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Nations on Earth serve as battlegrounds for the aliens' designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfil their objectives.
<i>This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see [[Nation List]] instead.</i>


Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues between within these generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation's economy and foreign policy.
[[File:Nations screen.png|thumb|320px|Nation Stats view]]
 
Nations on Earth serve as battlegrounds for the aliens' designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.
 
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation's economy and foreign policy.


== National Stats ==
== National Stats ==
[[File:Nations screen.png|thumb|320px|Nation Stats view]]
The prosperity and stability of Earth's nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.
The prosperity and stability of Earth's nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.
=== Overview ===
{| class="wikitable" style="text-align:center;"
|- style="background-color:Gray;"
| colspan=2| || {{icon|pop}} || {{icon|gdppc}} || {{icon|ip}} || {{icon|economy}} || {{icon|welfare}} || {{icon|knowledge}} || {{icon|government priority}} || {{icon|unity}} || {{icon|oppression}} || {{icon|inequality}} || {{icon|cohesion}} || {{icon|unrest}} || {{icon|education}} || {{icon|democracy}} || {{icon|spoils}}
|-
| style="background-color:Gray;" | {{icon|pop}} || [[Nations#Population|Population]]
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| style="background-color:#006600;" | {{icon|greenarrowup}}
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| style="background-color:#330000;" | {{icon|redarrowdown}}
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| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|gdppc}} || [[Nations#Per_Capita_GDP|GDPPC]]
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:Gray;" | {{icon|ip}} || [[Nations#Monthly_Investment_Points|IP]]
| style="background-color:#009900;" | {{icon|greenarrowup}}
| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|economy}} || Economy Priority
| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#006600;" | {{icon|greenarrowup}}
| style="background-color:#003300;" | {{icon|greenarrowup}}
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| style="background-color:Gray;" | {{icon|welfare}} || Welfare Priority
| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:Gray;" | {{icon|knowledge}} || Knowledge Priority
| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|government priority}} || Government Priority
| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:Gray;" | {{icon|unity}} || Unity Priority
| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#330000;" | {{icon|redarrowdown}}
| style="background-color:#330000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|oppression}} || Oppression Priority
| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|inequality}} || [[Nations#Inequality|Inequality]]
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| style="background-color:#003300;" | {{icon|greenarrowup}}
| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:Gray;" | {{icon|cohesion}} || [[Nations#Cohesion|Cohesion]]
| style="background-color:#660000;" | {{icon|redarrowdown}}
| style="background-color:#003300;" | {{icon|greenarrowup}}
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| style="background-color:#009900;" | {{icon|greenarrowup}}
| style="background-color:#330000;" | {{icon|redarrowdown}}
| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:#330000;" | {{icon|redarrowdown}}
| {{icon|star}}
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| style="background-color:Gray;" | {{icon|unrest}} || [[Nations#Unrest|Unrest]]
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| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:#990000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|education}} || [[Nations#Education|Education]]
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#330000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|democracy}} || [[Nations#Government|Government]]
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| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:#330000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|spoils}} || Spoils Priority
| style="background-color:#110000;" | {{icon|redarrowdown}}
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| style="background-color:#00cc00;" | {{icon|greenarrowup}}
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| style="background-color:#660000;" | {{icon|redarrowdown}}
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| style="background-color:Gray;" | {{icon|research}} || [[Nations#Research|Research]]
| style="background-color:#009900;" | {{icon|greenarrowup}}
| style="background-color:#006600;" | {{icon|greenarrowup}}
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| {{icon|star}}
| style="background-color:#990000;" | {{icon|redarrowdown}}
| style="background-color:#00cc00;" | {{icon|greenarrowup}}
| style="background-color:#003300;" | {{icon|greenarrowup}}
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| style="background-color:Gray;" | {{icon|mc}} || [[Nations#Mission_Control|MC]]
| style="background-color:#009900;" | {{icon|greenarrowup}}
| style="background-color:#009900;" | {{icon|greenarrowup}}
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| style="background-color:#003300;" | {{icon|greenarrowup}}
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* Each cell represents the effect of having higher amounts of the column stat on the row stat.
* Lighter background colors indicate stronger effects on the row stat.
* Empty cell indicates that the column stat has no direct effect on the row stat.
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.
===Population===
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to {{TV|IP}}, {{icon|research|bgcolor=DarkSlateGray}}, [[Research]] output, [[Mission_Control]] cap, [[Army]] cap, and {{TV|Cohesion}}. Larger populations also make it slower to change nation stats. This means larger-pop nations tend to have more long-term potential, but also tend to be slower to realize that potential.
For detailed mechanics, see [[Population]].


=== Government ===
=== Government ===
A nation's Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest.
The Government score of a nation represents how democratic it is, with 0 representing a totalitarian dictatorship, and 10 representing an idealized democracy. It is raised by the {{TV|government priority}} and lowered by the {{TV|oppression}} and the {{TV|spoils}}.  


Government increases by 0.005 per 2 Investment Points in the Knowledge priority. It changes by -0.001 per 2 Investment Points in the Unity priority.
* A high government score pulls {{TV|base cohesion}} towards 5, increases [[research]] output, lowers [[corruption]], and helps with [[Foreign_Relations|unification]].
* A medium government score lowers {{TV|base cohesion}}.
* A low government score raises {{TV|base cohesion}}, improves the effect of the {{TV|oppression}} and [[armies]] on {{TV|unrest}}, and increases the [[Money]] gained by {{TV|Spoils}}.  


The Government score impacts the Cohesion score. A low Government score increases the Cohesion resting point, a middle score lowers the Cohesion resting point, while a high score draws the Cohesion resting point towards a central value of 5, and simultaneously increases research production. A higher Government score also lowers the Spoils priority requirement to keep the national elites happy in order to avoid resetting of CPs by coup d'etat and boosts economic growth. A lower Government score increases the effectiveness of the military priority and armies at reducing unrest.
For detailed mechanics, see [[Government]].


Goverment score ranges from 0 to 10:
=== Unrest ===
{| class="wikitable"
<blockquote>
! Government !! Score range
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation's Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.
</blockquote>
~ Terra Invicta Codex, 0.4.85.
 
In a nation with {{TV|pop|50 million}}:
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.
 
{{TV|unrest}} score ranges from 0 to 10:
{| class="wikitable" style="text-align:center;"
|-
! {{TV|unrest}} !! Score range  
|-
| Peaceful || <1.5
|-
| Subversion || <3
|-
|-
| Totalitarian || 0-2
| Strife || <4.5
|-
|-
| Authoritarian || 2-4
| Insurgency || <6
|-
|-
| Anocracy || 4-6
| Guerilla War || <7.5
|-
|-
| Flawed Democracy || 6-8
| Insurrection || <9
|-
|-
| Full Democracy || 8-10
| Civil War || ≥9
|}
|}


===Population===
==== Base Unrest ====
Nations have populations measured in millions. Throughout the course of the game these populations will grow or shrink based on various factors. The following section discusses population growth.
 
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as:
* 10.5
* -1 per {{TV|gdppc|10000}}.
* -1 per {{TV|cohesion}}.
* For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation:
** -0.5.
** Multiplied by the army health %.
** Multiplied by (10 - {{TV|democracy}}).
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65.
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}})
 
'''Note''': Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway.


Developed countries have at least two regions or are a fake union in the game (Benelux, Alpine States, etc), and have the following be true: education + democracy + (gdp per capita / 4000) >= 25. Therefore, Norway is not a developed nation, but France is. The Baltics can be developed if the country improves, without expanding, because it's a fake union.
{{SpoilerBox|Alien-Related}}
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation's [[Regions]]' Xenoflora Growth Levels) / 20.
{{SpoilerBoxEnd}}


(regional per capita GDP / 30 000) + min(((10-education)^2)/10, ((10-democracy)^2)/10, 3.5) + (IF DEVELOPED: 5 - |5 - cohesion|) + popGrowthModifier - xenoforming/200 - 4*nukings.
It's generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly.


The game also does not let you shrink by more than 95% annually.
==== Notable Effects of Unrest ====


WHAT THAT MEANS:
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}.
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}.


1. More GDP per capita = faster population growth (+1% per 30k)
==== Coups and revolutions ====


2. If Education or Democracy (whichever is highest) is above 4.08, growth is reduced (+3.5% -> 0% at 10 education or democracy. It's not a linear drop, and accelerates as you approach 10.)
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|>9.9}} when checked, but never otherwise. A naturally occurring coup will never happen if {{TV|democracy|≥8}} and {{TV|unrest|<8}}; otherwise the <code>daily chance of coup * 4</code> is checked.


3. If the country is developed, per the conditions outlined earlier, it will grow faster at 5 cohesion. (+5% at 5 cohesion and 0% at 0 or 10 cohesion)
The daily chance of coup is (({{TV|unrest}} * 2 - {{TV|cohesion}} - {{TV|democracy}}) / 10 + conditional elite unhappiness) / 6000, where the elites' unhappiness is {{TV|corruption}} percent - {{TV|spoils}} percent, but is ignored if any of the following conditions are true:
* {{TV|corruption}} percent < {{TV|spoils}} percent.
* Some faction owns all the nation's control points and that faction has {{TV|public support|≥65%}}.


4. Every nation has a pop growth modifier, which is defined in plain text in TINationTemplate.json in the game files (ranges between -1% and +1%)
So natural coups can be countered by lowering {{TV|unrest}} and increasing {{TV|cohesion}}, {{TV|democracy}} and {{TV|spoils}} (up to the {{TV|corruption}} level). The {{TV|spoils}} may often be ignored if the level of {{TV|unrest}} in a country is sufficiently low and the {{TV|cohesion}} and/or {{TV|democracy}} sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).


5. Xenoforming reduces pop growth (-1% per 200 levels of xenoforming. For reference, the highest level is at 75, and xenofauna spawns at 100.
{{SpoilerBox}}
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions.
{{SpoilerBoxEnd}}


6. Nuclear bombs reduce pop growth (-4% per nuking)
===== Effects of a Coup =====


This number is then used monthly to calculate pop growth;
When a nation undergoes a coup for any reason, the following changes occur:
# The nation is removed from its [[Foreign Relations#Federations|federation]].
# All diplomatic cooldowns involving the nation are set to 0 days.
# All [[Nations#Control_Points|control points]] in the nation are emptied, except for those owned by the faction whose councilor performed the {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]], if any.
# The nation's {{TV|democracy}} is changed by a random amount between -2 and 1.
# The nation's {{TV|unrest}} is changed by a random amount between -3 and 0.
# The nation's {{TV|cohesion}} is changed by a random amount between -1 and 1.
# The nation's [[Nations#GDP|GDP]] is changed by a random amount between -10% and 0%.
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.
# If the {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] was performed by a councilor of some faction F, then:
#* If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.
#* If there is exactly one empty control point in the nation and the {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.
#* Otherwise, give the first empty control point in the nation to F, and if the {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] was a critical success, also give the control point immediately to the right of it to F.
# Empty out every control point that is to the right of an empty control point.
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation's allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.
# Every councilor that is still planning to perform a {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] mission on the nation this turn aborts their pending {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] mission.
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.


(1 + popGrowth + (random number between -0.005 and 0.005))1/12
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]' faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.


If the population decreases, Education does too. If you lose more than 5 million (no, it does not scale with total population), you get the maximum reduction of -0.005. This is only from natural growth, not nukes or other events.
===== Effects of a Revolution =====


=== Unrest ===
{{SpoilerBox}}
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation's Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). Military spending and armies can reduce it, especially in non-democratic nations.
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.
{{SpoilerBoxEnd}}


Unrest is decreased by <code>0.1 - 0.01*Government</code> per 3 Investment Points in the Military priority.
When a human nation undergoes a revolution, the following changes occur:
# The nation is removed from its [[Foreign Relations#Federations|federation]].
# All diplomatic cooldowns involving the nation are set to 0 days.
# All [[Nations#Control_Points|control points]] in the nation are emptied.
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region.
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.
# The nation's {{TV|unrest}} is changed by a semi-random amount between -6 and -3, affected by {{TV|public support}}.
# The nation's {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, affected by {{TV|public support}}.
# If the nation's {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, affected by {{TV|public support}}.
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.
# The nation's {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is increased by the average [[Factions#Human_Factions|Idealism]] of the new control point owners.
#* Note: {{TV|democracy}} cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.
# X% chance for the number of loose nukes to increase by 1, where X is the number of {{TV|nukes}} the nation had. But note that this doesn't actually reduce the number of {{TV|nukes}} the nation has.
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation's allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.


Its resting point is increased by having low cohesion, low Per-Capita GDP, or unification with another nation. Unrest can be increased by councilor ''Increase unrest'' and reduced by ''stabilize nation'' assignments. It is also reduced by military priority and armies, both of which work better in nations with lower government score.
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]' faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.


Unrest changes relatively quickly (0.25 per month, and even +1 per month if cohesion=0) if it is not at its resting point. It's generally better to reduce unrest resting point before reducing its value with councilors and military priority, otherwise it will grow back naturally and quickly. With the most totalitarian Government(0), it would take an investment of 7.5 IP per month to stabilize Unrest below its resting point. This grows exponentially: to 15 IP/month at 5 Government, 25 IP/month at 7 Government and 75 IP/month at 9 Government.
The changes that are affected by {{TV|public support}} are multiplied by X, where X is calculated as follows:
# Set X to 0.
# For each non-empty control point before the revolution:
#* If this is not the executive control point, then reduce X by 0.5 × the {{TV|public support}} of the control point's faction.
#* If this is the executive control point, then reduce X by 1 × the {{TV|public support}} of the control point's faction.
# For each non-empty control point after the revolution:
#* If this is not the executive control point, then increase X by 1 × the {{TV|public support}} of the control point's faction.  
#* If this is the executive control point, then increase X by 2 × the {{TV|public support}} of the control point's faction.  
# Increase X by a random value between 0 and 0.25.
# If all control points are empty both before and after the revolution, then again increase X by a random value between 0 and 0.25.


==== Coups and revolutions ====
=== GDP ===
Naturally occurring coups and revolutions can happen at high levels of unrest; the Alien Administration cannot experience a coup but it can experience a revolution. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions will always occur if <code>unrest > 9.9</code> when checked. A naturally occurring coup will never happen if <code>democracy >= 8</code> and <code>unrest < 8</code>; otherwise the <code>daily chance of coup * 4</code> is checked.
A nation's [[GDP]] is its Gross Domestic Product, measured in US dollars. It is primarily increased by investing in the {{TV|economy}}. GDP determines the raw {{TV|IP}} output of a nation and the {{TV|CP}} cost to hold its [[Control Points]], and also influences how hard it is to target the nation with [[missions]]. Per-[[region]] GDP determines {{TV|MC}} cap.  


The daily chance of coup is <code>((unrest * 2 - cohesion - democracy) / 10 + elite unhappiness) / 6000</code>. The elites' unhappiness is zero if the spoils priority weight percentage matches or exceeds the nation's [[#Corruption|corruption]] or if one faction owns all the nation's control points and that faction's <code>popularity >= 65%</code>; otherwise it is <code>corruption - spoils</code> as value from 0.0 to 1.0.
GDP per capita ("[[GDPPC]]") is the GDP divided by {{TV|pop}}, and it has impacts on {{TV|research}}, {{TV|unrest}}, {{TV|sustainability}}, and [[corruption]].  


