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A nation represents one or more regions that have a common government, national policy and diplomacy. They form the sites where conflict and espionage takes place and all human factions will compete to control nations in order to make use of their resources to fulfil their objectives. Interactions with nations is carried out using [[Councillors]].
<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.
 
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 ==
== National Stats ==
[[File:Nations_1.png|thumb|320px|Nation Stats view (on an older instance of the game taken from devlogs).]]
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.
=== Overview ===
{| class="wikitable" style="text-align:center;"
|- style="background-color:Gray;"
| colspan=2| || {{icon|pop}} || {{icon|gdppc}} || {{icon|ip}} || {{icon|economy}} || {{icon|welfare}} || {{icon|knowledge}} || {{icon|government priority}} || {{icon|unity}} || {{icon|oppression}} || {{icon|inequality}} || {{icon|cohesion}} || {{icon|unrest}} || {{icon|education}} || {{icon|democracy}} || {{icon|spoils}}
|-
| style="background-color:Gray;" | {{icon|pop}} || [[Nations#Population|Population]]
|
| style="background-color:#006600;" | {{icon|greenarrowup}}
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| style="background-color:#330000;" | {{icon|redarrowdown}}
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| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|gdppc}} || [[Nations#Per_Capita_GDP|GDPPC]]
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:Gray;" | {{icon|ip}} || [[Nations#Monthly_Investment_Points|IP]]
| style="background-color:#009900;" | {{icon|greenarrowup}}
| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|economy}} || Economy Priority
| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#006600;" | {{icon|greenarrowup}}
| style="background-color:#003300;" | {{icon|greenarrowup}}
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| style="background-color:Gray;" | {{icon|welfare}} || Welfare Priority
| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:Gray;" | {{icon|knowledge}} || Knowledge Priority
| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|government priority}} || Government Priority
| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:Gray;" | {{icon|unity}} || Unity Priority
| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#330000;" | {{icon|redarrowdown}}
| style="background-color:#330000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|oppression}} || Oppression Priority
| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|inequality}} || [[Nations#Inequality|Inequality]]
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| style="background-color:#003300;" | {{icon|greenarrowup}}
| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
|-
| style="background-color:Gray;" | {{icon|cohesion}} || [[Nations#Cohesion|Cohesion]]
| style="background-color:#660000;" | {{icon|redarrowdown}}
| style="background-color:#003300;" | {{icon|greenarrowup}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
| style="background-color:#330000;" | {{icon|redarrowdown}}
| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:#330000;" | {{icon|redarrowdown}}
| {{icon|star}}
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| style="background-color:Gray;" | {{icon|unrest}} || [[Nations#Unrest|Unrest]]
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| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|education}} || [[Nations#Education|Education]]
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#330000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|democracy}} || [[Nations#Government|Government]]
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:#330000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|spoils}} || Spoils Priority
| style="background-color:#110000;" | {{icon|redarrowdown}}
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| style="background-color:#00cc00;" | {{icon|greenarrowup}}
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| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|research}} || [[Nations#Research|Research]]
| style="background-color:#009900;" | {{icon|greenarrowup}}
| style="background-color:#006600;" | {{icon|greenarrowup}}
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| {{icon|star}}
| style="background-color:#990000;" | {{icon|redarrowdown}}
| style="background-color:#00cc00;" | {{icon|greenarrowup}}
| style="background-color:#003300;" | {{icon|greenarrowup}}
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|-
| style="background-color:Gray;" | {{icon|mc}} || [[Nations#Mission_Control|MC]]
| style="background-color:#009900;" | {{icon|greenarrowup}}
| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#003300;" | {{icon|greenarrowup}}
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|}
* Each cell represents the effect of having higher amounts of the column stat on the row stat.
* Lighter background colors indicate stronger effects on the row stat.
* Empty cell indicates that the column stat has no direct effect on the row stat.
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.
===Population===
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to {{TV|IP}}, {{icon|research|bgcolor=DarkSlateGray}}, [[Research]] output, [[Mission_Control]] cap, [[Army]] cap, and {{TV|Cohesion}}. Larger populations also make it slower to change nation stats. This means larger-pop nations tend to have more long-term potential, but also tend to be slower to realize that potential.
For detailed mechanics, see [[Population]].


=== Government ===
=== Government ===
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.
The Government score of a nation represents how democratic it is, with 0 representing a totalitarian dictatorship, and 10 representing an idealized democracy. It is raised by the {{TV|government priority}} and lowered by the {{TV|oppression}} and the {{TV|spoils}}.
 
* A high government score pulls {{TV|base cohesion}} towards 5, increases [[research]] output, lowers [[corruption]], and helps with [[Foreign_Relations|unification]].
* A medium government score lowers {{TV|base cohesion}}.
* A low government score raises {{TV|base cohesion}}, improves the effect of the {{TV|oppression}} and [[armies]] on {{TV|unrest}}, and increases the [[Money]] gained by {{TV|Spoils}}.
 
For detailed mechanics, see [[Government]].
 
=== Unrest ===
<blockquote>
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.
</blockquote>
~ Terra Invicta Codex, 0.4.85.
 
In a nation with {{TV|pop|50 million}}:
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.
 
{{TV|unrest}} score ranges from 0 to 10:
{| class="wikitable" style="text-align:center;"
|-
! {{TV|unrest}} !! Score range
|-
| Peaceful || <1.5
|-
| Subversion || <3
|-
| Strife || <4.5
|-
| Insurgency || <6
|-
| Guerilla War || <7.5
|-
| Insurrection || <9
|-
| Civil War || ≥9
|}
 
==== Base Unrest ====
 
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as:
* 10.5
* -1 per {{TV|gdppc|10000}}.
* -1 per {{TV|cohesion}}.
* For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation:
** -0.5.
** Multiplied by the army health %.
** Multiplied by (10 - {{TV|democracy}}).
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65.
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}})
 
'''Note''': Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway.
 
{{SpoilerBox|Alien-Related}}
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation's [[Regions]]' Xenoflora Growth Levels) / 20.
{{SpoilerBoxEnd}}
 
It's generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly.
 
==== Notable Effects of Unrest ====
 
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}.
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}.
 
