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[[File:Factions.png|thumb|400px|Goals and starting relations of all factions]]
[[File:Factions.png|thumb|400px|Goals and starting relations of all factions]]
With the nations of Earth unable to reach consensus on how to approach the alien arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.
With the [[Nations]] of [[Earth]] unable to reach consensus on how to approach the [[Aliens|alien]] arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.


The inner leadership circle of each faction is its council. Councilors will go on missions to help you gain power over Earth's nations and discover the aliens' goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build habitats and fleets in space.
The inner leadership circle of each faction is its council. [[Councilors]] will go on [[Missions]] to help you gain power over Earth's [[Nations]] and discover the aliens' goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build [[Habs|Habitats]] and [[Fleets]] of [[Spaceships]] in space.


Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and organizational structures removed, but ideas can't fully die. What matters is how much power the people holding those ideologies possess.
Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and [[Orgs|organizational]] structures removed, but ideas can't fully die. What matters is how much power the people holding those ideologies possess. However, factions can be disabled under some circumstances, if the right option is set at game start.  


During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our Solar System. Objectives can also unlock special research projects and orgs for a faction.
During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our [[Solar System]]. Objectives can also unlock special research projects and orgs for a faction.


By using the Contact mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.
Each faction also have slightly different starting conditions with some having more popular support than others, and some starting with space stations.


== Trade Negotiations ==
By using the {{MissionIcon|Contact}}[[Contact]] mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower [[Diplomacy|hostility]] between factions.
Factions can begin trade negotiations with each other by using the Contact mission. They may trade resources, orgs, control points or council engineering projects. They can also form non-aggression pacts, which prevents two factions from using hostile missions or the declare war policy against each other's councilors and nations.


Nations that are in conflict or at war with each other will reject trade negotiations.
== Human Factions ==
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation's population having different beliefs.  


== Human Factions ==
<div class="noresize"><!-- According to MediaWiki this helps with display of large tables on mobile -->
There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation's population having different beliefs.
{| class="wikitable"
{| class="wikitable"
! Faction !! width=50% | Leader !! Agenda !! Ideology
! rowspan=2 | Faction !! rowspan=2 | Leader !! rowspan=2 | Agenda !! colspan=2  width=1% | Ideology !! rowspan=2 | Default names !! rowspan=2 width=1% | Ship color
|-
|-
| [[File:FAC ResistCouncil 128.png|80px]] The Resistance
! Humanity !! Aliens
| [[File:F AFR 04 icon.png|80px]] Commander Fiona Ayouade<br>''We must not only defend human lives from the aliens; we must ensure those lives remain worth living.''
|-
| {{Icon|resist|size=x80px}}<br>[[The Resistance]]
| {{Icon|resist leader|size=80px}}<br>[[Commander Fiona Ayoade]]
| Protect humanity by resisting the alien invasion
| Protect humanity by resisting the alien invasion
| Realist<br>Somewhat hostile to aliens
| Realist
| Hostile
|
* Small ships: heroes
* Medium ships: qualities
* Large ships: battles
* Habs: commanders
| style="background-color: White" | <code>White</code>
|-
|-
| [[File:FAC SubmitCouncil 128.png|80px]] The Servants
| {{Icon|submit|size=x80px}}<br>[[The Servants]]
| [[File:F EUR 06 icon.png|80px]] Superior Judith Howell<br>''They are here to cleanse our sick world. The aliens are our saviors, and all who oppose them are nemies of the future.''
| {{Icon|submit leader|size=80px}}<br>[[Superior Judith Howell]]
| Support the aliens by any means necessary
| Support the aliens by any means necessary
| Idealist<br>Very supportive to aliens
| Idealist
| Very supportive
|
* Small ships: mythical beasts
* Medium ships: phenomena
* Large ships: mythologies
* Habs: monuments
| style="background-color: Black" | <code>Black</code>
|-
|-
| [[File:FAC ExploitCouncil 128.png|80px]] The Initiative
| {{Icon|exploit|size=x80px}}<br>[[The Initiative]]
| [[File:M EUR 06 icon.png|80px]] Chairman Soren Van Wyk<br>''Every circumstance is an opportunity. Our test is to recognize and seize it.''
| {{Icon|exploit leader|size=80px}}<br>[[Chairman Soren Van Wyk]]
| Exploit the alien arrival to gain power
| Exploit the alien arrival to gain power
| Cynical<br>Neutral to aliens
| Cynical
| Neutral
|
* Small ships: fish
* Medium ships: rivers
* Large ships: water bodies
* Habs: explorers
| style="background-color: Orange" | <code>Orange</code>
|-
|-
| [[File:FAC EscapeCouncil 128.png|80px]] Project Exodus
| {{Icon|escape|size=x80px}}<br>[[Project Exodus]]
| [[File:M ASI 11 icon.png|80px]] Director Khalid Al-Ashgar<br>''It has always been true that we must leave the cradle if our species is to survive. If these aliens are indeed hostile, the time to go is now.''
| {{Icon|escape leader|size=80px}}<br>[[Director Khalid Al-Ashgar]]
| Escape the aliens by sending humans to other stars
| Escape the aliens by sending humans to other stars
| Idealist<br>Hostile to aliens
| Idealist
| Somewhat hostile
|
* Small ships: birds
* Medium ships: astronomy objects
* Large ships: famous ships
* Habs: astronauts
| style="background-color: Brown" | <code>Brown</code>
|-
|-
| [[File:FAC CooperateCouncil 128.png|80px]] The Academy
| {{Icon|cooperate|size=x80px}}<br>[[The Academy]]
| [[File:F EAS 06 icon.png|80px]] Chancellor Li Qingzhao<br>''We believe we can join them as brothers and sisters if we only convince them we are worthy.''
| {{Icon|cooperate leader|size=80px}}<br>[[Chancellor Li Qingzhao]]
| Convince the aliens that we are equal
| Convince the aliens that we are equal
| Idealist<br>Neutral to aliens
| Idealist
| Somewhat supportive
|
* Small ships: land animals
* Medium ships: scientists
* Large ships: explorations
* Habs: exemplars
| style="background-color: Olive" | <code>Olive</code>
|-
|-
| [[File:FAC DestroyCouncil 128.png|80px]] Humanity First
| {{Icon|destroy|size=x80px}}<br>[[Humanity First]]
| [[File:M HIS 03 icon.png|80px]] Colonel Hanse Castillo<br>''They are not 'lifeforms' or 'xeno-sapients'. They are demons incarnate. They and the traitors who support them will face our judgement.''
| {{Icon|destroy leader|size=80px}}<br>[[Colonel Hanse Castillo]]
| Eradicate the aliens and all who support them
| Eradicate the aliens and all who support them
| Somewhat cynical<br>Very hostile to aliens
| Somewhat cynical
| Very hostile
|
* Small ships: weapons
* Medium ships: warriors
* Large ships: scary things
* Habs: mountains
| style="background-color: Red" | <code>Red</code>
|-
|-
| [[File:FAC AppeaseCouncil 128.png|80px]] The Protectorate
| {{Icon|appease|size=x80px}}<br>[[The Protectorate]]
| [[File:M ASI 12 icon.png|80px]] Commissioner Kiran Banerjee<br>''We cannot fight a war that will result in our extinction. Our only hope is to understand what the aliens want with us and determine how to satisfy them without losing our independence.''
| {{Icon|appease leader|size=80px}}<br>[[Commissioner Kiran Banerjee]]
| Protect humanity by appeasing the aliens
| Protect humanity by appeasing the aliens
| Somewhat cynical<br>Supportive to aliens
| Somewhat cynical
| Supportive
|
* Small ships: cities
* Medium ships: regions
* Large ships: landmasses
* Habs: leaders
| style="background-color: Blue" | <code>Blue</code>
|-
|}
|}
</div>