So natural coups can be countered by lowering unrest and increasing cohesion, democracy and spoils (up to the corruption level). The spoils priority may often be ignored if the level of unrest in a country is sufficiently low and the democracy/cohesion sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).
For detailed mechanics, see [[GDP]].


==== Base Unrest ====
=== Education ===
Base unrest is calculated as <code>10.5 - cohesion - (gdp per capita / 10000)</code> and then reduced by armies.
For each allied army present within the nation, if that army's owning nation's base investment points are positive, the base unrest is modified by that army's base unrest modification value.


An army's base unrest modification value is <code>-1 * that army's strength (i.e. its health percentage from 0.0 to 1.0) / 10 * (10 - democracy)</code>. So it scales from 100% to 0% applied as democracy goes from 0 to 10. It can then further be altered by that army's owning faction's <code>ArmyUnrestReductionImpact</code> value, as may be applied from various effects (defined in TIEffectTemplate.json); however there don't appear to be any defined with an <code>ArmyUnrestReductionImpact</code> context at the time of writing.
<blockquote>
A nation's {{TV|education}} value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of {{TV|education}} there. Nations with higher {{TV|education}} scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.
</blockquote>
~ Terra Invicta Codex, 0.4.85.


For the Alien Administration, the base unrest is then further reduced by <code>the average of the the nation's regions' xenoforming level (from 0 to 100) / 20</code>.
In a nation with {{TV|pop|50 million}}:
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} < 8.5.
** Multiplied by 12 / {{TV|education}} if {{TV|education}} > 12.
* After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}.
* Each completion of the {{TV|unity}} removes {{TV|education|0.001}}.
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.


Unrest score ranges from 0 to 10. Every 0.1 point of Unrest above 2 will decrease Investment Points by 1%, capping at 80% at 10 unrest.
{| class="wikitable"
{| class="wikitable"
! Unrest !! Score range !! Negative effects
! {{TV|education}} !! Score range
|-
|-
| Peaceful || 0-1.5 || <span style="color:green;">'''No'''</span>
| Limited || 1-5
|-
|-
| Subversion || 1.5-3 || rowspan=6 | <span style="color:red;">'''Yes'''</span>
| Developing || 5-8
|-
|-
| Strife || 3-4.5
| Advanced || 8+
|-
| Insurgency || 4.5-6
|-
| Guerilla War || 6-7.5
|-
| Insurrection || 7.5-9
|-
| Civil War || 9-10
|}
|}


=== GDP ===
{{TV|education}} cannot be decreased below 1.
A nation's GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by its purchasing power parity. The nation's GDP determines how many Control Points a nation has, how many Investment Points it produces, and how difficult certain missions are.
 
{| class="wikitable" style="text-align: center;"
{{TV|education}} is one of the largest factors influencing {{TV|national research}} output aside from {{TV|pop}}.
! GDP (Bn) !! Control Points
|-
| 0-81 || 1
|-
| 81-625 || 2
|-
| 625-2401 || 3
|-
| 2401-6561 || 4
|-
| 6561-14641 || 5
|-
| 14641+ || 6
|}


GDP is not directly influenced by economy priority, which affects PPP instead. It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet's climate stability.  Unification combines both nation's GDPs. Climate change has a negative effect on GDP based on the following states.
==== Research ====


-4.032% for every degree C below pre-industrial levels
As of Version RC6, the {{TV|national research}} output is calculated as:
<pre>
// PavonisInteractive.TerraInvicta.TINationState
public float research_month
{
get
{
float population_Millions = this.population_Millions;
float perCapitaGDP = this.perCapitaGDP;
return (population_Millions * ((perCapitaGDP <= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);
}
}
</pre>


-1.344% for every degree C above pre-industrial levels
In other words:


Every completed iteration of the Economy investment priority with raise GDP by 2.5 base, +1 per resource region, +1 per economic core region, +0.2 per democracy, +0.2 per education, +2.5 for cohesion = 5, tapering off to 0 for cohesion = 0 and 10.
A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000.


This means that for maximum GDP growth, you want more resource regions, more democracy, more education, and middling cohesion, as well as as many economic regions as possible.
B) {{TV|pop}} in millions.


==== Per Capita GDP ====
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6.
A Per Capita nation's GDP its its Gross Domestic Product divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people's needs are not met.


Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.
If the {{TV|gdppc}} is higher than $30000, use 1.5157166 + 0.90942997 × (ln({{TV|gdppc}}/15000) - 0.6931472) instead.
====GDP Per Region====
When distributing GDP to regions within a country, the game distributes them based on economic modifiers. It pretends regions with colonies have 50% the people who actually live there, and that resource and core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core economic and resource states than in "regular" regions, and are lower in colonies. This has a great effect on population growth as described in the first section, as the GDP per capita calculation in that section is per region.


=== Development ===
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is about 2^0.6 × (1 + 0.6 × ln({{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC/30000))
Development represents how much monthly Funding, Research, Boost, Mission Control and Investment Points a nation will provide to factions owning Control Points.


==== Monthly Investment Points ====
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]]
These represent the nation's economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation's GDP and reduced by the number of armies it fields and by high levels of unrest.
* The base value is equal to <code>(GDP in billions)^0.33</code>.
* Unrest decreases Monthly Investment Points by 1% for every 0.1 point of Unrest above 2, capping at -80% at 10 unrest.
* Navies decrease Monthly Investment Points by 0.5 per navy.
* Armies stationed in their home regions decrease Monthly Investment Points by 0.5 per army.
* Armies stationed in another region decrease Monthly Investment Points by 1 per army.
The overall formula is <code>(GDP in billions)^0.33 * (1 - max(unrest-2, 0)/10) - 0.5*(# navies) - 0.5*(# armies at home) - 1*(# armies abroad)</code>.


==== Funding ====
D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12)
These mean all potiential money income the nation can provide to the controller. They will be separated equally to every control point of this nation.


Funding can be increased by funding priority, for every investment point in the Funding priority:
E) Scales by the sixth root of {{TV|democracy}}, with a floor of 1 at 1 {{TV|democracy}}: Max({{TV|democracy}}<sup>0.16666667</sup>, 1) (maximum of ~1.4678).
* The base value is 5 money per year(in version 0.56 or later, 4 before 0.56).
* The additional value is equal to <code>Max((GDP in billions)^0.25)/2,1)</code> money per year.
The overall formula is <code>5+Max((GDP in billions)^0.25)/2,1)</code> money per year.


=== Miltech ===
F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}.
A nation's Military Technology value represents the capability of the nation's armed forces. Each tenth of a point in Miltech represents a 10% improvement in combat capability.


Miltech is increased by 0.00375(1 - min(10*unrest, 1 - 0.1 * democracy)) per 3 Investment Points in the Miltech priority. It takes 800 Investment Points to advance 1 Miltech level in the best case.
G) 100% efficient at 0 {{TV|unrest}} and 0% efficient at 10 {{TV|unrest}}, scales with {{TV|unrest}} squared: 1-{{TV|unrest}}²/100
* Any country with 0 unrest will gain the maximum possible 0.00375 Miltech.
* If there is '''any''' unrest, the Miltech gain is scaled linearly by Government level.
* The more Democratic(higher) the Government level, the more Miltech it gains.


Unification between two nations balances the Miltech score between the two nations. Miltech applies to both army strength, which changes together with national Miltech level, and regional defence power.
H) n% per {{TV|science}} {{MissionIcon|Advise}}[[Advise|Advisor]] with diminishing return: 1% per {{TV|science}} of first {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.5% per {{TV|science}} of second {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.333333% from 3rd etc, always sorted by {{MissionIcon|Advise}}[[Advise|Advisor]] bonus, descending (best {{MissionIcon|Advise}}[[Advise|Advisor]] will count towards the first bonus).


Miltech score ranges from 2 to 8. The Miltech age also determines the visual appearance of armies.
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H
{| class="wikitable" style="text-align: center;"
! [[File:ICO army level.png|25px]] Miltech age !! Score range
|-
| '''Industrial Age'''<br>[[File:Army Tech2.png|110px]] || 2-3
|-
| '''Atomic Age'''<br>[[File:Army Tech3.png|110px]] || 3-4
|-
| '''Information Age'''<br>[[File:Army Tech4.png|110px]] || 4-5
|-
| '''Robotics Age'''<br>[[File:Army Tech5.png|110px]] || 5-6
|-
| '''Invasion Age'''<br>[[File:Army Tech6.png|110px]] || 6-7
|-
| '''Fusion Age'''<br>[[File:Army Tech7.png|110px]] || 7+
|}


Initially the Miltech score is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:
=== Mission Control ===
* [[File:Tech info icon.png|24px]] Cybernetics
Whenever the {{TV|mission control priority}} is completed, a [[region]] in the nation is selected to gain {{TV|mc|1}}. A nation's MC is split equally between the owners of the nation's [[Control Points]]. See [[Mission Control#MC_from_Nations]] for details.
* [[File:Tech info icon.png|24px]] Applied Artificial Intelligence
* [[File:Tech material icon.png|24px]] Next-Generation Aerospace
* [[File:Tech material icon.png|24px]] Diamondoids
* [[File:Tech military icon.png|24px]] Terrestrial Military Science
* [[File:Tech military icon.png|24px]] Networked Global Defense
* [[File:Tech military icon.png|24px]] Coilguns
* [[File:Tech military icon.png|24px]] Trans-Interface Warfare
* [[File:Tech military icon.png|24px]] Future Tech: Military Science


=== Navies ===
=== Boost ===
A nation's naval score is calculated by the number of navies it has attached to its armies multiplied by the nation's military technology score.
A nation that has completed the {{TV|found space program}} may invest in the {{TV|boost priority}}, which will give the nation permanent production of {{TV|boost}}.  


There are three possible navy states:
A nation's boost production is distributed between [[federation]] members, with larger members getting much more, and then each nation's boost is distributed equally between owners of that nation's [[Control Points]]. For details, see [[Boost]].
* '''No Navies:''' No army has any navy attached.
* '''Freedom of the Seas:''' At least one army has a navy attached and there are no enemies with a higher naval score.
* '''Blockaded:''' At least one army has a navy attached and there are enemies with a higher naval score.


=== Strategic Nuclear Barrages ===
=== Funding ===
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.


Nuclear weapons can target any region belonging to current war enemies, or owned regions with enemy forces present. Note that advanced defenses will prevent any attack.
<blockquote>
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation.
</blockquote>
~ Terra Invicta Codex, 0.4.85.


=== Education ===
This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points.
A nation's Education value is scored based on the average years of schooling of a citizen in this nation. Nations with higher education scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.


Education increases by 0.005 per 2 investment Point(s) in the Knowledge priority.
Whenever the {{TV|funding}} is completed, the nation's annual funding grows by 10 + (the nation's GDP in billions)^0.25 / 2, rounded to the nearest integer.  


{| class="wikitable"
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the {{TV|funding}} is completed.
! [[File:ICO education.png|25px]] Education !! Score range
|-
| Limited || 0-5
|-
| Developing || 5-8
|-
| Advanced || 8+
|}


Education is one of the largest factors influences national research output aside from population.
The annual funding of a nation is capped at the nation's [[Nations#GDP|GDP]] in billions multiplied by 5.


A) Base of 7.5 + Education Score.
'''Note''': Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their funding with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]'s total funding, with each nation's share being proportional to (the number of its control points) ^ 3.


B) Scales polynomially with population in millions: 0,00225 x (Population/10)<sup>0.1</sup>.
=== Miltech ===
A nation's Military Technology, aka {{TV|miltech}}, value represents the capability of the nation's armed forces. It has major impacts on an army's effectiveness in [[Terrestrial Warfare]], and can be raised with the {{TV|Military Priority}}. For details, see [[Miltech]].  


C) Scales linearly from 15k to 48.75k GDP per capita, with a floor at 15k and a roof at 48.75k (ie: a country with 30k GDPpc produces 2x science as one with 15k, but one with 60k does not produce 4x as much, as it caps at 48.75k. Similarly, a country with 15k gdp per capita produces the same amount as one with 1k.): GDP per capita / 15000, min: 1, max: 3.25
=== Armies ===
A nation may build one or more armies with the {{TV|build army}} if it has completed the {{TV|Found Military}} and has a population of at least 5 million. Armies can be used to conquer other nations, defend against conquests, or attack certain [[Alien]] objects.  


D) Scales by education squared, then linearly at 12: Education * Max(Education, 12)
For detailed mechanics of army costs, army control, and the number of armies a nation can build, see [[Army]]. For army combat mechanics, see [[Terrestrial Warfare]]. For the use of armies to conquer [[regions]], see [[Foreign_Relations#War_Annexation]]. For attacking aliens, see [[Aliens#Reduction]].


E) Scales by the fifth root of Democracy, with a floor of Democracy = 0.1: Democracy<sup>0.2</sup>, (min value 0.63, max value 1.58).
=== Navies ===


F) 75% efficient at 10 and 0 Cohesion, scales linearly to 125% at 5 Cohesion.
A nation's naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation's {{TV|miltech}}.


G) 20% efficient at 10 unrest, 100% efficient at <2 unrest. Linear relationship. Same as IP efficiency.
There are three possible navy states:
* '''No Navies:''' No army has any navy attached.
* '''Freedom of the Seas:''' At least one army has a navy attached and there are no enemies with a higher naval score.
* '''Blockaded:''' At least one army has a navy attached and there are enemies with a higher naval score.


H) n% per science advisor with diminishing return: 1% per science of first advisor + 0.5% per science of second advisor + 0.333333% from 3rd etc, always sorted by advisor bonus, descending (best advisor will count towards the first bonus).
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur.


These elements are combined as following: (A + B × C × D × E) × F × G × H
{{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true:
* The nation has completed the {{TV|found military}} (or started with it already complete).
* The nation has more {{TV|armies}} than {{TV|navies}}.
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]].
* One of the following is true:
** The nation has at least 4 [[Nations#Control_Points|control points]].
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}.


This is the only value in the country interaction screen that scales directly with the population of a country.
=== Strategic Nuclear Barrages ===
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.


=== Cohesion ===
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack.
A nation's Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation's people are fragmented or even tribal.


