|Government]] of X is less than 7 or the [[Nations#Government|Government]] of Y is less than 7.
# The [[Nations#Cohesion|Cohesion]] of Y increases by 3 if all of the following conditions are true:
#* The [[Nations#Unrest|Unrest]] of Y is less than 8.
#* The [[Nations#Cohesion|Cohesion]] of Y is more than 2.
# Each war-capable nation that is allied to Y is forced to join the war on the side of Y and gains 1 [[Nations#Cohesion|Cohesion]] if all of the following conditions are true:
#* The [[Nations#Unrest|Unrest]] of the nation is less than 8.
#* The [[Nations#Cohesion|Cohesion]] of the nation is more than 2.
# Each war-capable nation that is allied to X is asked if it wants to join the war on the side of X.
#* The faction that owns the executive control point of the nation gets to decide whether to join.
# The faction that owns the executive control point of Y gains (3 × the number of control points Y has) hate for the faction that owns the executive control point of X.
# Every nation that joined this war is put on a diplomatic cooldown of 90 days with all nations on the other side of the war.
 
==== Joining Wars ====
 
Any war-capable nation X can join any side S of any ongoing war W if all of the following conditions are true:
* X is allied to at least one member on side S of the war W.
* X is not allied to any member on the side of the war W that is not S.
 
The faction that owns the executive control point of X must send a councilor to perform a [[Set National Policy]] mission in X to join war W.
 
This joining of war cannot be rejected by anyone.
 
X is put on a diplomatic cooldown of 90 days with every nation on the other side of war W after X joins war W.
 
==== Seeking Peace ====
 
Any nation X can seek peace from any war W it is part of.
 
The faction that controls the executive control point of the lead nation Y of the other side of the war gets to decide whether to accept or reject:
* If rejected, then X and Y are put on a diplomatic cooldown of 60 days.
* If accepted, then:
** If X was the leader of its side of the war W, then the war W is ended:
*** Every nation involved in the war W is removed from the war.
*** Every nation involved in the war W returns to rival relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.
** Otherwise, X is removed from the war W and returns to rival relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.
 
== Policies ==
 
Note: Everything below is outdated. Work is in progress to replace it all.
 
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councilor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always accepted if the same faction has executive control of both nations. Possible policies are:
{| class="wikitable"
! width=1% | Policy !! width=55% | Effects !! Requirements
|-
|-
| '''Declare War'''
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.
|
* Any army
* Target is a rival
* Not breakaway nation
|-
|-
| '''Seek Peace'''
| 1st || None || Executive ||
| End a war against the targeted nation and all its allies.
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions.
|  
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]].
* War leader
* Gives full control of Nation's {{TV|nukes}}.
* Target is at war with this nation
* Gives full control of Nation's {{TV|exofighters}}.
* Target nation accepts (can be skipped by controlling its executive control point)
* 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]].
|-
|-
| '''Grant Independence'''
| rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature ||
| Targeted nation or region becomes independent. Gain control of all its control points.
* 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.
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one
* Consolidated control of the executive control point
|-
|-
| '''Cede Territory'''
| ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party ||  
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.
* +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.
* Another nation has claims to at least one controlled region
* If there is only one claimed region it must not have the Capital Region classification
* Consolidated control of the executive control point
|-
|-
| '''Disband Army'''
| ≥6 {{TV|education}} and <7 {{TV|cohesion}} || Oligarchs ||
| Disband one of the nation's armies.
* 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.
* Any army
|-
| '''Disband Warheads'''
| Remove up to 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.
|  
* Any strategic nuclear barrage
* Consolidated control of the executive control point
|-
| '''Declare Independence'''
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.
|
* Breakaway nation
* Target is the parent nation
|-
| '''Leave Federation'''
| Leaves the targeted federation.
|
* Member of a federation
* Consolidated control of the executive control point
|-
|-
| '''Federation'''
| Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction.
| Creates a Federation with the targeted nation, or join theirs if they're already in one.
|  
* Allied with the targeted nation for some time
* Claims to one of the federation's regions or federation has a clain to one of the nation's regions
* Not a rival or at war with any of the federation's members
* Not breakaway nation
* Not already in a federation
* Consolidated control of the executive control point
* Target nation accepts (can be skipped by controlling its executive control point)
|-
| '''Unification'''
| Both nations unite into a single nation. For each priority category, half of the joining nation's progress is added to all of the receiving nation's progress. Education, Per Capita GDP and Inequality are averaged depending on population. Miltech is averaged based on the number of armies. If the joining nation has a space program, the absorbing nation gains it. If the absorbed country has a nuclear program and the joining nation does not, all nukes are lost. All breakaway nations of the joining nation become independent. May cause regions of the joining nation to secede if Cohesion is below 5. Government remains unchanged but if the joining nation has more Government score than the absorbing nation, Unrest increases by half of the difference.
|
* Claims to the target nation's capital region
* Member of the same federation or original nation for some time
* Consolidated control of the executive control point
* Consolidated control of the executive control point of the targeted nation
* Control of all control points in the targeted nation
|}
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.
 
=== Federations ===
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.
 