== The Aliens ==
[[File:Terra_Invicta_Ideology_Map.JPG|center]]
[[The Aliens]], or Hydra as they're sometimes referred after the first autopsy, are a non-playable faction. They have their own set of missions separate from human factions.


Aliens start on Haumea with a tier 3 Base and a tier 3 Habitat. They have 1 councilor on Earth and 5 more on Gunships that will crash and bring them on Earth regularly. They also start with a Destroyer that will arrive in early 2024.
== Trade Negotiations ==


Occasionally aliens will create alien phenomena sites that can be investigated. UFO Crashdown Site are always visible, the rest have the be surveyed. Investigating an alien phenomena site will increase Xenology research by 1%.
[[File:Trade.png|thumb|Trade interface]]
 
Factions can begin trade negotiations with each other by using the [[Contact]] mission. They may trade [[Resources]], [[Orgs]], [[Habs]], or council engineering [[Technology|projects]]. They can also form non-aggression pacts, which prevents two factions from using hostile [[Missions]] or the [[Foreign_Relations#Declaring_Wars|declare war]] [[Set National Policy|policy]] against each other's [[Councilors]] and [[Nations]].
 
Some pairs of Factions can go one step further, forming an intel sharing agreement that allows both factions to see everything that the other faction sees, with one exception: the true loyalties of councilors is not shared.
 
On the other hand, in some very rare situations, even factions that are at [[Diplomacy#War|war]] with each other can trade a truce, pausing their war for up to 12 months.
 
Trade negotiations can never be held between the more extreme factions on opposite sides of the divide:
* {{icon|destroy}}[[Humanity First]] can never trade with {{icon|submit}}[[The Servants]] or {{icon|appease}}[[The Protectorate]].
* {{icon|submit}}[[The Servants]] can never trade with {{icon|destroy}}[[Humanity First]] or {{icon|resist}}[[The Resistance]].
 
Trade options may be limited by the following factors:
* [[Diplomacy|Faction hate]]: Factions that hate each other will offer less and demand more.
* Starvation:
** Factions will refuse to sell any [[Resources]] that they believe they lack.
** Factions will refuse to buy any [[Habs]] whose upkeeps they cannot afford.
* Active use:
** Factions cannot trade [[Habs]] that currently have [[Spaceships|Ships]] docked to them.
** Factions cannot trade any [[Orgs]] that are currently being used for the missions they grant.
** Factions cannot trade any [[Orgs]] that grant {{TV|administration}} if said {{TV|administration}} is currently used to equip other [[Orgs]].
* [[Factions#Human_Faction_Threat_and_Self-Assessment|Threat]]: Factions will not offer a non-aggression pact if either party is the most threatening human faction.
* [[Diplomacy#Envy-Based_Human_Hate|Envy]]: Factions will not offer a non-aggression pact or a truce to a faction that they currently envy. Human factions are usually envied if they have unlocked their [[Factions#Victory Objectives|victory objective]] or if they possess the highest [[Factions#Faction_Ownership_of_Humanity|fractional ownership of humanity]].
 
In practice, it does not take long for players to become the [[Factions#Human_Faction_Threat_and_Self-Assessment|most threatening human faction]]. Therefore any non-aggression pacts and intel sharing agreements that the player desires should be made early in the game and the player should try to avoid ever breaking them.
 
=== Best Possible Player Relations with AI Factions ===
 
Note: This section is outdated, and the new rules are unclear :(
 
{{ObsoleteBox}}
{| class="wikitable" style="text-align: center;"
! Player Faction
| [[Humanity First]] || [[The Resistance]] || [[Project Exodus]] || [[The Initiative]] || [[The Academy]] || [[The Protectorate]] || [[The Servants]]
|-
! [[Humanity First]] AI
|  || <span style="color:green;">Intel Share</span> || <span style="color:green;">Intel Share</span> || <span style="color:#b3b300;">NAP</span> || <span style="color:#b3b300;">NAP</span> || <span style="color:red;">No Trade</span> || <span style="color:red;">No Trade</span>
|-
! [[The Resistance]] AI
| <span style="color:green;">Intel Share</span> || || <span style="color:green;">Intel Share</span> || <span style="color:#b3b300;">NAP</span> || <span style="color:#b3b300;">NAP</span> || <span style="color:#b3b300;">NAP</span> || <span style="color:red;">No Trade</span>
|-
! [[Project Exodus]] AI
| <span style="color:green;">Intel Share</span> || <span style="color:green;">Intel Share</span> || || <span style="color:green;">Intel Share</span> || <span style="color:green;">Intel Share</span> ||<span style="color:green;">Intel Share</span> || <span style="color:orange;">Trade</span> 
|-
! [[The Initiative]] AI
| <span style="color:#b3b300;">NAP</span> || <span style="color:#b3b300;">NAP</span> || <span style="color:#b3b300;">NAP</span> || || <span style="color:#b3b300;">NAP</span> || <span style="color:#b3b300;">NAP</span> || <span style="color:#b3b300;">NAP</span>
|-
! [[The Academy]] AI
| <span style="color:orange;">Trade</span> || <span style="color:green;">Intel Share</span> || <span style="color:green;">Intel Share</span> || <span style="color:green;">Intel Share</span> ||  ||<span style="color:green;">Intel Share</span> || <span style="color:green;">Intel Share</span> 
|-
! [[The Protectorate]] AI
| <span style="color:red;">No Trade</span> || <span style="color:#b3b300;">NAP</span> || <span style="color:#b3b300;">NAP</span> || <span style="color:#b3b300;">NAP</span> || <span style="color:green;">Intel Share</span> || || <span style="color:green;">Intel Share</span>
|-
! [[The Servants]] AI
| <span style="color:red;">No Trade</span> || <span style="color:red;">No Trade</span> || <span style="color:#b3b300;">NAP</span> || <span style="color:#b3b300;">NAP</span> || <span style="color:green;">Intel Share</span> || <span style="color:green;">Intel Share</span> ||
|-
! [[Aliens]] AI
| <span style="color:red;">No Trade</span> || <span style="color:red;">No Trade</span> ||<span style="color:red;">No Trade</span> || <span style="color:red;">No Trade</span> || <span style="color:orange;">Trade</span> || <span style="color:green;">Intel Share</span> || <span style="color:green;">Intel Share</span>
|}
 