==== Coups and revolutions ====
 
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|>9.9}} when checked, but never otherwise. A naturally occurring coup will never happen if {{TV|democracy|≥8}} and {{TV|unrest|<8}}; otherwise the <code>daily chance of coup * 4</code> is checked.
 
The daily chance of coup is (({{TV|unrest}} * 2 - {{TV|cohesion}} - {{TV|democracy}}) / 10 + conditional elite unhappiness) / 6000, where the elites' unhappiness is {{TV|corruption}} percent - {{TV|spoils}} percent, but is ignored if any of the following conditions are true:
* {{TV|corruption}} percent < {{TV|spoils}} percent.
* Some faction owns all the nation's control points and that faction has {{TV|public support|≥65%}}.
 
So natural coups can be countered by lowering {{TV|unrest}} and increasing {{TV|cohesion}}, {{TV|democracy}} and {{TV|spoils}} (up to the {{TV|corruption}} level). The {{TV|spoils}} may often be ignored if the level of {{TV|unrest}} in a country is sufficiently low and the {{TV|cohesion}} and/or {{TV|democracy}} sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).
 
{{SpoilerBox}}
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions.
{{SpoilerBoxEnd}}
 
===== Effects of a Coup =====
 
When a nation undergoes a coup for any reason, the following changes occur:
# The nation is removed from its [[Foreign Relations#Federations|federation]].
# All diplomatic cooldowns involving the nation are set to 0 days.
# All [[Nations#Control_Points|control points]] in the nation are emptied, except for those owned by the faction whose councilor performed the {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]], if any.
# The nation's {{TV|democracy}} is changed by a random amount between -2 and 1.
# The nation's {{TV|unrest}} is changed by a random amount between -3 and 0.
# The nation's {{TV|cohesion}} is changed by a random amount between -1 and 1.
# The nation's [[Nations#GDP|GDP]] is changed by a random amount between -10% and 0%.
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.
# If the {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] was performed by a councilor of some faction F, then:
#* If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.
#* If there is exactly one empty control point in the nation and the {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.
#* Otherwise, give the first empty control point in the nation to F, and if the {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] was a critical success, also give the control point immediately to the right of it to F.
# Empty out every control point that is to the right of an empty control point.
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation's allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.
# Every councilor that is still planning to perform a {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] mission on the nation this turn aborts their pending {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] mission.
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.
 
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]' faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.
 
===== Effects of a Revolution =====
 
{{SpoilerBox}}
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.
{{SpoilerBoxEnd}}
 
When a human nation undergoes a revolution, the following changes occur:
# The nation is removed from its [[Foreign Relations#Federations|federation]].
# All diplomatic cooldowns involving the nation are set to 0 days.
# All [[Nations#Control_Points|control points]] in the nation are emptied.
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region.
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.
# The nation's {{TV|unrest}} is changed by a semi-random amount between -6 and -3, affected by {{TV|public support}}.
# The nation's {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, affected by {{TV|public support}}.
# If the nation's {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, affected by {{TV|public support}}.
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.
# The nation's {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is increased by the average [[Factions#Human_Factions|Idealism]] of the new control point owners.
#* Note: {{TV|democracy}} cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.
# X% chance for the number of loose nukes to increase by 1, where X is the number of {{TV|nukes}} the nation had. But note that this doesn't actually reduce the number of {{TV|nukes}} the nation has.
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation's allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.
 
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]' faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.
 
The changes that are affected by {{TV|public support}} are multiplied by X, where X is calculated as follows:
# Set X to 0.
# For each non-empty control point before the revolution:
#* If this is not the executive control point, then reduce X by 0.5 × the {{TV|public support}} of the control point's faction.
#* If this is the executive control point, then reduce X by 1 × the {{TV|public support}} of the control point's faction.
# For each non-empty control point after the revolution:
#* If this is not the executive control point, then increase X by 1 × the {{TV|public support}} of the control point's faction.
#* If this is the executive control point, then increase X by 2 × the {{TV|public support}} of the control point's faction.
# Increase X by a random value between 0 and 0.25.
# If all control points are empty both before and after the revolution, then again increase X by a random value between 0 and 0.25.
 
=== GDP ===
A nation's [[GDP]] is its Gross Domestic Product, measured in US dollars. It is primarily increased by investing in the {{TV|economy}}. GDP determines the raw {{TV|IP}} output of a nation and the {{TV|CP}} cost to hold its [[Control Points]], and also influences how hard it is to target the nation with [[missions]]. Per-[[region]] GDP determines {{TV|MC}} cap.
 
GDP per capita ("[[GDPPC]]") is the GDP divided by {{TV|pop}}, and it has impacts on {{TV|research}}, {{TV|unrest}}, {{TV|sustainability}}, and [[corruption]].
 
For detailed mechanics, see [[GDP]].
 
=== Education ===
 
<blockquote>
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>
~ Terra Invicta Codex, 0.4.85.
 
In a nation with {{TV|pop|50 million}}:
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} < 8.5.
** Multiplied by 12 / {{TV|education}} if {{TV|education}} > 12.
* After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}.
* 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.


Goverment score ranges from 0 to 10:
{| class="wikitable"
{| class="wikitable"
! Government !! Score range
! {{TV|education}} !! Score range
|-
|-
| Totalitarian || 0-2
| Limited || 1-5
|-
|-
| Authoritarian || 2-4
| Developing || 5-8
|-
|-
| Anarcy || 4-6
| Advanced || 8+
|}
 
{{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 ====
 
As of Version RC6, the {{TV|national research}} output is calculated as:
<pre>
// PavonisInteractive.TerraInvicta.TINationState
public float research_month
{
get
{
float population_Millions = this.population_Millions;
float perCapitaGDP = this.perCapitaGDP;
return (population_Millions * ((perCapitaGDP <= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);
}
}
</pre>
 
In other words:
 
A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000.
 
B) {{TV|pop}} in millions.
 
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6.
 
If the {{TV|gdppc}} is higher than $30000, use 1.5157166 + 0.90942997 × (ln({{TV|gdppc}}/15000) - 0.6931472) instead.
 