At the game start date there are two federations:
* [[File:Flag European Union.png|50px]] '''European Union:''' France (leader), Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece, Denmark
* [[File:Flag Eurasian Union.png|50px]] '''Eurasian Union:''' Russia (leader), Kazakhstan, Belarus, Armenia, Kyrgyzstan
 
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.
{| class="wikitable" style="float: left; margin-right: 30px;"
! New Federation / Nation !! Founding nation
|-
|-
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia
| 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.
|-
|-
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala
| ≥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.
|-
|-
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan
| 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]].)
|-
|-
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic
| 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.
|-
|-
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania
| <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.
|-
|-
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia
| Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase.
|-
|-
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France
| rowspan=4 | 5th || >6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction's {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation.
|-
|-
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany
| >3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction's {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation.
|-
|-
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia
| >1 {{TV|cohesion}} or <7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction's {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.
|-
|-
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola
| Else || Warlords || +6 Bonus Attack on the Faction's {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.
|-
|-
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia
| rowspan=5 | 6th || >9 {{TV|democracy}} and >9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction.
|-
|-
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria
| >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]].
|-
|-
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden
| >6 {{TV|democracy}} and >7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction.
|-
|-
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan
| 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.
|-
|-
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China
| Else || Agricultural Sector || Nothing.
|}
|}
{| class="wikitable" style="float: left; margin-right: 30px;"
! New Federation / Nation !! Founding nation
|-
| [[File:Flag North Korea.png|50px]] People's Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea
|-
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru
|-
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan
|-
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea
|-
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia
|-
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland
|-
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia
|-
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand
|-
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria
|-
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey
|-
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt
|-
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom
|-
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia
|-
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America
|-
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States
|}
<div style="clear: both;"></div>
* [[File:Flag East African Federation.png|50px]] '''East African Federation:''' Tanzania (leader), Kenya, Great Lakes States, Congo (2 regions), South Sudan
(work in progress, contributions are welcome)
===Unification===
If the capital region of an absorbed country (Kazakhstan inside Russia, Tigray inside Ethiopia, etc) is not claimed by the absorbing nation (e.g. EU with extra claims absorbing Russia), there's a chance the country becomes a breakaway, like Taiwan is at game start. The chance is 110% - 10% per [[Nations#Cohesion|Cohesion]] in the absorbed nation. This chance applies per region that happens to be a capital, and creates a breakaway state that takes all claimed regions with it.
For instance, if the EU absorbed a Russia that had absorbed central asia, there are five regions they do not have claims on that happen to be capital regions; kyrgyzstan, tajikistan, uzbekistan, turkenistan, and nur-sultan. If Russia has a cohesion of 8, that means every one of these regions have a 30% chance of creating a breakaway. Kazakhstan would Almaty along for the ride. If the EU had a democracy score lower than 7, any armies stationed in breakaways would be destroyed. A democracy score higher than 7 means there is no breakaway state; the country just becomes independent.
=== Claims ===
Some nations have claims on regions that aren't theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.
Completing certain research projects will increase the number of claims. The following claims exist at the start:
* [[File:Flag France.png|30px]] France has a claim on every member of the [[File:Flag European Union.png|30px]] European Union and United Kingdom, Southern Balkan States, Ukraine, Moldova and Georgia and Sevastopol ([[File:Flag Russia.png|30px]] Russia)
* [[File:Flag Russia.png|30px]] Russia has a claim on every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union and Estonia, Latvia, Lithuania, Belarus, Ukraine, Moldova, Georgia, Azerbaijan, Turkmenistan, Uzbekistan and Tajikistan
* [[File:Flag Ireland.png|30px]]Ireland has a claim on Belfast([[File:Flag United Kingdom.png|30px]] United Kingdom)
* [[File:Flag Czech Republic.png|30px]] The Czech Republic has a claim on Bratislava([[File:Flag Slovakia.png|30px]] Slovakia)
* [[File:Flag Serbia.png|30px]] Servia have a claim on Southern Balkan States
* Israel have a claim on Hebron-Ramallah(Palestine)
* Palestine have a claim on Tel Aviv(Israel)
* Yemen have a claim on Aden(South Yemen)
* South Yemen have a claim on Sanaa(Yemen)
* Saudi Arabia have a claim on Aden(South Yemen)
* [[File:Flag Ethiopia.png|30px]] Ethiopia has a claim on Asmara(Eritrea)
* [[File:Flag Somalia.png|30px]] Somalia has a claim on Dire Dawa([[File:Flag Ethiopia.png|30px]] Ethiopia) and Hargeisa(Somaliland)
* [[File:Flag Sudan.png|30px]] Sudan has a claim on [[File:Flag South Sudan.png|30px]] South Sudan
* Pakistan have a claim on Srinagar([[File:Flag India.png|30px]] India)
* [[File:Flag Bangladesh.png|30px]] Bangladesh has a claim on Kolkata([[File:Flag India.png|30px]] India)
* [[File:Flag China.png|30px]] China has a claim on Taipei(Taiwan) and Guwahati([[File:Flag India.png|30px]] India)
* [[File:Flag North Korea.png|30px]] North Korea has a claim on Seoul([[File:Flag South Korea.png|30px]] South Korea)
* [[File:Flag South Korea.png|30px]] South Korea has a claim on Pyongyang([[File:Flag North Korea.png|30px]] North Korea)
* Japan has a claim on Yuzhno-Sakhalinsk([[File:Flag Russia.png|30px]] Russia)
* [[File:Flag Papua New Guinea.png|30px]] Papua New Guinea has a claim on Biak([[File:Flag Indonesia.png|30px]]Indonesia)
* [[File:Flag Australia.png|30px]] Australia has a claim on Auckland-Wellington([[File:Flag New Zealand.png|30px]] New Zealand)
* Canada has a claim on George Town([[File:Flag United Kingdom.png|30px]] United Kingdom)
* Carribean States has a claim on San Juan(United States)
* [[File:Flag Guatemala.png|30px]] Guatemala has a claim on Belize City-Belmopan([[File:Flag Belize.png|30px]] Belize)
* [[File:Flag Venezuela.png|30px]] Venezuela has a claim on Georgetown([[File:Flag Guyana.png|30px]] Guyana)


{{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.