{{SpoilerBoxEnd}}
 
=== Resource Trade Limits ===
 
{{ObsoleteBox}}
For each tradeable resource type R:
* Let S be the current amount of that resource R that the AI faction has.
* Let M be the monthly income amount of that resource R that the AI faction has.
* Let B be the number of ground habs that the AI faction has.
* Let H be the amount of [[Diplomacy|hate]] that the AI faction has for its trading partner.
Then the AI faction is only willing to trade up to X units of R, where X is the minimum of all of the following:
* If R is {{TV|boost}}, then S × (0.2 + 0.1 × B).
* S × ((0.4 - H / 300), capped between 0.05 and 0.3).
* M × 3.
* S - T, where T is based on R:
{| class="wikitable sortable mw-collapsible" style="text-align: center;"
|-
! Resource Type R !! Threshold T
|-
| {{TV|money}} || 40000
|-
| {{TV|influence}} || 400
|-
| {{TV|ops}} || 200
|-
| {{TV|boost}} || 80
|-
| {{TV|water}} || rowspan=3 | 20000
|-
| {{TV|volatiles}}
|-
| {{TV|metals}}
|-
| {{TV|nobles}} || 4000
|-
| {{TV|fissiles}} || rowspan=2 | 400
|-
| {{TV|exotics}}
|-
| {{TV|antimatter}} || 4
|}
 
Furthermore, if the AI faction feels that it is deficient on a resource type, then it is completely unwilling to trade away that resource type.
 
{{SpoilerBoxEnd}}
 
=== Breaking Non-Aggression Pacts ===
 
An AI faction will immediately break its non-aggression pact (and intel sharing agreement) with the player if any of the following become true:
* The AI faction has more hate for the player faction today than it did yesterday. See [[Diplomacy]] for details on how faction hate may increase.
* The AI faction's [[Diplomacy#Human_War_Threshold|war threshold]] towards the player has decreased to the point where the AI would declare war on the player faction because of its current hate value.
* The Player has monopolized every good nation on earth.
* The Player has unlocked their [[Factions#Victory_Objectives|Victory Objective]].
 
The Player is always free to break any non-aggression pacts and intel sharing agreements from their end, without needing to generate any hate or contact the other faction. Simply open up the intel window, go to the faction page, click the relations tab of the faction you wish to break the pact with, and then click the break pact button.
 
== Atrocity ==
[[File:Wartime_atrocity.png|thumb|A random event that usually gives an atrocity.]]
 
Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the [[Nations#Public_Opinion|public opinion]] penalty increases dramatically. (See [[Nations#An_Atrocity_Committed]] for details on how this public opinion penalty is actually applied.) [[Councilors]] with the [[Ethical]] and [[Pacifist]] traits also lose loyalty whenever their faction commits an atrocity.
 
{| class="wikitable sortable"
|+ Causes of Atrocities
|-
! Cause !! Condition(s) !! Atrocities
|-
| Starting<ref>The atrocity is committed even if you immediately cancel.</ref> Bombardment of a [[Regions|Region]]
|
{{SpoilerBox|Alien-Related}}
Only if the region is not owned by the [[Aliens#Alien_Administration|Alien Nation]].
{{SpoilerBoxEnd}}
| 1
|-
| Destroying a civilian [[Habs|Hab]] module
|
* Module must have completed construction.
* Module must not be decommissioning.
| 1
|-
| Failing to protect your own civilian [[Habs|Hab]] module from destruction
|
* Module must have completed construction.
* Module must not be decommissioning.
| 0<ref>Losing civilian [[Habs|hab]] modules does not generate any atrocities for the losing faction, but will cause a [[Nations#Public_Opinion|public opinion]] penalty of the same strength as the last atrocity committed by the faction.</ref>
|-
| Completing the {{TV|develop atomic bomb}} in a [[Nations|Nation]]
| Faction owns any (possibly disabled) control point in the nation.
| 1
|-
| Using a {{TV|nuke}}
|
| 1 per {{TV|pop|100k}} killed (rounded down). Multiply by 10 under [[Terrestrial_Warfare#Effects_of_a_Nuclear_Strike|certain conditions]]. Capped between 1 and 20.
|-
| [[Terrestrial_Warfare#Army_Operations|Razing a region]] with an {{TV|army}}
|
| 5 + 1 per {{TV|pop|100k}} killed (rounded down). Capped between 5 and 25.
|-
| {{MissionIcon|Unrest}}[[Increase Unrest]] [[Missions]]
| Critical Failure
| 1
|-
| {{MissionIcon|Assassinate}}[[Assassinate]] [[Missions]]
|
* Not Critical Success
* Target has [[Beloved]] Trait
| 1
|-
| colspan=3 | Various random [[Events]]
|}
 
The [[Total War Framing]] project, when researched, will halve the [[Nations#How_Propaganda_Works|negative propaganda strength]] of all atrocities committed by the faction. This project is only available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], and {{icon|submit}}[[The Servants]].
 
Note: The {{icon|alien}}[[Aliens]] can also commit atrocities. Atrocities committed by the {{icon|alien}}[[Aliens]] have the same effect as atrocities committed by {{icon|submit}}[[The Servants]], but their atrocity counts are not shared. The {{icon|alien}}[[Aliens|Aliens']] atrocity count is also hidden.
 
<references />
 
== Campaign Milestones ==
 
Completing specific actions awards milestones for factions, which can complete objectives and unlock new research [[Technology|projects]].
 