Cohesion changes by 0.01 towards the value of 5 per to Investment Point(s) in the Knowledge priority.
=== Estimated Military Strength ===


Cohesion moves 0.1 per month towards its' resting point. This is rapid enough that it is usually better to move the resting point rather than trying to fight the tide: it would take 20 Investment Points per month in Knowledge priority, or roughly 4 in Unity priority to stabilize Cohesion above its' resting point. The resting point can be increased by decreasing [[#Inequality|inequality]] with the Welfare priority.
The estimated military strength of a nation X is calculated as the sum of the following:


Cohesion score ranges from 0 to 10:
{| class="wikitable"
{| class="wikitable"
! [[File:ICO culture.png|25px]] Cohesion !! Score range !! Effects
|-
|-
| Fragmented || 0-1 || rowspan=4 | Unrest increases
! Category !! Conditions !! Multipliers
|-
|-
| Fractured || 1-2
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7
|-
|-
| Sectarian || 2-3
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies
{{SpoilerBox}}
For Alien Invader Armies, use their {{TV|miltech}} instead of the {{TV|miltech}} of the Alien Nation.
{{SpoilerBoxEnd}}
|-
|-
| Polarized || 3-4
| Number of [[Nations#Navies|Navies]] of X || || 1
|-
|-
| Competitive || 4-5 || rowspan=3 | Research increases
| {{TV|unrest}} Value of X || || -1
|-
|-
| Diverse || 5-6
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100
|-
|-
| Integrated || 6-7
| Number {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5
|-
| Homogenous || 7-8 || rowspan=4 | Unrest decreases<br>Ability to resist occupation increases
|-
| Dominated || 8-9
|-
| Hegemonic || 9-10
|-
| Monolithic || 10
|}
|}


<span style="color:red;">'''Cohesion is lowered by:'''</span>
For example, at the start of the game, the nation of North Korea has {{TV|miltech|2.8}}, 1 region, {{TV|armies|1}}, {{TV|navies|0}}, {{TV|unrest|0}}, and {{TV|nuke|1}}. So its estimated military strength is the sum of:
* Medium government score
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96
* High inequality score
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4
* Low Per Capita GDP
* {{TV|navies|0}} × 1 = 0
* Population
* {{TV|unrest|0}} × -1 = 0
* Regions
* 1 (has nukes) × 100 = 100
* Loss of armies
* {{TV|nuke|1}} × 5 = 5
* Difference between public opinion and the faction controlling the control points
So it has an estimated military strength of 115.36.


<span style="color:orange;">'''Cohesion is centered by:'''</span>
The estimated military strength of a nation is important because when multiple nations fight on the same side of a [[Foreign_Relations#Wars|war]], the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.
* High goverment score
* Knowledge priority


<span style="color:green;">'''Cohesion is raised by:'''</span>
In addition, the estimated military strength of a nation is often used by the AI to determine their [[Foreign_Relations|international relations]]. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.
* Low government score
* Unity priority
* Wars (max 5)
* Rivalries with nations with a 1 control point difference at most (max 5)


==== Base Cohesion ====
=== Space Defenses ===


This is a long one.
<blockquote>
The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.
</blockquote>
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.


Base cohesion depends on inequality, GDP per capita, population, number of regions, rivals, wars, ideological distance between the public and elites, and democracy.
Human Nations can build Space Defenses after [[Trans-Interface Warfare]] is researched.


Base cohesion is 20.25.
Space Defenses are built in the following order:
# The {{icon|capital|bgcolor=DarkSlateGray}}Capital region.
# The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} to lowest.
# The {{icon|oil|bgcolor=DarkSlateGray}}{{icon|resource region|bgcolor=DarkSlateGray}}Resource regions, from highest {{TV|pop}} to lowest.
# The Non-Colony regions, from highest {{TV|pop}} to lowest.
# The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest.


This is reduced by 3.25 for every level of inequality, and a further (inequality - 4.5)<sup>2</sup> if inequality is above 4.5.
The amount of IP needed by the {{icon|space defenses}}Space Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See [[Region List]] for a list of all regions and their areas.


It is further reduced by 1 for every 1000 GDP per capita below 6000.
Space Defenses are armed with a giant 1-GJ, 3600-cm laser (this is bigger than the Alien T3 base defense laser). Color will be best available of IR or green, and type, of laser, arc laser or phaser.


It's also reduced by (population in millions)<sup>0.15</sup>. 10 billion people would be a reduction of 4, 100 million would be -2, etc.
=== Exofighters ===


It's also reduced by 0.25 for every additional region above 1.
Human nations can build {{icon|exofighter}}exofighters after [[Exoatmospheric Fighters]] is researched.


It's increased by 0.5 for every peer rival (More, equal or 1 fewer control points) up to a maximum of 5 Base Cohesion.
Whenever the {{icon|build exofighter}}Build Exofighter priority is completed, a region in the nation is selected to increase its {{icon|exofighter}}exofighters by 1. The region is selected as follows:
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters.
* If any remaining region has zero {{icon|exofighter}}exofighters, then pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production.
* Pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production divided by the number of {{icon|exofighter}}exofighters already in the region.


It's increased by 1 for every war you're in, for a maximum of 5.
The Maximum {{icon|exofighter}}exofighters of a region is calculated as:
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1.
* Min(64, Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production / 4), rounded up to the nearest integer.


It's lowered by the distance between the Elite and the Public's ideologies, as described above, multiplied by 2.
=== Cohesion ===
<blockquote>
A nation's Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation's people are fragmented or even tribal. High values keep unrest in check and increase the nation's ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.
</blockquote>
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.


Finally, Democracy comes into play. It's slightly more complicated.
In a nation with {{TV|pop|50 million}}:
* {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed.
* Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}.
** This is reduced by 0.005 per {{TV|education}}.
** This is reduced by 0.005 per {{TV|democracy}}.
** This cannot be reduced below 0.025.
* If {{TV|democracy}} > 5, then each completion of the {{TV|oppression}} removes {{TV|cohesion|0.025}} per {{TV|democracy}} over 5.
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.


If Democracy <= 3.5:
{{TV|cohesion}} moves by 0.1 per month towards {{TV|base cohesion}}. It can decrease faster, up to 0.25 per month towards its resting point, depending on {{TV|inequality}} (this acceleration occurs for {{TV|inequality}} values between 4 to 4.6). Specifically, when {{TV|base cohesion}} is lower than {{TV|cohesion}}, the {{TV|cohesion}} decrease per month is calculated as follows:
<pre>Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )</pre>


Base Cohesion is increased by 3.5<sup>1.5</sup>, and lowered by Democracy<sup>1.5</sup>, for a net gain of 0 at Democracy = 3.5.
This is not affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] and is rapid enough that it is usually better to move {{TV|base cohesion}} rather than trying to fight the tide. See [[Nations#Resting_Cohesion]] for details on how to achieve this.


If democracy > 6.5:
{{TV|cohesion}} is also commonly changed by [[Events]], and can be strongly affected by [[Foreign Relations#Declaring_Wars|War Declarations]] and the [[Terrestrial_Warfare#Army_Death|Destruction of armies]].


Base Cohesion approaches 5 by 0.5 per level of Democracy.
{{TV|cohesion}} ranges from 0 to 10:
{| class="wikitable" style="text-align:center;"
|-
! {{TV|cohesion}} !! Score range
|-
| Fragmented || <1
|-
| Fractured || <2
|-
| Sectarian || <3
|-
| Polarized || <4
|-
| Competitive || <5  
|-
| Diverse || <6
|-
| Integrated || <7
|-
| Homogenous || <8
|-
| Dominated || <9
|-
| Hegemonic || <10
|-
| Monolithic || 10
|}


If democracy > 3.5 and <= 6.5:
==== Resting Cohesion ====


Lower Base Cohesion by 3 at a Democracy score of 5, scaling linearly to 0 Base Cohesion at 3.5 and 6.5 Democracy: 2 × |5-Democracy| - 3.
{{TV|base cohesion}} depends on the following factors:


{| class="wikitable"
{| class="wikitable"
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect
|-
|-
| Base || Always || 20.25
| Base || Always || 16
|-
|-
| rowspan="2" | [[File:ICO inequality.png|25px]] Inequality
| rowspan="2" | {{TV|inequality}}
| ≤ 4.5
| ≤ 4.75
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3.25 × [[File:ICO inequality.png|25px]]
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by Min(1, 0.5 + {{TV|education}}/20) × 2.25 × {{TV|inequality}}
|-
| > 4.75
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by Min(1, 0.5 + {{TV|education}}/20) × (3.25 × {{TV|inequality}} - 4.75)
|-
| {{TV|gdppc}}
| Always
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by (1 - ({{TV|gdppc}} / Highest {{TV|gdppc}} in last 10 years)) × {{TV|inequality}}
|-
|-
| > 4.5
| rowspan=2 | {{TV|pop}}
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3.25 × [[File:ICO inequality.png|25px]] + ([[File:ICO inequality.png|25px]] - 4.5)<sup>2</sup>
| 1 [[Regions|Region]] in Nation
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by ({{TV|pop}} in millions)<sup>0.3</sup>.
|-
|-
| Per-Capita GDP
| >1 [[Regions|Region]] in Nation
| ≤ $6000
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by ({{TV|pop}} in millions)<sup>0.2</sup>.
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 1 × ($6000 - Per-Capita GDP) ÷ $1000
|-
|-
| Population
| {{icon|pop}}Population Distribution
| Always
| Always
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by Population<sup>0.15</sup> (in Mn)
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 0.0025/km × {{TV|pop}}-weighted average distance from each [[Regions|Region]] to the nation's capital. Capped at 7.5 Reduction.
|-
| rowspan="2" | [[Foreign Relations#Wars|Wars]]
| <6 {{icon|democracy|bgcolor=DarkSlateGray}}
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by number of war enemies. Capped at 3.
|-
|-
| Number of Regions
| >=6 {{icon|democracy|bgcolor=DarkSlateGray}}
| > 1
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by number of war enemies that have <6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3.
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 0.25 × (Regions - 1)
|-
|-
| Peer Rivals
| rowspan="2" | Peer [[Foreign Relations#Rivals|Rivals]]
| Max 10
| <6 {{icon|democracy|bgcolor=DarkSlateGray}}
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by 0.5 × Peer Rival (at minimum 1 less Control Point)
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War {{TV|base cohesion}} Bonus.
|-
|-
| Wars
| >=6 {{icon|democracy|bgcolor=DarkSlateGray}}
| Max 5
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have <6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3 - War {{TV|base cohesion}} Bonus.
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by 1 × War the Nation is involved in
|-
|-
| Public vs. Elite Ideology
| Public vs. Elite Ideology
| Always
| Always
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners.
|-
| Public Opinion Distribution
| Always
| [[File:ICO arrow green.png|25px]][[File:ICO arrow red down.png|25px]]<span style="color:orange;">Change</span> by -6 × ([[#Public_Opinion|Standard Deviation]] of Public Opinion / Worst Possible Standard Deviation - 0.5).
|-
|-
| rowspan="4" | 🏛 Democracy
| rowspan="4" | {{TV|democracy}}
| ≤ 3.5
| ≤ 3.5
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by 3.5<sup>1.5</sup> - 🏛<sup>1.5</sup>
| [[File:ICO arrow green.png|25px]]<span style="color:green;">Increase</span> by (3.5<sup>1.285</sup> - {{TV|democracy}}<sup>1.285</sup>) × ((10 - {{TV|unrest}}) / 10)
|-
|-
| 3.5 < 🏛 ≤ 5  
| 3.5 < {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 5  
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3 - 2 × (5 - 🏛)
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3 - 2 × (5 - {{TV|democracy}})
|-
|-
| 5 < 🏛 ≤ 6.5  
| 5 < {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5  
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3 - 2 × (🏛 - 5)
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 3 - 2 × ({{TV|democracy}} - 5)
|-
|-
| > 6.5
| > 6.5
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]<span style="color:green;">Stabilize</span> (towards global value of 5) by 0.5 × (🏛 - 6.5)
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]<span style="color:green;">Stabilize</span> (towards global value of 5) by 0.5 × ({{TV|democracy}} - 6.5)
|-
| Owning [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]
| Always
| [[File:ICO arrow red down.png|25px]]<span style="color:red;">Reduce</span> by 1.6 × {{TV|democracy}} × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]
|}
|}
In other words, {{TV|base cohesion}} is:
<span style="color:green;">'''raised by:'''</span>
* Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high.
* War enemies that either have <6 {{TV|democracy}} or our nation has <6 {{TV|democracy}}. Capped at 3.
* Rivalries with nations no more than 1 control point smaller, that either have <6 {{TV|democracy}} or our nation has <6 {{TV|democracy}}. Capped at 3 - the amount already given by the War {{TV|base cohesion}} Bonus.
<span style="color:orange;">'''centered by:'''</span>
* High {{TV|democracy}} score.
<span style="color:orange;">'''changed by:'''</span>
* Public Opinion [[#Public_Opinion|distribution]].
<span style="color:red;">'''lowered by:'''</span>
* Medium {{TV|democracy}} score.
* High {{TV|inequality}} score, stronger when {{TV|education}} is high.
* Loss of {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDP per Capita]] within the last 10 years.
* {{TV|pop}}, worse when the entire {{TV|pop}} is confined to just one [[Region]] because the nation has no other [[Regions]].
* Geographic {{icon|pop}}Population Distribution.
* Difference between [[#Public_Opinion|average public opinion]] and the [[Factions]] that own the control points.
* Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]], multiplied by {{TV|democracy}}.
==== Notable Effects of Cohesion ====
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}.
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1.25 - |{{TV|cohesion}} - 5| / 10). So it is multiplied by 75% at {{TV|cohesion|0}} and at {{TV|cohesion|10}}, whereas it is multiplied by 125% at {{TV|cohesion|5}}.
* The [[Nations#Public_Support_Cap|Public Support Cap]] of a Nation is increased by its {{TV|cohesion}}.
* The [[Nations#Population_Growth|Population Growth]] of a Nation is decreased by its {{TV|cohesion}}.
==== Underflowing Cohesion ====
If {{TV|cohesion}} would ever be reduced below 0, then it '''underflows'''. This section discusses the effects of such an underflow.
In a nation with {{TV|pop|50 million}}:
* {{TV|democracy}} is reduced by <code>Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.</code>
* {{TV|unrest}} is increased by <code>({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount - Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0))) / 2.</code>
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.


=== Public Opinion ===
=== Public Opinion ===
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Public opinion is also tied to effective ideology of a nation]]
Public Opinion reflects the overall opinion of the typical residents of a given [[nation]], or of [[Earth]] generally. Having high public opinion gives a significant boost to a [[faction]], as a built-in source of free {{TV|Influence}} and as a bonus on a wide variety of [[missions]]. Public opinion can be changed in a wide variety of ways, either positive (such as performing [[Public Campaign]] missions) or negative (such as committing [[atrocities]]).
The is the public opinion in the nation towards the aliens. Support for a particular ideology grants an influence income to the corresponding faction, and the faction receives bonuses when attempting to gain and maintain control of the nation.


The Public Campaign councilor mission will shift opinion in favor of a faction. Committing atrocities will shift it away from a faction.
For details, see [[Public Opinion]].


For public opinion, the game does the same thing - but with percentage of support instead of discrete control points. 67% resistance, 33% servants would be equivalent to the example above, but it's more continuous.
=== Sustainability ===
<blockquote>
A nation's Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation's GDP, population, and presence of oil resource regions.
</blockquote>
~ Terra Invicta Codex, 0.4.85.


Ideology distance is calculated by normal means; good old pythagoras.
In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies:
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation passively produces each month.
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}.
 
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0:
* [[Arrival International Development]] reduces the minimum by 0.05.
* [[Designer Lifeforms]] reduces the minimum by 0.05.
* [[Integrated Earth-Space Economy]] reduces the minimum by 0.05.
* [[Clean Energy]] reduces the minimum by 0.1.
* [[Climate Change Mitigation]] reduces the minimum by 0.1.
 
In a nation with {{TV|pop|50 million}}:
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} > 2.
** Multiplied by Max(0.25, {{TV|pollution multiplier}} / 0.5) if the {{TV|pollution multiplier}} < 0.5.
** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.
 