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is about 2^0.6 × (1 + 0.6 × ln({{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC/30000))
 
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]]
 
D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12)
 
E) Scales by the sixth root of {{TV|democracy}}, with a floor of 1 at 1 {{TV|democracy}}: Max({{TV|democracy}}<sup>0.16666667</sup>, 1) (maximum of ~1.4678).
 
F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}.
 
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
 
=== Mission Control ===
Whenever the {{TV|mission control priority}} is completed, a [[region]] in the nation is selected to gain {{TV|mc|1}}. A nation's MC is split equally between the owners of the nation's [[Control Points]]. See [[Mission Control#MC_from_Nations]] for details.
 
=== Boost ===
A nation that has completed the {{TV|found space program}} may invest in the {{TV|boost priority}}, which will give the nation permanent production of {{TV|boost}}.
 
A nation's boost production is distributed between [[federation]] members, with larger members getting much more, and then each nation's boost is distributed equally between owners of that nation's [[Control Points]]. For details, see [[Boost]].
 
=== Funding ===
 
<blockquote>
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.
</blockquote>
~ Terra Invicta Codex, 0.4.85.
 
This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points.
 
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 {{TV|funding}} is completed.
 
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 [[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 ===
A nation's Military Technology, aka {{TV|miltech}}, value represents the capability of the nation's armed forces. It has major impacts on an army's effectiveness in [[Terrestrial Warfare]], and can be raised with the {{TV|Military Priority}}. For details, see [[Miltech]].
 
=== Armies ===
A nation may build one or more armies with the {{TV|build army}} if it has completed the {{TV|Found Military}} and has a population of at least 5 million. Armies can be used to conquer other nations, defend against conquests, or attack certain [[Alien]] objects.
 
For detailed mechanics of army costs, army control, and the number of armies a nation can build, see [[Army]]. For army combat mechanics, see [[Terrestrial Warfare]]. For the use of armies to conquer [[regions]], see [[Foreign_Relations#War_Annexation]]. For attacking aliens, see [[Aliens#Reduction]].
 
=== Navies ===
 
A nation's naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation's {{TV|miltech}}.
 
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.
 
{{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true:
* The nation has completed the {{TV|found military}} (or started with it already complete).
* The nation has more {{TV|armies}} than {{TV|navies}}.
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]].
* One of the following is true:
** The nation has at least 4 [[Nations#Control_Points|control points]].
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}.
 
=== Strategic Nuclear Barrages ===
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.
 
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack.
 
=== Estimated Military Strength ===
 
The estimated military strength of a nation X is calculated as the sum of the following:
 
{| class="wikitable"
|-
|-
| Flawed Democracy || 6-8
! Category !! Conditions !! Multipliers
|-
|-
| Full Democracy || 8-10
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7
|-
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies
{{SpoilerBox}}
For Alien Invader Armies, use their {{TV|miltech}} instead of the {{TV|miltech}} of the Alien Nation.
{{SpoilerBoxEnd}}
|-
| Number of [[Nations#Navies|Navies]] of X || || 1
|-
| {{TV|unrest}} Value of X || || -1
|-
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100
|-
| Number {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5
|}
|}


A Government score of 0 is the most totalitarian, and 10 is the most democratic. The Government score impacts the Cohesion score. Lower Government score increases the Cohesion score resting point, while higher Government score draws Cohesion score to the mean value of 5, and simultaneously increases research production. Higher Government score also lower Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by Coup d'Etat and boosts economic growth. Lower Government score increases the effectiveness of the military priority and armies at reducing unrest.
For example, at the start of the game, the nation of North Korea has {{TV|miltech|2.8}}, 1 region, {{TV|armies|1}}, {{TV|navies|0}}, {{TV|unrest|0}}, and {{TV|nuke|1}}. So its estimated military strength is the sum of:
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4
* {{TV|navies|0}} × 1 = 0
* {{TV|unrest|0}} × -1 = 0
* 1 (has nukes) × 100 = 100
* {{TV|nuke|1}} × 5 = 5
So it has an estimated military strength of 115.36.
 
The estimated military strength of a nation is important because when multiple nations fight on the same side of a [[Foreign_Relations#Wars|war]], the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.


Government score is increased by Knowledge priority and decreased by Unity priority.
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.


=== Unrest ===
=== Space Defenses ===
Unrest 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 nations Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). Military spending and armies can reduce it, especially in non-democratic nations.


Higher values increase Coup d'Etat chances and reduce investment points. Its resting point is increased by having low cohesion and low Per-Capita GDP (PPP). Unrest can be increased by councillor ''Increase unrest'' and reduced by ''stabilize nation'' assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.
<blockquote>
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.
</blockquote>
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.


Unrest changes relatively quickly if it is not at its resting point. It's generally better to reduce unrest resting point before reducing its value with councillors and military priority. That is because reducing unrest below resting point makes it grow back naturally and quickly. In order to have a prosperous nation, having below 2 unrest is a good start, as it grants the best investment point potential. And, of course, the nation will be more resistant to coups. Every 0.1 point of unrest above 2 will decrease your investment points by 1%, capping at 80% at 10 unrest.
Human Nations can build Space Defenses after [[Trans-Interface Warfare]] is researched.


Naturally occurring coups can happen on high levels of unrest. Those can be countered through spoils and military investments. The spoils priority may be ignored if the level of unrest in a country is sufficiently low, even if the indicator appears red.
Space Defenses are built in the following order:
# The {{icon|capital|bgcolor=DarkSlateGray}}Capital region.
# The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} 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 {{TV|pop}} to lowest.
# The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest.


Unrest is also increased should unification between two nations occur.
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.


=== GDP and PPP ===
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.
GDP, or gross domestic product, is a measure of the annual economic output in US dollars a nation produces. Having higher GDP increases the national CP amount from 1 to 6 after thresholds are exceeded. It also increases the number of investment points and decreases chances of certain missions, such as Control Nation, from succeeding.
GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet's climate stability.  