Milestone list (unformatted for now):
{{SpoilerBox}}
* Complete Destroy Hab Operation on an Alien Hab with at least 1 crew -> Access Alien Tech
* Kill Human Army with at least militech 6 and belonging to alien nation -> Access Alien Tech, 50% Access Salamander Corpus, 10% Access Live Salamander
* Kill Megafauna -> Access Alien Megafauna
* Kill Invader Army -> Access Alien Tech, Access Salamander Corpus, Access War Dog Corpus, Alien Army Destroyed, 40% Access Live Salamander
* Access Alien Ship Milestone -> Access Alien Tech, Access Griffin Corpus
* Research Their Language Objective -> Access Alien Language
* Aliens destroy any hab -> Aliens Attack In Space (all factions)
* Capture Alien hab (complicated) -> Access Alien Tech, Access Griffin Corpus, Access Hydra Corpus, Access Live Griffin, Access Live Hydra, Access Live Griffin, Access Salamander Corpus, Access Live Salamander, Access War Dog Corpus, Access Alien Ship
* Alien Megafauna Spawns -> Alien Megafauna Spawns (all factions)
* Alien Nation Overthrown (complicated) -> Access Alien Tech, Access Hydra Corpus, Access Live Salamander, Access Salamander Corpus, Access War Dog Corpus
* Alien Nation Founded -> Alien Infrastructure Exists (Academy, Protectorate, Servants)
* Assault Xenoflora -> Destroy Xenoforming
* Assault Facility (complicated) -> Access Alien Tech, Access Salamander Corpus, Access Hydra Corpus, Access Live Salamander, Access Live Hydra, Access Hydra Corpus
* Assault UFO (complicated) -> Access Alien Ship, Access Alien Tech, Access Griffin Corpus, Access Hydra Corpus, Access Live Griffin, Access Live Hydra, Access Hydra Corpus
* Detect Alien Facility -> Alien Infrastructure Exists (Academy, Protectorate, Servants), Alien Diplomacy (Protectorate, Servants)
* Conquer Alien Non-capital Region -> Access Alien Tech (10%), Access Hydra Corpus (2%), Access Live Salamander (2%), Access Salamander Corpus (4.9%), Access War Dog Corpus (10%)
* UFO Lands -> Aliens Land Army (All factions)
* Kill alien ship in combat and WIN -> Access Alien Ship
* Aliens start bombarding earth -> Aliens Bombard Earth (all factions)
* Aliens start bombarding non-earth -> Aliens Attack in Space (all factions)
* Assassinate Alien -> Access Hydra Corpus, Access Salamander Corpus (25% per salamander org equipped), Access Live Salamander (10% per salamander org equipped, only if already accessed salamander corpus)
* Detain Alien -> Access Live Hydra, Access Salamander Corpus (25% per salamander org equipped), Access Live Salamander (10% per salamander org equipped, only if already accessed salamander corpus)
* Contact Alien -> Access Alien Tech (Servant Protectorate), Alien Diplomacy (Servant Protectorate)
* Terrorize Region steals control point -> Targeted By Terror Mission (faction that lost control point)
{{SpoilerBoxEnd}}
 
== Campaign Objectives ==
Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.
 
See [[Objective_List]] for a full list of campaign objectives.
 
See the individual faction pages (linked above) for a list of campaign objectives for that faction.
 
=== Victory Objectives ===
Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission.  


{{SpoilerBox}}
{{SpoilerBox}}
In the past the Hydra were attacked and their homeworld destroyed by another alien race, the Salamanders. The surviving colonies managed to mind-control the Salamanders using their pherocytes. The Hydra decided that every other has to be enslaved before it could become another threat.
{| class="wikitable sortable"
! Objective !! Org !! Mission !! width=45% | Requirements
|-
| [[File:FAC SubmitCouncil 128.png|40px]] Assert Alien Hegemony
| [[File:Org submit win.png|40px]] [[The Sword of the Devoted]]
| [[File:ICO mission submit on.png|40px]] [[Herald Our Masters]]
|
* Targets New York region (No control needed)
* The [[Aliens#Alien_Administration|Alien Nation]] has at least 65% of Earth's Total {{TV|pop}}.
* The combined [[Fleets]] of the {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], and {{icon|cooperate}}[[The Academy]] must make up at least 90% of the total {{TV|combat value}} for all [[Factions]]' [[Fleets]].
|-
| [[File:FAC ResistCouncil 128.png|40px]] Close The Gate
| [[File:Org resist win.png|40px]] [[Janus Section]]
| [[File:ICO mission resist on.png|40px]] [[Close the Gate]]
|
* The [[Aliens#Alien_Administration|Alien Nation]] controls no [[Regions]].
* The {{icon|alien}}[[Aliens]] have no T3 '''Ground''' [[Habs]] on any of the following locations:
** [[Mercury]]
** [[Earth]] and [[Luna]]
** [[Mars]] and its moons
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.
** [[Jupiter]] and its moons
** [[Saturn]] and its moons
** [[Uranus]] and its moons
** [[Neptune]] and its moons
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.<ref name=Alpha> Note: Alien Base Alpha itself cannot be destroyed, so it does not count.</ref>
* The {{icon|alien}}[[Aliens]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.
|-
| [[File:FAC ExploitCouncil 128.png|40px]] Earth Is Not Enough
| [[File:Org exploit win.png|40px]] [[The Pherocyte Masters]]
| [[File:ICO mission exploit on.png|40px]] [[Tame the Enemy]]
|
* The [[Nations]] where the {{icon|exploit}}[[The Initiative]] has Majority Control<ref name=MajorityControl>A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation's Control Points.</ref> have 60% of Earth's Total [[Nations#GDP|GDP]].
* {{icon|exploit}}[[The Initiative]] has at least one full<ref name=full>All modules must be tier 3, fully constructed, and fully powered.</ref> T3 '''Ground''' [[Habs|Hab]] within each of the following 6 locations:
** [[Mercury]]
** [[Luna]]
** [[Mars]] and its moons
** [[Ceres]]
** The moons of [[Jupiter]]
** The moons of [[Saturn]]
* The {{icon|alien}}[[Aliens]] have no T3 '''Ground''' [[Habs]] on any of the following locations:
** [[Mercury]]
** [[Earth]] and [[Luna]]
** [[Mars]] and its moons
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.
** [[Jupiter]] and its moons
** [[Saturn]] and its moons
** [[Uranus]] and its moons
** [[Neptune]] and its moons
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.<ref name=Alpha> Note: Alien Base Alpha itself cannot be destroyed, so it does not count.</ref>
* All other factions have no [[Fleets]] that have {{TV|combat value|≥4000}}.
|-
| [[File:FAC DestroyCouncil 128.png|40px]] Kill Them All
| [[File:Org destroy win.png|40px]] [[The Omega Solution]]
| [[File:ICO mission destroy on.png|40px]] [[Trigger the Weapon]]
|
* The [[Aliens#Alien_Administration|Alien Nation]] controls no [[Regions]].
* The [[Nations]] where the {{icon|submit}}[[The Servants]], {{icon|appease}}[[The Protectorate]], or {{icon|cooperate}}[[The Academy]] have Majority Control<ref name=MajorityControl>A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation's Control Points.</ref> control at most 20% of the Earth's [[Regions]].
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no T3 [[Habs]] on or in orbit<ref name=Lagrange>Lagrange points don't count.</ref> around any of the following locations:
** [[Mercury]]
** [[Earth]] and [[Luna]]
** [[Mars]] and its moons
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.
** [[Jupiter]] and its moons
** [[Saturn]] and its moons
** [[Uranus]] and its moons
** [[Neptune]] and its moons
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.<ref name=Alpha> Note: Alien Base Alpha itself cannot be destroyed, so it does not count.</ref>
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.
|-
| [[File:FAC EscapeCouncil 128.png|40px]] Launch
| [[File:Org escape win.png|40px]] [[Bifrost Command Staff]]
| [[File:ICO mission escape on.png|40px]] [[Launch the Bifrost]]
|
* [[Habs#Campaign_Modules|Interstellar Launch Facility module]]
|-
| [[File:FAC AppeaseCouncil 128.png|40px]] Pacify The Earth
| [[File:Org appease win.png|40px]] [[The Protectorate Authority]]
| [[File:ICO mission appease on.png|40px]] [[Claim Hegemony]]
|
* 10 [[Habs#Campaign_Modules|Sentinel Complex modules]] (needed for previous objective, but you may be able to blow them up before winning?)
* The [[Nations]] where the {{icon|appease}}[[The Protectorate]] has Majority Control<ref name=MajorityControl>A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation's Control Points.</ref> have 50% of Earth's Total [[Nations#GDP|GDP]].
* The [[Nations]] where the {{icon|appease}}[[The Protectorate]] has Majority Control<ref name=MajorityControl>A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation's Control Points.</ref> have 60% of Earth's Total {{TV|pop}}.
* All Factions except for The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no T3 [[Habs]] on or in orbit<ref name=Lagrange>Lagrange points don't count.</ref> around any of the following locations:
** [[Mercury]]
** [[Earth]] and [[Luna]]
** [[Mars]] and its moons
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.
** [[Jupiter]] and its moons
** [[Saturn]] and its moons
** [[Uranus]] and its moons
** [[Neptune]] and its moons
* All Factions except for The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|appease}}[[The Protectorate]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.
|-
| [[File:FAC CooperateCouncil 128.png|40px]] Send Out Envoys Through The Wormhole
| [[File:Org cooperate win.png|40px]] [[Mission to the Hydra]]
| [[File:ICO mission cooperate on.png|40px]] [[Forge an Alliance]]
|
* The [[Nations]] where the {{icon|cooperate}}[[The Academy]] has Majority Control<ref name=MajorityControl>A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation's Control Points.</ref> have 60% of Earth's Total {{TV|pop}}.
* {{icon|cooperate}}[[The Academy]] has at least one full<ref name=full>All modules must be tier 3, fully constructed, and fully powered.</ref> T3 '''Ground''' [[Habs|Hab]] within each of the following 6 locations:
** [[Mercury]]
** [[Luna]]
** [[Mars]] and its moons
** [[Ceres]]
** The moons of [[Jupiter]]
** The moons of [[Saturn]]
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|destroy}}[[Humanity First]] have no T3 [[Habs]] on or in orbit<ref name=Lagrange>Lagrange points don't count.</ref> around any of the following locations:
** [[Mercury]]
** [[Earth]] and [[Luna]]
** [[Mars]] and its moons
** Every [[Celestial Bodies|Space Body]] in the Full Asteroid Belt that has more than 1 Hab Site.
** [[Jupiter]] and its moons
** [[Saturn]] and its moons
** [[Uranus]] and its moons
** [[Neptune]] and its moons
** Every [[Celestial Bodies|Space Body]] in the Kuiper Belt that has more than 1 Hab Site.
** The [[Celestial Bodies|Space Body]] that Alien Base Alpha is on, and its moons.<ref name=Alpha> Note: Alien Base Alpha itself cannot be destroyed, so it does not count.</ref>
* The {{icon|alien}}[[Aliens]], {{icon|submit}}[[The Servants]], and {{icon|destroy}}[[Humanity First]] have no [[Fleets]] that have {{TV|combat value|≥4000}}.
|-
|}
<references />
{{SpoilerBoxEnd}}
 
