Factions: Difference between revisions
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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 | 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 | 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. | ||
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 {{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. | |||
== 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. | |||
= | <div class="noresize"><!-- According to MediaWiki this helps with display of large tables on mobile --> | ||
{| class="wikitable" | {| class="wikitable" | ||
! Faction !! | ! rowspan=2 | Faction !! rowspan=2 | Leader !! rowspan=2 | Agenda !! colspan=2 width=1% | Ideology !! rowspan=2 | Default names !! rowspan=2 width=1% | Ship color | ||
|- | |||
! Humanity !! Aliens | |||
|- | |- | ||
| [[ | | {{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< | | Realist | ||
| Hostile | |||
| | |||
* Small ships: heroes | |||
* Medium ships: qualities | |||
* Large ships: battles | |||
* Habs: commanders | |||
| style="background-color: White" | <code>White</code> | |||
|- | |- | ||
| [[ | | {{Icon|submit|size=x80px}}<br>[[The Servants]] | ||
| [[ | | {{Icon|submit leader|size=80px}}<br>[[Superior Judith Howell]] | ||
| Support the aliens by any means necessary | | Support the aliens by any means necessary | ||
| Idealist< | | Idealist | ||
| Very supportive | |||
| | |||
* Small ships: mythical beasts | |||
* Medium ships: phenomena | |||
* Large ships: mythologies | |||
* Habs: monuments | |||
| style="background-color: Black" | <code>Black</code> | |||
|- | |- | ||
| [[ | | {{Icon|exploit|size=x80px}}<br>[[The Initiative]] | ||
| [[ | | {{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< | | Cynical | ||
| Neutral | |||
| | |||
* Small ships: fish | |||
* Medium ships: rivers | |||
* Large ships: water bodies | |||
* Habs: explorers | |||
| style="background-color: Orange" | <code>Orange</code> | |||
|- | |- | ||
| [[ | | {{Icon|escape|size=x80px}}<br>[[Project Exodus]] | ||
| [[ | | {{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< | | Idealist | ||
| Somewhat hostile | |||
| | |||
* Small ships: birds | |||
* Medium ships: astronomy objects | |||
* Large ships: famous ships | |||
* Habs: astronauts | |||
| style="background-color: Brown" | <code>Brown</code> | |||
|- | |- | ||
| [[ | | {{Icon|cooperate|size=x80px}}<br>[[The Academy]] | ||
| [[ | | {{Icon|cooperate leader|size=80px}}<br>[[Chancellor Li Qingzhao]] | ||
| Convince the aliens that we are equal | | Convince the aliens that we are equal | ||
| Idealist< | | Idealist | ||
| Somewhat supportive | |||
| | |||
* Small ships: land animals | |||
* Medium ships: scientists | |||
* Large ships: explorations | |||
* Habs: exemplars | |||
| style="background-color: Olive" | <code>Olive</code> | |||
|- | |- | ||
| [[ | | {{Icon|destroy|size=x80px}}<br>[[Humanity First]] | ||
| [[ | | {{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< | | Somewhat cynical | ||
| Very hostile | |||
| | |||
* Small ships: weapons | |||
* Medium ships: warriors | |||
* Large ships: scary things | |||
* Habs: mountains | |||
| style="background-color: Red" | <code>Red</code> | |||
|- | |- | ||
| [[ | | {{Icon|appease|size=x80px}}<br>[[The Protectorate]] | ||
| [[ | | {{Icon|appease leader|size=80px}}<br>[[Commissioner Kiran Banerjee]] | ||
| Protect humanity by appeasing the aliens | | Protect humanity by appeasing the aliens | ||
| Somewhat cynical< | | Somewhat cynical | ||
| Supportive | |||
| | |||
* Small ships: cities | |||
* Medium ships: regions | |||
* Large ships: landmasses | |||
* Habs: leaders | |||
| style="background-color: Blue" | <code>Blue</code> | |||
|- | |||
|} | |||
</div> | |||
[[File:Terra_Invicta_Ideology_Map.JPG|center]] | |||
== Trade Negotiations == | |||
[[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}} | ||
{| 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}} | ||
== | 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: | |||
* [[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. | |||
{{Mechanics_Navbox}} | |||
[[Category: Major Articles]] | |||
[[Category: Factions]] | |||
Latest revision as of 23:53, 23 September 2026

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
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.
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 |
Commander Fiona Ayoade |
Protect humanity by resisting the alien invasion | Realist | Hostile |
|
White
|
The Servants |
Superior Judith Howell |
Support the aliens by any means necessary | Idealist | Very supportive |
|
Black
|
The Initiative |
Chairman Soren Van Wyk |
Exploit the alien arrival to gain power | Cynical | Neutral |
|
Orange
|
Project Exodus |
Director Khalid Al-Ashgar |
Escape the aliens by sending humans to other stars | Idealist | Somewhat hostile |
|
Brown
|
The Academy |
Chancellor Li Qingzhao |
Convince the aliens that we are equal | Idealist | Somewhat supportive |
|
Olive
|
Humanity First |
Colonel Hanse Castillo |
Eradicate the aliens and all who support them | Somewhat cynical | Very hostile |
|
Red
|
The Protectorate |
Commissioner Kiran Banerjee |
Protect humanity by appeasing the aliens | Somewhat cynical | Supportive |
|
Blue
|
Trade Negotiations

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:
Humanity First can never trade with
The Servants or
The Protectorate.
The Servants can never trade with
Humanity First or
The Resistance.
Trade options may be limited by the following factors:
- Faction hate: Factions that hate each other will offer less and demand more.
- Starvation:
- 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
Administration if said
Administration 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! | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Resource Trade Limits
| OBSOLETE INFO INSIDE! | |||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
For each tradeable resource type R:
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:
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

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.
| Cause | Condition(s) | Atrocities | ||
|---|---|---|---|---|
| Starting[1] Bombardment of a Region |
|
1 | ||
| Destroying a civilian Hab module |
|
1 | ||
| Failing to protect your own civilian Hab module from destruction |
|
0[2] | ||
| Completing the |
Faction owns any (possibly disabled) control point in the nation. | 1 | ||
| Using a |
1 per 100k | |||
| Razing a region with an |
5 + 1 per 100k | |||
| Critical Failure | 1 | |||
|
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 First,
The Initiative, and
The Servants.
Note: The
Aliens can also commit atrocities. Atrocities committed by the
Aliens have the same effect as atrocities committed by
The Servants, but their atrocity counts are not shared. The
Aliens' atrocity count is also hidden.
- ↑ The atrocity is committed even if you immediately cancel.
- ↑ 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! |
|---|
|
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! | ||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Faction Ownership of Humanity
Humanity's total strength can be measured by four categories:
- The sum of GDP for all Nations.
- The sum of
Research outputs for all human factions. - The sum of
Mission Control upkeeps for all human hab core modules. - The sum of
Combat Value for all human ships.
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
Research that the faction outputs. - The fraction of Human
Mission Control upkeeps that the faction's hab core modules incur. - The fraction of Human
Combat Value that the faction's Spaceships possess.
In the case of
The Servants faction, their ownership scores are also affected by the
Aliens' 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
Research. 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:
|
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:
- Passively gaining hate for other factions.
- 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
sabotage space facilities.
It even influences the
Alien faction to an extent, because the Aliens are more inclined to help
The Servants and
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.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