Unification combines both nation's GDPs.
=== Exofighters ===


=== Miltech ===
Human nations can build {{icon|exofighter}}exofighters after [[Exoatmospheric Fighters]] is researched.
A nation's Military Technology value represents the capability of the nations' armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability. This applies to both army strength, which changes together with national Miltech level, and regional defence power.
At the start of the game, Miltech is capped at level 5, but this can be increased with certain Global Research Projects. Increasing the overall score by 1 number transitions the technological age of the army, which also alters army appearance in the game.


Miltech is increased by military priority, and unification between two nations balances the overall miltech score based on the former 2.
Whenever the {{icon|build exofighter}}Build Exofighter priority is completed, a region in the nation is selected to increase its {{icon|exofighter}}exofighters by 1. The region is selected as follows:
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters.
* If any remaining region has zero {{icon|exofighter}}exofighters, then pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production.
* Pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production divided by the number of {{icon|exofighter}}exofighters already in the region.


=== Education ===
The Maximum {{icon|exofighter}}exofighters of a region is calculated as:
A nation's Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1.
* Min(64, Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production / 4), rounded up to the nearest integer.


=== Cohesion ===
=== Cohesion ===
A nation's Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences.
<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 {{TV|pop|50 million}}:
* {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed.
* Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}.
** This is reduced by 0.005 per {{TV|education}}.
** This is reduced by 0.005 per {{TV|democracy}}.
** This cannot be reduced below 0.025.
* 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 {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.
 
{{TV|cohesion}} moves by 0.1 per month towards {{TV|base cohesion}}. It can decrease faster, up to 0.25 per month towards its resting point, depending on {{TV|inequality}} (this acceleration occurs for {{TV|inequality}} values between 4 to 4.6). Specifically, when {{TV|base cohesion}} is lower than {{TV|cohesion}}, the {{TV|cohesion}} decrease per month is calculated as follows:
<pre>Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )</pre>
 
This is not affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] and is rapid enough that it is usually better to move {{TV|base cohesion}} rather than trying to fight the tide. See [[Nations#Resting_Cohesion]] for details on how to achieve this.


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.
{{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 || <1
|-
| Fractured || <2
|-
| Sectarian || <3
|-
| Polarized || <4
|-
| Competitive || <5
|-
| Diverse || <6
|-
| Integrated || <7
|-
| Homogenous || <8
|-
| Dominated || <9
|-
| Hegemonic || <10
|-
| Monolithic || 10
|}


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.
==== Resting Cohesion ====


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 the control point owners. Cohesion is increased by wars, autocracy, and the Unity priority. Democracy pulls it towards a middle value.
{{TV|base cohesion}} depends on the following factors:
 
{| class="wikitable"
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect
|-
| Base || Always || 16
|-
| rowspan="2" | {{TV|inequality}}
| ≤ 4.75
| [[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
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by Min(1, 0.5 + {{TV|education}}/20) × (3.25 × {{TV|inequality}} - 4.75)
|-
| {{TV|gdppc}}
| Always
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by (1 - ({{TV|gdppc}} / Highest {{TV|gdppc}} in last 10 years)) × {{TV|inequality}}
|-
| rowspan=2 | {{TV|pop}}
| 1 [[Regions|Region]] in Nation
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by ({{TV|pop}} in millions)<sup>0.3</sup>.
|-
| >1 [[Regions|Region]] in Nation
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by ({{TV|pop}} in millions)<sup>0.2</sup>.
|-
| {{icon|pop}}Population Distribution
| Always
| [[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" | [[Foreign Relations#Wars|Wars]]
| <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.
|-
| >=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 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3.
|-
| rowspan="2" | Peer [[Foreign Relations#Rivals|Rivals]]
| <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 {{TV|base cohesion}} Bonus.
|-
| >=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 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3 - War {{TV|base cohesion}} Bonus.
|-
| Public vs. Elite Ideology
| Always
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners.
|-
| Public Opinion Distribution
| Always
| [[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" | {{TV|democracy}}
| ≤ 3.5
| [[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 < {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 5
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3 - 2 × (5 - {{TV|democracy}})
|-
| 5 < {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3 - 2 × ({{TV|democracy}} - 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, {{TV|base cohesion}} is:
 
<span style="color:green;">'''raised by:'''</span>
* Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high.
* 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 {{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>
* High {{TV|democracy}} score.
 
<span style="color:orange;">'''changed by:'''</span>
* Public Opinion [[#Public_Opinion|distribution]].
 
<span style="color:red;">'''lowered by:'''</span>
* Medium {{TV|democracy}} score.
* High {{TV|inequality}} score, stronger when {{TV|education}} is high.
* Loss of {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDP per Capita]] within the last 10 years.
* {{TV|pop}}, worse when the entire {{TV|pop}} is confined to just one [[Region]] because the nation has no other [[Regions]].
* Geographic {{icon|pop}}Population Distribution.
* Difference between [[#Public_Opinion|average public opinion]] and the [[Factions]] that own the control points.
* Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]], multiplied by {{TV|democracy}}.
 
==== Notable Effects of Cohesion ====
 
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}.
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1.25 - |{{TV|cohesion}} - 5| / 10). So it is multiplied by 75% at {{TV|cohesion|0}} and at {{TV|cohesion|10}}, whereas it is multiplied by 125% at {{TV|cohesion|5}}.
* The [[Nations#Public_Support_Cap|Public Support Cap]] of a Nation is increased by its {{TV|cohesion}}.
* The [[Nations#Population_Growth|Population Growth]] of a Nation is decreased by its {{TV|cohesion}}.
 
==== Underflowing Cohesion ====
 
If {{TV|cohesion}} would ever be reduced below 0, then it '''underflows'''. This section discusses the effects of such an underflow.
 
In a nation with {{TV|pop|50 million}}:
* {{TV|democracy}} is reduced by <code>Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.</code>
* {{TV|unrest}} is increased by <code>({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount - Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0))) / 2.</code>
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.
 
=== Public Opinion ===
Public Opinion reflects the overall opinion of the typical residents of a given [[nation]], or of [[Earth]] generally. Having high public opinion gives a significant boost to a [[faction]], as a built-in source of free {{TV|Influence}} and as a bonus on a wide variety of [[missions]]. Public opinion can be changed in a wide variety of ways, either positive (such as performing [[Public Campaign]] missions) or negative (such as committing [[atrocities]]).
 