'''Note''': [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation's Pollution Multiplier.
 
A nation's {{TV|sustainability}}value is calculated as:
* 10 if {{TV|pollution multiplier}} = 0.
* 9.99+ if (1 / {{TV|pollution multiplier}}) > 9.99.
* 9.9+ if (1 / {{TV|pollution multiplier}}) > 9.9.
* 1 / {{TV|pollution multiplier}} otherwise.
 
Once a nation reaches {{TV|sustainability|10}} ({{TV|pollution multiplier|0}}), the {{TV|environment}} will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere.
 
At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes |population scaling]] effect gets inverted. A larger {{TV|pop}} is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the {{TV|environment}} is completed is now multiplied by (the nation's {{TV|pop}} / 50 million) ^ 0.35.
 
Hence, a player who wishes to fix the [[Climate_Change|Climate]] should aim to make the most populated nations reach {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}.


=== Inequality ===
=== Inequality ===
A nation's Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn't have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality as well. High inequality reduces Cohesion as the nation divides into haves and have-nots.
<blockquote>
A nation's Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn't have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.
</blockquote>
~ Terra Invicta Codex, 0.4.85.


Inequality changed by -0.005 per 1 Investment Points(s) in the Welfare priority.
In a nation with {{TV|pop|50 million}}:
* Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}.
** This is further increased by 0.0001 per Resource Region.
* Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}.
** This is further increased by 0.001 per Resource Region.
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.


Inequality score ranges from 1 to 10:
Inequality score ranges from 1 to 9:
{| class="wikitable"
{| class="wikitable"
! [[File:ICO inequality.png|25px]] Inequality !! Score range
! {{TV|inequality}} !! Score range
|-
|-
| Very Low || 1-2
| Very Low || 1-2
Line 412: Line 891:
| Very High || 5-6
| Very High || 5-6
|-
|-
| Extreme || 6-10
| Extreme || 6-9
|}
|}
'''Note''': Whenever a nation's {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}.


===Corruption===
===Corruption===
Corruption is a hidden value which determines what percentage of the economy the elites want diverted to spoils. If this is not done then other factions will gain bonuses to coups and purges against this faction. The inverse is also true if the elites are satisfied.


corruption = (max(100 - 4*education - 6*democracy, 0) * (1 - max(cohesion - 7, 0) / 5))%
Corruption (shown in the {{TV|spoils}} tooltip) determines what percentage of the nation's {{TV|ip}} the elites want diverted to the {{TV|spoils}} (Note: Does not account for priority bonuses). If this is not done then {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]]s become easier to perform against the nation, to the point where they might even [[Nations#Coups_and_revolutions|naturally occur]] without any faction's involvement. Conversely, assigning more to the {{TV|spoils}} than the elites want will cause them to protect your nation from councilor {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] attempts.


Meaning less educated, less democratic elites demand more spoils. maxing out education and democracy will pretty much remove the demand. completely.
Corruption for human nations is calculated as follows:
* 50% base value.
* Decreased by 2.65515% for every point of {{TV|democracy}}.
* Decreased by 0.57342% for every point of {{TV|cohesion}}.
* Decreased by 0.824624% for every {{TV|gdppc|3000}}.
* Multiplied by 0.8 if the [[A Common Concern]] project has been researched.
** Note: Only available to {{icon|resist}}[[The Resistance]], {{icon|cooperate}}[[The Academy]], {{icon|escape}}[[Project Exodus]], and {{icon|submit}}[[The Servants]].
* Capped from below at 5%.


A nation united in the fight against the aliens will also see a reduced demand for spoils by the elites. Very high cohesion (>7) will lower the demand for spoils (as calculated depending on education and democracy) by up to 60% at maximum cohesion (10).
{{SpoilerBox}}
 
The [[Aliens#Alien_Administration|Alien Administration]] always has 0% corruption.
 
{{SpoilerBoxEnd}}


== Priorities ==
== Priorities ==
The settings in the Priorities tab control the distribution of Investment Points, which represent surplus economic capital generated by the nation.
The settings in the Priorities tab control the distribution of {{TV|ip}}, which represent surplus economic capital generated by the nation.


The owner of each control point may direct a share of investment Points into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.
The owner of each [[Nations#Control_Points|control point]] may direct a share of {{TV|ip}} into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.


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


Investment Points gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.
{{TV|ip}} gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.


Some priorities will be highlighted red if they are considered critical to the nation.
Some priorities will be highlighted red if they are considered critical to the nation.
=== List of Priorities ===


{| class="wikitable"
{| class="wikitable"
! width=1% | Priority !! Effects !! IPs !! Requirements !! width=45% | Description
! Priority !! {{TV|ip}} cost !! Requirements !! Effects !! [[Nations#Population_Scaling_for_Nation_Stat_Changes|Pop Scaled]]
|-
| rowspan=4 | [[File:ICO economy priority.png|50px]] Economy || rowspan=4 | 1 || rowspan=4 | None
| {{TV|gdppc}} [[File:ICO arrow green.png|24px]] by 3 + (1.5 per {{icon|resource region}}Mining Region) + (1.5 per {{icon|oil}}Oil Region) + (1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region) + (0.5 per {{TV|democracy}}) + {{TV|education}}
| Yes
|-
|-
| '''Economy'''
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per {{icon|resource region}}Mining Region + 0.0001 per {{icon|oil}}Oil Region || Yes
| [[File:ICO arrow green.png|24px]] Per Capita GDP<br>[[File:ICO arrow red.png|24px]] Inequality<br>[[File:ICO arrow red.png|24px]] Greenhouse Gases<br>'''Effects increased by high government score'''<br>'''Effects increased by medium cohesion score'''
|-
| 1
| [[Regions]] may be [[Regions#Improving_Regions|Improved]] into {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic, {{icon|resource region}}Mining or {{icon|oil}}Oil Regions after sufficient investment || No
|  
|-
| ''The Economy priority represents investments in industry and growth.''
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No
|-
|-
| '''Welfare'''
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None
| [[File:ICO arrow green down.png|24px]] Inequality<br>[[File:ICO arrow green down.png|24px]] Greenhouse Gases
| {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes
| 1
|
| ''The Welfare priority represents redistribution of wealth and repairing harm done to the envirnoment.''
|-
|-
| '''Knowledge'''
| Has {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions]] || One {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions|Region]] loses {{icon|colony|bgcolor=DarkSlateGray}}Colony status every 1000 completions || No
| [[File:ICO arrow green.png|24px]] Knowledge<br>[[File:ICO arrow green.png|24px]] Government<br>'''Centers Cohesion score'''
| 2
|  
| ''The Knowledge priority covers investments in education and the free flow of information.''
|-
|-
| '''Unity'''
| rowspan=3 | [[File:ICO environment priority.png|50px]] Environment || rowspan=3 | 1
| [[File:ICO arrow green.png|24px]] Popular Opinion<br>[[File:ICO arrow green.png|24px]] Cohesion<br>[[File:ICO arrow red down.png|24px]] Government<br>'''Effects increased by low education score'''
| {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted
| 2
|  
| ''The Unity priority represents a national effort to unify the people against a common foe, at the cost of some civil protections for dissenters.''
|-
|-
| '''Military'''
| {{TV|sustainability|<10}}
| [[File:ICO arrow green.png|24px]] Miltech<br>[[File:ICO arrow green down.png|24px]] Unrest<br>'''Effects increased by low unrest score'''
| 3
|  
|  
| ''The Military priority represents investments in internal security and military technology.''
[[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow green down.png|24px]] by -0.005 / Max(1, total layers of Fallout)
* × [[Nations#Sustainability|Pollution Multiplier]] / 2 if the [[Nations#Sustainability|Pollution Multiplier]] > 2
* × Max(0.25, the [[Nations#Sustainability|Pollution Multiplier]] / 0.5) if the [[Nations#Sustainability|Pollution Multiplier]] < 0.5
| Yes
|-
|-
| '''Spoils'''
| [[File:ICO arrow green.png|24px]] Faction Money<br>[[File:ICO arrow red.png|24px]] Inequality<br>[[File:ICO arrow red.png|24px]] Greenhouse Gases<br>[[File:ICO arrow red down.png|24px]] Government
| 1
|  
|  
| ''Spoils represents the direct extraction of wealth from an economy, accomplised by avoiding the true costs of obtaining it. This covers such behaviors as crime and corruption, regulatory capture and tax avoidance, economic rents unmitigated pollution and exploitation of labor.''
* {{icon|life}}[[Transform Phages]] researched
* At least one [[Regions|Region]] has {{icon|fallout}}Fallout
| One [[Regions|Region]] loses a layer of {{icon|fallout}}Fallout every 100 completions || No
|-
|-
| '''Funding'''
| rowspan=2 | [[File:ICO knowledge priority.png|50px]] Knowledge || rowspan=2 | 1 || rowspan=2 | None
| [[File:ICO arrow green.png|24px]] Faction Money
| 1
|  
|  
| ''The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation.''
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005
* × 8.5 / {{TV|education}} if {{TV|education}} < 8.5
* × 12 / {{TV|education}} if {{TV|education}} > 12
| Yes
|-
|-
| '''Nuclear Weapons'''
| {{TV|cohesion}} centered by 0.01 || Yes
| [[File:ICO arrow green.png|24px]] Strategic Nuclear Barrages<br>'''Requires 80 IPs for the first time'''
| 25
|
| ''This priority will add one nuclear barrage to the nation's stockpile.''
|-
|-
| '''Spaceflight Program'''
| rowspan=3 | [[File:ICO government priority.png|50px]] Government || rowspan=3 | 1 || {{TV|democracy|<10}} || {{TV|democracy}} [[File:ICO arrow green.png|24px]] by 0.001 per {{TV|education}} || Yes
| [[File:ICO arrow green.png|24px]] Boost<br>[[File:ICO arrow green.png|24px]] Unlocks the Boost priority<br>[[File:ICO arrow green.png|24px]] Unlocks the Mission Control priority
| 50
| Can only be done once
| ''This one-time priority, for nations that do not have a domestic spaceflight program at the campaign's start, will unlock the Boost and Mission Control priorities once completed.''
|-
|-
| '''Boost'''
| {{TV|democracy|10}} || Same as {{TV|knowledge}} || Yes
| [[File:ICO arrow green.png|24px]] Boost<br>'''Effects increased by certain Orgs'''<br>'''Effects increased by stations in Low Earth Orbit'''<br>'''Effects increased by equator regions'''
| 2
| Nation finished the Spaceflight Program priority
| ''The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation's total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.''
|-
|-
| '''Mission Control'''
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|unity}}). || No
| [[File:ICO arrow green.png|24px]] Mission Control
| 25
| Not Colony Region<br>Nation or a federation member finished the Spaceflight Program priority<br>Limited to 6 Mission Control per region (8 for core economic regions)
| ''Completing the Mission Control priority grants one Mission Control to the nation. New Facilities will tend to go in regions that already have Mission Control facilities.''
|-
|-
| '''Build Army'''
| rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None
| [[File:ICO arrow green.png|24px]] Army
|  
| 60
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}})
| 5 Mn Population<br>25 Mn Population per army<br>1 region per army
| Yes
| ''The Build Army priority will create a new Army in the nation. New Armies will be assigned to higher-numbered Control Points before lower-numbered ones.''
|-
|-
| '''Build Navy'''
| {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes
| [[File:ICO arrow green.png|24px]] Navy
| 100
| 4 Control Points, or 3 Control Points and 40000 Per Capita GDP
| ''The Build Navy priority will add a Navy to an Army, allowing it to cross oceans. New Navies will be assigned to Armies at higher-numbered Control Points first.''
|-
|-
| '''Space Defenses'''
|  
| [[File:ICO arrow green.png|24px]] Space Defenses
For each faction that owns any control points: <br>
| 50
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength 5 × number of control points owned by faction <br>
| Required technology
(Religion counts as 4 control points)
| ''The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region.''
| Yes
|}
 
=== Direct Investment ===
Direct Investment allows a faction to purchase Investment Points in a certain priority with Money and Influence. The cost increases with the nation's GDP. If the nation was conquered in war its new owner will not have to pay Influence. Only 200 Investment Points may be purchased each year in any nation.
 
=== Elites ===
Each nation requires a certain percentage of Investment Points to be put into the Spoils priority. Failing to provide enough Investment Points into Spoils, shown by the priority becoming red, increases the chance of a coup d'etat. The percentage required is reduced by high scores of Government, Education and Cohesion.
 
=== Nations with completed Build Army priority ===
{| class="wikitable"
! Nation !! Armies !! Navies
|-
|-
| [[File:Flag United States.png|50px]] United States of America || 6 || 6
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|government priority}}). || No
|-
|-
| [[File:Flag China.png|50px]] China || 4 || 2
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || {{TV|miltech}} [[File:ICO arrow green.png|24px]] by 0.00125 / {{TV|miltech}} × Best Human Nation's {{TV|miltech}} || No
|-
|-
| [[File:Flag Russia.png|50px]] Russia || 3 || 1
| rowspan=3 | [[File:ICO oppression priority.png|50px]] Oppression || rowspan=3 | 1 || rowspan=2 | Found Military Completed in Nation
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes
|-
|-
| [[File:Flag India.png|50px]] India || 3 || 0
| {{TV|unrest}} [[File:ICO arrow green down.png|24px]] by (0.1 - {{TV|democracy}} / 100) × 3 || Yes
|-
|-
| [[File:Flag France.png|50px]] France || 1 || 1
| Found Military Completed in Nation and >5 {{TV|democracy}} || {{TV|cohesion}} [[File:ICO arrow red down.png|24px]] by 0.025 × ({{TV|democracy}} - 5) || Yes
|-
|-
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 1 || 1
| rowspan=6 | [[File:ICO spoils priority.png|50px]] Spoils || rowspan=6 | 1 || rowspan=5 | None
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.0025 + 0.0015 per {{icon|resource region}}Mining Region + 0.0015 per {{icon|oil}}Oil Region || Yes
|-
|-
| [[File:Flag Egypt.png|50px]] Egypt || 1 || 0
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0005 || Yes
|-
|-
| [[File:Flag Iran.png|50px]] Iran || 1 || 0
|  
For each faction that owns any control points: <br>
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength - 0.125 × ({{TV|education}} + {{TV|democracy}}) × fraction of control points owned by faction
| No
|-
|-
| [[File:Flag Israel.png|50px]] Israel || 1 || 0
| [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow red.png|24px]] by 0.0005 + 0.00075 per {{icon|resource region}}Mining Region + 0.00075 per {{icon|oil}}Oil Region || Yes
|-
|-
| [[File:Flag North Korea.png|50px]] North Korea || 1 || 0
| [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow red.png|24px]] || Yes
|-
|-
| [[File:Flag Pakistan.png|50px]] Pakistan || 1 || 0
| Control Points Not Cracked
|
Each Faction's {{TV|money}} [[File:ICO arrow green.png|24px]] by (5 × Monthly {{TV|ip}} + 5 per {{icon|resource region}}Mining Region + 5 per {{icon|oil}}Oil Region + 2.5 × (10 - {{TV|democracy}})) × fraction of control points owned by faction
| No
|-
|-
| [[File:Flag South Korea.png|50px]] South Korea || 1 || 0
| [[File:ICO funding priority.png|50px]] Funding || 1 || None || Annual {{TV|money}} Production [[File:ICO arrow green.png|24px]] by 10 + max(round(((GDP in billions)^0.18)/1.09),1) || No
|-
|-
| [[File:Flag Turkey.png|50px]] Turkey || 1 || 0
| [[File:ICO_launchFacilities_Priority.png|50px]] Boost || 2 || Found Space Program Completed in Nation || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.4 - (Launch Facility Latitude / 250) || No
|}
 