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

Population GDP per capita Investment points Economy priority Welfare priority Knowledge priority Government priority Unity priority Oppression priority Inequality cohesion Unrest Education Government score Spoils priority
Population Population green arrow up red arrow down red arrow down
GDP per capita GDPPC green arrow up
Investment points IP green arrow up green arrow up red arrow down
Economy priority Economy Priority red arrow down green arrow up green arrow up green arrow up
Welfare priority Welfare Priority red arrow down green arrow up
Knowledge priority Knowledge Priority red arrow down green arrow up red arrow down
Government priority Government Priority red arrow down green arrow up green arrow up
Unity priority Unity Priority red arrow down green arrow up red arrow down red arrow down
Oppression priority Oppression Priority red arrow down green arrow up red arrow down
Inequality Inequality green arrow up red arrow down green arrow up
cohesion Cohesion red arrow down green arrow up green arrow up red arrow down red arrow down red arrow down
Unrest Unrest red arrow down red arrow down red arrow down
Education Education green arrow up red arrow down
Government score Government green arrow up red arrow down red arrow down
Spoils priority Spoils Priority red arrow down green arrow up red arrow down
research Research green arrow up green arrow up red arrow down green arrow up green arrow up
mission control MC green arrow up green arrow up green arrow up
  • 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 PopulationPopulation measured in millions. The total PopulationPopulation of a nation is one of its most important stats, as PopulationPopulation has significant effects on nearly all other stats, including but not limited to Investment pointsIP, research, Research output, Mission_Control cap, Army cap, and cohesionCohesion. 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 priorityGovernment Priority and lowered by the Oppression priorityOppression Priority and the Spoils prioritySpoils 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 PopulationPopulation:

In nations with smaller or larger PopulationPopulation, these changes are sped up or slowed down. See Population Scaling for more detail.

UnrestUnrest score ranges from 0 to 10:

UnrestUnrest Score range
Peaceful <1.5
Subversion <3
Strife <4.5
Insurgency <6
Guerilla War <7.5
Insurrection <9
Civil War ≥9

Base Unrest

UnrestUnrest changes relatively quickly (0.25 per month, and even +1 per month if the nation has 0 cohesionCohesion) if it is not at its resting value. This UnrestBase Unrest is calculated as:

Note: Human armies are not supposed to affect UnrestBase Unrest if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has 0 Investment pointsIP production.) But this is currently bugged and they continue to affect UnrestBase Unrest anyway.

Alien-Related SPOILERS INSIDE!  

For the Alien Nation, the UnrestBase Unrest is further reduced by Xenoflora. Specifically, it is reduced by: (the average of the the Nation's Regions' Xenoflora Growth Levels) / 20.

It's generally better to reduce UnrestBase Unrest instead of reducing UnrestUnrest with Stabilize NationStabilize Nation missions and the Oppression priorityOppression Priority, otherwise it will grow back naturally and quickly.

Notable Effects of Unrest

  • Every 0.1 UnrestUnrest above 2 will remove 1% Investment pointsIP, capping at 80% Investment pointsIP at 10 UnrestUnrest.
  • The researchResearch produced by a Nation is multiplied by (1 - UnrestUnrest²/100). So it is multiplied by 100% at 0 UnrestUnrest, whereas it is multiplied by 0% at 10 UnrestUnrest.

Coups and revolutions

Naturally occurring coups and revolutions can happen at high levels of UnrestUnrest. 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 UnrestIncrease Unrest Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if >9.9 UnrestUnrest when checked, but never otherwise. A naturally occurring coup will never happen if ≥8 Government scoreGovernment and <8 UnrestUnrest; otherwise the daily chance of coup * 4 is checked.

The daily chance of coup is ((UnrestUnrest * 2 - cohesionCohesion - Government scoreGovernment) / 10 + conditional elite unhappiness) / 6000, where the elites' unhappiness is Corruption percent - Spoils prioritySpoils Priority percent, but is ignored if any of the following conditions are true:

So natural coups can be countered by lowering UnrestUnrest and increasing cohesionCohesion, Government scoreGovernment and Spoils prioritySpoils Priority (up to the Corruption level). The Spoils prioritySpoils Priority may often be ignored if the level of UnrestUnrest in a country is sufficiently low and the cohesionCohesion and/or Government scoreGovernment 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:

  1. The nation is removed from its federation.
  2. All diplomatic cooldowns involving the nation are set to 0 days.
  3. All control points in the nation are emptied, except for those owned by the faction whose councilor performed the Coup d'EtatCoup d'Etat, if any.
  4. The nation's Government scoreGovernment is changed by a random amount between -2 and 1.
  5. The nation's UnrestUnrest is changed by a random amount between -3 and 0.
  6. The nation's cohesionCohesion is changed by a random amount between -1 and 1.
  7. The nation's GDP is changed by a random amount between -10% and 0%.
  8. Distribute the control points of the nation to the Factions that raised the most UnrestUnrest through Increase UnrestIncrease 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.
  9. If the Coup d'EtatCoup 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'EtatCoup 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'EtatCoup d'Etat was a critical success, also give the control point immediately to the right of it to F.
  10. Empty out every control point that is to the right of an empty control point.
  11. 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.
  12. Every councilor that is still planning to perform a Coup d'EtatCoup d'Etat mission on the nation this turn aborts their pending Coup d'EtatCoup d'Etat mission.
  13. Clear out all records of prior Increase UnrestIncrease Unrest missions on the nation.