For details, see [[Public Opinion]].
 
=== Sustainability ===
<blockquote>
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.
</blockquote>
~ Terra Invicta Codex, 0.4.85.
 
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 produces whenever it completes the {{TV|spoils}}.
 
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0:
* [[Arrival International Development]] reduces the minimum by 0.05.
* [[Designer Lifeforms]] reduces the minimum by 0.05.
* [[Integrated Earth-Space Economy]] reduces the minimum by 0.05.
* [[Clean Energy]] reduces the minimum by 0.1.
* [[Climate Change Mitigation]] reduces the minimum by 0.1.
 
In a nation with {{TV|pop|50 million}}:
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} > 2.
** 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.
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''': [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation's Pollution Multiplier.
 
A nation's {{TV|sustainability}}value is calculated as:
* 10 if {{TV|pollution multiplier}} = 0.
* 9.99+ if (1 / {{TV|pollution multiplier}}) > 9.99.
* 9.9+ if (1 / {{TV|pollution multiplier}}) > 9.9.
* 1 / {{TV|pollution multiplier}} otherwise.
 
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 {{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 {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}.


=== Inequality ===
=== Inequality ===
A nations Inequality score is a measure of how wealth and income is distributed in the nation. High values represent a more unequal society.
<blockquote>
Inequality grows by as a product of normal economic activity (the Economy Priority) or significantly more because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality as well.
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.
</blockquote>
~ Terra Invicta Codex, 0.4.85.
 
In a nation with {{TV|pop|50 million}}:
* Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}.
** This is further increased by 0.0001 per Resource Region.
* Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}.
** This is further increased by 0.001 per Resource Region.
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.
In nations with smaller or larger {{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:
{| class="wikitable"
! {{TV|inequality}} !! 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 {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}.
 
===Corruption===
 
Corruption (shown in the {{TV|spoils}} tooltip) determines what percentage of the nation's {{TV|ip}} the elites want diverted to the {{TV|spoils}} (Note: Does not account for priority bonuses). If this is not done then {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]]s become easier to perform against the nation, to the point where they might even [[Nations#Coups_and_revolutions|naturally occur]] without any faction's involvement. Conversely, assigning more to the {{TV|spoils}} than the elites want will cause them to protect your nation from councilor {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] attempts.
 
Corruption for human nations is calculated as follows:
* 50% base value.
* Decreased by 2.65515% for every point of {{TV|democracy}}.
* Decreased by 0.57342% for every point of {{TV|cohesion}}.
* Decreased by 0.824624% for every {{TV|gdppc|3000}}.
* Multiplied by 0.8 if the [[A Common Concern]] project has been researched.
** 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%.
 
{{SpoilerBox}}
 
The [[Aliens#Alien_Administration|Alien Administration]] always has 0% corruption.
 
{{SpoilerBoxEnd}}
 
== Priorities ==
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 [[Nations#Control_Points|control point]] may direct a share of {{TV|ip}} into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.
 
{{TV|ip}} are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of {{TV|ip}} going to a particular priority depends on the total number of weights set for a particular control point.
 
{{TV|ip}} gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.
 
Some priorities will be highlighted red if they are considered critical to the nation.


High inequality reduces Cohesion by causing division among the population. It is countered by use of the Welfare priority.
=== List of Priorities ===
 
{| class="wikitable"
! 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
| {{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
|-
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per {{icon|resource region}}Mining Region + 0.0001 per {{icon|oil}}Oil Region || Yes
|-
| [[Regions]] may be [[Regions#Improving_Regions|Improved]] into {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic, {{icon|resource region}}Mining or {{icon|oil}}Oil Regions after sufficient investment || No
|-
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No
|-
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None
| {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes
|-
| 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
| {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted
|-
| {{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]] / 2 if the [[Nations#Sustainability|Pollution Multiplier]] > 2
* × Max(0.25, the [[Nations#Sustainability|Pollution Multiplier]] / 0.5) if the [[Nations#Sustainability|Pollution Multiplier]] < 0.5
| Yes
|-
|
* {{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
|
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005
* × 8.5 / {{TV|education}} if {{TV|education}} < 8.5
* × 12 / {{TV|education}} if {{TV|education}} > 12
| Yes
|-
| {{TV|cohesion}} centered by 0.01 || Yes
|-
| rowspan=3 | [[File:ICO government priority.png|50px]] Government || rowspan=3 | 1 || {{TV|democracy|<10}} || {{TV|democracy}} [[File:ICO arrow green.png|24px]] by 0.001 per {{TV|education}} || Yes
|-
| {{TV|democracy|10}} || Same as {{TV|knowledge}} || Yes
|-
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|unity}}). || No
|-
| rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None
|
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}})
| Yes
|-
| {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes
|-
|
For each faction that owns any control points: <br>
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength 5 × number of control points owned by faction <br>
(Religion counts as 4 control points)
| 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|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
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes
|-
| {{TV|unrest}} [[File:ICO arrow green down.png|24px]] by (0.1 - {{TV|democracy}} / 100) × 3 || Yes
|-
| Found Military Completed in Nation and >5 {{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
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.0025 + 0.0015 per {{icon|resource region}}Mining Region + 0.0015 per {{icon|oil}}Oil Region || Yes
|-
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0005 || Yes
|-
|
For each faction that owns any control points: <br>
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength - 0.125 × ({{TV|education}} + {{TV|democracy}}) × fraction of control points owned by faction
| No
|-
| [[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
|-
| Control Points Not Cracked
|
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
|-
| [[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 || 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 || 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]] Found Space Program || 50 || None || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.1 || No
|-
| [[File:ICO found military priority.png|50px]] Found Military || 40 || None
|
Set {{TV|miltech}} to the Max of:
* 2
* Worst [[Foreign Relations#Federations|Federation]] Member's {{TV|miltech}} - 0.3
* Worst [[Foreign Relations#Alliances|Ally]]'s {{TV|miltech}} - 0.3
* Worst Human Nation's {{TV|miltech}}
| No
|-
| rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 |
* Found Military Completed in Nation
* >(5 + 25 × {{TV|Armies}}) {{TV|pop}} in Millions
* Has a non-colony Region without its own [[Nations#Armies|Army]]
| Builds an [[Nations#Armies|Army]] || No
|-
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No
|-
| rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 |
* Found Military Completed in Nation
* >4 Control Points, or 3 Control Points and {{TV|gdppc|>40000}}
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]]
| Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No
|-
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No
|-
| rowspan=4 | [[File:ICO develop atomic bomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 |  80 || rowspan=4 | None || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No
|-
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No
|-
| [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No
|-
| 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 || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No
|-
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No
|-
| [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || {{icon|military}}[[Trans-Interface Warfare]] researched || Builds a {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense Facility]] || No
|-
| [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10
|
* {{icon|military}}[[Exoatmospheric Fighters]] researched
* Has a Region not at [[Nations#Exofighters|Maximum Exofighters]]
|| Builds an {{icon|exofighter}}[[Nations#Exofighters|Exofighter]] || No
|}