== Faction Ownership of Humanity ==
Humanity's total strength can be measured by four categories:
* The sum of GDP for all [[Nations]].
* The sum of {{TV|research}} outputs for all human factions.
* The sum of {{TV|mc}} upkeeps for all human [[Habs|hab]] core modules.
* The sum of {{TV|combat score}} for all human [[Spaceships|ships]].
 
A human faction's fractional ownership of humanity can thus be measured by:
* The fraction of [[Nations|nation]]s' GDP under the faction's control points.
* The fraction of Human {{TV|research}} that the faction outputs.
* The fraction of Human {{TV|mc}} upkeeps that the faction's [[Habs|hab]] core modules incur.
* The fraction of Human {{TV|combat score}} that the faction's [[Spaceships]] possess.
 
In the case of {{icon|submit}}[[The Servants]] faction, their ownership scores are also affected by the {{icon|alien}}[[Aliens]]' assets, especially those around [[Earth]].
 
As the game progresses, factions will [[Diplomacy#Envy-Based_Human_Hate|envy]] the human faction with the highest fractional ownership of humanity, gaining passive hate for them and so slowly begin to target them. On [[Game_Options#Game_Difficulty|difficulties]] below Brutal, AI factions cannot gain envy for the player's faction if they are ideologically close enough.
 
Note: In some cases, the game is only concerned with the fractional ownership of the two space categories, meaning the [[Habs]] and [[Spaceships]], but not the [[Nations]] and {{TV|research}}. We will refer to this value as the Faction's Fractional Ownership of Space Humanity.
 
== Human Faction Threat and Self-Assessment ==
 
{{ObsoleteBox}}
Every human faction has a threat score, which represents how much of a danger it is to the other factions' goals. Because at the end of the day, all seven human factions have differing goals, and would love to take all the resources of the other human factions and use them to achieve their own goals.
 
This threat score is calculated as the sum of the following:
* For each [[Nations#Control_Points|control point]] under the faction's control, add the number of CPs the nation would have if it was not capped at 6. This is equal to the nation's [[Nations#GDP|GDP]] in billions ^ 0.25 / 2, rounded to the nearest integer.
* For each [[Nations#Armies|army]] under the faction's control, add the {{TV|miltech}} level of the army times 0.5.
* For each [[Habs|hab]] module under the faction's control, add the tier of the module times 0.3.
* For each [[Spaceships|ship]] under the faction's control, add the [[Spaceships#Hull|structural integrity]] of the ship's hull times 0.3.
* For each [[Factions#Campaign_Objectives|campaign objective]] completed by the faction, add 10.
{{SpoilerBoxEnd}}
{{SpoilerBoxEnd}}


=== Alien Threat Level ===
Each human faction sets their '''most powerful human enemy''' to be the human faction with the highest highest fractional ownership of humanity, other than itself. Then it assesses itself based on its own fractional ownership compared to this most powerful human enemy:
Alien Threat Level represents the degree to which the aliens regard a faction as a threat. Hostile actions against the aliens or their proxies on Earth, and/or a large visible space presence, increases their concern about a faction, which may expect the aliens to retaliate against their interests on Earth and in space should the alert monitor reach the maximum level. They may also lose interest if factions avoid opposing them or their proxies on Earth directly for a time.
* If it has at least 200% of the enemy's fractional ownership, then it considers itself way ahead.
* If it has at least 125% of the enemy's fractional ownership, then it considers itself ahead.
* If it has at most 80% of the enemy's fractional ownership, then it considers itself losing.
* If it has at most 50% of the enemy's fractional ownership, then it considers itself losing big.
* Otherwise, it considers itself to be on par.
 