Note: If any control point would be given to the The AliensAliens' faction, then the control point is given to The ServantsThe 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:

  1. The nation is removed from its federation.
  2. All diplomatic cooldowns involving the nation are set to 0 days.
  3. All control points in the nation are emptied.
  4. Each region of the nation takes a random amount of damage from 0% to 25%, double for the Capital regioncapital region.
  5. Distribute the control points of the nation to the Factions that raised the most UnrestUnrest through Increase UnrestIncrease 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.
  6. The nation's UnrestUnrest is changed by a semi-random amount between -6 and -3, affected by Public Support.
  7. The nation's cohesionCohesion is changed by a semi-random amount between -3 and 3, affected by Public Support.
  8. If the nation's InequalityInequality is at least 2.5, then it is changed by a semi-random amount between -3 and 0, affected by Public Support.
    • Note: This InequalityInequality reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.
  9. The nation's Government scoreGovernment 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 scoreGovernment cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.
  10. X% chance for the number of loose nukes to increase by 1, where X is the number of Strategic nuclear barrageNuclear Weapons the nation had. But note that this doesn't actually reduce the number of Strategic nuclear barrageNuclear Weapons the nation has.
  11. Clear out all records of prior Increase UnrestIncrease Unrest missions on the nation.
  12. 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 The AliensAliens' faction, then the control point is given to The ServantsThe Servants faction instead.

The changes that are affected by Public Support are multiplied by X, where X is calculated as follows:

  1. Set X to 0.
  2. 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.
  3. 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.
  4. Increase X by a random value between 0 and 0.25.
  5. 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 priorityEconomy Priority. GDP determines the raw Investment pointsIP output of a nation and the control pointsControl 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 controlMission Control cap.

GDP per capita ("GDPPC") is the GDP divided by PopulationPopulation, and it has impacts on researchResearch, UnrestUnrest, SustainabilitySustainability, and corruption.

For detailed mechanics, see GDP.

Education

A nation's EducationEducation value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of EducationEducation there. Nations with higher EducationEducation 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 PopulationPopulation:

In nations with smaller or larger PopulationPopulation, these changes are sped up or slowed down. See Nations#Population_Scaling_for_Nation_Stat_Changes for more detail.

EducationEducation Score range
Limited 1-5
Developing 5-8
Advanced 8+

EducationEducation cannot be decreased below 1.

EducationEducation is one of the largest factors influencing researchNational Research output aside from PopulationPopulation.

Research

As of Version RC6, the researchNational 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 + EducationEducation + Government scoreGovernment / 2. Capped at PopulationPopulation / 5000.

B) PopulationPopulation in millions.

C) If the GDP per capitaGDPPC is $30000 or lower, use the number (GDP per capitaGDPPC/15000)^0.6.

If the GDP per capitaGDPPC is higher than $30000, use 1.5157166 + 0.90942997 × (ln(GDP per capitaGDPPC/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(GDP per capitaGDPPC/30000))

Research factor from GDPPC

D) Scales by EducationEducation squared, then linearly at 12: EducationEducation × Min(EducationEducation, 12)

E) Scales by the sixth root of Government scoreGovernment, with a floor of 1 at 1 Government scoreGovernment: Max(Government scoreGovernment0.16666667, 1) (maximum of ~1.4678).

F) 75% efficient at 10 and 0 cohesionCohesion, scales linearly to 125% at 5 cohesionCohesion.

G) 100% efficient at 0 UnrestUnrest and 0% efficient at 10 UnrestUnrest, scales with UnrestUnrest squared: 1-UnrestUnrest²/100

H) n% per ScienceScience AdviseAdvisor with diminishing return: 1% per ScienceScience of first AdviseAdvisor + 0.5% per ScienceScience of second AdviseAdvisor + 0.333333% from 3rd etc, always sorted by AdviseAdvisor bonus, descending (best AdviseAdvisor 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 priorityMission Control Priority is completed, a region in the nation is selected to gain 1 mission controlMission 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 priorityFound Space Program Priority may invest in the Boost priorityBoost Priority, which will give the nation permanent production of boostBoost.

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 moneyMoney that the nation is providing each month to be distributed to owners of its control points.

Whenever the Funding priorityFunding 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 priorityFunding 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 Military TechnologyMiltech, 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 priorityMilitary Priority. For details, see Miltech.

Armies

A nation may build one or more armies with the Build army priorityBuild Army Priority if it has completed the Found military priorityFound 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.

Navies

A nation's naval score is calculated by the number of NavyNavies it has attached to its ArmyArmies multiplied by the nation's Military TechnologyMiltech.

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.

NavyNavies are built using the Build navy priorityBuild Navy Priority. The Build navy priorityBuild Navy Priority priority is only available for a nation when all of the following are true:

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 Surface-to-Orbit defensesadvanced 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 Military TechnologyMiltech of X × 0.7
Number of Armies of X Not Megafauna Military TechnologyMiltech of X × 3 × Average Remaining Health % of the Armies
SPOILERS INSIDE!  

For Alien Invader Armies, use their Military TechnologyMiltech instead of the Military TechnologyMiltech of the Alien Nation.