=== Investment Points ===
=== Diversity Bonus ===
Investment Points, or IP, 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 nations GDP and reduced by the number of armies it fields and by high levels of unrest.
The Priorities tab on a Nation shows where the nation and faction want Investment Points to be spent.


''Direct Investment'' can be done in one or more national stats to improve them directly. Direct Investments cost Money and Funds to perform. There are also technologies that can be researched to reduce the cost of a Direct Investment point.
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.  
Investing in Unity while your faction controls a CP in a nation also improves your factions popular opinion in the nation.


== Regions, classification and claims ==
{| class="wikitable" style="text-align:center;"
Nations are composed of one or more Regions. Regions are normally named after their most relevant city or a geographic situation. The function of regions is primarily geographical, not political; they exist to mark the locations of critical assets and armies. When new nations form or existing ones change, they are made of regions from other nations.
|-
! 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%
|-
|}


Events, combat, councillor activity location and the presence of launch facilities or other installations all occur in a particular region, not nationwide.
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).


=== Geographic characteristics ===
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:
Geographically, regions may be classed as rugged, a terrain modifier that causes armies to take longer to cross it and defending armies to have a substantial advantage during battles. Coastal regions meanwhile serve as launching and arrival points for armies with a navy upgrade; and regions on or near Earth's equator will gain more boost for a given amount of investment, as launching rockets are able to make use of Earth's greater rotational velocity there.
* 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.


=== Claims ===
Thus:
Some nations have claims on regions that aren't theirs. These are the regions they may acquire through warfare, secession movements, or federation and merging if possible.
* The {{TV|economy}} receives a diversity bonus of 4% (because it cannot receive the 30% from itself).
Several social science [[Projects]] can unlock new claims during the campaign. A claim on a nation's capital by another one opens the possibility of total conquest and unification paths, annexing entire nations into a larger one and saving significant control points cost at the expense of some investment versatility.
* 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%.


== Control Points ==
'''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>


Every nation has a number of control points (CP), ranging from 1 to 6, depending on their GDP. If a nation crosses certain threshold of GDP, they can have their number of control points increased or decreased. An excessive amount of control points under a faction's command (essentially being over the limit) causes a loss of influence income depending on the excess ratio.


=== Types and Abilities ===
<references />


=== Direct Investment ===
Direct Investment allows a faction to purchase {{TV|ip}} in a certain priority with {{TV|money}}, {{TV|influence}}, and/or {{TV|ops}}. The number of {{TV|ip}} that may be purchased each calendar year in any nation is capped at 12 × ({{TV|pop}} in Millions × 48.75) ^ 0.175 × ([[Nations#GDP|GDP]] in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.


Control points can be controlled by any faction in the game. They represent most prominent institutions of a given nation. Once controlled, each of these CPs give various benefits for the owner but only in said nation. Depending on a type of the CP these benefits, in no particular order, are:
{| class="wikitable sortable" style="text-align:center;"
|+ Base Direct Investment Costs for each Nation Priority
|-
! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost
|-
| {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0
|-
| {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0
|-
| {{TV|environment}} || 150000 × [[Nations#Sustainability|Pollution Multiplier]] Decrease Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0
|-
| {{TV|knowledge}} || 625 / 41 × {{TV|pop}} in Millions / ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0
|-
| {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0
|-
| {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
|-
| {{TV|oppression}} || 0 || 50 × Max(1, {{TV|democracy}}) × Required {{icon|ip|bgcolor=DarkSlateGray}}IP / ({{TV|pop}} / 50 million) ^ 0.35 || 30 / (1 + Min(2, {{TV|miltech}} / 10))
|-
| {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
|-
| {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
|-
| {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
|-
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
|-
| {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
|-
| {{TV|military priority}} || 250 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 30 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
|-
| {{TV|build army}} || 10000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
|-
| {{TV|build navy}} || 1200 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
|-
| {{TV|develop atomic bomb}} || 30000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
|-
| {{TV|nuclear weapons}} || 5000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
|-
| {{TV|space defenses}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 600 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
|-
| {{TV|build exofighter}} || 1000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 200 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
|}


-'''Mass media''': Bonus to public campaign missions in this nation
{| class="wikitable sortable" style="text-align:center;"
-'''Identity blocs''': Bonus to increase unrest missions in this nation
|+ Direct Investment Cost Multipliers
-'''Financial sector''': Bonus to funding income from this nation
|-
-'''Corporations''': Orgs based in this nation cost less money
! Category !! Conditions !! {{TV|money}} Cost Multiplier !! {{TV|influence}} Cost Multiplier !! {{TV|ops}} Cost Multiplier
-'''Legislature''': Bonus to Purge missions against executive in this nation; defends executive from purges if controlled by same faction
|-
-'''Aristocracy''': Bonus to money gained from Spoils priority
| [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1
-'''Party''': Bonus to purge missions against all control points except the executive in this nation
|-
-'''Religion''': Bonus to public opinion shift in our favor from Unity priority
| [[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
-'''Oligarchs''': Bonus to Coup d'Etat missions in this nation
|-
-'''Security apparatus''': Bonus to Crackdown, Detain, and Assassinate missions in this nation
| Recently Conquered || Within 365.25 days <br> Not {{TV|oppression}}<br> Not {{TV|funding}} || 1 || 0.5 || 1
-'''Trade unions''': Orgs based in this nation cost less influence
|-  
  -'''Defence sector''': Our armies in this nation repair strength faster
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1
-'''Bureaucracy''': Bonus to Control Nation missions in this nation
|-
-'''National Industries''': Bonus to Hostile Takeover missions in this nation
| {{TV|cp}} Cost || Not Alien Nation <br> Not {{TV|funding}} || 1 || 0.1 × Single Control Point {{TV|cp}} Cost || 1  
-'''Executive''': Access to set policy mission in this nation
|-  
| National Priority Bonuses || Not from [[Foreign Relations#Federations|Federation]] <br> Not from [[Nations#Diversity_Bonus|Diversity]] || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)
|-
| [[Foreign Relations#Federations|Federation]] Bonus || {{TV|economy}} Only || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)
|-
| Nation {{icon|resource region}}Mining Regions || {{TV|build army}} and {{TV|build navy}} Only || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region)
|}