=== Nations with completed Spaceflight Program priority ===
The following nations at start have completed at least one Spaceflight Program priority:
{| class="wikitable"
! Nation !! Mision Control Facilities (Mision Control) !! Launch Complexes (Boost)
|-
|-
| [[File:Flag United States.png|50px]] United States of America || Lyndon B. Johnson Space Center (3)<br>Goddard Space Flight Center (1)<br>Kennedy Space Center (1)<br>JPL Spaceflight Operations (1) || Launch Complex 39 (20)<br>Vandemburg Air Force Base (5)<br>Wallops Flight Facility (2)
| [[File:ICO missionControl priority.png|50px]] Mission Control || 25 || Found Space Program Completed in [[Foreign Relations#Federations|Federation]] || {{icon|mc}}Mission Control [[File:ICO arrow green.png|24px]] by 1 || No
|-
|-
| [[File:Flag China.png|50px]] China || Beijing Aerospace Command and Control Center (2) || Xichang Launch Center (7.5)<br>Jiuquan Launch Center (3)<br>Taiyuan Launch Center (3)<br>Wenchang Spacecraft Launch Site (1.2)
| [[File:ICO spaceflightProgram priority.png|50px]] Found Space Program || 50 || None || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.1 || No
|-
|-
| [[File:Flag Russia.png|50px]] Russia || Roscosmos Mission Control Center (3) || Plesetsk Cosmodrome (7.5)<br>Vastochny Cosmodrome (0.8)<br>Yasny Cosmodrome (0.5)
| [[File:ICO found military priority.png|50px]] Found Military || 40 || None
|
Set {{TV|miltech}} to the Max of:
* 2
* Worst [[Foreign Relations#Federations|Federation]] Member's {{TV|miltech}} - 0.3
* Worst [[Foreign Relations#Alliances|Ally]]'s {{TV|miltech}} - 0.3
* Worst Human Nation's {{TV|miltech}}
| No
|-
|-
| [[File:Flag India.png|50px]] India || Vikram Sarabhai Space Centre (2) || Satish Dhawan Space Centre (1.2)
| rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 |  
* Found Military Completed in Nation
* >(5 + 25 × {{TV|Armies}}) {{TV|pop}} in Millions
* Has a non-colony Region without its own [[Nations#Armies|Army]]
| Builds an [[Nations#Armies|Army]] || No
|-
|-
| [[File:Flag France.png|50px]] France || Toulouse Space Centre (1) || Centre Spatial Guyanais (13.5)
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No
|-
|-
| [[File:Flag Japan.png|50px]] Japan || Tsukuba Space Center (1) || Tanegashime Space Center (5)
| rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 |
* Found Military Completed in Nation
* >4 Control Points, or 3 Control Points and {{TV|gdppc|>40000}}
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]]
| Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No
|-
|-
| [[File:Flag Germany.png|50px]] Germany || Columbus Control Centre (1) ||  
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No
|-
|-
| [[File:Flag Netherlands.png|50px]] Benelux || European Space Research and Technology Centre (1) ||  
| rowspan=4 | [[File:ICO develop atomic bomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 |  80 || rowspan=4 | None || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No
|-
|-
| [[File:Flag Kazakhstan.png|50px]] Kazakhstan || || Baikonur Cosmodrome (30)
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No
|-
|-
| [[File:Flag Israel.png|50px]] Israel || || Tel Aviv Launch Facility (0.1)
| [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No
|-
| Each Owning Faction Commits 1 [[Factions#Atrocity|Atrocity]] || No
|-
|-
| [[File:Flag Iran.png|50px]] Iran || || Semnan Spaceport (0.1)
| rowspan=2 | [[File:ICO buildNuclearWeapons priority.png|50px]] Nuclear Weapons || rowspan=2 | 40 || rowspan=2 | Develop Atomic Bomb Completed in Nation || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No
|-
|-
| [[File:Flag New Zealand.png|50px]] New Zealand || || Mahia Launch Complex (0)
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No
|-
|-
| [[File:Flag North Korea.png|50px]] North Korea || || Tangchang-dong Space Launch Center (0)
| [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || {{icon|military}}[[Trans-Interface Warfare]] researched || Builds a {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense Facility]] || No
|-
|-
| [[File:Flag South Korea.png|50px]] South Korea || || Naro Space Center (0)
| [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10
|  
* {{icon|military}}[[Exoatmospheric Fighters]] researched
* Has a Region not at [[Nations#Exofighters|Maximum Exofighters]]
|| Builds an {{icon|exofighter}}[[Nations#Exofighters|Exofighter]] || No
|}
|}


=== Nations with completed Nuclear Weapons priority ===
=== Diversity Bonus ===
The following nations at start have completed at least one Nuclear Weapons priority:
 
{| class="wikitable"
Each control point '''independently'''<ref>The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.</ref> gains a small diversity bonus to each of its priorities based on how much it is personally investing into '''other'''<ref>A priority cannot give itself its own diversity bonus</ref> nation building priorities.
! Nation !! [[File:ICO nukes.png|25px]] Strategic Nuclear Barrages
 
|-
{| class="wikitable" style="text-align:center;"
| [[File:Flag Russia.png|50px]] Russia || 30
|-
|-
| [[File:Flag United States.png|50px]] United States of America || 28
! Priority !! Diversity Multiplier
|-
|-
| [[File:Flag China.png|50px]] China || 3
| {{TV|economy}} || 50%
|-
|-
| [[File:Flag France.png|50px]] France || 3
| {{TV|welfare}} || 20%
|-
|-
| [[File:Flag United Kingdom.png|50px]] United Kingdom || 3
| {{TV|environment}} || 20%
|-
|-
| [[File:Flag Pakistan.png|50px]] Pakistan || 2
| {{TV|knowledge}} || 20%
|-
|-
| [[File:Flag India.png|50px]] India || 2
| {{TV|government}} || 20%
|-
|-
| [[File:Flag Israel.png|50px]] Israel || 1
| {{TV|unity}} || 20%
|-
|-
| [[File:Flag North Korea.png|50px]] North Korea || 1
| {{TV|military priority}} || 20%
|-
|-
| [[File:Flag South Africa.png|50px]] South Africa || 0
|}
|}


== Control Points ==
Each of these nation building priorities adds a diversity bonus of X% to all '''other''' priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).
Control Points represent key nodes of political and economic power in a nation. The number of control points is set by the size of the nation's economy. The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation's critical resources, control over the nation's armies, and the ability to direct economic priorities.


Certain powerful policies, such as joining and leaving federations and merging nations, require Consolidated control of the executive, which means the executive faction either gained control of the nation through war or revolution, or must have held continuous control of the executive point for 180 days.
For example, suppose a control point has 3 pips in the {{TV|economy}}, 1 pip in the {{TV|welfare}}, and 1 pip in the {{TV|spoils}}, for a total of 5 pips. Then:
* The {{TV|economy}} adds a diversity bonus of 50% × 3 ÷ 5 = 30%.
* The {{TV|welfare}} adds a diversity bonus of 20% × 1 ÷ 5 = 4%.
* The {{TV|spoils}} adds no diversity bonus, because it is not a nation building priority.


Once a faction has accumulated a sufficient amount of control in multiple nations, additional control points cost influence per month to maintain, and Crackdown and Purge missions against the faction's control points will receive a bonus. The cost increases with the more control points a faction owns, and the size of the economy of each nation the faction owns control in. Control points that have sustained a Crackdown do not cost any influence to maintain.
Thus:
* The {{TV|economy}} receives a diversity bonus of 4% (because it cannot receive the 30% from itself).
* The {{TV|welfare}} receives a diversity bonus of 30% (because it cannot receive the 4% from itself).
* The {{TV|spoils}} receives a diversity bonus of 30% + 4% = 34%.


Every nation has between 1 and 6 control points, depending on their GDP. The "cost against cap" to hold each control point is equal to the monthly investment points of the nation.
'''Note''': This diversity bonus is '''additive''' with other bonuses to nation priorities. Specifically, whenever a control point would put any {{TV|IP}} into any priority, the amount of {{TV|IP}} that is actually put into the priority is multiplied by:
<pre>100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions </pre>


Control points come in a variety of types. Their type depends on the national government and other conditions, and provides a related bonus for the faction controlling it.
* '''Executive''': Enables the Set Policy mission as well as modifying foreign relations. Requires control of another control point first unless it's the only one.
* '''Legislature:''' Bonus to Purge missions in the same nation if the Executive control point is controlled by another faction. Bonus to Purge defense in the same nation if the Executive point is controlled by the same faction.
* '''Party:''' Bonus to Purge missions in the same nation against all control points except the Executive one.
* '''Security Apparatus''' Bonus to Assassinate, Crackdown, Detain Councilor and Extract Councilor missions in the same nation.
* '''Bureaucracy:''' Bonus to Control Nation missions in the same nation.
* '''Identity Blocks:''' Bonus to Increase unrest missions in the same nation.
* '''Mass Media:''' Bonus to Public Campaign missions in the same nation.
* '''National Industries:''' Bonus to Hostile Takeover missions in the same nation.
* '''Oligarchs:''' Bonus to Coup d'Etat missions in the same nation.
* '''Regional Authorities:''' Bonus to Stabilize Nation missions in the same nation.
* '''Aristocracy:''' Bonus to Money gained from the Spoils priority in the same nation.
* '''Financial Sector:''' Bonus to Money gained from the Funding priority in the same nation.
* '''Religion:''' Bonus to Public Opinion gained from the Unity priority in the same nation.
* '''Corporations:''' Orgs based in the same nation cost less money.
* '''Trade Unions:''' Orgs based in the same nation cost less influence.
* '''Defense Sector:''' Owned armies in the same nation repair faster.
* '''Warlords:''' Large bonus to "Increase Unrest" missions in the same nation.


Besides CP specific bonuses each faction will also receive a fraction of funding, research, boost, mission control and spoils money produced by the nation. That fraction is equal to a proportion of controlled CPs versus all CPs of a nation.
<references />


If there are armies controlled by the nation, getting control of CP may also grant you direct control of said armies. CPs with armies attached to them are shown with yellow star in a green hexagon symbol next to them. If there is more than one army attached to a control point then the number of attached armies is shown over the symbol.  
=== Direct Investment ===
Direct Investment allows a faction to purchase {{TV|ip}} in a certain priority with {{TV|money}}, {{TV|influence}}, and/or {{TV|ops}}. The number of {{TV|ip}} that may be purchased each calendar year in any nation is capped at 12 × ({{TV|pop}} in Millions × 48.75) ^ 0.175 × ([[Nations#GDP|GDP]] in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.


To gain control over a neutral CP one must perform a successful Control Nation mission with one of their councillors. Under normal circumstances, in nations with over 1 CP, executive CP can only be controlled if you already have a point in a nation and it is the last CP to be taken. If every nation has all of their CPs controlled by factions, Control Nation mission becomes unavailable. In that case you would need to perform a successful purge mission on an enemy controlled CP.
{| class="wikitable sortable" style="text-align:center;"
To increase purge chances, it is recommended to conduct crackdown on these CPs first. Another alternative to Control Nation is Coup d'Etat. It can either be performed with your councillor or happen naturally. Successful Coup d'Etat missions will turn all the CP from that nation to your faction, while Coup d'Etat happening on its own will reset all of CPs in the country to neutral; this allows every faction to conduct Control Nation missions. Coup d'Etat is a lot more likely to be successfully performed or occur in nations with high unrest, so boosting chances often needs Increase Unrest missions beforehand.
|+ Base Direct Investment Costs for each Nation Priority
 
|-
== Policies ==
! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councillor can use the Set Policy mission to enact policies. Certain policies require the target nation to accept them, the success rate depending on how similar the two nations are. Such policies are always acceptted if the same faction has executive control of both nations. Possible policies are:
|-
{| class="wikitable"
| {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0
! width=1% | Policy !! width=55% | Effects !! Requirements
|-
| {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0
|-
| {{TV|environment}} || 150000 × [[Nations#Sustainability|Pollution Multiplier]] Decrease Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0
|-
|-
| '''Declare War'''
| {{TV|knowledge}} || 625 / 41 × {{TV|pop}} in Millions / ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0
| Go to war against the rival nation and all its allies with armies or nuclear weapons. Own allies can choose to join the war.
|  
* Any army
* Target is a rival
* Not breakaway nation
|-
|-
| '''Seek Peace'''
| {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0
| End a war against the targeted nation and all its allies.
|  
* War leader
* Target is at war with this nation
* Target nation accepts (can be skipped by controlling its executive control point)
|-
|-
| '''Grant Independence'''
| {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
| Targeted nation or region becomes independent. Gain control of all its control points.
|  
* Parent nation of a breakaway nation or another nation has claims on regions controll by this one
* Consolidated control of the executive control point
|-
|-
| '''Cede Territory'''
| {{TV|oppression}} || 0 || 50 × Max(1, {{TV|democracy}}) × Required {{icon|ip|bgcolor=DarkSlateGray}}IP / ({{TV|pop}} / 50 million) ^ 0.35 || 30 / (1 + Min(2, {{TV|miltech}} / 10))
| Targeted nation gains control of all claimed territories controlled. If there is a rivalry it is ended.
|  
* Another nation has claims to at least one controlled region
* If there is only one claimed region it must not have the Capital Region classification
* Consolidated control of the executive control point
|-
|-
| '''Disband Army'''
| {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
| Disband one of the nation's armies.
|  
* Any army
|-
|-
| '''Disband Warheads'''
| {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
| Remove up to 5 Strategic Nuclear Barrages from the nation. If the last one is removed also cancel all progress on the nuclear weapons priority.
|  
* Any strategic nuclear barrage
* Consolidated control of the executive control point
|-
|-
| '''Declare Independence'''
| {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
| Removes the breakaway nation state. Go to war against the parent nation. Own allies can choose to join the war.
|-
|  
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0
* Breakaway nation
* Target is the parent nation
|-
|-
| '''Leave Federation'''
| {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
| Leaves the targeted federation.
|-
|  
| {{TV|military priority}} || 250 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 30 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
* Member of a federation
* Consolidated control of the executive control point
|-
|-
| '''Federation'''
| {{TV|build army}} || 10000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
| Creates a Federation with the targeted nation, or join theirs if they're already in one.
|  
* Allied with the targeted nation for some time
* Claims to one of the federation's regions or federation has a clain to one of the nation's regions
* Not a rival or at war with any of the federation's members
* Not breakaway nation
* Not already in a federation
* Consolidated control of the executive control point
* Target nation accepts (can be skipped by controlling its executive control point)
|-
|-
| '''Unification'''
| {{TV|build navy}} || 1200 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
| Both nations unite into a single nation. For each priority category, half of the joining nation's progress is added to all of the receiving nation's progress. Education, Per Capita GDP and Inequality are averaged depending on population. Miltech is averaged based on the number of armies. If the joining nation has a space program, the absorbing nation gains it. If the absorbed country has a nuclear program and the joining nation does not, all nukes are lost. All breakaway nations of the joining nation become independent. May cause regions of the joining nation to secede if Cohesion is below 5. Government remains unchanged but if the joining nation has more Government score than the absorbing nation, Unrest increases by half of the difference.
|-
|  
| {{TV|develop atomic bomb}} || 30000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
* Claims to the target nation's capital region
|-
* Member of the same federation or original nation for some time
| {{TV|nuclear weapons}} || 5000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
* Consolidated control of the executive control point
|-
* Consolidated control of the executive control point of the targeted nation
| {{TV|space defenses}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 600 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
* Control of all control points in the targeted nation
|-
| {{TV|build exofighter}} || 1000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 200 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP
|}
|}
A symbol of a hand casting a ballot, found in the top right corner of overview screen, prompts a tooltip in which the available national policies are listed. Here one can also find cooldown periods for countries, with whom diplomatic actions may become available after the timer expires.