Number of Navies of X 1
UnrestUnrest Value of X -1
X has any Strategic nuclear barrageNukes? 100
Number Strategic nuclear barrageNukes of X 5

For example, at the start of the game, the nation of North Korea has 2.8 Military TechnologyMiltech, 1 region, 1 ArmyArmies, 0 NavyNavies, 0 UnrestUnrest, and 1 Strategic nuclear barrageNuclear Weapons. So its estimated military strength is the sum of:

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:

  1. The Capital regionCapital region.
  2. The Core economic regionCore Economic regions, from highest PopulationPopulation to lowest.
  3. The Oil regionResource regionResource regions, from highest PopulationPopulation to lowest.
  4. The Non-Colony regions, from highest PopulationPopulation to lowest.
  5. The Colony regionColony Regions, from highest PopulationPopulation to lowest.

The amount of IP needed by the Space defenses prioritySpace 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 Exofighterexofighters after Exoatmospheric Fighters is researched.

Whenever the Build exofighter priorityBuild Exofighter priority is completed, a region in the nation is selected to increase its Exofighterexofighters by 1. The region is selected as follows:

  • Exclude all regions that are at their Maximum Exofighterexofighters.
  • If any remaining region has zero Exofighterexofighters, then pick the one with the highest boostBoost production.
  • Pick the one with the highest boostBoost production divided by the number of Exofighterexofighters already in the region.

The Maximum Exofighterexofighters of a region is calculated as:

  • 0 if the Monthly boostBoost Production is less than 1.
  • Min(64, Monthly boostBoost 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 PopulationPopulation:

In nations with smaller or larger PopulationPopulation, these changes are sped up or slowed down. See Population Scaling for more detail.

cohesionCohesion moves by 0.1 per month towards cohesionBase Cohesion. It can decrease faster, up to 0.25 per month towards its resting point, depending on InequalityInequality (this acceleration occurs for InequalityInequality values between 4 to 4.6). Specifically, when cohesionBase Cohesion is lower than cohesionCohesion, the cohesionCohesion 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 cohesionBase Cohesion rather than trying to fight the tide. See Nations#Resting_Cohesion for details on how to achieve this.

cohesionCohesion is also commonly changed by Events, and can be strongly affected by War Declarations and the Destruction of armies.

cohesionCohesion ranges from 0 to 10:

cohesionCohesion 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

cohesionBase Cohesion depends on the following factors:

Factor Conditions Effect
Base Always 16
InequalityInequality ≤ 4.75 Reduce by Min(1, 0.5 + EducationEducation/20) × 2.25 × InequalityInequality
> 4.75 Reduce by Min(1, 0.5 + EducationEducation/20) × (3.25 × InequalityInequality - 4.75)
GDP per capitaGDPPC Always Reduce by (1 - (GDP per capitaGDPPC / Highest GDP per capitaGDPPC in last 10 years)) × InequalityInequality
PopulationPopulation 1 Region in Nation Reduce by (PopulationPopulation in millions)0.3.
>1 Region in Nation Reduce by (PopulationPopulation in millions)0.2.
PopulationPopulation Distribution Always Reduce by 0.0025/km × PopulationPopulation-weighted average distance from each Region to the nation's capital. Capped at 7.5 Reduction.
Wars <6 Government score Increase by number of war enemies. Capped at 3.
>=6 Government score Increase by number of war enemies that have <6 Government score. Capped at 3.
Peer Rivals <6 Government score Increase by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War cohesionBase Cohesion Bonus.
>=6 Government score Increase by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have <6 Government score. Capped at 3 - War cohesionBase Cohesion Bonus.
Public vs. Elite Ideology Always Reduce by 2 × Distance between Public Opinion vs Control Point owners.
Public Opinion Distribution Always Change by -6 × (Standard Deviation of Public Opinion / Worst Possible Standard Deviation - 0.5).
Government scoreGovernment ≤ 3.5 Increase by (3.51.285 - Government scoreGovernment1.285) × ((10 - UnrestUnrest) / 10)
3.5 < Government score ≤ 5 Reduce by 3 - 2 × (5 - Government scoreGovernment)
5 < Government score ≤ 6.5 Reduce by 3 - 2 × (Government scoreGovernment - 5)
> 6.5 Stabilize (towards global value of 5) by 0.5 × (Government scoreGovernment - 6.5)
Owning Hostile Regions Always Reduce by 1.6 × Government scoreGovernment × Fraction of PopulationPopulation living in Hostile Regions

In other words, cohesionBase Cohesion is:

raised by:

centered by:

changed by:

lowered by:

Notable Effects of Cohesion

Underflowing Cohesion

If cohesionCohesion would ever be reduced below 0, then it underflows. This section discusses the effects of such an underflow.

In a nation with 50 million PopulationPopulation:

  • Government scoreGovernment is reduced by Min(cohesionCohesion Underflow Amount, Max(Government scoreGovernment - 5,0)) / 2.
  • UnrestUnrest is increased by (cohesionCohesion Underflow Amount - Min(cohesionCohesion Underflow Amount, Max(Government scoreGovernment - 5,0))) / 2.

In nations with smaller or larger PopulationPopulation, 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 influenceInfluence 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:

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:

In a nation with 50 million PopulationPopulation:

In nations with smaller or larger PopulationPopulation, 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 SustainabilitySustainabilityvalue is calculated as:

Once a nation reaches 10 SustainabilitySustainability (0 Pollution Multiplier), the Environment priorityEnvironment 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 PopulationPopulation is now a boon: the amount of Greenhouse Gases removed whenever the Environment priorityEnvironment Priority is completed is now multiplied by (the nation's PopulationPopulation / 50 million) ^ 0.35.