Executive is the final control point in all nations and is shown with a building symbol next to it.
=== Elites ===


Besides CP specific bonuses each faction will also 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. If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. What each CP gives you or would give you can be seen on a tooltip by hovering your mouse over that CP in the nation screen. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them.
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.


=== Taking control of a Control Point ===
== Control Points ==


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


=== CP value, cap and overextension ===
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]].


Each CP has a value associated with it which is equal to the number of CPs in that nation. The total CP value of your faction can be found in a tooltip by hovering over your influence resource on the top of screen. Here you can also find your CP value cap. When your total CP value exceeds the cap, it will incur daily influence penalties in so called overextension. These penalties rise exponentially the more you exceed your cap.
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.
Unlike money, your influence cannot go below 0. Nevertheless, having no influence and a negative income of it causes your CPs to be an easy target for enemy crackdown missions. There are several methods to alleviate the overextension:


-'''Increasing your CP value cap''': There are several engineering projects that increase CP cap. One of them is ''management research''. This is a repeatable project which increases your cap by 3 every time it is completed. However, its cost after every completion increase. The resistance also has an engineering project called ''Freedom Fighters'' which is locked under ''Independence Movements'' global research. This Engineering project increases your cap by 10 but is not repeatable.
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.  
-'''Unification''': Nations that have claims on others can be unified if they are in a federation and are controlled by the same faction or both parties agree to unify. In order to perform this action, one must send a councillor on a set national policy mission in either of these nations. You can check your available diplomatic actions by hovering over hand casting a ballot icon in a nation screen. Once unified, the nation has its parents GDPs combined and may have reduced upkeep in terms of CP value compared to before unification.
-'''Abandoning nation''': This action is available on national priorities screen. It places all CPs under crackdown, removes any benefits associated with controlling them and weakens armies from those CPs. Once selected, the value of these CPs will not count towards the cap.
-'''Decreasing your GDP''': The number of CPs a nation has will drop once a certain minimum GDP value is above the current one. While this drops your burden on influence, it carries obvious negative consequences when it comes to the nation's benefit to your cause.


== Policies ==
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.
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the ''Set Policy'' mission to enact policies. Possible policies include:


-'''Declare War'''
=== Number of Control Points ===
-'''Seek Peace'''
-'''Federation'''
-'''Leave Federation'''
-'''Unification'''
-'''Grant Independence'''
-'''Cede Territory'''
-'''Disband Army'''
-'''Disarm Warheads'''
-'''Declare Independence'''
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


All of these policies may only be taken by sending your councillor to a ''Set National Policy'' mission, although, as it is with many missions, you can stack multiple councillors in a same nation to cruise through these policies. Control over the executive CP in that nation is always required.
The number of control points is based on the nation's [[Nations#GDP|GDP]], specifically:


One thing to note here is that national relations with other countries are not listed here as they are changed by relations menu on the bottom right corner of nation screen. This does not include war and peace treaties, as they are national policies.
<pre>Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))</pre>


== International Relations ==
{| class="wikitable" style="text-align: center;"
! GDP (Bn) !! Control Points
|-
| 0-15.4 || 1
|-
| 15.4-263 || 2
|-
| 263-1701 || 3
|-
| 1701-6869 || 4
|-
| 6869-20944 || 5
|-
| 20944+ || 6
|}


Nations at peace can be in one of three states with one another: allies, rivals, or neutral.
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.


War-capable allies - those with armies or nuclear weapons - will join wars to defend each other when attacked by default. Allies may also send armies to each othe's regions during war or peace.
Whenever a nation's GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.
Rival nations that may go to war with each other via the Set Policy councillor mission.


[[File:Nations_2.png|upright=0.75|framed|centre|International relations view (on an older instance of the game taken from the devlogs).]]
=== Cost of Control Points ===


In nations where they have executive control, factions may spend Influence to change their bilateral relations with other nations. Any action that improve relations - from rivals to normalized relations, or normalized relations to allies - requires the consent of the other nation. Actions that improve relations also trigger a cooldown between the nations for improving relations again.
The {{TV|cp}} cost of a control point is also based on the nation's [[Nations#GDP|GDP]], specifically:


There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway's parent nation, and vice versa.
<pre>Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2</pre>


=== Federations ===
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation.
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.


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 not be a rival or at war with any members. Nations may apply to join a federation using the Set Policy mission; the lead nation will approve or disapprove the request. The lead nation may also invite qualifying nations to join.
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}.


At the game start date there are two pre-existing federations:
When a faction exceeds their {{TV|cp}}, they suffer the following penalties:
* Certain [[Missions]] against the faction gain a bonus attack mission modifier of {{TV|cp}} overcap / 3. These [[Missions]] are:
** {{MissionIcon|Crackdown}}[[Crackdown]]
** {{MissionIcon|Purge}}[[Purge]]
{{SpoilerBox}}
** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]
** {{MissionIcon|Dominate}}[[Dominate Nation]]
{{SpoilerBoxEnd}}
* The faction's annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2.