=== Federations ===
{| class="wikitable sortable" style="text-align:center;"
Federations are groupings of closely aligned nations that are pledged to provide mutual defence and share space program funding and boost. They are led by the predetermined member with the most significant international ambitions.
|+ Direct Investment Cost Multipliers
 
|-
At the game start date there are two federations:
! Category !! Conditions !! {{TV|money}} Cost Multiplier !! {{TV|influence}} Cost Multiplier !! {{TV|ops}} Cost Multiplier
* [[File:Flag European Union.png|50px]] '''European Union:''' France (leader), Czech Republic, Slovakia, Germany, Italy, Spain, Benelux, Alpine States, Poland, Portugal, Sweden, Finland, Ireland, Northern Balkan States, Baltic States, Hungary, Romania, Bulgaria, Greece, Denmark
|-
* [[File:Flag Eurasian Union.png|50px]] '''Eurasian Union:''' Russia (leader), Kazakhstan, Belarus, Armenia, Kyrgyzstan
| [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1
 
|-
When a federation or unification is created it will have the name and flag of its initial nation. However certain nations will create federations or unifications with unique names and flags.
| [[Technology|Projects]] || Researched || 1 - 0.15 for [[Transnational Investments]] - 0.15 for [[Adaptive FDI Modeling]] || 1 - 0.25 for [[Strategic Lobbying]] - 0.25 for [[Regulatory Capture]] || 1
{| class="wikitable" style="float: left; margin-right: 30px;"
|-
! New Federation / Nation !! Founding nation
| Recently Conquered || Within 365.25 days <br> Not {{TV|oppression}}<br> Not {{TV|funding}} || 1 || 0.5 || 1
|-  
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1
|-
|-
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia
| {{TV|cp}} Cost || Not Alien Nation <br> Not {{TV|funding}} || 1 || 0.1 × Single Control Point {{TV|cp}} Cost || 1 
|-
| National Priority Bonuses || Not from [[Foreign Relations#Federations|Federation]] <br> Not from [[Nations#Diversity_Bonus|Diversity]] || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)
|-
|-
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala
| [[Foreign Relations#Federations|Federation]] Bonus || {{TV|economy}} Only || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)
|-
|-
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan
| Nation {{icon|resource region}}Mining Regions || {{TV|build army}} and {{TV|build navy}} Only || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region)
|}
 
=== Elites ===
 
Each nation requires a certain percentage of {{TV|ip}} to be put into the {{TV|spoils}}. Failing to provide enough {{TV|ip}} into {{TV|spoils}}, shown by the priority becoming red, increases the chance of a [[Nations#Coups_and_revolutions|coup]]. See [[Nations#Corruption]] for details on how this percentage is calculated.
 
== Control Points ==
 
Control Points represent key nodes of political and economic power in a nation.
 
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation's critical [[Resources|resources]], control over the nation's [[Nations#Armies|armies]], and the ability to direct [[Nations#Priorities|investment priorities]].
 
The {{TV|research}}, {{TV|boost}}, {{TV|mc}} and {{TV|money}} (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned still get their share, but the owning faction does not receive it.
 
If there are [[Nations#Armies|Armies]] controlled by the nation, owning a control point may also grant you direct control of said [[Nations#Armies|Armies]]. Control Points with [[Nations#Armies|Armies]] attached to them are shown with the {{TVS|army}} symbol. If there is more than one [[Nations#Armies|Army]] attached to a control point then the number of attached [[Nations#Armies|Armies]] is shown over the symbol.  
 
Certain powerful policies, such as joining and leaving [[Foreign Relations#Federations|federations]] and [[Foreign Relations#Peaceful_Unification|merging nations]], require Consolidated control of the executive, which means the executive faction either gained control of the nation through violent means such as [[Foreign Relations#War_Conquest|war]] or [[Nations#Coups_and_revolutions|revolution]], or must have held continuous control of the executive control point for 180 days.
 
=== Number of Control Points ===
 
The number of control points is based on the nation's [[Nations#GDP|GDP]], specifically:
 
<pre>Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))</pre>
 
{| class="wikitable" style="text-align: center;"
! GDP (Bn) !! Control Points
|-
|-
| [[File:Flag Czech Republic.png|50px]] Czechoslovakia || [[File:Flag Czech Republic.png|50px]] Czech Republic
| 0-15.4 || 1
|-
|-
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania
| 15.4-263 || 2
|-
|-
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia
| 263-1701 || 3
|-
|-
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France
| 1701-6869 || 4
|-
|-
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany
| 6869-20944 || 5
|-
|-
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia
| 20944+ || 6
|}
 
Whenever a nation's GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.
 
Whenever a nation's GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.
 
=== Cost of Control Points ===
 
The {{TV|cp}} cost of a control point is also based on the nation's [[Nations#GDP|GDP]], specifically:
 
<pre>Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2</pre>
 
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation.
 
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}.
 
When a faction exceeds their {{TV|cp}}, they suffer the following penalties:
* Certain [[Missions]] against the faction gain a bonus attack mission modifier of {{TV|cp}} overcap / 3. These [[Missions]] are:
** {{MissionIcon|Crackdown}}[[Crackdown]]
** {{MissionIcon|Purge}}[[Purge]]
{{SpoilerBox}}
** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]
** {{MissionIcon|Dominate}}[[Dominate Nation]]
{{SpoilerBoxEnd}}
* The faction's annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2.
 
=== Taking Control Points ===
 
To gain control over a neutral Control Point, one usually performs a successful {{MissionIcon|Control Nation}}[[Control Nation]] mission with one of their [[Councilors]]. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by [[Factions]], then the {{MissionIcon|Control Nation}}[[Control Nation]] mission becomes unavailable. In that case you would need to perform a successful {{MissionIcon|Purge}}[[Purge]] mission on an enemy Control Point.
 
To increase {{MissionIcon|Purge}}[[Purge]] success chances, it is recommended to conduct {{MissionIcon|Crackdown}}[[Crackdown]] on these Control Points first. Another alternative to Control Nation is {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]]. It can either be performed with your councilor or happen naturally. See [[Nations#Effects_of_a_Coup]] for the effects of a coup, including the distribution of control points when a coup occurs. {{MissionIcon|Coup d'Etat}}[[Coup d'Etat]] has a higher success chance in nations with high {{TV|unrest}}, so {{MissionIcon|Unrest}}[[Increase Unrest]] missions can be very helpful.
 
One more alternative is to simply use [[Foreign Relations#Wars|war]]. When armies [[Foreign Relations#War_Conquest|conquer]] a nation's {{icon|capital|bgcolor=DarkSlateGray}}capital region, all control points in the nation switch owners to whichever [[Factions|faction]] [[Foreign Relations#War_Conquest|conquered]] them.
 
=== Control Point Types ===
 
Control points come in a variety of types. Their type depends on the national {{TV|democracy}} and other conditions, and provides a related bonus for the faction controlling it.
 
{| class="wikitable"
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.
|-
|-
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits
|-
|-
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia
| 1st || None || Executive ||
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions.
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]].
* Gives full control of Nation's {{TV|nukes}}.
* Gives full control of Nation's {{TV|exofighters}}.
* Gives full control of Nation's choices in response to [[Events]].
* Gives full control of Nation's choices in response to incoming requests for [[Foreign Relations#Declaring_Wars|joining wars]], [[Foreign Relations#Proposing_Alliances|allying]], and [[Foreign Relations#Joining_Federations|federating]].
|-
|-
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria
| rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature ||
* If Faction also owns the Executive, then +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting the Executive.
* Otherwise, the faction gains +3 Bonus Attack on its {{MissionIcon|Purge}}[[Purge]] Missions targeting the Executive.
|-
|-
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden
| ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party ||
* +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction.
* +3 Bonus Attack on the Faction's {{MissionIcon|Purge}}[[Purge]] Missions targeting each non-Executive control point.
|-
|-
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan
| ≥6 {{TV|education}} and <7 {{TV|cohesion}} || Oligarchs ||
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions' {{MissionIcon|Coup d'Etat}}[[Coup]] Missions targeting the Nation.
* +3 Bonus Attack on the Faction's {{MissionIcon|Coup d'Etat}}[[Coup]] Missions targeting the Nation.
|-
|-
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China
| Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction.
|}
{| class="wikitable" style="float: left; margin-right: 30px;"
! New Federation / Nation !! Founding nation
|-
|-
| [[File:Flag North Korea.png|50px]] People's Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea
| rowspan=3 | 3rd || <5 {{TV|democracy}} || Security Apparatus ||
* +3 Bonus Defense against all {{MissionIcon|Extract}}[[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation.
* +3 Bonus Attack on the Faction's {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Crackdown}}[[Crackdown]], {{MissionIcon|Detain}}[[Detain]], and {{MissionIcon|Extract}}[[Extract Councilor]] Missions within the Nation.
|-
|-
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru
| ≥7 {{TV|education}} || Mass Media || +3 Bonus Attack on the Faction's {{MissionIcon|Public Campaign}}[[Public Campaign]] and {{MissionIcon|Dominate}}[[Dominate Nation]] missions within the Nation.
|-
|-
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan
| Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for {{icon|unity}}Unity Priority's Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].)
|-
|-
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea
| rowspan=3 | 4th || <4 {{TV|democracy}} || National Industries ||
* +3 Bonus Defense against all {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions targeting [[Orgs]] owned by the Faction within the Nation.
* +3 Bonus Attack on the Faction's {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions within the Nation.
|-
|-
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia
| <3.5 {{TV|inequality}} and >10000 {{TV|gdppc}} and >7 {{TV|education}} || Trade Unions || [[Orgs]] based in the same nation cost 20% less {{TV|influence}} for Faction to purchase.
|-
|-
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland
| Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase.
|-
|-
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia
| rowspan=4 | 5th || >6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction's {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation.
|-
|-
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand
| >3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction's {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation.
|-
|-
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria
| >1 {{TV|cohesion}} or <7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction's {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.
|-
|-
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey
| Else || Warlords || +6 Bonus Attack on the Faction's {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.
|-
|-
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt
| rowspan=5 | 6th || >9 {{TV|democracy}} and >9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction.
|-
|-
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag United Kingdom.png|50px]] United Kingdom
| >6 {{TV|cohesion}} and Nation has a [[Foreign Relations#Rivals|rival]] or [[Foreign Relations#Wars|war enemy]] which has at least the same number of control points. || Defense Sector || Faction's {{TV|armies}} that belong to this Nation gain +0.005 [[Terrestrial_Warfare#Army_Healing|daily heal rate]].
|-
|-
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia
| >6 {{TV|democracy}} and >7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction.
|-
|-
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America
| Nation has at least 1 {{icon|oil}}Oil or {{icon|resource region}}Mining Region || Extractive Sector || Nation {{icon|spoils}}Spoils Money Output for Faction increased by 2 × Number of {{icon|oil}}Oil or {{icon|resource region}}Mining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.
|-
|-
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States
| Else || Agricultural Sector || Nothing.
|}
|}
<div style="clear: both;"></div>
===Unification===
For more imformation on unifying difficult nations using console commands, see: https://hoodedhorse.com/wiki/Terra_Invicta/Console_Commands#Nation_internal_names
If the capital region of an absorbed country (Kazakhstan inside Russia, Tigray inside Ethiopia, etc) is not claimed by the absorbing nation (e.g. EU with extra claims absorbing Russia), there's a chance the country becomes a breakaway, like Taiwan is at game start. The chance is 75% if the absorbed nation has 0 cohesion, scaling to 0% if the absorbed nation has 5 cohesion. This chance applies per region that happens to be a capital, and creates a breakaway state that takes all claimed regions with it.
For instance, if the EU absorbed a Russia that had absorbed central asia, there are five regions they do not have claims on that happen to be capital regions; kyrgyzstan, tajikistan, uzbekistan, turkenistan, and nur-sultan. If Russia has a cohesion of 3, that means every one of these regions have a 30% chance of creating a breakaway. Kazakhstan would Almaty along for the ride. If the EU had a democracy score lower than 7, any armies stationed in breakaways would be destroyed. A democracy score higher than 7 means there is no breakaway state; the country just becomes independent.
=== Claims ===
Some nations have claims on regions that aren't theirs. These are the regions they may acquire through warfare or secession movements. Several social science projects can unlock new claims during the campaign.
Completing certain research projects will increase the number of claims. The following claims exist at the start:
* [[File:Flag France.png|30px]] France has a claim on every member of the [[File:Flag European Union.png|30px]] European Union
* [[File:Flag Russia.png|30px]] Russia has a claim on every member of the [[File:Flag Eurasian Union.png|30px]] Eurasian Union
* [[File:Flag Czech Republic.png|30px]] The Czech Republic has a claim on [[File:Flag Slovakia.png|30px]] Slovakia
* [[File:Flag United Kingdom.png|30px]] The United Kingdom has a claim on [[File:Flag Ireland.png|30px]] Ireland
* [[File:Flag Bosnia and Herzegovina.png|30px]] Northern Balkan States have a claim on [[File:Flag Serbia.png|30px]] Southern Balkan States
* [[File:Flag China.png|30px]] China has a claim on [[File:Flag India.png|30px]] India
* [[File:Flag India.png|30px]] India has a claim on [[File:Flag Bangladesh.png|30px]] Bangladesh
* [[File:Flag Russia.png|30px]] Russia has a claim on [[File:Flag Ukraine.png|30px]] Ukraine
* [[File:Flag Australia.png|30px]] Australia has a claim on [[File:Flag New Zealand.png|30px]] New Zealand
* [[File:Flag Indonesia.png|30px]] Indonesia has a claim on [[File:Flag Papua New Guinea.png|30px]] Pacific States
* [[File:Flag South Korea.png|30px]] South Korea has a claim on [[File:Flag North Korea.png|30px]] North Korea
* [[File:Flag Ethiopia.png|30px]] Ethiopia has a claim on [[File:Flag Somalia.png|30px]] Somalia
* [[File:Flag Guatemala.png|30px]] Guatemala has a claim on [[File:Flag Belize.png|30px]] Belize
* [[File:Flag Sudan.png|30px]] Sudan has a claim on [[File:Flag South Sudan.png|30px]] South Sudan
* [[File:Flag Venezuela.png|30px]] Venezuela has a claim on [[File:Flag Guyana.png|30px]] Guyana
[[File:Relations tab.png|thumb|320px|Relations view]]
== Foreign Relations ==
The Relations tab describes the relations between different nations.
* '''Allies''' are nations that will support this nation when attacked, and may hold a policy vote to join a war started by this nation. Allies may host one another's armies as well.
* '''Rivals''' are nations with which this nation may go to war.
Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself. Actions that improve relations also trigger a cooldown between the nations for improving relations again.
There are a few restrictions on who can ally and become rivals. Two nonadjacent nations with only one or two control points may not form alliances or rivalries unless one also has a navy. Nations allied with breakaway nations cannot ally with the breakaway's parent nation, and vice versa.
Improving relations requires the consent of the targeted nation. This can be skipped by controlling the executive control points in both nations.
Hovering over the alliance option will also show the detailed requirements for federation and unification.
=== Breakaway Nations ===
Nations that secede from another nations become breakaway nations. Breakaway nations are always Rivals with their parent nations and cannot declare wars, join wars or join federations. Allies of breakaway nations are also always Rivals with the parent nation. This state can be ended by either the breakaway nation using the Declare Independence policy or the parent nation using the Grant Independence policy.