Hence, a player who wishes to fix the Climate should aim to make the most populated nations reach 10 SustainabilitySustainability, and then heavily invest into the Environment priorityEnvironment 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 PopulationPopulation:

In nations with smaller or larger PopulationPopulation, these changes are sped up or slowed down. See Population Scaling for more detail.

Inequality score ranges from 1 to 9:

InequalityInequality 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 InequalityInequality would grow beyond 9, the excess amount is instead subtracted from cohesionCohesion and added to UnrestUnrest.

Corruption

Corruption (shown in the Spoils prioritySpoils Priority tooltip) determines what percentage of the nation's Investment pointsIP the elites want diverted to the Spoils prioritySpoils Priority (Note: Does not account for priority bonuses). If this is not done then Coup d'EtatCoup 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 prioritySpoils Priority than the elites want will cause them to protect your nation from councilor Coup d'EtatCoup d'Etat attempts.

Corruption for human nations is calculated as follows:

SPOILERS INSIDE!  

The Alien Administration always has 0% corruption.

Priorities

The settings in the Priorities tab control the distribution of Investment pointsIP, which represent surplus economic capital generated by the nation.

The owner of each control point may direct a share of Investment pointsIP 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.

Investment pointsIP are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of Investment pointsIP going to a particular priority depends on the total number of weights set for a particular control point.

Investment pointsIP 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 Investment pointsIP cost Requirements Effects Pop Scaled
Economy 1 None GDP per capitaGDPPC by 3 + (1.5 per Resource regionMining Region) + (1.5 per Oil regionOil Region) + (1.5 per Core economic regionCore Economic Region) + (0.5 per Government scoreGovernment) + EducationEducation Yes
InequalityInequality by 0.00015 + 0.0001 per Resource regionMining Region + 0.0001 per Oil regionOil Region Yes
Regions may be Improved into Core economic regionCore Economic, Resource regionMining or Oil regionOil Regions after sufficient investment No
base metalsBase Metals and noble metalsNoble Metals Market Prices No
Welfare 1 None InequalityInequality by 0.005 Yes
Has Colony regionColony Regions One Colony regionColony Region loses Colony regionColony status every 1000 completions No
Environment 1 10 SustainabilitySustainability Greenhouse Gases Inverted
<10 SustainabilitySustainability

Pollution Multiplier by -0.005 / Max(1, total layers of Fallout)

Yes
One Region loses a layer of FalloutFallout every 100 completions No
Knowledge 1 None

EducationEducation by 0.005

Yes
cohesionCohesion centered by 0.01 Yes
Government 1 <10 Government scoreGovernment Government scoreGovernment by 0.001 per EducationEducation Yes
10 Government scoreGovernment Same as Knowledge priorityKnowledge Priority Yes
Has Hostile Regions One Hostile Region loses Hostility every 200 completions (shared with Unity priorityUnity Priority). No
Unity 2 None

cohesionCohesion by Max(0.025, 0.1 - 0.005 × EducationEducation - 0.005 × Government scoreGovernment)

Yes
EducationEducation by 0.001 Yes

For each faction that owns any control points:
Apply Propaganda of strength 5 × number of control points owned by faction
(Religion counts as 4 control points)

Yes
Has Hostile Regions One Hostile Region loses Hostility every 200 completions (shared with Government priorityGovernment Priority). No
Military 1 Found Military Completed in Nation Military TechnologyMiltech by 0.00125 / Military TechnologyMiltech × Best Human Nation's Military TechnologyMiltech No
Oppression 1 Found Military Completed in Nation Government scoreGovernment by 0.0025 Yes
UnrestUnrest by (0.1 - Government scoreGovernment / 100) × 3 Yes
Found Military Completed in Nation and >5 Government scoreGovernment cohesionCohesion by 0.025 × (Government scoreGovernment - 5) Yes
Spoils 1 None InequalityInequality by 0.0025 + 0.0015 per Resource regionMining Region + 0.0015 per Oil regionOil Region Yes
Government scoreGovernment by 0.0005 Yes

For each faction that owns any control points:
Apply Propaganda of strength - 0.125 × (EducationEducation + Government scoreGovernment) × fraction of control points owned by faction

No
Pollution Multiplier by 0.0005 + 0.00075 per Resource regionMining Region + 0.00075 per Oil regionOil Region Yes
Greenhouse Gases Yes
Control Points Not Cracked

Each Faction's moneyMoney by (5 × Monthly Investment pointsIP + 5 per Resource regionMining Region + 5 per Oil regionOil Region + 2.5 × (10 - Government scoreGovernment)) × fraction of control points owned by faction

No
Funding 1 None Annual moneyMoney Production by 10 + max(round(((GDP in billions)^0.18)/1.09),1) No
Boost 2 Found Space Program Completed in Nation Annual boostBoost Production by 0.4 - (Launch Facility Latitude / 250) No
Mission Control 25 Found Space Program Completed in Federation mission controlMission Control by 1 No
Found Space Program 50 None Annual boostBoost Production by 0.1 No
Found Military 40 None

Set Military TechnologyMiltech to the Max of:

No
Build Army 60
  • Found Military Completed in Nation
  • >(5 + 25 × ArmyArmies) PopulationPopulation in Millions
  • Has a non-colony Region without its own Army
Builds an Army No
base metalsBase Metals and noble metalsNoble Metals Market Prices No
Build Navy 100
  • Found Military Completed in Nation
  • >4 Control Points, or 3 Control Points and >40000 GDP per capitaGDPPC
  • Has an Army without its own NavyNavy
Attaches NavyNavy to an Army No
base metalsBase Metals and noble metalsNoble Metals Market Prices No
Develop Atomic Bomb 80 None Strategic nuclear barrageNuclear Weapons by 1 No
fissilesFissiles Market Prices No
Aerosols by 0.0000777ppm No
Each Owning Faction Commits 1 Atrocity No
Nuclear Weapons 40 Develop Atomic Bomb Completed in Nation Strategic nuclear barrageNuclear Weapons by 1 No
fissilesFissiles Market Prices No
Space Defenses 25 to 100 (scaled by region size) Military ScienceTrans-Interface Warfare researched Builds a Surface-to-Orbit defensesSpace Defense Facility No
Build Exofighter 10 Builds an ExofighterExofighter 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
Economy priorityEconomy Priority 50%
Welfare priorityWelfare Priority 20%
Environment priorityEnvironment Priority 20%
Knowledge priorityKnowledge Priority 20%
Government priorityGovernment Priority 20%
Unity priorityUnity Priority 20%
Military priorityMilitary 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).

For example, suppose a control point has 3 pips in the Economy priorityEconomy Priority, 1 pip in the Welfare priorityWelfare Priority, and 1 pip in the Spoils prioritySpoils Priority, for a total of 5 pips. Then:

Thus:

  • The Economy priorityEconomy Priority receives a diversity bonus of 4% (because it cannot receive the 30% from itself).
  • The Welfare priorityWelfare Priority receives a diversity bonus of 30% (because it cannot receive the 4% from itself).
  • The Spoils prioritySpoils 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 Investment pointsIP into any priority, the amount of Investment pointsIP 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 


  1. ↑ The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.
  2. ↑ A priority cannot give itself its own diversity bonus

Direct Investment

Direct Investment allows a faction to purchase Investment pointsIP in a certain priority with moneyMoney, influenceInfluence, and/or opsOps. The number of Investment pointsIP that may be purchased each calendar year in any nation is capped at 12 × (PopulationPopulation 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.

Base Direct Investment Costs for each Nation Priority
Priority moneyMoney Cost influenceInfluence Cost opsOps Cost
Economy priorityEconomy Priority GDP per capitaGDPPC Increase Per Completion × PopulationPopulation in Millions / Required Investment pointsIP 25 0
Welfare priorityWelfare Priority 360000 / 67 × InequalityInequality Decrease Per Completion × PopulationPopulation in Millions / Required Investment pointsIP 100 0
Environment priorityEnvironment Priority 150000 × Pollution Multiplier Decrease Per Completion × (PopulationPopulation / 50 million) ^ 0.35 / Required Investment pointsIP 100 0
Knowledge priorityKnowledge Priority 625 / 41 × PopulationPopulation in Millions / (PopulationPopulation / 50 million) ^ 0.35 / Required Investment pointsIP 100 0
Government priorityGovernment Priority 150000 × Government scoreGovernment Increase Per Completion × (PopulationPopulation / 50 million) ^ 0.35 / Required Investment pointsIP 300 0
Unity priorityUnity Priority 400 × (PopulationPopulation / 50 million) ^ 0.35 / Required Investment pointsIP 300 / Required Investment pointsIP 0
Oppression priorityOppression Priority 0 50 × Max(1, Government scoreGovernment) × Required Investment pointsIP / (PopulationPopulation / 50 million) ^ 0.35 30 / (1 + Min(2, Military TechnologyMiltech / 10))
Funding priorityFunding Priority 0 5 × Funding priorityFunding Increase Per Completion / Required Investment pointsIP 0
Found space program priorityFound Space Program Priority 2800 / Required Investment pointsIP 2500 / Required Investment pointsIP 0
Boost priorityBoost Priority 1250 / Required Investment pointsIP 100 / Required Investment pointsIP 0
Mission control priorityMission Control Priority 2500 / Required Investment pointsIP 800 / Required Investment pointsIP 0
Found military priorityFound Military Priority 2000 / Required Investment pointsIP 2000 / Required Investment pointsIP 1500 / Required Investment pointsIP
Military priorityMilitary Priority 250 × Military TechnologyMiltech / Required Investment pointsIP 250 / Required Investment pointsIP 30 × Military TechnologyMiltech / Required Investment pointsIP
Build army priorityBuild Army Priority 10000 × Military TechnologyMiltech / Required Investment pointsIP 3000 / Required Investment pointsIP 2000 × Military TechnologyMiltech / Required Investment pointsIP
Build navy priorityBuild Navy Priority 1200 × Military TechnologyMiltech / Required Investment pointsIP 3000 / Required Investment pointsIP 1500 × Military TechnologyMiltech / Required Investment pointsIP
Develop atomic bomb priorityDevelop Atomic Bomb Priority 30000 / Required Investment pointsIP 3000 / Required Investment pointsIP 300 / Required Investment pointsIP
Nuclear weapons priorityNuclear Weapons Priority 5000 / Required Investment pointsIP 1500 / Required Investment pointsIP 150 / Required Investment pointsIP
Space defenses prioritySpace Defenses Priority 2500 / Required Investment pointsIP 800 / Required Investment pointsIP 600 / Required Investment pointsIP
Build exofighter priorityBuild Exofighter Priority 1000 / Required Investment pointsIP 200 / Required Investment pointsIP 150 / Required Investment pointsIP
Direct Investment Cost Multipliers
Category Conditions moneyMoney Cost Multiplier influenceInfluence Cost Multiplier opsOps Cost Multiplier
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 Oppression priorityOppression Priority
Not Funding priorityFunding Priority
1 0.5 1
Nation Ownership Not Cracked 1 1 - 0.5 × Fraction of Control Points Owned 1
control pointsControl Point Capacity Cost Not Alien Nation
Not Funding priorityFunding Priority
1 0.1 × Single Control Point control pointsControl Point Capacity Cost 1
National Priority Bonuses Not from Federation
Not from Diversity
1 / (1 + Bonus) 1 / (1 + Bonus) 1 / (1 + Bonus)
Federation Bonus Economy priorityEconomy Priority Only 1 / (1 + Bonus) 1 / (1 + Bonus) 1 / (1 + Bonus)
Nation Resource regionMining Regions Build army priorityBuild Army Priority and Build navy priorityBuild Navy Priority Only 1 / (1 + 0.05 per Resource regionMining Region) 1 / (1 + 0.05 per Resource regionMining Region) 1 / (1 + 0.05 per Resource regionMining Region)