Self Assessments influence the behavior of human AI factions in various ways, including but not limited to:
* [[Diplomacy#Passive_Hate_Change|Passively gaining hate]] for other factions.
* [[Diplomacy#Human_War_Threshold|Declaring open war]] on other factions.
* Their evaluations of trade offers and what they are willing to trade.
* Their willingness to take risks.
* Their fear of nuclear retaliation.
* Their desire to {{MissionIcon|Sabotage Facilities}}[[Sabotage_Facilities|sabotage space facilities]].
 
It even influences the {{icon|alien}}[[Aliens|Alien]] faction to an extent, because the [[Aliens]] are more inclined to help {{icon|submit}}[[The Servants]] and {{icon|appease}}[[The Protectorate]] when they have lower self-assessments.
 
== Disabling Factions ==
While factions can never be entirely eliminated, there is an option to allow factions to be disabled under some limited circumstances. In order to enable this, the player must choose to set the "Allow AI Factions To Be Disabled" setting when starting a new game. If this is set, then faction elimination can begin once the event "The New Normal" has triggered, which changes councilor turns to happening twice a month. At this point, if a faction ever meets all of the following criteria at the beginning of any day, it will be disabled for the remainder of the campaign.
* Faction employs no councilors.
* Faction holds no control points in any countries.
* Faction owns no habs.
* Faction owns no fleets.
* Faction is not [[The Servants]] or [[The Protectorate]].
* Faction is not [[Humanity First]], unless player is playing as [[The Resistance]].  
 
A disabled faction will never hire councilors or build habs, which makes it impossible for them to ever hold control points or build fleets. However, they will still gain public support as usual.  
 


Alien Threat Level becomes visible once the Alien Operations council engineering project has been completed.
{{Mechanics_Navbox}}
[[Category: Major Articles]]
[[Category: Factions]]

Latest revision as of 23:53, 23 September 2026

Goals and starting relations of all factions

With the Nations of Earth unable to reach consensus on how to approach the alien arrival on their own, covert transnational factions of like-minded people have become the dominant players in world affairs. Each is driven by an ideology on how to address alien activities on Earth. These factions will seek to invest in and control the governments of Earth to advance their goals. You are leading one of these factions.

The inner leadership circle of each faction is its council. Councilors will go on Missions to help you gain power over Earth's Nations and discover the aliens' goals on Earth. Factions also may gain control over armies, and as the story progresses, they may build Habitats and Fleets of Spaceships in space.

Factions cannot be entirely eliminated in Terra Invicta. They have emerged from the beliefs of the people of Earth. People can be swayed and organizational structures removed, but ideas can't fully die. What matters is how much power the people holding those ideologies possess. However, factions can be disabled under some circumstances, if the right option is set at game start.

During the campaign, each faction will have one or more objectives to fulfill at any given time. Completing objectives will lead to uncovering information about the aliens and their true purpose in our Solar System. Objectives can also unlock special research projects and orgs for a faction.

Each faction also have slightly different starting conditions with some having more popular support than others, and some starting with space stations.

By using the ContactContact mission on a councilor from another faction, a councilor may initiate trade discussions with the leader of that faction. Successful trades can serve to lower hostility between factions.

Human Factions

There are seven human factions in Terra Invicta. Each faction has an ideology that determines how hostile it will be to other factions and how much they will be affected by a nation's population having different beliefs.

Faction Leader Agenda Ideology Default names Ship color
Humanity Aliens
The Resistance
The Resistance
Commander Fiona Ayouade
Commander Fiona Ayoade
Protect humanity by resisting the alien invasion Realist Hostile
  • Small ships: heroes
  • Medium ships: qualities
  • Large ships: battles
  • Habs: commanders
White
The Servants
The Servants
Superior Judith Howell
Superior Judith Howell
Support the aliens by any means necessary Idealist Very supportive
  • Small ships: mythical beasts
  • Medium ships: phenomena
  • Large ships: mythologies
  • Habs: monuments
Black
The Initiative
The Initiative
Chairman Soren Van Wyk
Chairman Soren Van Wyk
Exploit the alien arrival to gain power Cynical Neutral
  • Small ships: fish
  • Medium ships: rivers
  • Large ships: water bodies
  • Habs: explorers
Orange
Project Exodus
Project Exodus
Director Khalid Al-Ashgar
Director Khalid Al-Ashgar
Escape the aliens by sending humans to other stars Idealist Somewhat hostile
  • Small ships: birds
  • Medium ships: astronomy objects
  • Large ships: famous ships
  • Habs: astronauts
Brown
The Academy
The Academy
Chancellor Li Qingzhao
Chancellor Li Qingzhao
Convince the aliens that we are equal Idealist Somewhat supportive
  • Small ships: land animals
  • Medium ships: scientists
  • Large ships: explorations
  • Habs: exemplars
Olive
Humanity First
Humanity First
Colonel Hanse Castillo
Colonel Hanse Castillo
Eradicate the aliens and all who support them Somewhat cynical Very hostile
  • Small ships: weapons
  • Medium ships: warriors
  • Large ships: scary things
  • Habs: mountains
Red
The Protectorate
The Protectorate
Commissioner Kiran Banerjee
Commissioner Kiran Banerjee
Protect humanity by appeasing the aliens Somewhat cynical Supportive
  • Small ships: cities
  • Medium ships: regions
  • Large ships: landmasses
  • Habs: leaders
Blue

Trade Negotiations

Trade interface

Factions can begin trade negotiations with each other by using the Contact mission. They may trade Resources, Orgs, Habs, or council engineering projects. They can also form non-aggression pacts, which prevents two factions from using hostile Missions or the declare war policy against each other's Councilors and Nations.

Some pairs of Factions can go one step further, forming an intel sharing agreement that allows both factions to see everything that the other faction sees, with one exception: the true loyalties of councilors is not shared.

On the other hand, in some very rare situations, even factions that are at war with each other can trade a truce, pausing their war for up to 12 months.