When the game starts there is only one breakaway nation - Taiwan.
{{SpoilerBox}}
The [[Aliens#Alien_Administration|Alien Nation]] does not have any special control point types or bonuses. Though naturally the [[Aliens]] still receive all of the benefits that an Executive Control Point grants.
{{SpoilerBoxEnd}}


{{Mechanics_Navbox}}
{{Mechanics_Navbox}}
[[Category: Major Articles]]
[[Category: Nations]]

Latest revision as of 15:02, 20 September 2026

This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see Nation List instead.

Nation Stats view

Nations on Earth serve as battlegrounds for the aliens' designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.

Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation's economy and foreign policy.

National Stats

The prosperity and stability of Earth's nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.

Overview

Population GDP per capita Investment points Economy priority Welfare priority Knowledge priority Government priority Unity priority Oppression priority Inequality cohesion Unrest Education Government score Spoils priority
Population Population green arrow up red arrow down red arrow down
GDP per capita GDPPC green arrow up
Investment points IP green arrow up green arrow up red arrow down
Economy priority Economy Priority red arrow down green arrow up green arrow up green arrow up
Welfare priority Welfare Priority red arrow down green arrow up
Knowledge priority Knowledge Priority red arrow down green arrow up red arrow down
Government priority Government Priority red arrow down green arrow up green arrow up
Unity priority Unity Priority red arrow down green arrow up red arrow down red arrow down
Oppression priority Oppression Priority red arrow down green arrow up red arrow down
Inequality Inequality green arrow up red arrow down green arrow up
cohesion Cohesion red arrow down green arrow up green arrow up red arrow down red arrow down red arrow down
Unrest Unrest red arrow down red arrow down red arrow down
Education Education green arrow up red arrow down
Government score Government green arrow up red arrow down red arrow down
Spoils priority Spoils Priority red arrow down green arrow up red arrow down
research Research green arrow up green arrow up red arrow down green arrow up green arrow up
mission control MC green arrow up green arrow up green arrow up
  • Each cell represents the effect of having higher amounts of the column stat on the row stat.
  • Lighter background colors indicate stronger effects on the row stat.
  • Empty cell indicates that the column stat has no direct effect on the row stat.
  • indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.

Population

Nations are composed of regions that each have PopulationPopulation measured in millions. The total PopulationPopulation of a nation is one of its most important stats, as PopulationPopulation has significant effects on nearly all other stats, including but not limited to Investment pointsIP, research, Research output, Mission_Control cap, Army cap, and cohesionCohesion. Larger populations also make it slower to change nation stats. This means larger-pop nations tend to have more long-term potential, but also tend to be slower to realize that potential.

For detailed mechanics, see Population.

Government

The Government score of a nation represents how democratic it is, with 0 representing a totalitarian dictatorship, and 10 representing an idealized democracy. It is raised by the Government priorityGovernment Priority and lowered by the Oppression priorityOppression Priority and the Spoils prioritySpoils Priority.

For detailed mechanics, see Government.

Unrest

The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation's Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.

~ Terra Invicta Codex, 0.4.85.

In a nation with 50 million PopulationPopulation:

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

UnrestUnrest score ranges from 0 to 10:

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

Base Unrest

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

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

Alien-Related SPOILERS INSIDE!  

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

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

Notable Effects of Unrest

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

Coups and revolutions

Naturally occurring coups and revolutions can happen at high levels of UnrestUnrest. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an Increase UnrestIncrease Unrest Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if >9.9 UnrestUnrest when checked, but never otherwise. A naturally occurring coup will never happen if ≥8 Government scoreGovernment and <8 UnrestUnrest; otherwise the daily chance of coup * 4 is checked.

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

So natural coups can be countered by lowering UnrestUnrest and increasing cohesionCohesion, Government scoreGovernment and Spoils prioritySpoils Priority (up to the Corruption level). The Spoils prioritySpoils Priority may often be ignored if the level of UnrestUnrest in a country is sufficiently low and the cohesionCohesion and/or Government scoreGovernment sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).

SPOILERS INSIDE!  

The Alien Nation is immune to coups, even natural ones. But it can still be hit by revolutions.

Effects of a Coup

When a nation undergoes a coup for any reason, the following changes occur:

  1. The nation is removed from its federation.
  2. All diplomatic cooldowns involving the nation are set to 0 days.
  3. All control points in the nation are emptied, except for those owned by the faction whose councilor performed the Coup d'EtatCoup d'Etat, if any.
  4. The nation's Government scoreGovernment is changed by a random amount between -2 and 1.
  5. The nation's UnrestUnrest is changed by a random amount between -3 and 0.
  6. The nation's cohesionCohesion is changed by a random amount between -1 and 1.
  7. The nation's GDP is changed by a random amount between -10% and 0%.
  8. Distribute the control points of the nation to the Factions that raised the most UnrestUnrest through Increase UnrestIncrease Unrest missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.
  9. If the Coup d'EtatCoup d'Etat was performed by a councilor of some faction F, then:
    • If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.
    • If there is exactly one empty control point in the nation and the Coup d'EtatCoup d'Etat mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.
    • Otherwise, give the first empty control point in the nation to F, and if the Coup d'EtatCoup d'Etat was a critical success, also give the control point immediately to the right of it to F.
  10. Empty out every control point that is to the right of an empty control point.
  11. If the Executive Control Point is no longer controlled by the same faction, then all of the nation's allies end their alliances, but the mutual diplomatic cooldowns are set to 0 days.
  12. Every councilor that is still planning to perform a Coup d'EtatCoup d'Etat mission on the nation this turn aborts their pending Coup d'EtatCoup d'Etat mission.
  13. Clear out all records of prior Increase UnrestIncrease Unrest missions on the nation.

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

Effects of a Revolution
SPOILERS INSIDE!  

For details on Revolutions in the Alien Nation, see Nations#Alien_Related instead.

When a human nation undergoes a revolution, the following changes occur:

  1. The nation is removed from its federation.
  2. All diplomatic cooldowns involving the nation are set to 0 days.
  3. All control points in the nation are emptied.
  4. Each region of the nation takes a random amount of damage from 0% to 25%, double for the Capital regioncapital region.
  5. Distribute the control points of the nation to the Factions that raised the most UnrestUnrest through Increase UnrestIncrease Unrest missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.
  6. The nation's UnrestUnrest is changed by a semi-random amount between -6 and -3, affected by Public Support.
  7. The nation's cohesionCohesion is changed by a semi-random amount between -3 and 3, affected by Public Support.
  8. If the nation's InequalityInequality is at least 2.5, then it is changed by a semi-random amount between -3 and 0, affected by Public Support.
    • Note: This InequalityInequality reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.
  9. The nation's Government scoreGovernment is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is increased by the average Idealism of the new control point owners.
    • Note: Government scoreGovernment cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.
  10. X% chance for the number of loose nukes to increase by 1, where X is the number of Strategic nuclear barrageNuclear Weapons the nation had. But note that this doesn't actually reduce the number of Strategic nuclear barrageNuclear Weapons the nation has.
  11. Clear out all records of prior Increase UnrestIncrease Unrest missions on the nation.
  12. If the Executive Control Point is no longer controlled by the same faction, then all of the nation's allies end their alliances, but the mutual diplomatic cooldowns are set to 0 days.

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

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

  1. Set X to 0.
  2. For each non-empty control point before the revolution:
    • If this is not the executive control point, then reduce X by 0.5 × the Public Support of the control point's faction.
    • If this is the executive control point, then reduce X by 1 × the Public Support of the control point's faction.
  3. For each non-empty control point after the revolution:
    • If this is not the executive control point, then increase X by 1 × the Public Support of the control point's faction.
    • If this is the executive control point, then increase X by 2 × the Public Support of the control point's faction.
  4. Increase X by a random value between 0 and 0.25.
  5. If all control points are empty both before and after the revolution, then again increase X by a random value between 0 and 0.25.

GDP

A nation's GDP is its Gross Domestic Product, measured in US dollars. It is primarily increased by investing in the Economy priorityEconomy Priority. GDP determines the raw Investment pointsIP output of a nation and the control pointsControl Point Capacity cost to hold its Control Points, and also influences how hard it is to target the nation with missions. Per-region GDP determines mission controlMission Control cap.

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

For detailed mechanics, see GDP.

Education

A nation's EducationEducation value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of EducationEducation there. Nations with higher EducationEducation scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.

~ Terra Invicta Codex, 0.4.85.

In a nation with 50 million PopulationPopulation:

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

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

EducationEducation cannot be decreased below 1.

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

Research

As of Version RC6, the researchNational Research output is calculated as:

// PavonisInteractive.TerraInvicta.TINationState
public float research_month
{
	get
	{
		float population_Millions = this.population_Millions;
		float perCapitaGDP = this.perCapitaGDP;
		return (population_Millions * ((perCapitaGDP <= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);
	}
}

In other words:

A) Base of Number of Control Points + EducationEducation + Government scoreGovernment / 2. Capped at PopulationPopulation / 5000.

B) PopulationPopulation in millions.

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

If the GDP per capitaGDPPC is higher than $30000, use 1.5157166 + 0.90942997 × (ln(GDP per capitaGDPPC/15000) - 0.6931472) instead.

note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is about 2^0.6 × (1 + 0.6 × ln(GDP per capitaGDPPC/30000))

Research factor from GDPPC

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

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

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

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

H) n% per ScienceScience AdviseAdvisor with diminishing return: 1% per ScienceScience of first AdviseAdvisor + 0.5% per ScienceScience of second AdviseAdvisor + 0.333333% from 3rd etc, always sorted by AdviseAdvisor bonus, descending (best AdviseAdvisor will count towards the first bonus).

These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H

Mission Control

Whenever the Mission control priorityMission Control Priority is completed, a region in the nation is selected to gain 1 mission controlMission Control. A nation's MC is split equally between the owners of the nation's Control Points. See Mission Control#MC_from_Nations for details.

Boost

A nation that has completed the Found space program priorityFound Space Program Priority may invest in the Boost priorityBoost Priority, which will give the nation permanent production of boostBoost.

A nation's boost production is distributed between federation members, with larger members getting much more, and then each nation's boost is distributed equally between owners of that nation's Control Points. For details, see Boost.

Funding

The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation.

~ Terra Invicta Codex, 0.4.85.

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

Whenever the Funding priorityFunding Priority is completed, the nation's annual funding grows by 10 + (the nation's GDP in billions)^0.25 / 2, rounded to the nearest integer.

Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the Funding priorityFunding Priority is completed.

The annual funding of a nation is capped at the nation's GDP in billions multiplied by 5.

Note: Nations that are part of a Federation will share their funding with all other Federation members. Larger nations will receive a much larger share of the Federation's total funding, with each nation's share being proportional to (the number of its control points) ^ 3.

Miltech

A nation's Military Technology, aka Military TechnologyMiltech, value represents the capability of the nation's armed forces. It has major impacts on an army's effectiveness in Terrestrial Warfare, and can be raised with the Military priorityMilitary Priority. For details, see Miltech.

Armies

A nation may build one or more armies with the Build army priorityBuild Army Priority if it has completed the Found military priorityFound Military Priority and has a population of at least 5 million. Armies can be used to conquer other nations, defend against conquests, or attack certain Alien objects.

For detailed mechanics of army costs, army control, and the number of armies a nation can build, see Army. For army combat mechanics, see Terrestrial Warfare. For the use of armies to conquer regions, see Foreign_Relations#War_Annexation. For attacking aliens, see Aliens#Reduction.

Navies

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

There are three possible navy states:

  • No Navies: No army has any navy attached.
  • Freedom of the Seas: At least one army has a navy attached and there are no enemies with a higher naval score.
  • Blockaded: At least one army has a navy attached and there are enemies with a higher naval score.

See Terrestrial_Warfare#Naval_Freedom for more details on how Blockades occur.

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

Strategic Nuclear Barrages

The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.

Nuclear weapons can target any region belonging to current war enemies, or owned Regions with enemy forces present. Note that Surface-to-Orbit defensesadvanced defenses will prevent any nuclear attack.

Estimated Military Strength

The estimated military strength of a nation X is calculated as the sum of the following:

Category Conditions Multipliers
Number of Regions of X Not Fully Occupied Military TechnologyMiltech of X × 0.7
Number of Armies of X Not Megafauna Military TechnologyMiltech of X × 3 × Average Remaining Health % of the Armies
SPOILERS INSIDE!  

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

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

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

So it has an estimated military strength of 115.36.

The estimated military strength of a nation is important because when multiple nations fight on the same side of a war, the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.

In addition, the estimated military strength of a nation is often used by the AI to determine their international relations. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.

Space Defenses

The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.

~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.

Human Nations can build Space Defenses after Trans-Interface Warfare is researched.

Space Defenses are built in the following order:

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

The amount of IP needed by the Space defenses prioritySpace Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See Region List for a list of all regions and their areas.

Space Defenses are armed with a giant 1-GJ, 3600-cm laser (this is bigger than the Alien T3 base defense laser). Color will be best available of IR or green, and type, of laser, arc laser or phaser.

Exofighters

Human nations can build Exofighterexofighters after Exoatmospheric Fighters is researched.

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

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

The Maximum Exofighterexofighters of a region is calculated as:

  • 0 if the Monthly boostBoost Production is less than 1.
  • Min(64, Monthly boostBoost Production / 4), rounded up to the nearest integer.

Cohesion

A nation's Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation's people are fragmented or even tribal. High values keep unrest in check and increase the nation's ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.

~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.

In a nation with 50 million PopulationPopulation:

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

cohesionCohesion moves by 0.1 per month towards cohesionBase Cohesion. It can decrease faster, up to 0.25 per month towards its resting point, depending on InequalityInequality (this acceleration occurs for InequalityInequality values between 4 to 4.6). Specifically, when cohesionBase Cohesion is lower than cohesionCohesion, the cohesionCohesion decrease per month is calculated as follows:

Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )

This is not affected by Population Scaling and is rapid enough that it is usually better to move cohesionBase Cohesion rather than trying to fight the tide. See Nations#Resting_Cohesion for details on how to achieve this.