Elites

Each nation requires a certain percentage of Investment pointsIP to be put into the Spoils prioritySpoils Priority. Failing to provide enough Investment pointsIP into Spoils prioritySpoils 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 researchResearch, boostBoost, mission controlMission Control and moneyMoney (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a CrackdownCrackdown 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 Army 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 pointsControl 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 pointsControl Point Capacity cost is divided up evenly among all the control points of the nation.

Control points that have sustained a CrackdownCrackdown or are abandoned do not cost any control pointsControl Point Capacity.

When a faction exceeds their control pointsControl Point Capacity, they suffer the following penalties:

SPOILERS INSIDE!  

Taking Control Points

To gain control over a neutral Control Point, one usually performs a successful Control NationControl 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 NationControl Nation mission becomes unavailable. In that case you would need to perform a successful PurgePurge mission on an enemy Control Point.

To increase PurgePurge success chances, it is recommended to conduct CrackdownCrackdown on these Control Points first. Another alternative to Control Nation is Coup d'EtatCoup 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'EtatCoup d'Etat has a higher success chance in nations with high UnrestUnrest, so Increase UnrestIncrease Unrest missions can be very helpful.

One more alternative is to simply use war. When armies conquer a nation's Capital regioncapital 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 scoreGovernment and other conditions, and provides a related bonus for the faction controlling it.

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
2nd ≥5 Government scoreGovernment Legislature
  • If Faction also owns the Executive, then +3 Bonus Defense against all PurgePurge and Dominate NationDominate Nation Missions targeting the Executive.
  • Otherwise, the faction gains +3 Bonus Attack on its PurgePurge Missions targeting the Executive.
≥6 EducationEducation and ≥7 cohesionCohesion Party
  • +3 Bonus Defense against all PurgePurge and Dominate NationDominate Nation Missions targeting each non-Executive control point owned by the Faction.
  • +3 Bonus Attack on the Faction's PurgePurge Missions targeting each non-Executive control point.
≥6 EducationEducation and <7 cohesionCohesion Oligarchs
  • If Faction also owns the Executive, then +3 Bonus Defense against all other factions' Coup d'EtatCoup Missions targeting the Nation.
  • +3 Bonus Attack on the Faction's Coup d'EtatCoup Missions targeting the Nation.
Else Aristocracy +20% Nation Spoils prioritySpoils Money Output for Faction.
3rd <5 Government scoreGovernment Security Apparatus
≥7 EducationEducation Mass Media +3 Bonus Attack on the Faction's Public CampaignPublic Campaign and Dominate NationDominate Nation missions within the Nation.
Else Religion +15 Propaganda Strength for Unity priorityUnity Priority's Propaganda for Faction. (Affected by Population Scaling.)
4th <4 Government scoreGovernment National Industries
  • +3 Bonus Defense against all Hostile TakeoverHostile Takeover Missions targeting Orgs owned by the Faction within the Nation.
  • +3 Bonus Attack on the Faction's Hostile TakeoverHostile Takeover Missions within the Nation.
<3.5 InequalityInequality and >10000 GDP per capitaGDPPC and >7 EducationEducation Trade Unions Orgs based in the same nation cost 20% less influenceInfluence for Faction to purchase.
Else Corporations Orgs based in the same nation cost 20% less moneyMoney for Faction to purchase.
5th >6 cohesionCohesion Bureaucracy +3 Bonus Attack on the Faction's Control NationControl Nation missions within the Nation.
>3 cohesionCohesion Regional Authorities +3 Bonus Attack on the Faction's Stabilize NationStabilize Nation missions within the Nation.
>1 cohesionCohesion or <7 UnrestUnrest Identity Blocs +3 Bonus Attack on the Faction's Increase UnrestIncrease Unrest missions within the Nation.
Else Warlords +6 Bonus Attack on the Faction's Increase UnrestIncrease Unrest missions within the Nation.
6th >9 Government scoreGovernment and >9 EducationEducation Knowledge Sector +5% researchNation Research Output for Faction.
>6 cohesionCohesion and Nation has a rival or war enemy which has at least the same number of control points. Defense Sector Faction's ArmyArmies that belong to this Nation gain +0.005 daily heal rate.
>6 Government scoreGovernment and >7 EducationEducation Financial Sector +5% Nation Funding priorityFunding Money Output for Faction.
Nation has at least 1 Oil regionOil or Resource regionMining Region Extractive Sector Nation Spoils prioritySpoils Money Output for Faction increased by 2 × Number of Oil regionOil or Resource regionMining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.
Else Agricultural Sector Nothing.
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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.