Trade negotiations can never be held between the more extreme factions on opposite sides of the divide:

Trade options may be limited by the following factors:

  • Faction hate: Factions that hate each other will offer less and demand more.
  • Starvation:
    • Factions will refuse to sell any Resources that they believe they lack.
    • Factions will refuse to buy any Habs whose upkeeps they cannot afford.
  • Active use:
    • Factions cannot trade Habs that currently have Ships docked to them.
    • Factions cannot trade any Orgs that are currently being used for the missions they grant.
    • Factions cannot trade any Orgs that grant AdministrationAdministration if said AdministrationAdministration is currently used to equip other Orgs.
  • Threat: Factions will not offer a non-aggression pact if either party is the most threatening human faction.
  • Envy: Factions will not offer a non-aggression pact or a truce to a faction that they currently envy. Human factions are usually envied if they have unlocked their victory objective or if they possess the highest fractional ownership of humanity.

In practice, it does not take long for players to become the most threatening human faction. Therefore any non-aggression pacts and intel sharing agreements that the player desires should be made early in the game and the player should try to avoid ever breaking them.

Best Possible Player Relations with AI Factions

Note: This section is outdated, and the new rules are unclear :(

OBSOLETE INFO INSIDE!  
Player Faction Humanity First The Resistance Project Exodus The Initiative The Academy The Protectorate The Servants
Humanity First AI Intel Share Intel Share NAP NAP No Trade No Trade
The Resistance AI Intel Share Intel Share NAP NAP NAP No Trade
Project Exodus AI Intel Share Intel Share Intel Share Intel Share Intel Share Trade
The Initiative AI NAP NAP NAP NAP NAP NAP
The Academy AI Trade Intel Share Intel Share Intel Share Intel Share Intel Share
The Protectorate AI No Trade NAP NAP NAP Intel Share Intel Share
The Servants AI No Trade No Trade NAP NAP Intel Share Intel Share
Aliens AI No Trade No Trade No Trade No Trade Trade Intel Share Intel Share

Resource Trade Limits

OBSOLETE INFO INSIDE!  

For each tradeable resource type R:

  • Let S be the current amount of that resource R that the AI faction has.
  • Let M be the monthly income amount of that resource R that the AI faction has.
  • Let B be the number of ground habs that the AI faction has.
  • Let H be the amount of hate that the AI faction has for its trading partner.

Then the AI faction is only willing to trade up to X units of R, where X is the minimum of all of the following:

  • If R is boostBoost, then S × (0.2 + 0.1 × B).
  • S × ((0.4 - H / 300), capped between 0.05 and 0.3).
  • M × 3.
  • S - T, where T is based on R:
Resource Type R Threshold T
moneyMoney 40000
influenceInfluence 400
opsOps 200
boostBoost 80
waterWater 20000
volatilesVolatiles
base metalsBase Metals
noble metalsNoble Metals 4000
fissilesFissiles 400
exoticsExotics
antimatterAntimatter 4

Furthermore, if the AI faction feels that it is deficient on a resource type, then it is completely unwilling to trade away that resource type.

Breaking Non-Aggression Pacts

An AI faction will immediately break its non-aggression pact (and intel sharing agreement) with the player if any of the following become true:

  • The AI faction has more hate for the player faction today than it did yesterday. See Diplomacy for details on how faction hate may increase.
  • The AI faction's war threshold towards the player has decreased to the point where the AI would declare war on the player faction because of its current hate value.
  • The Player has monopolized every good nation on earth.
  • The Player has unlocked their Victory Objective.

The Player is always free to break any non-aggression pacts and intel sharing agreements from their end, without needing to generate any hate or contact the other faction. Simply open up the intel window, go to the faction page, click the relations tab of the faction you wish to break the pact with, and then click the break pact button.

Atrocity

A random event that usually gives an atrocity.

Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the public opinion penalty increases dramatically. (See Nations#An_Atrocity_Committed for details on how this public opinion penalty is actually applied.) Councilors with the Ethical and Pacifist traits also lose loyalty whenever their faction commits an atrocity.

Causes of Atrocities
Cause Condition(s) Atrocities
Starting[1] Bombardment of a Region
Alien-Related SPOILERS INSIDE!  

Only if the region is not owned by the Alien Nation.

1
Destroying a civilian Hab module
  • Module must have completed construction.
  • Module must not be decommissioning.
1
Failing to protect your own civilian Hab module from destruction
  • Module must have completed construction.
  • Module must not be decommissioning.
0[2]
Completing the Develop atomic bomb priorityDevelop Atomic Bomb Priority in a Nation Faction owns any (possibly disabled) control point in the nation. 1
Using a Strategic nuclear barrageNuclear Weapons 1 per 100k PopulationPopulation killed (rounded down). Multiply by 10 under certain conditions. Capped between 1 and 20.
Razing a region with an ArmyArmy 5 + 1 per 100k PopulationPopulation killed (rounded down). Capped between 5 and 25.
Increase UnrestIncrease Unrest Missions Critical Failure 1
AssassinateAssassinate Missions
  • Not Critical Success
  • Target has Beloved Trait
1
Various random Events

The Total War Framing project, when researched, will halve the negative propaganda strength of all atrocities committed by the faction. This project is only available to Humanity FirstHumanity First, The InitiativeThe Initiative, and The ServantsThe Servants.

Note: The The AliensAliens can also commit atrocities. Atrocities committed by the The AliensAliens have the same effect as atrocities committed by The ServantsThe Servants, but their atrocity counts are not shared. The The AliensAliens' atrocity count is also hidden.

  1. ↑ The atrocity is committed even if you immediately cancel.
  2. ↑ Losing civilian hab modules does not generate any atrocities for the losing faction, but will cause a public opinion penalty of the same strength as the last atrocity committed by the faction.

Campaign Milestones

Completing specific actions awards milestones for factions, which can complete objectives and unlock new research projects.

Milestone list (unformatted for now):