-'''The European Union''', which is comprised of France (lead), Germany, Italy, Spain, Benelux, Alpine States, Finland, Poland, Portugal, Ireland, Hungary, Czech Republic, Romania, Bulgaria, Northern Balkan States, Baltic States, Sweden, Greece, Slovakia.
=== Taking Control Points ===
-'''The Eurasian Union''', which is comprised of the Russian Federation (lead), Kazakhstan, Belarus. Kyrgyzstan, Armenia.


Other Federations may be created early in the game due to relevant claims between nations, for example:
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 United Kingdom''', a federation between the United Kingdom (nation) and Ireland.
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.
-'''The Republic of the Southern Cross''', a federation between Australia and New Zealand.
-'''The Republic of Korea''', a federation between North Korea and South Korea.
-'''The Indonesia federation''', a union between Indonesia and the Pacific States, and possibly Borneo (if made independent).
-'''The African Union''', a federation between Somalia and Ethiopia.
-'''The Venezuelan Federation''', a union between Venezuela and Guyana.
-'''The Sudanese Federation''', united between Sudan and South Sudan.
-'''The Central American Confederation''' may form between Guatemala and Belize.
-'''The Indian Federation''' created with India and Bangladesh.
-'''The Pan Asian Combine''' may form between India and China.


Completing relevant Global Research Projects and Faction Projects will increase the number of claims, and thus federations will be able to be created as the campaign progresses.
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.


=== Unification ===
=== Control Point Types ===
It is possible to Unify two or more nations together to form larger nations which may eventually span continents as the campaign progresses. This requires one nation to have a claim on another nation's capital region and your Faction requires executive control of both nations.


The larger unified nation will likely have fewer CP overall, which aids in their defence, but it reduces the number of Investment Points compared to separate countries, resulting in less efficient resource acquisition army expansion.
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.


Nations that can unify early in the game include:
{| class="wikitable"
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.
|-
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits
|-
| 1st || None || Executive ||
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions.
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]].
* Gives full control of Nation's {{TV|nukes}}.
* Gives full control of Nation's {{TV|exofighters}}.
* Gives full control of Nation's choices in response to [[Events]].
* Gives full control of Nation's choices in response to incoming requests for [[Foreign Relations#Declaring_Wars|joining wars]], [[Foreign Relations#Proposing_Alliances|allying]], and [[Foreign Relations#Joining_Federations|federating]].
|-
| rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature ||
* If Faction also owns the Executive, then +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting the Executive.
* Otherwise, the faction gains +3 Bonus Attack on its {{MissionIcon|Purge}}[[Purge]] Missions targeting the Executive.
|-
| ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party ||
* +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction.
* +3 Bonus Attack on the Faction's {{MissionIcon|Purge}}[[Purge]] Missions targeting each non-Executive control point.
|-
| ≥6 {{TV|education}} and <7 {{TV|cohesion}} || Oligarchs ||
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions' {{MissionIcon|Coup d'Etat}}[[Coup]] Missions targeting the Nation.
* +3 Bonus Attack on the Faction's {{MissionIcon|Coup d'Etat}}[[Coup]] Missions targeting the Nation.
|-
| Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction.
|-
| rowspan=3 | 3rd || <5 {{TV|democracy}} || Security Apparatus ||
* +3 Bonus Defense against all {{MissionIcon|Extract}}[[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation.
* +3 Bonus Attack on the Faction's {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Crackdown}}[[Crackdown]], {{MissionIcon|Detain}}[[Detain]], and {{MissionIcon|Extract}}[[Extract Councilor]] Missions within the Nation.
|-
| ≥7 {{TV|education}} || Mass Media || +3 Bonus Attack on the Faction's {{MissionIcon|Public Campaign}}[[Public Campaign]] and {{MissionIcon|Dominate}}[[Dominate Nation]] missions within the Nation.
|-
| Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for {{icon|unity}}Unity Priority's Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].)
|-
| rowspan=3 | 4th || <4 {{TV|democracy}} || National Industries ||
* +3 Bonus Defense against all {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions targeting [[Orgs]] owned by the Faction within the Nation.
* +3 Bonus Attack on the Faction's {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions within the Nation.
|-
| <3.5 {{TV|inequality}} and >10000 {{TV|gdppc}} and >7 {{TV|education}} || Trade Unions || [[Orgs]] based in the same nation cost 20% less {{TV|influence}} for Faction to purchase.
|-
| Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase.
|-
| rowspan=4 | 5th || >6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction's {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation.
|-
| >3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction's {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation.
|-
| >1 {{TV|cohesion}} or <7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction's {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.
|-
| Else || Warlords || +6 Bonus Attack on the Faction's {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.
|-
| rowspan=5 | 6th || >9 {{TV|democracy}} and >9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction.
|-
| >6 {{TV|cohesion}} and Nation has a [[Foreign Relations#Rivals|rival]] or [[Foreign Relations#Wars|war enemy]] which has at least the same number of control points. || Defense Sector || Faction's {{TV|armies}} that belong to this Nation gain +0.005 [[Terrestrial_Warfare#Army_Healing|daily heal rate]].
|-
| >6 {{TV|democracy}} and >7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction.
|-
| Nation has at least 1 {{icon|oil}}Oil or {{icon|resource region}}Mining Region || Extractive Sector || Nation {{icon|spoils}}Spoils Money Output for Faction increased by 2 × Number of {{icon|oil}}Oil or {{icon|resource region}}Mining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.
|-
| Else || Agricultural Sector || Nothing.
|}


-'''The European Union''' nation can form out of France and other EU nations
{{SpoilerBox}}
-'''The Eurasian Union''' nation can form out of Russia, Belarus, Kazakhstan, Armenia, Kyrgyszstan, and other states with Eurasian Union claims on them.
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.
-'''Czechoslovakia''' can form from the Czech Republic and Slovakia (even if they're both within the EU Federation).
{{SpoilerBoxEnd}}
-The Northern and Southern Balkan States can unify into '''Yugoslavia''' (even if they're both within the EU Federation).


To unlock further claims, and thus the ability to federate and then unify, some Global and Faction research projects can be completed.
{{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.
SPOILERS INSIDE!  

The Alien Nation does not have any special control point types or bonuses. Though naturally the Aliens still receive all of the benefits that an Executive Control Point grants.