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

cohesionCohesion ranges from 0 to 10:

cohesionCohesion Score range
Fragmented <1
Fractured <2
Sectarian <3
Polarized <4
Competitive <5
Diverse <6
Integrated <7
Homogenous <8
Dominated <9
Hegemonic <10
Monolithic 10

Resting Cohesion

cohesionBase Cohesion depends on the following factors:

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

In other words, cohesionBase Cohesion is:

raised by:

centered by:

changed by:

lowered by:

Notable Effects of Cohesion

Underflowing Cohesion

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

In a nation with 50 million PopulationPopulation:

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

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

Public Opinion

Public Opinion reflects the overall opinion of the typical residents of a given nation, or of Earth generally. Having high public opinion gives a significant boost to a faction, as a built-in source of free influenceInfluence and as a bonus on a wide variety of missions. Public opinion can be changed in a wide variety of ways, either positive (such as performing Public Campaign missions) or negative (such as committing atrocities).

For details, see Public Opinion.

Sustainability

A nation's Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation's GDP, population, and presence of oil resource regions.

~ Terra Invicta Codex, 0.4.85.

In Terra Invicta, every nation has a Pollution Multiplier that caps at 10. This Pollution Multiplier multiplies:

Initially, nations cannot go below 0.3325 Pollution Multiplier. But researching all of the following technologies would reduce this minimum value down to the limit of 0:

In a nation with 50 million PopulationPopulation:

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

Note: Region damage, such as from natural disasters and war, can rapidly increase a nation's Pollution Multiplier.

A nation's SustainabilitySustainabilityvalue is calculated as:

Once a nation reaches 10 SustainabilitySustainability (0 Pollution Multiplier), the Environment priorityEnvironment Priority will begin to remove Greenhouse Gases from the atmosphere.

At this point, there is a significant change: the population scaling effect gets inverted. A larger PopulationPopulation is now a boon: the amount of Greenhouse Gases removed whenever the Environment priorityEnvironment Priority is completed is now multiplied by (the nation's PopulationPopulation / 50 million) ^ 0.35.

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

Inequality

A nation's Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn't have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.

~ Terra Invicta Codex, 0.4.85.

In a nation with 50 million PopulationPopulation:

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

Inequality score ranges from 1 to 9:

InequalityInequality Score range
Very Low 1-2
Low 2-3
Moderate 3-4
High 4-5
Very High 5-6
Extreme 6-9

Note: Whenever a nation's InequalityInequality would grow beyond 9, the excess amount is instead subtracted from cohesionCohesion and added to UnrestUnrest.

Corruption

Corruption (shown in the Spoils prioritySpoils Priority tooltip) determines what percentage of the nation's Investment pointsIP the elites want diverted to the Spoils prioritySpoils Priority (Note: Does not account for priority bonuses). If this is not done then Coup d'EtatCoup d'Etats become easier to perform against the nation, to the point where they might even naturally occur without any faction's involvement. Conversely, assigning more to the Spoils prioritySpoils Priority than the elites want will cause them to protect your nation from councilor Coup d'EtatCoup d'Etat attempts.

Corruption for human nations is calculated as follows:

SPOILERS INSIDE!  

The Alien Administration always has 0% corruption.

Priorities

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

The owner of each control point may direct a share of Investment pointsIP into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.

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

Investment pointsIP gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.

Some priorities will be highlighted red if they are considered critical to the nation.

List of Priorities

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

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

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

EducationEducation by 0.005

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

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

Yes
EducationEducation by 0.001 Yes

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

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

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

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

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

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

Set Military TechnologyMiltech to the Max of:

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

Diversity Bonus

Each control point independently[1] gains a small diversity bonus to each of its priorities based on how much it is personally investing into other[2] nation building priorities.

Priority Diversity Multiplier
Economy priorityEconomy Priority 50%
Welfare priorityWelfare Priority 20%
Environment priorityEnvironment Priority 20%
Knowledge priorityKnowledge Priority 20%
Government priorityGovernment Priority 20%
Unity priorityUnity Priority 20%
Military priorityMilitary Priority 20%

Each of these nation building priorities adds a diversity bonus of X% to all other priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).

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

Thus:

  • The Economy priorityEconomy Priority receives a diversity bonus of 4% (because it cannot receive the 30% from itself).
  • The Welfare priorityWelfare Priority receives a diversity bonus of 30% (because it cannot receive the 4% from itself).
  • The Spoils prioritySpoils Priority receives a diversity bonus of 30% + 4% = 34%.

Note: This diversity bonus is additive with other bonuses to nation priorities. Specifically, whenever a control point would put any Investment pointsIP into any priority, the amount of Investment pointsIP that is actually put into the priority is multiplied by:

100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions 


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

Direct Investment

Direct Investment allows a faction to purchase Investment pointsIP in a certain priority with moneyMoney, influenceInfluence, and/or opsOps. The number of Investment pointsIP that may be purchased each calendar year in any nation is capped at 12 × (PopulationPopulation in Millions × 48.75) ^ 0.175 × (GDP in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.

Base Direct Investment Costs for each Nation Priority
Priority moneyMoney Cost influenceInfluence Cost opsOps Cost
Economy priorityEconomy Priority GDP per capitaGDPPC Increase Per Completion × PopulationPopulation in Millions / Required Investment pointsIP 25 0
Welfare priorityWelfare Priority 360000 / 67 × InequalityInequality Decrease Per Completion × PopulationPopulation in Millions / Required Investment pointsIP 100 0
Environment priorityEnvironment Priority 150000 × Pollution Multiplier Decrease Per Completion × (PopulationPopulation / 50 million) ^ 0.35 / Required Investment pointsIP 100 0
Knowledge priorityKnowledge Priority 625 / 41 × PopulationPopulation in Millions / (PopulationPopulation / 50 million) ^ 0.35 / Required Investment pointsIP 100 0
Government priorityGovernment Priority 150000 × Government scoreGovernment Increase Per Completion × (PopulationPopulation / 50 million) ^ 0.35 / Required Investment pointsIP 300 0
Unity priorityUnity Priority 400 × (PopulationPopulation / 50 million) ^ 0.35 / Required Investment pointsIP 300 / Required Investment pointsIP 0
Oppression priorityOppression Priority 0 50 × Max(1, Government scoreGovernment) × Required Investment pointsIP / (PopulationPopulation / 50 million) ^ 0.35 30 / (1 + Min(2, Military TechnologyMiltech / 10))
Funding priorityFunding Priority 0 5 × Funding priorityFunding Increase Per Completion / Required Investment pointsIP 0
Found space program priorityFound Space Program Priority 2800 / Required Investment pointsIP 2500 / Required Investment pointsIP 0
Boost priorityBoost Priority 1250 / Required Investment pointsIP 100 / Required Investment pointsIP 0
Mission control priorityMission Control Priority 2500 / Required Investment pointsIP 800 / Required Investment pointsIP 0
Found military priorityFound Military Priority 2000 / Required Investment pointsIP 2000 / Required Investment pointsIP 1500 / Required Investment pointsIP
Military priorityMilitary Priority 250 × Military TechnologyMiltech / Required Investment pointsIP 250 / Required Investment pointsIP 30 × Military TechnologyMiltech / Required Investment pointsIP
Build army priorityBuild Army Priority 10000 × Military TechnologyMiltech / Required Investment pointsIP 3000 / Required Investment pointsIP 2000 × Military TechnologyMiltech / Required Investment pointsIP
Build navy priorityBuild Navy Priority 1200 × Military TechnologyMiltech / Required Investment pointsIP 3000 / Required Investment pointsIP 1500 × Military TechnologyMiltech / Required Investment pointsIP
Develop atomic bomb priorityDevelop Atomic Bomb Priority 30000 / Required Investment pointsIP 3000 / Required Investment pointsIP 300 / Required Investment pointsIP
Nuclear weapons priorityNuclear Weapons Priority 5000 / Required Investment pointsIP 1500 / Required Investment pointsIP 150 / Required Investment pointsIP
Space defenses prioritySpace Defenses Priority 2500 / Required Investment pointsIP 800 / Required Investment pointsIP 600 / Required Investment pointsIP
Build exofighter priorityBuild Exofighter Priority 1000 / Required Investment pointsIP 200 / Required Investment pointsIP 150 / Required Investment pointsIP
Direct Investment Cost Multipliers
Category Conditions moneyMoney Cost Multiplier influenceInfluence Cost Multiplier opsOps Cost Multiplier
Corruption None 1.2 + Corruption × 0.9 1 + Corruption × 0.75 1
Projects Researched 1 - 0.15 for Transnational Investments - 0.15 for Adaptive FDI Modeling 1 - 0.25 for Strategic Lobbying - 0.25 for Regulatory Capture 1
Recently Conquered Within 365.25 days
Not Oppression priorityOppression Priority
Not Funding priorityFunding Priority
1 0.5 1
Nation Ownership Not Cracked 1 1 - 0.5 × Fraction of Control Points Owned 1
control pointsControl Point Capacity Cost Not Alien Nation
Not Funding priorityFunding Priority
1 0.1 × Single Control Point control pointsControl Point Capacity Cost 1
National Priority Bonuses Not from Federation
Not from Diversity
1 / (1 + Bonus) 1 / (1 + Bonus) 1 / (1 + Bonus)
Federation Bonus Economy priorityEconomy Priority Only 1 / (1 + Bonus) 1 / (1 + Bonus) 1 / (1 + Bonus)
Nation Resource regionMining Regions Build army priorityBuild Army Priority and Build navy priorityBuild Navy Priority Only 1 / (1 + 0.05 per Resource regionMining Region) 1 / (1 + 0.05 per Resource regionMining Region) 1 / (1 + 0.05 per Resource regionMining Region)

Elites

Each nation requires a certain percentage of Investment pointsIP to be put into the Spoils prioritySpoils Priority. Failing to provide enough Investment pointsIP into Spoils prioritySpoils Priority, shown by the priority becoming red, increases the chance of a coup. See Nations#Corruption for details on how this percentage is calculated.

Control Points

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

The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation's critical resources, control over the nation's armies, and the ability to direct investment priorities.

The researchResearch, boostBoost, mission controlMission Control and moneyMoney (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a CrackdownCrackdown or are abandoned still get their share, but the owning faction does not receive it.

If there are Armies controlled by the nation, owning a control point may also grant you direct control of said Armies. Control Points with Armies attached to them are shown with the Army symbol. If there is more than one Army attached to a control point then the number of attached Armies is shown over the symbol.

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

Number of Control Points

The number of control points is based on the nation's GDP, specifically:

Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))
GDP (Bn) Control Points
0-15.4 1
15.4-263 2
263-1701 3
1701-6869 4
6869-20944 5
20944+ 6

Whenever a nation's GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.

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

Cost of Control Points

The control pointsControl Point Capacity cost of a control point is also based on the nation's GDP, specifically:

Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2

This total control pointsControl Point Capacity cost is divided up evenly among all the control points of the nation.

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

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

SPOILERS INSIDE!  

Taking Control Points

To gain control over a neutral Control Point, one usually performs a successful Control NationControl Nation mission with one of their Councilors. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by Factions, then the Control NationControl Nation mission becomes unavailable. In that case you would need to perform a successful PurgePurge mission on an enemy Control Point.

To increase PurgePurge success chances, it is recommended to conduct CrackdownCrackdown on these Control Points first. Another alternative to Control Nation is Coup d'EtatCoup d'Etat. It can either be performed with your councilor or happen naturally. See Nations#Effects_of_a_Coup for the effects of a coup, including the distribution of control points when a coup occurs. Coup d'EtatCoup d'Etat has a higher success chance in nations with high UnrestUnrest, so Increase UnrestIncrease Unrest missions can be very helpful.

One more alternative is to simply use war. When armies conquer a nation's Capital regioncapital region, all control points in the nation switch owners to whichever faction conquered them.

Control Point Types

Control points come in a variety of types. Their type depends on the national Government scoreGovernment and other conditions, and provides a related bonus for the faction controlling it.

Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.
Position (from the Right) Conditions Control Point Type Benefits
1st None Executive
2nd ≥5 Government scoreGovernment Legislature
  • If Faction also owns the Executive, then +3 Bonus Defense against all PurgePurge and Dominate NationDominate Nation Missions targeting the Executive.
  • Otherwise, the faction gains +3 Bonus Attack on its PurgePurge Missions targeting the Executive.
≥6 EducationEducation and ≥7 cohesionCohesion Party
  • +3 Bonus Defense against all PurgePurge and Dominate NationDominate Nation Missions targeting each non-Executive control point owned by the Faction.
  • +3 Bonus Attack on the Faction's PurgePurge Missions targeting each non-Executive control point.
≥6 EducationEducation and <7 cohesionCohesion Oligarchs
  • If Faction also owns the Executive, then +3 Bonus Defense against all other factions' Coup d'EtatCoup Missions targeting the Nation.
  • +3 Bonus Attack on the Faction's Coup d'EtatCoup Missions targeting the Nation.
Else Aristocracy +20% Nation Spoils prioritySpoils Money Output for Faction.
3rd <5 Government scoreGovernment Security Apparatus
≥7 EducationEducation Mass Media +3 Bonus Attack on the Faction's Public CampaignPublic Campaign and Dominate NationDominate Nation missions within the Nation.
Else Religion +15 Propaganda Strength for Unity priorityUnity Priority's Propaganda for Faction. (Affected by Population Scaling.)
4th <4 Government scoreGovernment National Industries
  • +3 Bonus Defense against all Hostile TakeoverHostile Takeover Missions targeting Orgs owned by the Faction within the Nation.
  • +3 Bonus Attack on the Faction's Hostile TakeoverHostile Takeover Missions within the Nation.
<3.5 InequalityInequality and >10000 GDP per capitaGDPPC and >7 EducationEducation Trade Unions Orgs based in the same nation cost 20% less influenceInfluence for Faction to purchase.
Else Corporations Orgs based in the same nation cost 20% less moneyMoney for Faction to purchase.
5th >6 cohesionCohesion Bureaucracy +3 Bonus Attack on the Faction's Control NationControl Nation missions within the Nation.
>3 cohesionCohesion Regional Authorities +3 Bonus Attack on the Faction's Stabilize NationStabilize Nation missions within the Nation.
>1 cohesionCohesion or <7 UnrestUnrest Identity Blocs +3 Bonus Attack on the Faction's Increase UnrestIncrease Unrest missions within the Nation.
Else Warlords +6 Bonus Attack on the Faction's Increase UnrestIncrease Unrest missions within the Nation.
6th >9 Government scoreGovernment and >9 EducationEducation Knowledge Sector +5% researchNation Research Output for Faction.
>6 cohesionCohesion and Nation has a rival or war enemy which has at least the same number of control points. Defense Sector Faction's ArmyArmies that belong to this Nation gain +0.005 daily heal rate.
>6 Government scoreGovernment and >7 EducationEducation Financial Sector +5% Nation Funding priorityFunding Money Output for Faction.
Nation has at least 1 Oil regionOil or Resource regionMining Region Extractive Sector Nation Spoils prioritySpoils Money Output for Faction increased by 2 × Number of Oil regionOil or Resource regionMining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.
Else Agricultural Sector Nothing.
SPOILERS INSIDE!  

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