SPOILERS INSIDE!  
  • Complete Destroy Hab Operation on an Alien Hab with at least 1 crew -> Access Alien Tech
  • Kill Human Army with at least militech 6 and belonging to alien nation -> Access Alien Tech, 50% Access Salamander Corpus, 10% Access Live Salamander
  • Kill Megafauna -> Access Alien Megafauna
  • Kill Invader Army -> Access Alien Tech, Access Salamander Corpus, Access War Dog Corpus, Alien Army Destroyed, 40% Access Live Salamander
  • Access Alien Ship Milestone -> Access Alien Tech, Access Griffin Corpus
  • Research Their Language Objective -> Access Alien Language
  • Aliens destroy any hab -> Aliens Attack In Space (all factions)
  • Capture Alien hab (complicated) -> Access Alien Tech, Access Griffin Corpus, Access Hydra Corpus, Access Live Griffin, Access Live Hydra, Access Live Griffin, Access Salamander Corpus, Access Live Salamander, Access War Dog Corpus, Access Alien Ship
  • Alien Megafauna Spawns -> Alien Megafauna Spawns (all factions)
  • Alien Nation Overthrown (complicated) -> Access Alien Tech, Access Hydra Corpus, Access Live Salamander, Access Salamander Corpus, Access War Dog Corpus
  • Alien Nation Founded -> Alien Infrastructure Exists (Academy, Protectorate, Servants)
  • Assault Xenoflora -> Destroy Xenoforming
  • Assault Facility (complicated) -> Access Alien Tech, Access Salamander Corpus, Access Hydra Corpus, Access Live Salamander, Access Live Hydra, Access Hydra Corpus
  • Assault UFO (complicated) -> Access Alien Ship, Access Alien Tech, Access Griffin Corpus, Access Hydra Corpus, Access Live Griffin, Access Live Hydra, Access Hydra Corpus
  • Detect Alien Facility -> Alien Infrastructure Exists (Academy, Protectorate, Servants), Alien Diplomacy (Protectorate, Servants)
  • Conquer Alien Non-capital Region -> Access Alien Tech (10%), Access Hydra Corpus (2%), Access Live Salamander (2%), Access Salamander Corpus (4.9%), Access War Dog Corpus (10%)
  • UFO Lands -> Aliens Land Army (All factions)
  • Kill alien ship in combat and WIN -> Access Alien Ship
  • Aliens start bombarding earth -> Aliens Bombard Earth (all factions)
  • Aliens start bombarding non-earth -> Aliens Attack in Space (all factions)
  • Assassinate Alien -> Access Hydra Corpus, Access Salamander Corpus (25% per salamander org equipped), Access Live Salamander (10% per salamander org equipped, only if already accessed salamander corpus)
  • Detain Alien -> Access Live Hydra, Access Salamander Corpus (25% per salamander org equipped), Access Live Salamander (10% per salamander org equipped, only if already accessed salamander corpus)
  • Contact Alien -> Access Alien Tech (Servant Protectorate), Alien Diplomacy (Servant Protectorate)
  • Terrorize Region steals control point -> Targeted By Terror Mission (faction that lost control point)

Campaign Objectives

Initial objectives are the same for every faction. However as more objectives are completed the story will start to diverge.

See Objective_List for a full list of campaign objectives.

See the individual faction pages (linked above) for a list of campaign objectives for that faction.

Victory Objectives

Once a faction completes all its campaign objectives it will gain a unique victory org and the Victory Objective will appear. The Victory Objective requires assigning the victory org to a councilor, completing all requirements for its mission and then undertaking the final mission.

SPOILERS INSIDE!  
Objective Org Mission Requirements
Assert Alien Hegemony The Sword of the Devoted Herald Our Masters
Close The Gate Janus Section Close the Gate
Earth Is Not Enough The Pherocyte Masters Tame the Enemy
Kill Them All The Omega Solution Trigger the Weapon
Launch Bifrost Command Staff Launch the Bifrost
Pacify The Earth The Protectorate Authority Claim Hegemony
Send Out Envoys Through The Wormhole Mission to the Hydra Forge an Alliance
  1. ↑ 1.0 1.1 1.2 1.3 Note: Alien Base Alpha itself cannot be destroyed, so it does not count.
  2. ↑ 2.0 2.1 2.2 2.3 2.4 A Faction has Majority Control over a Nation if it owns the Executive Control Point and it also owns strictly more than 50% of the Nation's Control Points.
  3. ↑ 3.0 3.1 All modules must be tier 3, fully constructed, and fully powered.
  4. ↑ 4.0 4.1 4.2 Lagrange points don't count.

Faction Ownership of Humanity

Humanity's total strength can be measured by four categories:

A human faction's fractional ownership of humanity can thus be measured by:

  • The fraction of nations' GDP under the faction's control points.
  • The fraction of Human researchResearch that the faction outputs.
  • The fraction of Human mission controlMission Control upkeeps that the faction's hab core modules incur.
  • The fraction of Human Space combat valueCombat Value that the faction's Spaceships possess.

In the case of The ServantsThe Servants faction, their ownership scores are also affected by the The AliensAliens' assets, especially those around Earth.

As the game progresses, factions will envy the human faction with the highest fractional ownership of humanity, gaining passive hate for them and so slowly begin to target them. On difficulties below Brutal, AI factions cannot gain envy for the player's faction if they are ideologically close enough.

Note: In some cases, the game is only concerned with the fractional ownership of the two space categories, meaning the Habs and Spaceships, but not the Nations and researchResearch. We will refer to this value as the Faction's Fractional Ownership of Space Humanity.

Human Faction Threat and Self-Assessment

OBSOLETE INFO INSIDE!  

Every human faction has a threat score, which represents how much of a danger it is to the other factions' goals. Because at the end of the day, all seven human factions have differing goals, and would love to take all the resources of the other human factions and use them to achieve their own goals.

This threat score is calculated as the sum of the following:

  • For each control point under the faction's control, add the number of CPs the nation would have if it was not capped at 6. This is equal to the nation's GDP in billions ^ 0.25 / 2, rounded to the nearest integer.
  • For each army under the faction's control, add the Military TechnologyMiltech level of the army times 0.5.
  • For each hab module under the faction's control, add the tier of the module times 0.3.
  • For each ship under the faction's control, add the structural integrity of the ship's hull times 0.3.
  • For each campaign objective completed by the faction, add 10.

Each human faction sets their most powerful human enemy to be the human faction with the highest highest fractional ownership of humanity, other than itself. Then it assesses itself based on its own fractional ownership compared to this most powerful human enemy:

  • If it has at least 200% of the enemy's fractional ownership, then it considers itself way ahead.
  • If it has at least 125% of the enemy's fractional ownership, then it considers itself ahead.
  • If it has at most 80% of the enemy's fractional ownership, then it considers itself losing.
  • If it has at most 50% of the enemy's fractional ownership, then it considers itself losing big.
  • Otherwise, it considers itself to be on par.

Self Assessments influence the behavior of human AI factions in various ways, including but not limited to:

It even influences the The AliensAlien faction to an extent, because the Aliens are more inclined to help The ServantsThe Servants and The ProtectorateThe Protectorate when they have lower self-assessments.

Disabling Factions

While factions can never be entirely eliminated, there is an option to allow factions to be disabled under some limited circumstances. In order to enable this, the player must choose to set the "Allow AI Factions To Be Disabled" setting when starting a new game. If this is set, then faction elimination can begin once the event "The New Normal" has triggered, which changes councilor turns to happening twice a month. At this point, if a faction ever meets all of the following criteria at the beginning of any day, it will be disabled for the remainder of the campaign.

A disabled faction will never hire councilors or build habs, which makes it impossible for them to ever hold control points or build fleets. However, they will still gain public support as usual.